TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at scon40@aol.com.  For LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com. 
  SHE6-07 
   
   
   
   
   
  SIGHT UNSEEN 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Sheldomar Metaregional Adventure 
  Version 1.0 
   
  by Steve Hess 
  Reviewer: Michael D. Moore 
   
  Circle Reviewer: Steven Conforti 
   
   
  Tensions between rival political and religious factions in the stinking city of Westkeep threaten the fragile peace.  
  Subtle and dangerous conspiracies foment just out of sight, threatening to destabilize the entire area.  Surely there is a 
  need for heroes at a time like this…but when one’s enemies hide behind a thousand masks of innocence, where does 
  one even begin?  A Sheldomar Valley metaregional adventure for APLs 6-10 and Part 1 of the Not One of Us Series. 
  
  SHE6-07 Sight Unseen 
   
  Page 2 
  RPGA Sanctioned Play 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part 
  of 
  the 
  LIVING 
  GREYHAWK 
  campaign—a 
  worldwide, ongoing D&D campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so. 
  Preparing for Play 
  To get the most out of this adventure, you need copies 
  of the following D&D books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information on 
  nonplayer characters (NPCs) and monsters appear in 
  abbreviated form in the adventure text. Full 
  information on NPCs and monsters are given in the 
  Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part 
  of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To determine 
  this modified Average Party Level (APL) follow the 
  steps below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability 
  (such as animal companions, familiars paladin’s 
  mounts) or the warhorse of a character with the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL at which this adventure 
  is being played, that character receives only one-half of 
  the experience points and gold for the adventure. This 
  simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives.  
  
  SHE6-07 Sight Unseen 
   
  Page 3 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  Time Units and Upkeep 
  This is a standard two-round Metaregional adventure, 
  set in the Sheldomar Valley.  Characters native to the 
  Sheldomar Valley pay one Time Unit per round, all 
  others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit.  Rich Upkeep costs 50 gp per Time Unit.  
  Luxury Upkeep costs 100 gp per Time Unit. Characters 
  that fail to pay at least Standard Upkeep will retain 
  temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s 
  kits, and may suffer other in-game penalties (or 
  possibly gain in-game benefits) as may be detailed in 
  this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties 
  by living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a 
  Survival check (DC 20), the character will heal 
  temporary ability damage as if he or she paid for 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or 
  bolts if the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  The city of Westkeep was captured from the Scarlet 
  Brotherhood-dominated Hold of the Sea Princes by 
  Keoland in CY 588.  It is not a pleasant place, lying at 
  the southern edge of the Hool Marshes.  Adventurers 
  have flocked there in search of glory, honor, and profit, 
  even as many former slaves of the Sea Princes have 
  either fled the area or established freeholds of their 
  own.  Most of these former slaves are humans of 
  Olman origin. 
   
  Many of these Olman have settled in the 
  Westkeep area as farmers; a significant number have 
  relocated north to the Ilbosok slums of Gradsul in 
  Keoland.  Very few have moved farther north…but 
  more do so every day.  They tend to stick close 
  together, as their native language, customs, and 
  appearance is quite foreign to the common folk of the 
  Sheldomar Valley.  
   
  Olman people traveling north into the greater 
  Sheldomar tend to stand out by virtue of their dress, 
  language, religion, and other aspects of their culture 
  aside from their skin color and bone structure.  In most 
  areas outside of the largest cities, suspicion is common, 
  and acceptance is hard to come by.   
   
  The vast majority of the Olman want nothing 
  more than to live in peace and to share in the 
  prosperity of the Sheldomar Valley, but there are 
  always persons of ill intent in any population.  A 
  conspiracy has arisen among a few disaffected Olman, 
  persons who have come north bearing the dark will of 
  their dark gods, persons to whom the image of the sun 
  can only mean chaos and death. These conspirators, 
  using ancient and ambiguous prophecies and poorly-
  understood relics, mean to supplant the sun gods of the 
  northern lands, namely Pelor, Pholtus, and Lydia, with 
  their own Tezcatlipoca, the Smoking Mirror, evil deity 
  of the scorching sun and the uncaring moons.  They 
  intend to turn the faiths of the so-called “Three 
  Blasphemies” against each other and then strike them 
  down in their weakness.  They also wish to see the 
  scattering of the Olman people north into the Flanaess 
  stop. They believe that the strength of their god and 
  their 
  own 
  political 
  power 
  hinges 
  on 
  large, 
  concentrated Olman populations performing the 
  savage rituals of old. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  SHE6-07 Sight Unseen 
   
  Page 4 
  Adventure Summary 
  This is Part 1 of the Not One of Us series, in which the 
  PCs will witness the results of the conspirators’ first 
  strike in the area of Westkeep and are drawn to follow 
  them north into the heart of the Sheldomar Valley.  
  The PCs will not meet the conspirators in this 
  adventure; instead, they will be confronted by 
  henchmen, stooges, red herrings, and the occasional 
  hungry denizen of the Hool Marshes.  By they end, the 
  PCs may have found important clues as to the true 
  nature of the threat to the Sheldomar; in any event, 
  they will have found either a grisly death or a powerful 
  reason to pursue the conspirators. 
   
  Encounter One: PCs wander Westgate freely and 
  may Gather Information about the city and current 
  events from the locals. 
   
  Encounter Two: On the streets and canals of 
  Westkeep, the PCs witness a band of Pholtans, persons 
  clearly not local to the area, haranguing the crowd.  
  These clerics and their retinue target the faiths of Pelor 
  and Lydia for particular abuse. 
   
  Encounter Three: Morning comes, and with it, a 
  lynch mob.  The city’s Pelorite sanctuary has been most 
  savagely attacked; those residents not burned into 
  heaps of greasy ashes have been blinded by means that 
  defy magical healing.  The PCs are enlisted by the 
  Keoland Royal Standards to look into the matter while 
  the Pholtans widely believed to be responsible are 
  imprisoned as much for their own protection as for 
  their supposed crimes. 
   
  Encounter Four: Interviews reveal that the 
  Pholtans traveled to Westkeep with interesting 
  company, a trio of men for whom no two people can 
  provide the same description.  An elderly Olman 
  woman, one of the blindness victims, reports to the 
  PCs that she has seen this phenomenon before, in a 
  long-abandoned slave village to the northwest. 
   
  Encounter Five: If the PCs journey into the Hool 
  by mundane means, such as on foot or on horseback, 
  they must brave the dangers of Hool Marsh and face 
  the challenges of its terrain. 
   
  Encounter Six: Journeying into the Hool, the 
  PCs witness a bizarre sight: a human child of Olman 
  blood wandering alone in the swamp.  She does not 
  notice the PCs until they call out to her; indeed, her 
  eyes are the same dull black orbs seen in the blind of 
  Westkeep.  She can give the PCs the general direction 
  and distance of her village. 
   
  Encounter Seven: Imagine a small settlement of 
  Olman humans deep in the Hool Marsh, one that 
  survives 
  on 
  rice 
  cultivation, 
  hunting, 
  and 
  trapping…and now imagine that every resident has 
  been struck blind.  The PCs arrive in town just ahead of 
  a wave of mutant swamp-creatures bent on feasting on 
  helpless human flesh.   
   
  Encounter Eight: Having disposed of the 
  immediate threat, the PCs may now investigate the 
  significance of this seemingly-insignificant town.   The 
  clues lie all around them, in the stones that make the 
  foundations of every building in the area and the 
  remains of the stone tower just outside of town.  A 
  prophecy is recorded thereon that foresees one who 
  will “blind the sun and kill the moons.”  If the pieces of 
  the prophecy are assembled correctly, then the PCs 
  will learn that the prophet described in the text was 
  born almost twenty years ago. 
   
  Encounter Nine: The townsfolk beseech the PCs 
  to bring aid from a local temple not far off.  Our heroes 
  will have to fight a nasty little temple guard in order to 
  reach the place, but the resident druids will gladly help 
  the town and offer the PCs some additional 
  interpretation of the prophecy. 
   
  Epilogue: A brief description of a scene far to the 
  north teases the players with the ongoing danger to the 
  Sheldomar Valley. 
  Preparation for Play 
  Please ask the players to list the languages that their PC 
  speaks on their initiative cards.  If they have a 
  comprehend languages or tongues effect in place at all 
  times, that should be noted as well.  This will come 
  into play during Encounter Three. 
  My maps and floor-plans are sketched on a 20 by 20 
  square grid, which is the size of the smallest battle-mat 
  I have ever seen.  In the very likely event that you are 
  using a larger mat, feel free to expand the edges of the 
  outdoor encounters but please keep the indoor spaces 
  and buildings in their given proportion. 
  As this is the first in a three-part series, no prior 
  information, experience, or possessions are necessary 
  to the plot.  The DM should take note of the ethnicity 
  of any human PCs at the table:  Any human PC with 
  the Suel ethnicity suffers a –2 penalty to all Charisma-
  based skill checks when dealing with the Olman or 
  lizardfolk throughout this adventure. 
  This adventure takes place in Keoland and starts in an 
  area closely controlled by that nation’s army. There are 
  a few Keoish laws with which the DM should be 
  familiar, as the breaking of these laws may well lead to 
  serious consequences for the PCs. 
  • 
  Spells that create or control undead or 
  lycanthropes, spells that tap into the Plane of 
  Shadow, that open a bridge to another plane, 
  or are necromantic and have no obvious 
  beneficial effects are forbidden in Keoland.  
  Use of such a spell can incur penalties if cast 
  where an NPC could see and report on it.  The 
  
  SHE6-07 Sight Unseen 
   
  Page 5 
  penalties for such an act are the removal of all 
  forbidden spells from the caster’s spellbook, a 
  fine of 50 gp per level of forbidden spell 
  removed, incarceration for 18 TUs, and a zero-
  gold, zero-xp AR for the current adventure. 
  • 
  Unusual appearances have negative effects on 
  the common folk of Keoland.  No one is 
  accustomed to seeing “monsters” walk around 
  in broad daylight, even if those monsters are 
  druids using wild shape or polymorphed 
  wizards.  Assume that PCs who maintain an 
  image that is not one of the standard PHB 
  races suffers a –6 penalty to Bluff, Diplomacy, 
  Gather Information, and Perform checks.  
  The DM may feel free to have entire 
  neighborhoods flee in terror from a truly 
  bizarre or frightening PC. 
  • 
  Half-elves and half-orcs are not very well-
  respected in Keoland; they are looked down 
  upon and made to feel like impure scum.  
  These PCs suffer a –2 penalty to Bluff, 
  Diplomacy, Gather Information, and Perform 
  checks during this adventure. 
  • 
  The nobles and people of Keoland have a 
  deep-seated mistrust of divine magic.  It is the 
  law in Keoland that clerics may not hold title 
  or land, nor are churches built except by 
  permission of the local lord.  Unless a PC is a 
  member of a meta-organization that provides 
  a discount, divine spells cast by NPCs cost 
  twice the LGCS rate. 
  • 
  Above all, remember that Keoland is a very 
  conservative, 
  very 
  traditional 
  feudal 
  monarchy.  Everyone takes their fealty to 
  their lord and their obligations to their vassals 
  quite seriously.  Mocking the status quo, 
  criticizing the system, or in any way 
  disturbing the lord’s or king’s peace will get a 
  body thrown in irons quicker than you can 
  say, “Give me liberty or give me – urk!” 
  A Note on Divination 
  Given the APL range of this adventure, it is quite 
  reasonable to assume that the PCs might use various 
  divinations to try to track the villains.  Several 
  circumstances work against the PCs in this regard.  
  First and foremost, the PCs have no idea precisely what 
  the “bad guys” look like: Every description they receive 
  will be different.  Also, they have access to none of the 
  possessions of these villains.   
   
  Considering that their opposition is working with 
  a powerful evil relic and at the instructions of an evil 
  deity, any PC attempts at divination will probably be 
  futile.  Augury will yield a “nothing” result.  At best, the 
  divination spell will give the PCs this cryptic rhyme on 
  a successful roll (only 50% plus 1% per caster level): 
  “Into the grave to rise again, 
  This is our daily regimen, 
  What matters prophets’ poison pen 
  Which writes that we will end, and when?” 
   
  Introduction 
  Few 
  places 
  offer 
  more 
  challenges 
  and 
  opportunities for the adventuring classes than the 
  outposts of civilization, where the wild lands are 
  forced to bend to the will of the law...but not 
  without a fight.  The road to Westkeep was not 
  without its own adventures, but the goal 
  approaches.  Patrols of the Keoland Royal 
  Standards have been encountered several times 
  for many miles around Westkeep.  They 
  respectfully suggest that you keep to the roads and 
  make haste so as to reach the city before dark.  The 
  welcome sight of the slightly lopsided gate in the 
  shadow of the citadel in the late afternoon 
  sunshine is somewhat dampened by the lingering 
  stench of swampy decay. 
   
  The “Stinking City” of Westkeep is technically 
  in Keoland…although it’s about as far from the 
  typical conservative, stable Keoish stereotype as 
  one can imagine. This enclave of civilization on 
  the southern edge of the wild Hool Marshes is a 
  melting pot of cultures, languages, and humanoid 
  species.  Humans of every ethnicity roam the city; 
  a large minority of the population is Olman, 
  former slaves of the former masters of the city, the 
  Sea Princes and the Scarlet Brotherhood.  Of the 
  common 
  races, 
  only 
  dwarves 
  are 
  poorly 
  represented here, miles from the mountainous 
  terrain they favor.  A most unusual sight is the 
  occasional group of lizardfolk, all wearing leather 
  harnesses for tools and weapons, and many 
  wearing the livery of the Keoland Royal 
  Standards.   
   
  The presence of lizardfolk in the city’s defense 
  forces surely helps in keeping the hazards of the 
  marsh at bay, but the Hool is still one of the most 
  hostile places in the Flanaess.  Westkeep is thus a 
  magnet for adventurers, explorers, and treasure-
  seekers, persons for whom danger is a way of life, 
  persons either unable or unwilling to fit in to a 
  more peaceable, conservative way of life. 
   
  This introduction gives the PCs a taste of the local 
  flavor and provides essential clues as to the problems 
  they’ll face.  See Appendix Five (The City of Westkeep) 
  for details of the city; feel free to show the map to the 
  players. 
  
  SHE6-07 Sight Unseen 
   
  Page 6 
  Encounter One:  Wandering 
  Westkeep 
  Every entrance to Westkeep, by land or by river, 
  has the following notice posted in Common, 
  Keoish, Olman, and Draconic:   
   
  “By order of Lord Camranth of the Keoland 
  Royal Standards, the following ordinances are in 
  effect for the duration of the emergency. 
   
  1- No person not on active duty with the Royal 
  Standards may conceal their face or head while 
  within Westkeep or within bowshot of its walls. 
  Punishment for the first offense is a fine and 
  community service; punishment for a second 
  offense is death. 
   
  2- All persons of adult age residing in or 
  lawfully admitted to the City shall be armed at all 
  times while outside their living quarters with a 
  minimum of a shortspear or a light crossbow.  
  Failure to do so will result in a fine. 
   
  3- All persons of adult age residing in or 
  lawfully admitted to the City shall answer to the 
  general alarm bell or a lawful call to arms 
  prepared to defend the City as ordered by the 
  Royal Standards.  Persons refusing to do so shall 
  be treated as enemies of the Lion Throne. 
   
  4- The lizardfolk of the Marshgrove tribe are 
  under the protection of the Lion Throne and its 
  lawful representatives.  An unprovoked attack 
  upon the person or property of anyone under said 
  protection is a breach of Lord Camranth’s peace to 
  be punished accordingly. 
   
  Determine what lifestyle the PCs are paying for 
  during this adventure and read them the appropriate 
  introduction.  If the PCs decide to live at different 
  levels, read the “Living Off the Land” entry to the PCs 
  making that choice, and then read only the most 
  expensive lifestyle choice that remains. 
  Living Off the Land 
  The swampy environs that dominate the lands 
  around Westkeep teem with life; perhaps the 
  inevitable death and decay in such a place 
  explains the stench.  After a day or so, you find 
  yourself not noticing the horrible smell quite so 
  much.  On the outskirts of the city, many Olman 
  families work at cultivating rice and raising 
  livestock, mostly water buffalo and pigs.  There are 
  also many lizardfolk enclaves, mostly extended 
  families who have settled into a farming lifestyle.  
  Although the dangers of the swamp are never far, 
  the civilizing effect of these settlers is undeniable. 
  Standard Lifestyle 
  The poorer areas of Westkeep are north and west 
  of the badly damaged city walls.  North Island is 
  deserted and in ruins, while considerable 
  rebuilding has taken place on South Island.    
  Cheap room and board are difficult to find at first; 
  most places seem to cater to the local Olman 
  majority and have little interest in doing business 
  with “outsiders.” 
   
  At this time, allow players to roll a Gather 
  Information check (DC 15).  If any PC speaks Olman, 
  give a +4 bonus; an additional +4 bonus applies if that 
  PC appears to be of Olman ancestry. 
   
  If the Gather Information check fails, bribes of 
  APL x 2 gp must be paid to learn the following: 
   
  Several locals suggest in halting Common that you 
  might find rooms at the Inn of the Green Boots, a place 
  where “travelers from the Great North are welcome.”   
  Rich Lifestyle 
  The Roadside neighborhood was once the 
  mercantile heart of Westkeep, home to the city’s 
  traders and central market, but a decade of war 
  has taken its toll.  Fully one in four structures lie 
  in ruins, and half of those remaining are propped 
  up as much by hope as by crude repairs…but still, 
  this area is better off than it has been in years.  
  Workers swarm the area as long as there’s daylight 
  in which to put hammer to nail, and several inns 
  of good quality advertise their services along what 
  was once the Great Northern Road of the Hold of 
  the Sea Princes.  You see more humans of 
  Oeridian and mixed Keoish descent here than any 
  other type, and a far greater number of uniforms 
  of the Keoland Royal Standards. 
  Luxury Lifestyle 
  Hard up against the citadel, on the highest ground 
  and upwind of the rest of the Stinking City, the 
  neighborhood of High Westkeep seems to be the 
  exclusive domain of the Keoish conquerors.  
  While this area bears a few scars from the recent 
  wars, it has been the focus of Keoish rebuilding 
  efforts and is all but returned to its former glory. 
  There is but one inn that caters to transients here; 
  the Southern Lion is as fancy a place as one could 
  imagine finding in this war-torn, struggling city.  
  The rooms are cool, comfortable, and almost odor-
  free, and the other amenities offered by the 
  attentive staff make this place well worth the 
  expense. 
  � Westkeep (Small City): Nonstandard; AL LN; 
  15,000 gp limit; Assets 4,500,000 gp; Population 
  6000; Integrated (human 79%, lizardfolk 9%, 
  halfling 5%, gnome 3%, elf 2%, half-elf 1%, half-orc 
  
  SHE6-07 Sight Unseen 
   
  Page 7 
  1%).  See Appendix Eleven – The City of Westkeep 
  on page 35 for more details. 
  General Description 
  Westkeep is a unique city in many ways: a city of 
  war survivors and refugee former slaves ruled over 
  by the Keoish military, a place mostly ruined 
  being slowly rebuilt.  The city’s biggest problem is 
  obvious no matter where one travels, from the 
  most stable wealthy neighborhood to the most 
  badly damaged slum.  There are just too many 
  people here.  When the Keoland Royal Standards 
  captured the place nearly a decade ago, thousands 
  of Olman slaves were liberated from the 
  plantations that ringed the city.  Many have 
  moved north, but the elderly, the infirm, and 
  many orphaned children remain behind, most of 
  them unable to support themselves save by 
  begging or petty thievery.  The evils done by the 
  Scarlet Brotherhood and the Sea Princes before 
  them will be years in healing. 
   
  The PCs may want to speak with the locals; here 
  are some Gather Information check results.  Read all 
  that apply, in order. 
   
  DC 10: There are many human laborers of 
  both Olman and mixed ethnicity toiling in the 
  oppressive heat and humidity.  A group of 
  bricklayers are patching up one of the smaller 
  rents in the city walls near one of the bridges to 
  South Island, but they seem eager to speak with 
  strangers who might bring news from beyond the 
  marsh. 
   “Been hard times, but better to come, now that they 
  say the Lizard King is dead again.  The Keoish keep 
  coming south with hard coin and big plans, and there’s 
  work for all what ain’t afraid to sweat.  Odd seein’ all 
  them lizard-men about, but they keep out o’ the way, 
  mostly.” 
   
  DC 15: Some Olman refugees seem to be 
  supporting themselves by offering home-made 
  weaving or embroidery to passers-by; a good many 
  more push carts or tend firepits on the roadside, 
  hawking samples of their unusual cuisine.  An 
  elderly woman with a gentle smile offers a sample 
  to you: some rice and beans rolled up inside a 
  curious flat-bread.  The spice of the thing is like 
  nothing you’ve ever tasted!   
  ”The Keoish came, and all the masters fled or were 
  killed; now we are our own masters.  My brother has 
  settled rich lands to the west with his sons, but my 
  own sons and their families seek their fortune in the 
  Great North.   Blessings upon the Keoish steel and 
  magic for slaying the masters.  I live in the light of 
  Lydia now, and these old eyes have seen the death of 
  the old ways.  Trust me, my lord, the heat of the spice is 
  good for you: It helps all to tolerate the heat of noon-
  time.” 
   
  DC 20: Patrols of the Keoland Royal Standards 
  are everywhere in the city, though more common 
  as one passes within the walls and draws closer to 
  the citadel of High Westkeep.  The troopers are 
  more lightly armored than one might see in cooler 
  climes, wearing only chain shirts, but their lances 
  seem well-made and in most cases, well-used.  
  They coolly observe the crowds but most 
  definitely pay close attention to anyone who 
  appears to be a foreigner.  The leader of one patrol 
  looks as if he might be willing to pass a few 
  moments in conversation.  
   
  “I am Branthus, lieutenant of the Royal Standards 
  cavalry.  I’m from up near the Gran March borders; once it 
  snowed in the dead of winter back home.  The bloody heat of 
  this place is maddening!  Still, the will of the Lion be done, 
  right?  Nasty business with Sakatha the Lizard King a few 
  months back, what with foul things bubbling up out of the 
  water all around us and all, but we put an end to him and 
  his stinking black dragon!  With the Marshgrove lizardfolk 
  coming ‘round to our side, it’s safer than ever out beyond the 
  walls, but there’s still thousands of Olman with little work 
  and few prospects locally.  The clerics do what they can to 
  stave off hunger, but for many Olman, the choice is to move 
  north or starve.” 
   
  � Branthus: Male human (Keoish) Rgr2/Ftr4 
  (Sense Motive +1). 
   
  DC 25: Careful observation shows that many 
  non-Olman persons move among the Olman poor 
  and are treated with great respect. A few can be 
  seen giving away coins or parcels of food; others 
  offer counsel to those in despair.  One woman 
  catches your eye; she is of mixed human ancestry, 
  wears simple green robes, and prominently 
  displays the symbol of a scimitar in front of an 
  oak tree.  Your curiosity and demeanor convince 
  her that a moment spent speaking with you is 
  worth her time.   
   
  With a DC 15 Knowledge (religion) or DC 17 
  bardic knowledge check, you can determine that she is 
  a follower of Phyton, a Suel-pantheon god representing 
  the dominion of civilization over nature.   
   
  “Lord Camranth of the Keoland Royal Standards 
  has relaxed the laws governing the rights of the clergy 
  to grant the gods’ gifts in Keoland.  In the vicinity of 
  Westkeep, we are free to aid whom we will, provided 
  we abide by other Keoish laws and bring our interfaith 
  disputes before Lord Camranth.  We move among the 
  heathen Olman especially, encouraging them to 
  abandon their brutal deific heritage and join the 
  community of civilized peoples.  My own faith has 
  many adherents among the farmers, and the Light of 
  Lydia spreads daily.  The faith of Pelor seems to have 
  found something of a foothold as well.” 
  
  SHE6-07 Sight Unseen 
   
  Page 8 
   
  She hides her true meaning poorly.  With a Sense 
  Motive check (DC 12), you know that her dismissive 
  mention of the Pelorites is rife with jealousy. 
   
  “The city is a dangerous place, my friends, after 
  dark in particular.  The law against covering one’s head 
  is only the most obvious of Camranth’s efforts to root 
  out those agents of the Scarlet Brotherhood still about, 
  and blood-crazed adherents of the old Olman religions 
  stalk the night streets.  Terrible crimes have been 
  committed by travelers from the north as well: Not all 
  the newcomers have the best interests of the people at 
  heart.   Not a day goes by that we clerics are not called 
  on to heal the lord’s wounded.  Whatever your 
  business in Westkeep, be always on your guard!” 
   
  � Rachela; Female human (Keoish) Clr4 (Bluff 
  +2, Sense Motive +6). 
   
  The PCs may make purchases at this time based on 
  the available resources of the city.  Food items are 
  notably more expensive than normal. PCs who wish to 
  make large food purchases for charity or some other 
  reason pay an extra 20% above PHB prices. 
  Encounter Two: The Melting 
  Pot Boils Over 
  The PCs must gather at some point for the adventure to 
  continue.  We can assume that their Gather 
  Information checks have resulted in a series of 
  conversations with persons moving through the city, 
  and that this movement brings them to the 
  westernmost gate in Westkeep’s walls. 
   
  The sun is low in the sky as your party gathers 
  just outside the South Island Gate, looking 
  forward to the evening meal and a discussion of 
  the day’s events.  A three-story building of purest 
  white dominates this block; the image of a wise 
  face on a gilded solar disk is painted between the 
  windows of the third floor so as to be visible from 
  a 
  great 
  distance 
  across 
  the 
  Roadside 
  neighborhood. 
   
  Knowledge (religion) DC 10 or Bardic Knowledge 
  DC 12: The holy symbol of Pelor is unmistakable. 
   
  There is a crowd gathering outside the main 
  entrance to the building.  Someone is preaching to 
  the crowd at considerable volume.  The locals part 
  to allow you through; they know enough to 
  respect persons dressed and armed as yourselves.  
  The crowd is held back from the speakers by a 
  cordon of Royal Standards troopers armed with 
  halberds. 
   
  PCs may attempt to Gather Information from the 
  crowd. 
   
  DC 10: “Hey, they’re givin’ away free food.  Get 
  out of my way!” 
   
  DC 15: “Some crazies are saying some nasty 
  things about the Pelorites.  Don’t they know how 
  much help they’ve been?  Hey, that’s free food.  
  Excuse me, please.” 
   
  As you reach the front of the crowd, the voice 
  of the speaker becomes clear.  “…of those who 
  reject the One True Way is certain: eternal 
  damnation and fire!  Only the Blinding Light can 
  reveal the truth!”  The speaker is a man of middle 
  age, of obviously Oeridian blood and grim of face, 
  standing on the back of a cart.  He is dressed in a 
  simple white robe trimmed in gold and silver and 
  carries an iron-shod quarterstaff.  As he continues, 
  he sweeps his weapon in a dismissive gesture 
  towards the Pelorite sanctuary; an aura of red-gold 
  fire is plainly visible around the staff.  “These Flan 
  primitives and their ignorant pagan beliefs 
  cannot save you.  Follow them and burn as they 
  will burn!  Only the Blinding Light of Pholtus can 
  save your soul from eternal damnation and fire!” 
   
  Even as the man continues, half a dozen 
  others dressed in similar fashion (although in 
  plain white robes, without the fancy silver and 
  gold trim) stand surrounding him on the ground.  
  A few of their number pass out loaves of bread 
  from the cart and toss some coins to the crowd; a 
  few land near your feet and can be seen to be 
  coppers of an unusual octagonal design. 
   
  Knowledge (local – Nyrond and Environs) DC 10 
  or Bardic Knowledge DC 12: The speaker is a native of 
  the Theocracy of the Pale, considering both his 
  accented Common and his ethnicity.   
   
  Spot, DC 10: The others in his group all have a 
  similar look about them, the hair and skin-tones and 
  eye colors of purebred Oeridians. 
   
  Listen, DC 20: The conversation of the others is 
  similarly accented.  All of these people hail from the 
  same geographical area. 
   
  Knowledge (religion) DC 15: This behavior is 
  typical of the more radical elements of the faith of 
  Pholtus. 
   
  The speaker continues in an impressive and 
  authoritative voice in the same vein, using the 
  strongest terms possible to condemn the followers of 
  Pelor as rogues, scoundrels, and agents of dark and 
  alien powers.   
   
  If the PCs try to intervene in any way, they are 
  approached as they do by the commander of the Royal 
  Standards present; if they succeeded at the DC 20 
  Gather Information check earlier, they’ve met this man 
  before. 
  � Branthus: Male human (Keoish) Rgr2/Ftr4 
  (Sense Motive +1). 
  
  SHE6-07 Sight Unseen 
   
  Page 9 
   
  “A word, my friends, before a little trouble 
  becomes much larger?”  The man standing before 
  you is of Oeridian and Suel stock; he wears the 
  spotless 
  uniform 
  of 
  the 
  Keoland  
  Royal Standards and the insignia of an officer. 
  “Please don’t interfere here.  These people are 
  mercenaries in the employ of the Royal Standards; 
  they’re here on their own time and they paid for 
  all the necessary permits in good hard gold.  As 
  long as they don’t attack anyone or encourage the 
  same, they’re free to speak.” 
   
  If the PCs choose to ignore him and act against the 
  Pholtans in any obvious way, they initially face a force 
  of Royal Standards twice their number armed for 
  crowd control, with a number of soldiers equal to the 
  party’s number arriving every 3 rounds thereafter until 
  the party either surrenders or is overwhelmed. 
  � Royal Standards; Male and female human 
  (Keoish) Ftr2; AC 17; hp 18; Atk Masterwork 
  longsword +6 (1d8+2 nonlethal). 
  If the PCs failed to take Branthus’ advice and then 
  resisted arrest, read the following; 
   
  Laws have been broken in a land where the 
  law is a relied upon as the last line of defense 
  against the complete breakdown of civilization.  
  Your guilt is quickly agreed upon and advertised 
  throughout the Kingdom of Keoland.  Regardless 
  of your protestations or previous service, you 
  must pay the price for breaking the law, and the 
  adventure ends here for you this day. 
  .  PCs may choose one of two special items on their 
  adventure records: either Wanted in Keoland or Punished 
  Lawbreaker.  All other special items and item access are 
  crossed out.  (At the DM’s discretion, the players may 
  be given a stronger warning from Branthus and a 
  second chance if the PCs do not cause injury to the 
  Pholtans or the guards, but subsequent acts of 
  interference are cause for arrest.  Should the PCs avoid 
  punishment at this time but be caught breaking the 
  law again, refer to this section and end the adventure 
  accordingly.) 
  Encounter Three: When You 
  Listen to Fools, the Mob Rules 
  Short form: PCs are just arming and equipping 
  themselves for the day when Branthus, the Royal 
  Standards officer they may have met before, bursts into 
  their quarters.  Branthus has made a bit of a snap 
  decision, and he’s hoping that the PCs Pholtans, who 
  have acquiesced to his arrest on the charge of mass 
  murder, but the mob is on his heels. 
   
  The morning starts out pleasantly enough, 
  but the inn’s breakfast of the day is interrupted by 
  a Royal Standards officer bursting into the 
  common room.  He is accompanied by an odd 
  sulfurous smell; his scorched cloak smokes 
  slightly.  Following him are five people in white 
  robes, immediately recognizable as the followers 
  of Pholtus. 
  Any PC who has met Branthus before recognizes him. 
   
  The officer strides up to your table and bows.  
  “Forgive the intrusion…but by the laws of 
  Keoland and the authority of Lord Camranth, I 
  hereby call you to arms in the service of the city.” 
   
  Remind the players if necessary of the laws of the 
  city as found on page 5 of this adventure. 
  “The Pelorite home was attacked this morning 
  just before dawn.  All five clerics were found in 
  their beds either beaten to death with blunt 
  weapons or burned to death.  Their lay servants 
  were spared, but all were blinded by foul magic.” 
   
  He turns to indicate the five Pholtans.  “A 
  mob descended upon the residence of the 
  Pholtans here.  Two were taken, but I fought my 
  way out with the rest and escaped down a hidden 
  alleyway I know.  These are my prisoners; they 
  insist that they are innocent but insist equally 
  strongly on a trial to prove it.” 
   
  The officer’s face turns grim.  “The mob has 
  alchemist’s fire; I managed to dodge most of their 
  first volley.  My reinforcements may still be 
  several minutes away: I charge you to protect 
  these prisoners until true justice can be served.”  A 
  projectile shatters a goodly portion of the inn’s 
  front window; flames spray from the point of 
  impact, igniting a thankfully-empty table.  The 
  barkeep shouts a warning and leaps forward with 
  a bucket of water as the common room’s few other 
  patrons flee out the back way. 
   
  The officer takes the largest, most dangerous 
  looking of the party by the arm.  “I know some of 
  the men out there.  Desperate they may be, but 
  this behavior is well beyond that even of 
  desperation.  Do everything you can to avoid 
  killing, as I suspect a deeper evil is at work here.  
  Go!  I will stay here and defend my prisoners to 
  the last.” 
   
  Draw the Encounter Three map and roll initiative. 
   The skulk goes on the same initiative as the rioters; it 
  repeats the standard assassin pattern, studying a victim 
  for 3 rounds and striking on the 4th, as long as there 
  are rioters with whom he can blend.  If the PCs 
  suppress the rioters, she sneaks inside and goes to 
  work on the Pholtans.  She will not stop killing until 
  she is somehow neutralized or every PC, every Pholtan, 
  and Officer Branthus are all dead. 
   
  The rioters are not very subtle, but neither are 
  they suicidal.  16 of them come at the front of the 
  building and 8 at the rear; 3 of them per round (2 in 
  
  SHE6-07 Sight Unseen 
   
  Page 10 
  front, 1 in back) throw alchemist’s fire at the building 
  until they’re out of ammunition in 16 rounds.  The 
  remaining rioters attempt to enter the building to seize 
  and kill the Pholtans. They’re equally likely to club or 
  grapple with anyone who opposes them. 
   
  Diplomacy Effects: The rioters are legitimately 
  angry with the clerics of Pholtus, and the available 
  evidence does seem to implicate those newcomers in 
  the grisly murder of the very popular Pelorites…but 
  the mob is also under the influence of an attitude-
  influencing Diplomacy check that turned them 
  “helpful” to the speaker’s cause.  The check was made 
  with a +40 bonus to an already-Friendly crowd; should 
  a PC attempt to use Diplomacy to defuse the riot, they 
  must hit DC 65 to turn the mob to “Indifferent” and 
  send them on their way. 
   
  The Law Arrives: Two minutes (20 rounds) after 
  initiative is rolled, a company of 35 Keoland Royal 
  Standards on horseback arrive.  Any rioters who have 
  fled are rounded up and brought back, and enough 
  create water spells are cast to put out whatever fires have 
  been started.  Everyone involved is removed to High 
  Westkeep and an audience with Lord Camranth. 
  APL 6 (EL 5) 
  � Rioters (4): Male human War1 (fatigued); hp 8; 
  see Appendix One. 
  � Skulk Killer: Female skulk Rog1; hp 20; see 
  Appendix One. 
  APL 8 (EL 7) 
  � Rioters (6): Male human War1; hp 8; see 
  Appendix Two. 
  � Skulk Killer: Female skulk Rog2/Ftr1; hp 32; 
  see Appendix Two. 
  APL 10 (EL 9) 
  � Rioters (24): Male human War1; hp 8; see 
  Appendix Three. 
  � Skulk Assassin: Male skulk Rog2/Ftr1/Asn1; 
  hp 37; see Appendix Three. 
  Treasure Summary: 
  APL 6: L: 655 gp, C: 0 gp, M: +1 mithral chain shirt 
  (1050 gp). 
  APL 8: L: 335 gp, C: 0 gp, M: +1 mithral chain shirt 
  (1050 gp), +1 rapier (1160 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: +1 light crossbow, +1 
  mithral chain shirt (1050 gp), +1 rapier (1160 gp). 
  Development 
  If the PCs killed any of the rioters, they will have acted 
  against the orders of Branthus of the Royal Standards 
  and thus will have committed a crime.  The special 
  item “Fined” must be circled on every AR for this 
  adventure and the consequences paid. 
  Encounter Four: No Such 
  Thing as Coincidence 
  Ideally, the PCs have dispersed the riot and dealt with 
  the skulk assassin, and Branthus is still alive guarding 
  the Pholtan prisoners.  If any PCs have been injured 
  beyond the capacity of the party to heal, a cleric is 
  made available.  PCs will pay only standard prices if 
  Branthus survived and no rioters were killed; 
  otherwise, as is normal for Keoland, double the PHB 
  standard price for divine spellcasting must be paid. 
  Less-than-ideal outcomes to Encounter Three do not 
  prevent the PCs from moving on with the adventure.  
  The arriving Royal Standards break up the rioters, and 
  the skulk assassin flees upon their arrival.   
  At High Westkeep 
  The ride through the early morning streets of the 
  Stinking City is swift; no one thinks to challenge a 
  large patrol of the Royal Standards as it clatters 
  over the cobblestones and up the long ramp into 
  the citadel of High Westkeep.  It is easy to see the 
  paranoia of the slave-owning Sea Princes at work 
  in the design of this old castle: It is in equal parts  
  prison and  fortress.  At least the air is a bit less 
  noisome here; the ground is the highest for miles 
  around, and the bulk of the city is downwind. 
   
  A heavyset older Oeridian man in a plain 
  Royal Standards uniform strides through the 
  traffic of soldiers, grooms, and workers towards 
  the dismounting patrol.  The man is accompanied 
  by a male gnome similarly dressed who carries a 
  large white book under one arm.  Branthus 
  (provided he survived Encounter 2; if not, say the 
  patrol’s commander) drops to his right knee and 
  bows his head; he then stands and delivers a 
  factual, unemotional report on all that he has 
  seen.  The man listens as the gnome makes notes. 
   
  Success at a DC 15 Knowledge (religion) check 
  reveals that the white book is the holy symbol of 
  Delleb, an Oeridian god associated with reason, 
  intellect, and study. 
  � Camranth: Male human (Oeridian) Ftr8/Cav3. 
  � Gnorm: Male gnome Clr3/Rog3/Shadowbane 
  Stalker3. 
   
  The older man nods with a serious expression 
  and then dismisses the squad to their duties; he 
  bids the captain to stay and turns to you with a 
  smile that does not touch his eyes.  “I am 
  Camranth of House Zhal, commander of the Army 
  of the Southern Lion and by the grace of His 
  
  SHE6-07 Sight Unseen 
   
  Page 11 
  Majesty King Kimbertos the Royal Governor of 
  the Hool Marsh Protectorate.”  He indicates the 
  gnome at his side with a wave of his hand.  “This is 
  my adjutant Gnorm.    So… how do you like my 
  Stinking City so far?” 
   
  Allow the players to react in whatever way they 
  see fit.  Camranth is not particularly obsessed with the 
  niceties of privilege and title; success at a DC 20 
  Knowledge (nobility) or DC 15 Sense Motive check 
  confirms that for the PCs.  When the players have 
  finished their introductions, read the following: 
   
  “I thank you for your continuing aid in this 
  matter.  Truth be spoken, we’ve a real wildfire on 
  our hands this day, and my troops will be 
  stamping out flare-ups for the foreseeable future.  
  The word is out, according to my eyes and ears…” 
   
  Spot, DC 25: The gnome gives a tiny little nod and 
  smile at this point.  Apparently being the lord’s 
  adjutant also means being his spymaster. 
   
  DC 30: He catches your eye, and you’re equally 
  sure that he knows that you noticed his reaction, and 
  that he allowed you to see it. 
   
  “…and there are a lot of angry people in the 
  streets today.  Angry is bad enough, but angry as 
  well as hungry…that’s a fireball waiting to pop.  
  Some people are out to kill our Pholtan guests 
  here, and there are lots of rumors as to other 
  reasons someone might have wanted to destroy 
  the Pelorite presence here.” 
   
  If the PCs behaved themselves properly in the 
  eyes of Branthus during Encounter Three, read the 
  following and skip to the section marked “Continue”: 
   
  Lord Camranth sighs deeply and looks out of 
  the yawning main gate towards the sprawling, 
  wounded city before him.  “I believe that my man 
  Branthus did the right thing in calling you to the 
  city’s service.  My men are spread out all over the 
  poorer neighborhoods keeping order and trying to 
  identify the troublemakers and rumor-mongers; 
  all I need is another Scarlet Brotherhood spy or 
  left-over follower of Sakatha the Lizard King 
  making mischief in the confusion.   
  If the PCs violated the orders of Branthus during 
  Encounter Three, read the following: 
   
  Lord Camranth sighs deeply and looks out of 
  the yawning main gate towards the sprawling, 
  wounded city before him.  “You’ve made some 
  mistakes right at the start here, I’ve been 
  told…but here’s your chance to look less like fools 
  and more like heroes.  My men are spread out all 
  over the poorer neighborhoods keeping order and 
  trying to identify the troublemakers and rumor-
  mongers; 
  all 
  I 
  need 
  is 
  another 
  Scarlet 
  Brotherhood spy or left-over follower of Sakatha 
  the Lizard King making mischief in the 
  confusion. 
  Continue: 
   
  “I need you to follow this matter to wherever 
  it leads.  Question your prisoners but leave them 
  all here with me; they’ll be treated to the King’s 
  justice by my oath to the Lion Throne.  If there is, 
  as I suspect, more than just Pholtan intolerance at 
  work here, then you ferret it out and report back 
  to me.  My men will know that you’re doing the 
  work of the law; just see to it that you don’t break 
  any laws yourselves in the process.  Oh, and of 
  course, the “adventuring law” of Keoland rules 
  here: The property of any who unlawfully assault 
  you is yours unless it can be proved to have been 
  stolen from another.” 
  Questioning the Skulk 
  If captured and questioned, the skulk remains 
  defiantly silent unless compelled by Intimidate or 
  mind-affecting magic.  If she is forced to speak, she 
  repeats the following over and over: 
   
  “This one lives but to serve the Mistress who 
  sends us to smite her enemies, those who mock 
  her garb and corrupt her light.  Most blessed is 
  she, she who sees all where even the smallest light 
  penetrates.” 
   
  Knowledge (religion), DC 15: The references to 
  light and the part about “mocking her garb” imply that 
  this skulk worships the Suel goddess Lydia, whose 
  clerics wear white vestments with silver and gold trim 
  that are quite similar to the outfits of the Pholtans.  
  Strangely, though, Lydia promotes an agenda of good-
  will and a balanced approach to laws versus personal 
  freedom.  Her followers seem unlikely to be assassins 
  or to hire same to do their work. 
  Questioning the Rioters 
  If any rioters are captured and questioned, the PCs may 
  gain the following information, depending on their 
  ability to coax or intimidate the information from the 
  rioters.  The DC listed is for a Diplomacy or Intimidate 
  check and has been modified based on the person or 
  people who motivated the mob to act. 
   
  DC (APL + 10): “We wuz right t’go after them 
  murderin’ scum, with what they did t’the poor 
  Pelorites.  Ain’t no place ‘round here fer killers 
  and haters and blasphemers.” 
   
  DC (APL + 15): (Above, plus) “That one Pelorite 
  who escaped an’ weren’t hurt wuz right: Wuzznt 
  nobody gonna punish them Pholtans fer what 
  they did to his folk ‘cept us!” 
   
  DC (APL + 20): (Above, plus) “That there Pelorite 
  cleric wuz one of our kind an’ a local an’ all, and 
  
  SHE6-07 Sight Unseen 
   
  Page 12 
  the Pholtans took everything when they killed his 
  folk.  We wuz only after justice!” 
   
  Interrogations of different rioters yield the same 
  results.  The PCs notice on a DC 15 Intelligence check 
  (or the players may well notice) that every speaker, be 
  they Olman or Keoish or Oeridian or whomever, 
  describes the person who motivated the mob as “one of 
  our kind.”   
   
  If the PCs express curiosity about a physical 
  description of the motivator, each rioter gives a 
  similarly vague answer: no details, but the same height, 
  weight, build, hair color, and eye color as the one giving 
  the description. 
   
  Allow a Sense Motive check for every rioter that 
  the PCs interrogate.  With a success at DC 30, the PCs 
  become aware that this particular rioter is under the 
  influence of a very powerful mind-influencing effect.  
  The DC is 30 instead of 25 because the effect is non-
  magical. 
   
  If the players think of it or if any PC succeeds in a 
  DC 15 Int check, remind them of Branthus’ 
  description of the crime scene:  
   
  “All five clerics were found in their beds either beaten to 
  death with blunt weapons or burned to death.  Their lay 
  servants were spared, but all were blinded by foul magic that 
  resists curative spells.” 
   
  If asked, Branthus confirms this and adds that 
  none of the Pelorite clerics were locals. 
  Questioning the Pholtans 
  The Pholtans are proud and defiant in demeanor but 
  also eager to cooperate with lawful authority.  The 
  leader of the Pholtans, Ingvar, volunteers to make 
  things easy on the PCs. 
   
  “Do any of you have the slightest knowledge 
  of the Faith of the Blinding Light?  There is no 
  need to fear falsehood in our testimony.  With 
  your permission I will cast a zone of truth that 
  neither I nor my fellows will resist.  We will go so 
  far as to suffer the indignity of having that same 
  spell cast upon us by one of your own number.  
  Will this convince you of our innocence?” 
   
  Ingvar: Male human (Oeridian) Clr7, Sense 
  Motive +6. 
   
  Sense Motive, DC 15: He’s not kidding.  He and 
  his people are willing to deliberately fail the Will save 
  associated with anyone’s casting of the zone of truth 
  spell. 
   
  Knowledge (religion), DC 20: His offer to allow a 
  non-Pholtan cleric to cast this spell is a strong indicator 
  of his desire to have the truth known.  The faith of 
  Pholtus views most other deities as frauds and most 
  other clerics as heretics. 
   
  A DC 17 Spellcraft check confirms that the spell 
  was cast correctly if the Pholtans are allowed to cast it.  
  That same check also confirms that the Pholtans are 
  not 
  resisting 
  its 
  effects, 
  something 
  known 
  automatically by the caster. 
   
  Zone of truth lasts 1 minute per level; if Ingvar casts 
  it, the PCs have 7 minutes of complete confidence in 
  his answers.  Use “real time” during this section to 
  heighten the tension. 
   
  The PCs may question the Pholtans at will.  Here 
  are some possible questions and answers. 
   
  Who are you? Ingvar is a missionary of the 
  Blinding Light, a cleric dedicated to spreading the faith 
  of Pholtus.  The others are his followers. 
   
  Where are you from?  They are all natives of the 
  Theocracy of the Pale far to the north and east. 
   
  Why did you come all this way?  Ingvar was 
  inspired by a dream to seek out “the farthest bastion of 
  civilization, a place that knows not the glory of the 
  Blinding Light.”  He awoke with the name ‘Westkeep’ 
  firmly planted in his mind, even though he’d never 
  before heard of the place.  He is convinced that Pholtus 
  spoke to him. 
   
  How did you get here?  The trip to Westkeep 
  took them south through the city of Greyhawk and 
  then west along the Velverdyva River into Veluna and 
  then south into the Sheldomar Valley.  All in all they 
  were on the road for seven months, including much 
  time spent preaching the ways of Pholtus. 
   
  Did you travel alone?  They shared the road with 
  many travelers, and they shared the message of the 
  Blinding Light with each of them.  They happily 
  describe traveling through Pholtan-run towns in the 
  vicinity of Greyhawk City and the occasional meeting 
  with a fellow follower of the Blinding Light along the 
  road. 
   
  When did you arrive?  The group arrived two 
  months ago and immediately signed on with the Royal 
  Standards as mercenary guards.  They have been 
  regularly preaching their faith to the city, each time 
  paying a small fee for the necessary permits. 
   
  Where are you staying in the city?  They bought 
  a small house in the South Island district close to the 
  main road just after they arrived. 
   
  Did you assault the Pelorites?  Any connection 
  with the violence done to the Pelorites is denied 
  completely.  Ingvar cannot hide his contempt for the 
  “dirt-worshipping Flan savages and their false idol”, but 
  he clearly wished to debate them, not destroy them. 
   
  If the players dig deeper in any of these areas, they 
  find that the Pholtans are repetitive and of little more 
  help…unless they inquire about the people with 
  whom they traveled. 
  
  SHE6-07 Sight Unseen 
   
  Page 13 
   
  Ingvar smiles and nods as he recalls.  “In the 
  Keoish city of Gradsul, our last stop before here, we 
  met a small group of Pholtans.  Only three there were, 
  but deep in faith.  It was so refreshing to meet those of 
  our kind so far from home!  They had business in 
  Westkeep and volunteered to bring us along on the 
  ship that they had leased for that purpose.  I have not 
  seen them since we disembarked, but I hope that they 
  have not fallen prey to the sins of prejudice and 
  presumed guilt!” 
   
  If pressed for a description of these three, Ingvar 
  is vague, as if he never really got a good look at the 
  men, but he describes their height, weight, build, hair 
  color, and eye color as identical to his own.  He adds 
  one more interesting detail: 
   
  “The brothers in the Blinding Light were very 
  inspirational to travel with.  Two were subordinates of 
  and aides to the other, a man stricken with blindness 
  and yet of great faith.  He told us that his affliction was 
  a trial for which he had volunteered and that the fiery 
  gaze of the Blinding Light that had robbed him of his 
  vision would return it in a year and a day.  I looked into 
  his eyes, which were nothing more than glassy black 
  featureless orbs, and saw an unshakeable faith.” 
  Questioning the Surviving Pelorites 
  The PCs must travel outside High Westkeep to find 
  the surviving Pelorites; thus, they should complete 
  their interviews of the rioters and the Pholtans first.  
  The wounded Pelorites are being cared for in a large 
  house in the Roadside district under the watchful eye 
  of the Royal Standards.  The location is being kept 
  secret, but Branthus (or another officer if Branthus is 
  dead) escorts the PCs to the place. 
   
  Like many houses in the Roadside district, 
  this was once a grand mansion three stories tall 
  built around a central courtyard open to the 
  expansive front lawn.  Its windows are mostly 
  boarded up now, and its stucco exterior is peeling 
  away in many places.  Still, it looks at least as good 
  as anything else in the area. 
   
  Your guide takes you past the building and 
  down a narrow alleyway between the houses next 
  to it.  He then cuts through gaps in an old fence, 
  arriving at a service entrance at which he knocks 
  in an odd pattern.  The knock is answered by a 
  stern-looking Oeridian woman in Royal Standards 
  livery; she admits you all into the house furtively. 
   
  Inside, old but sturdy chairs and beds are 
  occupied by at least two dozen people, mostly 
  humans of various ages and ethnicities along with 
  a trio of gnomes and a halfling couple.  All wear 
  bandages over their eyes, although some tear at 
  them restlessly.  Some are silent; many weep 
  silently or wail with piteous emotion; still others 
  mutter to themselves or whisper over and over to 
  their caretakers, looking for the assurance of a 
  nearby voice. 
   
  If the PCs ask to examine a victim, they all show 
  the same injury: glassy black featureless eyes, and 
  apparently, total blindness.  The Royal Standards 
  sergeant in charge says that no cleric capable of casting 
  cure blindness is currently available, but every effort is 
  being made to find such a person at the expense of 
  Lord Camranth himself.   
   
  The PCs may experiment with their own magic.  If 
  they can cast cure blindness or heal, it works, but not 
  completely.  Victims of this condition are left with 
  light sensitivity: They are dazzled in bright sunlight or 
  within the radius of a daylight spell. 
   
  At this point, call for Spot and Listen checks.  If 
  anyone succeeds at both at DC 18, they notice a strange 
  thing, and you may read the following: 
   
  “I can’t wear the damned bandage, all right?”  
  The portly middle-aged man, a human of mixed 
  ethnicity, pulls in obvious frustration at the cloth 
  strips that swath his head.  “It feels wrong, and it, 
  well, it just feels wrong!”  The halfling female 
  attending to him pats his hand and looks up at 
  you with a questioning glance. 
   
  This victim cannot articulate just why the bandage 
  “feels wrong” without help from the PCs.  The only 
  physical clue is that the bandages over his eyes are 
  fashioned of heavy black cloth from a sash that the 
  halfling was wearing. 
   
  These people are victims of a condition called 
  Sunblindness.  They cannot see in normal light or even 
  within the glow of a candle, but in near-total to total 
  darkness, they all have sixty-foot darkvision.  The man 
  clawing at his bandages is doing so because, beneath 
  them, he can see…an ability that vanishes the instant 
  light penetrates the tiniest gap in the cloth. 
  The PCs must experiment with the man to learn the 
  information in the previous paragraph.  He cooperates 
  if they seem reasonable and do not injure him or treat 
  him like an inferior. 
  � Cleemer: Male human (mixed) Exp4 (Sense 
  Motive +8) 
  Even as the PCs work out the puzzle, take a moment to 
  examine the initiative cards to see if any PC can 
  understand the Olman language.  Call for a Listen 
  check (DC 15) for anyone who can possibly understand 
  what is being said.  If one or more PCs understand 
  Olman and make the DC, read the following: 
   
  The elderly woman cradles the teenage girl in 
  her arms and rocks back and forth gently.  Even 
  with the difference in their ages, the family 
  resemblance is unmistakable.  They are both of 
  pure Olman blood, and they are both bandaged 
  and blind.  Over and over she moans in a voice 
  
  SHE6-07 Sight Unseen 
   
  Page 14 
  tinged with disbelief and horror, “It comes 
  again…the Sunblindness comes again…” 
  � Ixtiaxtl (pronounced “Ish-tee-ash-tul”): Female 
  human (Olman) Favored Soul 8. 
  � Otzamni (pronounced “Ot-zam-nee): Female 
  human (Olman) Favored Soul 1. 
   
  Ixtiaxtl speaks only Olman.  If she is approached 
  in that language, she first wants to know who is asking 
  her to tell her story.  She listens to the PCs identify 
  themselves and then tells her tale in a voice that grows 
  stronger by the word:   
   
  “This blindness and the slaying by fire I have 
  seen together before.  In the time before the 
  coming of the Lion and freedom, in the days 
  before the Scarlet Ones warred with the Princes 
  and with each other, in the days of my own 
  childhood, I was a house-slave to a Suel wizard 
  whose tower lay on the edge of the marsh miles to 
  the west of this city.  My master Tor-Amtar was far 
  less cruel than most, but I fear that he was 
  touched in the head from the things he saw in the 
  sky.   
   
  “From his tower he watched the stars and 
  foretold many things great and grim, and he 
  carved his seeings on the stones of his abode from 
  its lowest basement to its highest battlement.  It 
  was rumored among the slaves who worked his 
  fields that he trafficked with demons and 
  possessed objects of evil power, but this I never 
  saw. 
   
  “I was a clever child, learned in letters and 
  numbers thanks to my time with him, and in turn 
  I taught him the Olman tongue. One day he 
  confided in me that he had made a great discovery. 
   He claimed to have heard from the voices of those 
  who walk between the stars that a human would 
  one day be born who would ‘blind the sun and kill 
  the moons.’  He said that the day was far off when 
  this human would be born, and as I watched, he 
  set about inscribing this prophecy along with all 
  his other ramblings on the stones of his home. 
  “That night I was out with my young friends in the 
  fields, thank the Shining One…” 
   
  Knowledge (religion) DC 15, or DC 10 for a 
  worshipper of Pelor: “Thank the Shining One” is a 
  reference to Pelor. 
   
  “…and so I did not suffer as did the rest of my 
  people.  That night there was a commotion at the 
  tower and fire and death in the slave-quarters. 
  Many were found burned, and those who escaped 
  the fire were blinded.  Our eyes, they are eyes no 
  more…just black and shiny and empty?”  She nods 
  at the affirmative answer.  “Then it is the 
  Sunblindness again.  Soldiers of the Sea Princes 
  came late the next day.  They sealed up the tower, 
  burned the slave quarters with all the dead, and 
  took the rest of us away to new masters.” 
   
  She looks around the room, her dead black 
  eyes seeing nothing.  “Knowing what I know now, 
  I wonder if that which my old master had 
  discovered has once again reared its head.  I have 
  not been back to that place in seventy rainy 
  seasons…I am sorry, you say ‘years’, yes?  Seventy 
  years…but I can tell you the way.  If you are the 
  ones the Lions trust to seek the truth of this 
  matter, perhaps you can succeed where my old 
  master failed.” 
   
  The village she describes is just more than thirty 
  miles northwest of Westkeep.  An unencumbered 
  human can cover twelve miles of trackless swamp per 
  day at a walk; an unencumbered human on a light 
  warhorse can cover twice that.  The overland flight spell 
  enables its user to get to the area of the village in just 
  less than eight hours. 
  Encounter Five: Overland on 
  the Marsh 
  Read the following if the PCs choose to use mundane 
  means, such as walking or horses or the like, to make 
  the trip: 
   
  The journey out of Westkeep to the west and 
  north is slow but uneventful.  The rough terrain of 
  the marsh makes passage difficult at times, but 
  mundane animals have given you wide berth and 
  no more serious threats have impeded your 
  progress.  
   
  Note that the Hool Marsh is not simply some low-
  lying inconvenience that travelers avoid at best or 
  endure at worst…it is a place of tangible corruption 
  where tainted, evil things breed in ever-increasing 
  numbers.  The very quagmires beneath the feet of 
  those who journey into it can do far more than simply 
  stain clothing and ruin boots.  Call for Will saves 
  during the trip for all those PCs on foot; the DC is 
  equal to the APL plus 10.  The consequence of failing 
  this save is simple: Any magical footwear worn by a PC 
  failing this save will fail for 1d3 rounds the next time 
  its magic is invoked.  The foul goo that causes this will 
  not radiate magic; the only hint as to its danger is the 
  fact that prestidigitation will not remove it for 24 hours.   
  Encounter Six: A Sight for Sore 
  Eyes   
  If the PCs used magical means to make the trip, they 
  arrive in the vicinity described by the old Olman 
  woman 
  without 
  hostile 
  encounters. 
  Read 
  the 
  following: 
  
  SHE6-07 Sight Unseen 
   
  Page 15 
   
  The last landmark described to you by the 
  elderly Olman woman approaches.  At the banks 
  of the Javan River where a fast-moving stream 
  flows in from the west, a series of stone monoliths 
  ten feet high poke out of the ground like the 
  blunted claws of some huge thing trying to dig 
  itself out of the grave.   
   
  Call for a Listen check.  The DC is 15 for PCs on 
  the ground and 21 if the PCs are flying; also add 1 to 
  the DC for every 10 feet of elevation.  The sound that 
  they are trying to hear is a panicked child’s crying at a 
  range of 150 feet.  If no one succeeds at this first check, 
  the next one is an automatic success as the child cries 
  from the direction in which the PCs are moving. 
   
  The marsh is full of subtle sounds: the chirp 
  of insects, the occasional splash of an animal 
  moving into the water, and the ever-present 
  whisper of the wind in the rushes.  The sound of a 
  child sobbing and crying, however, is as out of 
  place as it is unmistakable.  In the distance, a 
  young Olman girl can be seen clinging to a long-
  dead tree-trunk. 
  � Cahueta: Female Com1, hp 4 (Listen +2). 
   
  The girl is terrified and panics and run if the PCs 
  approach without warning. She is blind in the same 
  way that the Pelorites of Westkeep were blinded.  If 
  she hears a language other than Olman as the PCs 
  come near or if the PCs do not communicate with her, 
  she starts to run, trips, and takes 1d6 nonlethal damage 
  from the fall. 
   
  If she takes any damage, she continues to try to 
  escape from the PCs until she is unconscious from 
  nonlethal damage or until someone speaks to her in 
  Olman or uses healing magic on her.   
   
  The child is exhausted and terrified beyond reason 
  by recent events, and is only marginally helpful to the 
  PCs.  If she took no damage during this encounter, she 
  is more communicative. 
   
  This child of perhaps six is shaking from 
  exhaustion, grimy with mud and perspiration, and 
  terrified.  She is also blind, with glassy, black, 
  featureless eyes that look horribly familiar.  If she has 
  not bolted and injured, she seems reassured by your 
  presence.  She breathlessly repeats the same mumbled 
  sentence in fractured Common over and over again: 
  “Old priest told me warn village…monsters know of 
  the blindness.” 
   
  If the PCs did not scare her into falling over, she 
  adds, “monsters from deep in the swamp…half-man 
  and half-lizard.” 
   
  As long as the PCs do not delay at this point, but 
  head out at least at a hustle for the village, they arrive 
  just prior to the monsters’ attack.  If they stop to 
  discuss tactics, cast spells, or comment on the weather, 
  then the attack on the village will already have begun. 
  Encounter Seven: Dinner Plans 
  If the PCs did not delay in heeding the pleas of the 
  little Olman girl: 
   
  Just a few hundred yards to the southwest, a 
  small village of perhaps a dozen structures rises 
  up out of the tall grass.  Wailing and crying voices 
  can be plainly heard from within the homes.  You 
  see no sign of a stone tower as the old woman 
  described it to you, however.  Before you have a 
  chance to reflect upon this, a large six-limbed 
  creature with the upper body of a lizardfolk and 
  the lower body of a large crocodile heaves itself up 
  out of the water on the far side of the village and 
  draws a huge greatsword from a scabbard on its 
  back. It shouts in sibilant Common, “Come, my 
  brothersss!  Dinner isss ssserved!” 
   
  If the PCs took their time in getting to the village: 
   
  Just a few hundred yards to the southwest, a 
  small village of perhaps a dozen structures rises 
  up out of the tall grass.  Screams can be plainly 
  heard from within the homes, wailing and crying 
  voices.  You see no sign of a stone tower as the old 
  woman described it to you, however.  Before you 
  have a chance to reflect upon this, a large six-
  limbed creature with the upper body of a 
  lizardfolk and the lower body of a large crocodile 
  bursts out of one of the houses.  In one hand it 
  brandishes a huge greatsword; in the other it 
  clutches a bloody human leg. It shouts in sibilant 
  Common, “Come, my brothersss!  Dinner isss 
  ssserved!” 
   
  Roll initiative and let the fun begin.  There are two 
  maps of the town provided; use the “Delay” or “No 
  Delay” map as necessary. 
  APL 6 (EL 6) 
  � Tauric Lizardfolk/Crocodile (2): hp 57 each; 
  see Appendix One. 
  APL 8 (EL 8) 
  � Tauric Lizardfolk/Crocodile Barbarian 
  1/Ex-Monk 2 (2): hp 101 each; see Appendix Two. 
  APL 10 (EL 10) 
  � Tauric Lizardfolk/Crocodile Barbarian 
  1/Ex-Monk 2 (4): hp 101 each; see Appendix Three. 
   
  Tactics: Tauric lizardfolk/crocodiles (TLCs) use 
  Awesome Blow (at the higher APLs) to knock targets 
  into positions that provoke attacks of opportunity from 
  themselves or other TLCs.  Of course, since Awesome 
  Blow takes a standard action, TLCs can’t use that feat 
  during an attack of opportunity. 
  
  SHE6-07 Sight Unseen 
   
  Page 16 
   
  Reminder: Creatures who fail Swim checks are 
  considered to be “off-balance”; they lose their Dex 
  bonus to AC and opponents gain a +2 bonus to attack 
  them.  Other significant combat adjustments occur 
  when combat moves underwater; consult DMG pp. 92-
  93. 
  Treasure:  
  APL 10: L: 0 gp, C: 0 gp, M: 2 Large +1 morningstars 
  (1154 gp each). 2 large studded leather armors +1 (587 
  gp each). 2 potions of cure light wounds (25 gp each). 
  2 potions of invisibility (150 gp each). 
  APL 8: L: 0 gp, C: 0 gp, M: 2 Large +1 keen 
  greatswords (4200 gp each). 2 large chain shirts +2 
  (2175 gp each). 2 potions of cure serious wounds (375 
  gp each). 2 potions of haste (375 gp each). 2 potions of 
  invisibility (150 gp each). 
  APL 10: L: 0 gp, C: 0 gp, M: 4 Large +1 keen 
  greatswords (4200 gp each). 4 large chain shirts +2 
  (2175 gp each). 4 potions of cure serious wounds (375 
  gp each). 4 potions of haste (375 gp each). 4 potions of 
  invisibility (150 gp each). 
   
  Development: Unless the PCs fail and are slain to 
  the last person, they learn the location of the priest 
  who can help them understand more of what has been 
  going on. 
  Encounter Eight: The 
  Foundation of It All 
  The grateful townsfolk are pleased at not being eaten 
  but are still terrified at their communal blindness.  No 
  skill checks are required to get them to help the PCs as 
  best they can.  “Hey, where’s the tower?” is met by “Oh, 
  that old thing?  We tore it down back when we first 
  moved here ‘bout five, six years ago and built our 
  homes with its stones.  The rest of it is over ‘bout a 
  quarter of a mile to the west.” 
   
  Since the PCs know where to look, they find the 
  hidden entrance to the basement of the ruined tower 
  after 10 minutes on the scene.   
   
  1- Stairs down.  Track (DC 20) reveals that three 
  Medium-size people wearing well-worn boots passed 
  this way going down, and then up again a short time 
  later, within the past 24 hours.  Checking again at the 
  intersection (DC 24) shows that the three headed 
  towards Room 3. 
   
  2- Storage Room.  A locked door (Open Lock DC 
  30 or 10 hardness, 30 hp steel door) protects an empty 
  room fitted with shelves.  The secret door is very well 
  hidden (Search DC 30). 
   
  3- Wine Cellar.  Another locked door (as above); 
  no tracks of any kind continue past the door.  This 
  room has several barrels and crates at its perimeter; one 
  barrel is split open, and the floor is wet with a coating 
  of vinegar that was once red wine.  This disturbance 
  makes the Search DC to locate the secret door only 25 
  if the searcher is standing in that particular 5-ft. square, 
  and 30 from anywhere in the room. 
   
  4- Secret Room.  A few shattered chests and 
  crooked shelves.  A 3-ft. high stone pedestal at the “X” 
  supports an intact, closed wooden box with a crude 
  carving of a face upon it. 
   
  If the PCs open the closed wooden box in Room 4, 
  there is a burst of incredibly bright light and the trap is 
  sprung. 
   
  Heightened blindness Trap: CR 5; spell; touch 
  trigger; no reset; no bypass; spell effect (blindness, 30 ft. 
  radius, 13th level wizard), DC 20 Fortitude save 
  negates; Search DC 31; Disable Device DC 31.  This is a 
  special blindness effect; even if treated by cure blindness, 
  light sensitivity persists (victim is dazzled while in 
  bright sunlight or within the radius of a daylight spell). 
   
  The box is empty but appears to have been carved 
  out to hold a mask of some sort inside.  If the PCs detect 
  magic, they sense a dim and fading aura; a DC 25 
  Spellcraft 
  check 
  reveals 
  necromancy 
  and 
  transmutation.  If they detect evil, they sense a dim and 
  fading aura of evil.  In either case, a DC 20 Knowledge 
  (arcana) check reveals that the aura’s fade rate indicates 
  that whatever was in this box was of overwhelming 
  magical and evil power. 
   
  The PCs know from their interview with Ixtiaxtl, 
  the blinded Pelorite, that the Suel oracle Tor-amtar 
  recorded his visions on the stones that formed the 
  walls of his home.  The townsfolk have already 
  volunteered that they quarried the tower to make their 
  homes.  A quick inspection shows that, indeed, a great 
  many of the stones from which the town’s buildings 
  are fashioned have words, phrases, and whole 
  sentences carved into them in flowery Ancient Suloise 
  script. 
   
  Use the following procedure to see how well the 
  PCs put all the pieces together: 
   
  Determine the highest bonus the party can reach 
  by having all qualified PCs assist the PC with the 
  highest bonus on one of each of the following skill 
  checks: 
  Decipher Script  
   
   
  ______ 
  Knowledge (arcana) 
   
   
  ______ 
  Knowledge (religion) 
   
   
  ______ 
  Profession (astrologer) 
   
   
  ______ 
  Survival  
   
   
  ______ 
   
  Total these bonuses and then determine their 
  average: 
   
   
   
   
   
   
  ______ 
  
  SHE6-07 Sight Unseen 
   
  Page 17 
   
  Consult the following table for results. 
  20 or less:  
   
  Hours of mind-bending labor cannot bring 
  comprehension of the mad Suel wizard’s logic…if 
  indeed there is any logic to it at all.  The people have 
  mentioned an “old priest” who seems to be their 
  leader...perhaps this person can be of assistance? 
   
  Do not distribute either player handout 1 or 2 to 
  this group. 
  21 – 60: 
   
  It takes two hours of work, but all of the pieces 
  that seem linked to Sunblindness have been recovered. 
   Now, to attempt to make some sense of them!  The 
  people have mentioned an “old priest” who seems to be 
  their leader...perhaps this person can be of assistance? 
   
  Distribute Player Handout #3: The Sunblinder 
  Prophecy Puzzle on page 39, but first cut it apart along 
  each dotted line.  The players must put the pieces in 
  the correct order themselves. 
  61 or greater: 
   
  In less than an hour, all of the pieces that seem 
  linked to Sunblindness have been recovered.  Their 
  order seems intuitive to you, but the message is cryptic. 
   The people have mentioned an “old priest” who seems 
  to be their leader...perhaps this person can be of 
  assistance? 
   
  Distribute Player Handout #3: The Sunblinder 
  Prophecy Puzzle on page 39 without cutting it. 
   
  PCs who inquire with the townsfolk about the 
  “old priest” mentioned by the lost blind girl find out 
  that he was blinded like the rest of the villagers, but he 
  thought that perhaps the gods could bring them aid.  
  He left at first light for an old place sacred to the rain 
  god that lies in the swamp to the north; he took a 
  dozen or so children with him, ones who had been 
  away from the village and thus were not blinded. 
   
  Knowledge (religion), DC 20: The Olman rain god 
  is Tlaloc, who is lawful evil. 
   
  DC 25: Tlaloc is said to require sacrifices of 
  children on a monthly basis. 
   
  DC 30: He is considered one of the less inimical 
  Olman deities, and is thought to be relatively peaceful 
  if placated. 
   
  DC 35: His clerics wear black outfits with white 
  feather, jade, or metal ornaments. 
   
  Development: Coming out of this encounter, the 
  PCs most probably have the text of the Sunblinder 
  Prophecy.  They may also have jumped to a very 
  dangerous conclusion regarding the motives of the 
  Olman priest. 
  Encounter Nine: Rain of Terror 
  The PCs set out in search of the blinded priest and 
  children; their trail is relatively easy to follow (DC 10 
  Survival check using the Track feat).  This must be 
  done from the ground, but given that they are 
  following a group of blind humans, the PCs can catch 
  up with them just before they reach the ruins of the 
  temple to Tlaloc. 
   
  The ground rises at a gentle angle and the 
  vegetation thins to a coating of patchy grass barely 
  a foot high.  Movement on the slope two hundred 
  feet ahead is unmistakable: One adult human 
  gropes his way up the slope on his hands and 
  knees; he is surrounded by around a dozen 
  walking children.  As you draw closer, you can see 
  that the adult is dressed in light leather armor and 
  carrying a bundle of black cloth under one arm. 
  � Xiatlotl: Male Human (Olman) LN Druid6, hp 
  45 (Knowledge [nature] +13, Listen +12, Survival 
  +14). 
  � Children: Human (Olman) Com1, hp 2. 
   
  The children are generally quiet, exhausted by fear 
  and the efforts of the morning, so the adult 
  automatically hears the PCs at around 120 ft. of range.  
  He calls out and gathers the children behind himself if 
  he hears unknown entities approaching. 
   
  The druid is accompanied by thirteen children, 
  none of whom is older than eight.  If the players made 
  their Knowledge (religion) rolls and assume the worst, 
  they might easily believe that the druid means to 
  placate Tlaloc by sacrificing these children at his 
  temple.  THIS IS NOT TRUE.  The children are there 
  to read the names of the many young victims of Suel 
  and Sea Prince oppression over the centuries at the 
  holy place of Tlaloc in the hope that this will placate 
  the deity’s desire for sacrifice.  The black cloth bundle 
  under the druid’s arm is a vestment, but it also protects 
  a tragically long scroll listing those names.  This ritual 
  will work, but only if the PCs allow it to happen. 
   
  Neither the blinded priest nor any of the children 
  speak Common.  Olman works best, but naturally, 
  being a druid, the elderly man responds well to the use 
  of the druids’ secret language (+5 bonus to any 
  Diplomacy checks).  If the party can communicate 
  with him, they still need to earn his trust.  He is 
  Unfriendly (see Influencing NPC Attitudes, PHB p. 72) 
  due to the extreme situation in which he finds himself. 
   
  If a Diplomacy check fails to reach DC 15, his 
  attitude remains Unfriendly, and he refuses to speak to 
  the party.  If allowed, he continues on his trek with as 
  much dignity as he can muster.  If the PCs interfere 
  with the children, he uses summon nature’s ally as 
  discussed below to defend them. 
  
  SHE6-07 Sight Unseen 
   
  Page 18 
   
  Diplomacy, DC 15 (Indifferent): “All that 
  matters to me is the safety of my village.  If you 
  wish to help, then guide us up this slope to the 
  place just ahead where it rains in the sunshine.” 
   
  DC 25 (Friendly): “These children must read 
  the names of their fallen brothers and sisters at 
  the place holy to Tlaloc; I believe that this will 
  placate his anger and bring us the blessing of his 
  tears, which may cure this blindness.  Since it fell 
  into disuse, the holy place has been home to many 
  abominations that guard it against intruders; 
  perhaps you can hold them off long enough for us 
  to perform the ritual.” 
   
  DC 40 (Helpful): “In the dark times of the great 
  pyramids and jungle cities of my grandfather’s 
  grandfather, Tlaloc demanded the blood of 
  children so that rain might fall with the seasons 
  in proper measure.  My fellow druids and myself 
  have worked for years to assemble this, believing 
  that it will placate Tlaloc should the need arise.”  
  He opens and unfurls a series of scrolls that hold 
  what appear to be long lists of names.  “Untold 
  thousands of Olman children died as slaves for 
  the amusement and enrichment of the Sea Princes 
  and the Scarlet Ones who overthrew them: Surely 
  these sacrifices will be enough for the hunger of 
  Tlaloc.”  He stoops and hugs a sobbing child.  
  “These children must read the names of their 
  fallen brothers and sisters at the place holy to 
  Tlaloc; I believe that this will placate his anger 
  and bring us the blessing of his tears, which may 
  cure this blindness.  Since it fell into disuse, the 
  holy place has been home to many abominations 
  that guard it against intruders; perhaps you can 
  hold them off long enough for us to perform the 
  ritual.” 
   
  Unless he is prevented from doing so, the druid 
  dons the black silk robe that was wrapped around the 
  scrolls before proceeding forward. 
   
  If he is attacked, the druid defends the children 
  using summon nature’s ally spells.  He calls forth a dire 
  wolf (Monster Manual, pp. 65-66) every round for 3 
  rounds, followed by a Small earth elemental (Monster 
  Manual, p. 97) every round for 4 rounds.  He orders the 
  creatures to defend the children and attacks anyone 
  who casts spells or aims weapons at him. 
   
  If the druid is attacked in any way, adjust the DC 
  on any subsequent Diplomacy checks by +15. 
   
  At the top of the rise, the land forms a shallow 
  bowl some 300 ft. across.  There is a light mist in the 
  air; it does not provide concealment but it is more 
  noticeable as one proceeds forward.  The mist turns to a 
  gentle fall of rain at 100 ft. from the holy place, and the 
  ground to the same distance is covered with a 1-inch 
  deep layer of dirty water.  The rain is slightly bitter to 
  the taste. 
   
  If the PCs kill the druid or fail to improve his 
  attitude to Friendly or better, they walk into the last 
  combat encounter unaware of the danger.  The 
  creatures listed at their APL move out of cover at a 
  range of 50 ft. and attack the party; the creatures ignore 
  the druid and the children until the party has been 
  driven off or slain. 
   
  If Diplomacy has improved the druid’s attitude to 
  Friendly or better, the PCs know that an encounter is 
  coming.  They have 2 rounds to prepare as the druid 
  and the children press forward, and the guardians 
  break cover and attack as soon as the PCs enter the 
  rain-curtain at 100 ft. of distance from the holy place. 
  In either event, sketch out the map from Appendix 
  Eleven – Holy Place of Tlaloc and roll initiative! 
  APL 6 (EL 8) 
  � Catoblepas (2): hp 63; see Appendix 1. 
  APL 8 (EL 10) 
  � Two-headed Catoblepas (1): hp 99; Living 
  Defenestrating Sphere (1); hp 59; see Appendix 2. 
  APL 10 (EL 12) 
  � Five-headed Catoblepas (1): hp 213; Undead 
  Kobold Lackey (1); hp 88; see Appendix 3. 
  Tactics: The catoblepas isn’t very smart.  Given a 
  choice of targets, it focuses first on those not in the 
  water (flying, mounted, etc.) and on unarmored foes.  
  The lackeys try to stay at long range and throw their 
  most deadly spells first, starting with feeblemind against 
  obvious arcanists along with disintegrate.  If they run 
  out of useful spells, they wade into melee. 
   
  Treasure:  
   
  APL 6: none 
   
  APL 8: none 
   
  APL 10: L: 0 gp, C: 0 gp, M: Ring of protection +2 
  (4000 gp), periapt of wisdom +2 (2000 gp), gloves of 
  dexterity +2 (2000 gp). 
  After the Fight 
  Even if the druid has been killed, as long as one child is 
  left alive, the ritual can proceed.  Children begin 
  reading names from the list, and perhaps ten minutes 
  into the process (with many hundreds of names still 
  unread), the taste of the rain becomes that of pure 
  water, and the brackish pool covering the ground 
  becomes visibly clearer.  The children fill a dozen small 
  glass vials each with the water that drips off of the 
  rocky slope’s sides, and they encourage the PCs to do 
  so as well.  After a minute of this, the rain stops 
  abruptly. 
   
  If the druid was killed, the children ask that the 
  PCs take them home after the ritual is complete.  The 
  
  SHE6-07 Sight Unseen 
   
  Page 19 
  party finds a cold reception back at the village 
  regardless of their past or future actions if they jumped 
  to conclusions and slew this town’s leader and spiritual 
  guide.  If the druid remains Indifferent or worse in 
  attitude, he continues to be uncommunicative.  He 
  rushes off to help the townsfolk and asks simply that 
  the PCs no longer trouble themselves with them.   
   
  It is possible that the party might have no ability 
  to engage in Diplomacy and yet be of great help to the 
  druid.  If the PCs did not interfere with the ritual, 
  fought the temple’s guardians to the best of their 
  abilities, and are helpful in attitude, then proceed with 
  the balance of the encounter as if the party had 
  achieved a result of Friendly on the Diplomacy check. 
   
  If the druid’s attitude has been improved to at least 
  Friendly, the PCs earn the “Gratitude of the Olman 
  Druids” reward noted on the AR.  The druid speaks 
  with the PCs after the ritual is over: 
   
  “The hospitality of my village is forever yours, 
  my friends.  We Olman have never had cause to 
  trust the pale folk of the north, but you have done 
  us a mighty service with no hope of reward or 
  thought to your own advantage.  Do not think that 
  we will forget this blessing.” 
   
  If the PCs did not recover the text of the prophecy 
  in Encounter Six, the druid gives them the full text as 
  long as they fought against the temple’s guardians to 
  the best of their abilities.  In this event, the players lose 
  half of the Story Award xp for their APL as shown 
  below. 
   
  If the PCs recovered the text of the Sunblinder 
  Prophecy and ask for the druid’s help, he perks up and 
  adds this little tidbit: 
   
  “Ah, yes...some of my sect study the stars and 
  speak the language of the Pale Masters, and we 
  have much discussed the coming of this one who 
  will “blind the sun and poison the moons.”  They 
  say that there is an ancient place far to the north 
  in the cold mountains where, before the Great 
  Death of the West over a thousand rainy seasons 
  ago, the Pale Masters worshipped their Light 
  Goddess.” 
   
  Knowledge (religion) DC 15: If by “Pale Masters” 
  the old man means the Suel, then the “Light Goddess” 
  must be Lydia. 
   
  “It is interesting to note that the Master who 
  spoke to the stars did his figures wrong, though.”  
  He laughs for a moment, as if the idea of a Suel 
  wizard getting a math problem wrong is 
  absolutely hilarious.  “He foresaw the coming of 
  the Sunblinder, but calculated that that one’s 
  birth would be many centuries off.  My brothers 
  and sisters have examined their charts of the stars 
  and have seen that this conjunction of the sun and 
  moons as seen from that ancient temple happened 
  only sixty years after the Pale Master’s prophecy 
  was recorded.  If we are right, the Sunblinder was 
  born ten years ago.” 
   
  A PC with access to star-charts or other 
  astrological aids (as shown on an AR or their Master 
  Item Logsheet) can attempt a Profession (astrologer) 
  check.  Success at DC 20 reveals that the druids are 
  right, and the Sunblinder conjunction took place 
  almost a decade ago.  If a PC has access to NPCs with 
  ranks in Profession (astrology) due to AR details or 
  membership in a meta-organization, they can make 
  inquiries at the end of this adventure and confirm this 
  fact. 
  Returning to the Village 
  The PCs must now get the cure back to the village and 
  report to Lord Camranth in Westkeep of all that 
  they’ve learned. As they approach the village, they see 
  several squads of Royal Standards patrolling the 
  surrounding marsh.  Gnorm, Lord Camranth’s gnome 
  adjutant, is their commander, and he receives the 
  report of the PCs and sees that the Pholtans are 
  released from custody. 
   
  Development: If the PCs gain the help of the 
  druid in deciphering the prophecy, they gain the 
  “Prophetic Knowledge” reward noted on the AR. See 
  “Items for the Adventure Record” just prior to the 
  Appendices below for details. 
  Conclusion 
  Many miles away at this very moment, there is a 
  place where the light of the sun offers little 
  comfort from the whipping mountain winds.  In 
  that place of cool thin air, three humanoid figures 
  stand surrounded by pack animals and wagons.  
  The dwarf’s beard rustles in the wind, as do the 
  furs worn by the tall, thin male human shivering 
  next to him.  The third person present is a blond-
  haired, blue-eyed woman of middle age and 
  statuesque height; she wears an incongruously-
  light gown of rainbow colors and does not notice 
  the cold. 
   
  When first she speaks, it is to herself, as if to 
  confirm what she already knows.  “It is true, then. 
  The long-lost temple to the Lady of Light lies just 
  beneath us, wreathed in living crystal and open to 
  the first light of day just as the songs have always 
  said.”  The dwarf nods; the other man just 
  continues to shiver in obvious discomfort.  She 
  turns to her companions.  “We must proceed with 
  care, but with haste as well.  Thurak, gather your 
  crafts-folk: magical means will not avail us here.” 
  The dwarf nods in agreement. “Onextlal, we shall 
  need ten laborers for every dwarf at the 
  excavation.”  The shivering human bows his head. 
   “Let us begin at once, my friends.”  The woman’s 
  
  SHE6-07 Sight Unseen 
   
  Page 20 
  expression borders on the ecstatic.   “There is the 
  work of Lydia to be done!” 
  End of Part 1 
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives 
  plus roleplaying) to each character. 
  Encounter Three (EL=APL-1) 
  Stop the skulk killer and control the lynch mob 
  without fatalities.  (PCs get only half these xp if they 
  kill one or more rioters during this encounter.) 
   
  APL 6: 150 xp. 
   
  APL 8: 210 xp. 
   
  APL 10: 270 xp. 
  Encounter Seven (EL=APL) 
  Defeat the mutant swamp creatures. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
  Encounter Eight (EL 5) 
  Deal with the residual energies of the Sunblinder 
  reliquary: a CR 5 trap. 
   
  All APLs: 150 xp. 
  Encounter Nine (EL=APL+2) 
  Defeat the creatures that haunt the temple. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
  Story Award 
  Half for obtaining the text of the prophecy, and half for 
  gaining the aid of the druid in its interpretation. 
   
  APL 6: 120 xp. 
   
  APL 8: 150 xp. 
   
  APL 10: 180 xp. 
  Discretionary roleplaying award 
   
  APL 6: 60 xp. 
   
  APL 8: 75 xp. 
   
  APL 10: 90 xp. 
  Total possible experience 
   
  APL 6: 900 xp. 
   
  APL 8: 1125 xp. 
   
  APL 10: 1350 xp. 
   
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not gain 
  this gold.  If you feel it is reasonable that characters can 
  go back to loot the bodies, and those bodies are there 
  (i.e., not carted off by dungeon scavengers, removed 
  from the scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not loot 
  the body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, its 
  total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a metaregional adventure, characters may not 
  spend additional Time Units to practice professions or 
  create items. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter Two: 
  APL 6: L: 655 gp, C: 0 gp, M: +1 mithral chain shirt 
  (1050 gp). 
  
  SHE6-07 Sight Unseen 
   
  Page 21 
  APL 8: L: 335 gp, C: 0 gp, M: +1 mithral chain shirt 
  (1050 gp), +1 rapier (1160 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: +1 light crossbow (1167 
  gp), +1 mithral chain shirt (1050 gp), +1 rapier (1160 
  gp). 
  Encounter Seven:   
  APL 6: L: 0 gp, C: 0 gp, M: 2 large +1 morningstars 
  (1154 gp each). 2 large studded leather armors +1 (587 
  gp each). 2 potions of cure moderate wounds (150 gp 
  each), 2 potions of invisibility (150 gp each). 
  APL 8: L: 0 gp, C: 0 gp, M: 2 Large +1 greatswords 
  (1175 gp each). 2 large chain shirts +2 (2175 gp 
  each). 2 potions of cure serious wounds (375 gp each). 
  2 potions of haste (375 gp each). 2 potions of invisibility 
  (150 gp each). 
  APL 10: L: 0 gp, C: 0 gp, M: 2 Large +1 keen 
  greatswords (4200 gp each). 2 large chain shirts +2 
  (2175 gp each). 2 potions of cure serious wounds (375 
  gp each). 2 potions of haste (375 gp each). 2 potions of 
  invisibility (150 gp each). 
  Encounter Nine: 
  APL 6: none 
  APL 8: none 
  APL 10: L: 0 gp, C: 0 gp, M: Ring of protection +2 
  (4000 gp), periapt of wisdom +2 (2000 gp), gloves of 
  dexterity +2 (2000 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 655 gp, C: 0 gp, M: 4082 gp – Total: 4737 
  gp (900 gp). 
  APL 8: L: 335 gp, C: 0 gp, M: 10,710 gp – Total: 
  11,045 gp (1300 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: 26,262 gp – Total: 
  26,262 gp (2300 gp). 
  Items for the Adventure 
  Record 
  Special 
  � Sunblinded: You have looked into the terrible 
  light of the Sunblinder reliquary and have been robbed 
  of your eyesight.  In conditions of absolute darkness 
  (underground or indoors in a sealed room, with no 
  natural or artificial lights) you have the equivalent of 
  blindsight with a 60 ft. range, but you are otherwise 
  constantly blinded (see PHB, page 305). Sunblindness 
  may have other in-game effects in later adventures in 
  this series. This blindness may be eliminated by a 
  remove blindness spell, but the victim will be plagued by 
  light sensitivity (dazzled in bright sunlight or while 
  within the radius of a daylight spell; see PHB, page 307) 
  thereafter.  This light sensitivity may be eliminated by 
  a miracle or wish spell, but is impervious to any lesser 
  magic. 
  � Fined: You have broken a law in Keoland that 
  requires you to pay restitution to the family of the 
  victim.  Under “Other Coin Spent” on this AR enter 20 
  times the APL in gp.  You are allowed to go into 
  negatives on the cash side of an AR just as long as the 
  FINAL GP TOTAL at the bottom right is a positive 
  number. 
  � Wanted in Keoland: You have become of interest 
  to the lawful authority of Keoland.  You gain no 
  benefits from Keoland meta-organizations, lifestyle 
  costs for all Keoland regional adventures are doubled, 
  and the value of all your influence points with Keoish 
  nobles or organizations are halved.  In order to remove 
  this status, you must pay for your crimes via a Special 
  Mission.  Contact SpecialMission.keoland@gmail.com for 
  more information. 
  � Punished Lawbreaker: You have broken a law in 
  Keoland that requires you to pay restitution to the 
  family of the victim and serve a term of indentured 
  service.  Under “Other Coin Spent” on this AR enter 50 
  times the APL in gp.  You are allowed to go into 
  negatives on the cash side of an AR just as long as the 
  FINAL GP TOTAL at the bottom right is a positive 
  number.  Under Added TU Costs on the left side of 
  this AR, put 4.  If these additional TUs would put you 
  over your allotment for the year, you must subtract 
  them from your starting TUs for next year and your 
  character is unplayable until then. 
  � Rainy Reward: With the intervention of the 
  Olman druid, the mystic rains of Tlaloc become 
  beneficial for a short time.  You are granted a vial of 
  this precious rain, which can mimic any single potion 
  listed on DMG Table 7-17 of 750 gp value or less.  
  Choosing the identity of the potion is a free action that 
  is performed by the person holding the vial as it is 
  consumed.  If no specific potion is chosen, it acts as a 
  potion of cure light wounds.  This liquid does not radiate 
  an alignment or magical aura, nor can it be crafted or 
  duplicated by any means. 
  Item Access 
  APL 6 (all of the following): 
  • 
  Blend Cream (Adventure; Complete Adventurer) 
  • 
  Medal of Gallantry (Adventure; Complete Adventurer) 
  • 
  Softfoot (Adventure; Complete Adventurer) 
   
  APL 8 (all of APL 6 plus the following): 
  • 
  Druid’s Vestment (Adventure; Dungeon Master’s Guide) 
  
  SHE6-07 Sight Unseen 
   
  Page 22 
  • 
  Potion of Barkskin +4 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Rope of Stone (Adventure; Complete Adventurer) 
  • 
  Vial of the Last Gasp (Adventure; Complete Adventurer) 
   
  APL 10 (all of APLs 6, 8 plus the following): 
  • 
  +1 Mithral Chain Shirt (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Elemental Gem, Water (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Large +1 Keen Greatsword (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Large +2 Chain Shirt (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Ring of Protection +2 (Adventure; Dungeon Master’s 
  Guide) 
   
   
   
  
  SHE6-07 Sight Unseen 
   
  Page 23 
  Appendix One – APL 6  
  Encounter Three (EL 5) 
  Rioters (fatigued from hunger) (4): Male Human 
  (Mixed) War1: CR 1/3; Medium humanoid (human); 
  HD 1d8; hp 6; Init +0; Spd 30 ft. (can’t run or charge); AC 
  12, touch 10, flat-footed 12; Base Atk +1; Grp +1; Atk Club 
  +2 melee (1d6) or club +2 ranged (+3 within 30 ft.) (1d6, 
  1d6+1 within 30 ft.); Space/Reach 5 ft./5 ft.; SA none; SQ 
  none; AL N; SV Fort +2, Ref +0, Will +0; Str 11, Dex 10, 
  Con 11, Int 9, Wis 10, Cha 8.  
   
  Skills and Feats Climb +1, Handle Animal +1, Ride 
  +2, Swim +0; Point Blank Shot, Weapon Focus (club). 
   
  Possessions: Leather armor, 3 clubs. 
  Skulk Killer, Female Skulk Rog1: CR 4; Medium 
  humanoid; HD 2d8+1d6+3; hp 19; Init +5; Spd 30 ft.; AC 
  20, touch 15, flat-footed 15; Base Atk +1; Grp +1; Atk +7 
  melee (1d6/18-20, rapier) or +7 ranged (1d8/19-20, light 
  crossbow); Space/Reach 5 ft./5 ft.; SA Sneak attack +1d6; 
  SQ Innate nondetection, peerless camouflage, trackless 
  path, trapfinding; AL CE; SV Fort +1, Ref +10, Will +1; Str 
  10, Dex 20, Con 12, Int 14, Wis 12, Cha 4. 
   
  Skills and Feats: Disable Device +8, Hide +26, Listen 
  +7, Move Silently +19, Open Lock +8, Spot +7; Dodge, 
  Weapon Finesse. 
   
  Innate Nondetection (Su): Skulks are difficult to detect 
  by 
  divination 
  spells 
  such 
  as 
  locate 
  creature, 
  clairaudience/clairvoyance, scry, detection spells, and items 
  such as a crystal ball. If a divination is attempted on a 
  skulk, the caster of the divination must succeed on a 
  caster level check against DC 20. 
   
  Peerless Camouflage (Ex): Skulks can move at full 
  speed (and can even run) while hiding, taking no 
  penalties on Hide checks due to movement. 
   
  Trackless Path (Ex): The DC of any Survival check to 
  follow the trail of a skulk is increased by 10. 
   
  Skills: Skulks have a +8 racial bonus on Move 
  Silently checks and a +15 racial bonus to Hide checks.  
  These apply only to skulks wearing light or no armor. 
   
  Possessions: (3300 gp): +1 mithral chain shirt, 
  masterwork rapier, masterwork light crossbow. 
  Encounter Seven (EL 6) 
  Tauric Lizardfolk/Crocodile (2):  CR 4; Large 
  Monstrous Humanoid (Reptilian); HD 5d8+35 (57 hp); 
  Init +3; Spd 20’, swim 30’; AC 22, touch 12, flat-footed 19; 
  Base Atk +5, Grp +19; Atk Large +1 morningstar +16 
  (2d6+16) or tail slap +15 (3d6+10); Full Attack: same; 
  Space/Reach: 10’/10’; SA: none; SQ: Hold breath; AL: NE; 
  SV: Fort +8, Ref +7, Will +5; Str 31, Dex 16, Con 24, Int 
  10, Wis 12, Cha 6. 
   
  Skills and Feats: Balance +7, Hide +7*, Jump +15, 
  Listen +5, Spot +5, Swim +15**; Power Attack, Improved 
  Bull Rush 
   
  Hold Breath (Ex): A TLC can hold its breath for (Con x 
  4) rounds before it risks drowning. 
   
  Skills: A TLC has a +4 racial bonus on Balance, Jump, 
  and Swim checks.  *TLCs gain a +4 racial bonus to Hide 
  when in water.  **+8 racial bonus to Swim checks made to 
  perform a special action or avoid a hazard.  It can use the 
  run action while swimming provided it moves in a 
  straight line. 
   
  Equipment (4300 gp limit): Large +1 morningstar, 
  studded leather armor +1, potion of cure moderate 
  wounds, potion of invisibility. 
  Encounter Nine (EL 8) 
  Catoblebas (2): CR 6; Huge aberration; HD 6d8+30; hp 
  58; Init +5; Spd 30 ft.; AC 19, touch 9, flat-footed 18; Base 
  Atk +4; Grp +20; Atk Tail slam +10 melee (1d6+8 plus 
  stun) or death ray +3 ranged touch; Space/Reach 15 ft./10 
  ft.; SA Death ray, stun; SQ Darkvision 90 ft., scent; AL N; 
  SV Fort +7, Ref +3, Will +6; Str 26, Dex 13, Con 21, Int 2, 
  Wis 13, Cha 8. 
   
  Skills and Feats: Jump +10, Listen +5, Spot +5, Survival 
  +3; Alertness, Improved Initiative, Lightning Reflexes 
   
  Death Ray (Su): The catoblepas can project five thin 
  green rays up to 160 ft. from its bloodshot eyes.  Any 
  living creature struck by a ray must make a Fortitude save 
  (DC 18) or die instantly.  Even on a success, the target 
  takes 5d6 damage.  After striking one target, a ray 
  dissipates and the attack cannot be used again for 1d4 
  rounds. The saving throw is Constitution-based. 
   
  Stun (Ex): Any living creature struck by the 
  catoblepas’s tail must succeed at a Fortitude save (DC 18) 
  or be stunned for 1 round.  A stunned character cannot 
  act and loses any Dex bonus to AC.  An attacker gets a +2 
  bonus on attack rolls against a stunned opponent.  
  Success indicates that the target takes only normal 
  damage for the attack.  The saving throw is Constitution-
  based. 
   
  Scent (Ex): A catoblepas can detect approaching 
  enemies, sniff out hidden foes, and track by smell. 
   
  
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  Appendix Two – APL 8
  Encounter Three (EL 7) 
  Rioters (fatigued from hunger) (6): Male Human 
  (Mixed) War1: CR 1/3; Medium humanoid (human); 
  HD 1d8; hp 6; Init +0; Spd 30 ft. (can’t run or charge); 
  AC 12, touch 10, flat-footed 12; Base Atk +1; Grp +1; 
  Atk Club +2 melee (1d6) or club +2 ranged (+3 within 
  30 ft.) (1d6, 1d6+1 within 30 ft.); Space/Reach 5 ft./5 ft.; 
  SA none; SQ none; AL N; SV Fort +2, Ref +0, Will +0; 
  Str 11, Dex 10, Con 11, Int 9, Wis 10, Cha 8.  
   
  Skills and Feats Climb +1, Handle Animal +1, Ride 
  +2, Swim +0; Point Blank Shot, Weapon Focus (club). 
   
  Possessions: Leather armor, 3 clubs 
  Skulk Killer:  Female Skulk Ftr1/Rog2: CR 6; 
  Medium humanoid; HD 2d8+2d6+1d10+5; hp 32; Init 
  +5; Spd 30 ft.; AC 20, touch 15, flat-footed 15; Base Atk 
  +3; Grp +3; Atk +1 rapier +9 melee (1d6+1/18-20) or 
  masterwork light crossbow +9 ranged (1d8/19-20); 
  Space/Reach 5 ft./5 ft.; SA Sneak attack +2d6; SQ 
  Evasion, innate nondetection, peerless camouflage, 
  trackless path, trapfinding; AL CE; SV Fort +3, Ref +11, 
  Will +1; Str 10, Dex 21, Con 12, Int 14, Wis 12, Cha 4. 
   
  Skills and Feats: Disable Device +9, Disguise +1, 
  Hide +28, Listen +8, Move Silently +21, Open Lock +9, 
  Spot +8; Dodge, Weapon Finesse. 
   
  Innate Nondetection (Su): Skulks are difficult to 
  detect by divination spells such as locate creature, 
  clairaudience/clairvoyance, scry, detection spells, and 
  items such as a crystal ball. If a divination is attempted 
  on a skulk, the caster of the divination must succeed on 
  a caster level check against DC 20. 
   
  Peerless Camouflage (Ex): Skulks can move at full 
  speed (and can even run) while hiding, taking no 
  penalties on Hide checks due to movement. 
   
  Trackless Path (Ex): The DC of any Survival check to 
  follow the trail of a skulk is increased by 10. 
   
  Skills: Skulks have a +8 racial bonus on Move 
  Silently checks and a +15 racial bonus to Hide checks.  
  These apply only to skulks wearing light or no armor. 
   
  Possessions: (5600 gp): +1 mithral chain shirt, +1 
  rapier, masterwork light crossbow. 
  Encounter Seven (EL 8) 
  Tauric Lizardfolk/Crocodile (2): Male Tauric 
  Lizardfolk/Crocodile Bar1/Mnk2: CR 6; Large 
  Monstrous 
  Humanoid 
  (Reptilian); 
  HD 
  5d8+1d12+2d8+56; hp 93; Init +3; Spd 30 ft., swim 30 
  ft.; AC 25, touch 12, flat-footed 22; Base Atk +7, Grp 
  +26; Atk +19/+14 melee (3d6+16/19-20, large +1 
  greatsword ) or +18 melee (3d6+11, tail slap); 
  Space/Reach 10 ft./10 ft.; SA Rage 1/day; SQ: Evasion, 
  hold breath; AL NE; SV Fort +14, Ref +11, Will +9; Str 
  32, Dex 16, Con 24, Int 10, Wis 12, Cha 6.  
   
  Skills and Feats: Balance +4, Hide +9*, Jump +19, 
  Listen +11, Spot +11, Swim +15**; Awesome Blow, 
  Combat 
  Reflexes, 
  Improved 
  Unarmed 
  Strike, 
  Improved Grapple, Power Attack, Improved Bull Rush. 
   
  (Raging Stats: 109 hp; AC 23, touch 10, flat-footed 
  20; Grp +28; Atk +21/+16 (3d6+18/17-20, sword) or +20 
  (3d6+13, tail slap); Fort save +16, Will save +11.  Rage 
  duration is 9 rounds.) 
   
  Hold Breath (Ex): A TLC can hold its breath for 
  (Con x 4) rounds before it risks drowning. 
   
  Skills: A TLC has a +4 racial bonus on Balance, 
  Jump, and Swim checks.  *TLCs gain a +4 racial bonus 
  to Hide when in water.  **+8 racial bonus to Swim 
  checks made to perform a special action or avoid a 
  hazard.  It can use the run action while swimming 
  provided it moves in a straight line. 
   
  Feats: Awesome Blow – As a standard action, TLC 
  can choose to subtract 4 from melee attack roll and 
  deliver an awesome blow.  If it hits a corporeal creature 
  smaller than itself with an awesome blow, the 
  opponent must succeed on a Ref save (DC = damage 
  dealt) or be knocked flying 10 ft. in a direction of the 
  TLC’s choice and fall prone.  Movement must be in a 
  straight line, and the creature hit may not end this 
  movement closer to the TLC than where it began.  If an 
  obstacle is struck, both the obstacle and the opponent 
  take 1d6 damage and the opponent stops in a space 
  adjacent to the obstacle.  Note that this extra 
  movement may provoke attacks of opportunity. 
   
  Equipment (9400 gp limit): Large +1 greatsword, 
  chain shirt +2, potion of cure serious wounds, potion of 
  haste, potion of invisibility. 
  Encounter Nine (EL 10) 
  Two-headed Catoblebas: CR 9; Huge aberration; HD 
  8d8+56; hp 90; Init +5; Spd 30 ft.; AC 20, touch 9, flat-
  footed 19; Base Atk +6; Grp +22; Atk Tail slam +12 
  melee (1d6+8 plus stun) or death ray +7 ranged touch; 
  Space/Reach 15 ft./10 ft.; SA Death ray, stun; SQ 
  Darkvision 90 ft., scent; AL N; SV Fort +9, Ref +5, Will 
  +7; Str 26, Dex 13, Con 24, Int 2, Wis 13, Cha 8. 
   
  Skills and Feats: Jump +8, Listen +8, Spot +8, 
  Survival +2; Alertness, Improved Initiative, Lightning 
  Reflexes 
   
  Death Ray (Su): The catoblepas can project five thin 
  green rays up to 160 ft. from its bloodshot eyes.  Any 
  living creature struck by a ray must make a Fortitude 
  save (DC 21) or die instantly.  Even on a success, the 
  target takes 5d6 damage.  After striking one target, a 
  
  SHE6-07 Sight Unseen 
   
  Page 25 
  ray dissipates and the attack cannot be used again for 
  1d4 rounds. The saving throw is Constitution-based. 
   
  Stun (Ex): Any living creature struck by the 
  catoblepas’s tail must succeed at a Fortitude save (DC 
  21) or be stunned for 1 round.  A stunned character 
  cannot act and loses any Dex bonus to AC.  An attacker 
  gets a +2 bonus on attack rolls against a stunned 
  opponent.  Success indicates that the target takes only 
  normal damage for the attack.  The saving throw is 
  Constitution-based. 
   
  Scent (Ex): A catoblepas can detect approaching 
  enemies, sniff out hidden foes, and track by smell. 
   
  Notes on the Multiheaded Template: 
  • 
  A vorpal blade would have to remove every 
  head in order to have its usual effect.   
  • 
  Severing a head requires hitting the 
  catoblepas’s neck (AC 27) with a slashing 
  weapon and dealing 47 points of damage.  
  This attack must be declared before making 
  the attack roll.  The severed head dies, and a 
  natural reflex seals the neck shut to prevent 
  further blood loss.  The catoblepas can no 
  longer attack with the severed head but takes 
  no other penalties.  A severed head cannot 
  regrow naturally. 
  • 
  All death ray attacks activate on the same 
  round but can aim in different directions.  
  They all become usable again after the same 
  delay. 
  Living Defenestrating Sphere (Hurling Ooze): CR 
  7; Large ooze; HD 7d10+21; hp 68; Init +2; Spd 40 ft.; 
  AC 19, touch 19, flat-footed 17; Base Atk +5; Grp +12; 
  Full Atk Slam +8 melee (3d6 plus defenestration); 
  Space/Reach 10 ft./5 ft.; SA defenestration, engulf; SQ 
  Blindsight 60 ft., damage reduction 10/magic, ooze 
  traits, spell resistance 17; AL N; SV Fort +9, Ref +8, 
  Will +8; Str 17, Dex 14, Con 17, Int -, Wis 14, Cha 17. 
   
  Defenestration (Su): Any creature struck by the 
  hurling ooze’s slam attack or engulfed by its movement 
  takes 3d6 damage.  Medium or smaller creatures must 
  succeed on a Fort save (DC 17) or be knocked prone.  
  Creatures that are knocked prone must then succeed 
  on a second Fort save at the same DC or be swept up by 
  the ooze and driven 1d8 x 10 ft. in the air, dropping 
  1d6 squares from their original position in a random 
  direction and taking falling damage as normal.  If some 
  obstacle prevents the target creature from reaching its 
  expelled height, it takes 1d6 points of damage for every 
  10 ft. of movement it was unable to complete. 
  
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  Appendix Three – APL 10
  Encounter Three (EL 9) 
   
   
   
  Rioters (fatigued from hunger) (24): Male Human 
  (Mixed) War1: CR 1/3; Medium humanoid (human); 
  HD 1d8; hp 6; Init +0; Spd 30 ft. (can’t run or charge); 
  AC 12, touch 10, flat-footed 12; Base Atk +1; Grp +1; 
  Atk Club +2 melee (1d6) or club +2 ranged (+3 within 
  30 ft.) (1d6, 1d6+1 within 30 ft.); Space/Reach 5 ft./5 ft.; 
  SA none; SQ none; AL N; SV Fort +2, Ref +0, Will +0; 
  Str 11, Dex 10, Con 11, Int 9, Wis 10, Cha 8.  
   
  Skills and Feats Climb +1, Handle Animal +1, Ride 
  +2, Swim +0; Point Blank Shot, Weapon Focus (club). 
   
  Possessions: Leather armor, 3 clubs 
  Skulk Assassin, Female Skulk Rog2/Ftr1/Asn1: 
  CR 6; Medium humanoid; HD 2d8+3d6+1d10+6; hp 37; 
  Init +5; Spd 30 ft.; AC 20, touch 15, flat-footed 15; Base 
  Atk +3; Grp +4; Atk +9 melee (1d6+1/18-20, +1 rapier) 
  or +9 ranged (1d8+1/19-20, +1 light crossbow); 
  Space/Reach 5 ft./5 ft.; SA Death attack (DC 13), sneak 
  attack +2d6; SQ Evasion, innate nondetection, peerless 
  camouflage, poison use, spells, trackless path, 
  trapfinding; AL CE; SV Fort +3, Ref +13, Will +1; Str 
  10, Dex 21, Con 12, Int 14, Wis 12, Cha 4. 
   
  Skills and Feats: Disable Device +6, Disguise +1, 
  Hide +29, Listen +8, Move Silently +22, Open Lock 
  +12, Spot +8; Dodge, Mobility, Spring Attack, Weapon 
  Finesse. 
   
  Spells per Day (1); Save DC 12 plus spell level; 
  Spells Known: 1- Disguise self, true strike. 
   
  Death Attack (Ex): If an assassin studies his victim 
  for 3 rounds and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  sneak has the additional effect of possibly either 
  paralyzing or killing the target (assassin’s choice).  
  While studying the victim, the assassin can undertake 
  other actions so long as his attention stays focused on 
  the target and the target does not detect the assassin as 
  an enemy.  If the victim of such an attack fails a Fort 
  save (DC 13) against the kill effect, she dies.  If the 
  saving throw fails against the paralysis effect, the 
  victim’s mind and body become enervated, rendering 
  her helpless and unable to act for 1d6+1 rounds.  If the 
  victim’s saving throw succeeds, the attack is just a 
  normal sneak attack.  Once the assassin has completed 
  the 3 rounds of study, he must make the death attack 
  within the next 3 rounds.  If a death attack is attempted 
  and fails or the assassin does not launch the attack 
  within 3 rounds of completing the study, 3 new rounds 
  of study are required before he can attempt another 
  death attack. 
   
  Poison Use (Ex): Assassins are trained in the use of 
  poison 
  and 
  never 
  risk 
  accidentally 
  poisoning 
  themselves when applying poison to a blade. 
   
  Innate Nondetection (Su): Skulks are difficult to 
  detect by divination spells such as locate creature, 
  clairaudience/clairvoyance, scry, detection spells, and 
  items such as a crystal ball. If a divination is attempted 
  on a skulk, the caster of the divination must succeed on 
  a caster level check against DC 24. 
   
  Peerless Camouflage (Ex): Skulks can move at full 
  speed (and can even run) while hiding, taking no 
  penalties on Hide checks due to movement. 
   
  Trackless Path (Ex): The DC of any Survival check to 
  follow the trail of a skulk is increased by 10. 
   
  Skills: Skulks have a +8 racial bonus on Move 
  Silently checks and a +15 racial bonus to Hide checks.  
  These apply only to skulks wearing light or no armor. 
   
  Possessions: (7200 gp): +1 mithral chain shirt, +1 
  rapier, +1 light crossbow. 
  Encounter Seven (EL 10) 
   
   
   
  Tauric Lizardfolk/Crocodile (4): Male Tauric 
  Lizardfolk/Crocodile Bar1/Mnk2: CR 6; Large 
  Monstrous 
  Humanoid 
  (Reptilian); 
  HD 
  5d8+1d12+2d8+56; hp 93; Init +3; Spd 30 ft., swim 30 
  ft.; AC 25, touch 12, flat-footed 22; Base Atk +7, Grp 
  +26; Atk +19/+14 melee (3d6+16/19-20, large +1 
  greatsword ) or +18 melee (3d6+11, tail slap); 
  Space/Reach 10 ft./10 ft.; SA Rage 1/day; SQ: Evasion, 
  hold breath; AL NE; SV Fort +14, Ref +11, Will +9; Str 
  32, Dex 16, Con 24, Int 10, Wis 12, Cha 6.  
   
  Skills and Feats: Balance +4, Hide +9*, Jump +19, 
  Listen +11, Spot +11, Swim +15**; Awesome Blow, 
  Combat 
  Reflexes, 
  Improved 
  Unarmed 
  Strike, 
  Improved Grapple, Power Attack, Improved Bull Rush. 
   
  (Raging Stats: 109 hp; AC 23, touch 10, flat-footed 
  20; Grp +28; Atk +21/+16 (3d6+18/17-20, sword) or +20 
  (3d6+13, tail slap); Fort save +16, Will save +11.  Rage 
  duration is 9 rounds.) 
   
  Hold Breath (Ex): A TLC can hold its breath for 
  (Con x 4) rounds before it risks drowning. 
   
  Skills: A TLC has a +4 racial bonus on Balance, 
  Jump, and Swim checks.  *TLCs gain a +4 racial bonus 
  to Hide when in water.  **+8 racial bonus to Swim 
  checks made to perform a special action or avoid a 
  hazard.  It can use the run action while swimming 
  provided it moves in a straight line. 
   
  Feats: Awesome Blow – As a standard action, TLC 
  can choose to subtract 4 from melee attack roll and 
  deliver an awesome blow.  If it hits a corporeal creature 
  smaller than itself with an awesome blow, the 
  opponent must succeed on a Ref save (DC = damage 
  dealt) or be knocked flying 10’ in a direction of the 
  TLC’s choice and fall prone.  Movement must be in a 
  
  SHE6-07 Sight Unseen 
   
  Page 27 
  straight line, and the creature hit may not end this 
  movement closer to the TLC than where it began.  If an 
  obstacle is struck, both the obstacle and the opponent 
  take 1d6 damage and the opponent stops in a space 
  adjacent to the obstacle.  Note that this extra 
  movement may provoke attacks of opportunity. 
   
  Equipment (9400 gp limit): Large +1 greatsword, 
  chain shirt +2, potion of cure serious wounds, potion of 
  haste, potion of invisibility. 
  Encounter Nine (EL 12) 
   
   
   
  Five-headed Catoblebas: CR 10; Huge aberration; 
  HD 14d8+140; hp 189; Init +5; Spd 30 ft.; AC 24 (-2 size, 
  +2 Dex, +14 natural), touch 10, flat-footed 22; Base Atk 
  +10; Grp +26; Atk +18 melee (1d6+8 plus stun, tail 
  slam) or death ray +12 ranged touch; Space/Reach 15 
  ft./10 ft.; SA Death ray, stun; SQ Darkvision 90 ft., 
  scent; AL N; SV Fort +14, Ref +8, Will +10; Str 26, Dex 
  14, Con 30, Int 2, Wis 13, Cha 8. 
   
  Skills and Feats: Jump +14, Listen +15, Search +4, 
  Spot +15, Survival +5; Ability Focus (death ray), Ability 
  Focus (stun), Alertness, Combat Reflexes, Improved 
  Initiative, Improved Multiattack, Lightning Reflexes, 
  Power Attack. 
   
  Death Ray (Su): The catoblepas can project five thin 
  green rays up to 160 ft. from its bloodshot eyes.  Any 
  living creature struck by a ray must make a Fortitude 
  save (DC 27) or die instantly.  Even on a success, the 
  target takes 5d6 damage.  After striking one target, a 
  ray dissipates and the attack cannot be used again for 
  1d4 rounds. The saving throw is Constitution-based. 
   
  Stun (Ex): Any living creature struck by the 
  catoblepas’s tail must succeed at a Fortitude save (DC 
  27) or be stunned for 1 round.  A stunned character 
  cannot act and loses any Dex bonus to AC.  An attacker 
  gets a +2 bonus on attack rolls against a stunned 
  opponent.  Success indicates that the target takes only 
  normal damage for the attack.  The saving throw is 
  Constitution-based. 
   
  Scent (Ex): A catoblepas can detect approaching 
  enemies, sniff out hidden foes, and track by smell. 
   
  Notes on the Multiheaded Template: 
  • 
  A vorpal blade would have to remove every head in 
  order to have its usual effect.   
  • 
  Severing a head requires hitting the catoblepas’s 
  neck (AC 27) with a slashing weapon and dealing 
  47 points of damage.  This attack must be declared 
  before making the attack roll.  The severed head 
  dies, and a natural reflex seals the neck shut to 
  prevent further blood loss.  The catoblepas can no 
  longer attack with the severed head but takes no 
  other penalties.  A severed head cannot regrow 
  naturally. 
  • 
  All death ray attacks activate on the same round 
  but can aim in different directions.  They all 
  become usable again after the same delay. 
  Khar-loff: 
  Male 
  Kobold 
  Spellstitched 
  Gravetouched 
  Ghoul 
  War6/Tomb 
  Warden 
  2/Mnk2: CR 10; Small undead (augmented humanoid 
  (reptilian)); HD 10d12+13; hp 100; Init +5; Spd 30 ft.; 
  AC 28 (+1 size, +6 Dex, +6 Wis, +3 natural, +2 
  deflection), touch 25, flat-footed 23; Base Atk +9; Grp 
  +4; Full Atk +16/+16 melee (1d4 plus paralysis, claw) 
  and +14 melee (1d4 plus ghoul fever and paralysis, bite) 
  or flurry of blows +15/+15 melee (1d4 plus ghoul fever 
  and paralysis); Space/Reach 5 ft./5 ft.; SA Ghoul fever, 
  paralysis, spell-like abilities; SQ +4 turn resistance, 
  darkvision 60 ft., DR 5/magic or silver, SR 12, tomb 
  sense, turn immunity, undead traits; AL LE; SV Fort 
  +13, Ref +13, Will +13; Str 10, Dex 22, Con -, Int 12, 
  Wis 22, Cha 14.  
   
  Skills and Feats: Hide +10, Intimidate +11, Move 
  Silently +10, Spot +13, Swim +9, Tumble +16; Ability 
  Focus (spell-like abilities), Combat Reflexes, Weapon 
  Finesse, 
  Improved 
  Unarmed 
  Strike, 
  Improved 
  Toughness, MultiattackB, Stunning Fist, Toughness. 
   
  Ghoul fever (Su): Disease – bite, Fort DC 16, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
   The save DC is Charisma-based. 
   
  Paralysis (Ex): Anyone hit by this creature’s bite or 
  claw attack must succeed on a DC 16 Fort save or be 
  paralyzed for 1d4+1 rounds.  Elves are immune to this 
  paralysis.  The save DC is Charisma-based. 
   
  Spell-like Abilities: 3/day scorching ray (2 rays); 2/day 
  – glitterdust (DC 20), ray of enfeeblement, 1/day cone of cold 
  (DC 23), dimension door, disintegrate (DC 24), Evard’s 
  black tentacles, feeblemind (DC 23), fireball (DC 21), mage 
  armor, stinking cloud (DC 21).  Caster level 10th, ranged 
  touch attack bonus +16. 
   
  Tomb sense (Su): While this creature is within the 
  temple grounds it protects, it knows the precise 
  location of all intruders in that area.  This ability is 
  similar to blindsense, except that it functions without 
  regard to line of effect and its effect extends to every 
  portion of the temple grounds. 
   
  Turn immunity (Ex): As long as it is within the 
  temple grounds, this tomb warden is immune to 
  turning or rebuking attempts.  It can still be bolstered 
  as normal. 
   
  Possessions: Ring of protection +2, periapt of wisdom +2, 
  gloves of dexterity +2. 
  
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  Appendix Four – Map of Westkeep 
   
   
   
  Within the walls, High Westkeep surrounds the citadel and Roadside extends along the highway.  Most of North Island 
  is abandoned and ruined; South Island is in better shape due to the presence of determined Olman squatters.  Overall, 
  one’s proximity to the highway is the best indicator of the quality of structural repair and the relative safety of the area. 
  
  SHE6-07 Sight Unseen 
   
  Page 29 
  Appendix Five – The Riot and Vicinity 
   
   
  Open squares represent closed but unlocked doors; solid squares represent locked doors.  Locks are average (Pick Lock 
  DC 25) and doors are inch-thick wood (hardness 5, 10 hit points per 5-ft. section).  Walls are three-inch-thick wood 
  (hardness 5, 30 hp per 5-ft. section). 
   
  A- Common room of the inn.  The rioters break the window closest to the front door. 
  B- Kitchen.  The back door is locked only from the outside; it can be pushed open from within. 
  C- Hall with private rooms.  One room is locked, as is the supply closet. 
  D- Stairs down to the cellar…which is the size of the building and has no exit of its own. 
  E- Stable, currently with whatever mounts the PCs brought along. 
  F- Private home in disrepair, used by the inn for emergency lodging, currently unoccupied. 
  G- Tinsmith’s workplace and home; the shop door is unlocked, the home entrances are locked.
   
  
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  Page 30 
  Appendix Seven – The Olman Village (No delay) 
   
   
   
  If on foot, the PCs enter the village at the map’s bottom center. 
  Circles = starting positions of TLCs 
  Rectangles = Stone-walled huts (hardness 8, 90 hp [6 inches thick] per 5 ft.x5 ft. section) 
  Shaded squares = 5 ft. deep water (note bridge in town center 
   
   
  
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  Page 31 
  Appendix Eight – The Olman Village (The PCs delay) 
   
   
  If on foot, the PCs enter the village at the map’s bottom center. 
  Circles = starting positions of TLCs 
  Rectangles = Stone-walled huts (hardness 8, 90 hp [6 inches thick] per 5’x5’ section) 
  Shaded squares = 5’ deep water (note bridge in town center 
   
   
  
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  Appendix Nine – Ruins of the Tower (Upper Level) 
   
   
  X = Location of hatch entrance to lower level (Search DC 20, or DC 10 with movement into the square) 
   
   
  
  SHE6-07 Sight Unseen 
   
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  Appendix Ten – Ruins of the Tower (Lower Level) 
   
   
  
  SHE6-07 Sight Unseen 
   
  Page 34 
  Appendix Eleven – Holy Place of Tlaloc 
   
   
   
  North is towards the top of this map. 
  The dark shaded areas are more-or-less level solid stone. 
  The lighter shaded areas are very muddy, representing difficult terrain. 
  The numbers indicate the height between the ground and the rock surface at that level.  These heights apply to the 
  southern edge of the rock surface as well.
  
  SHE6-07 Sight Unseen 
   
  Page 35 
  Appendix Eleven – The City of Westkeep 
  Westkeep 
   
  Size: Small City 
   
  Population 6,000 
  Spending Limit 15,000 gp 
  Ready Cash: 4,500,000 gp 
   
  Population Racial Breakdown: 
   
   
  (Mixed community, 
   
   
   
  human-centered)  
   
   
  Human  
  4740 
  (79%) 
  Lizardfolk   
    540 
    (9%) 
  Halfling  
    300  
    (5%) 
  Gnome    
    180 
    (3%) 
  Elf  
     
    120 
    (2%)  
  Half-elf  
      60 
    (1%) 
  Half-orc      
      60 
    (1%) 
   
   
  With few geographical features in which dwarves 
  are comfortable, Westkeep has no permanent 
  population of these beings.  Gnomes are slightly better 
  represented than elves because of the formers’ 
  presence in certain specialized Keoland Royal 
  Standards units. 
   
  Slightly less than half of the humans are either 
  pure Olman or a mix of Olman, Suel, and Oeridian in 
  which Olman heritage is primary. These people are 
  former slaves or the children of same.  Most of the 
  remaining humans are the Oeridian/Suel mix 
  commonly found in Keoland; the Keoish include a 
  small number of pure Oeridians as well.  There were 
  very few pure Suel left in the city following the violent 
  end of Scarlet Brotherhood control in CY 589: Those 
  few innocent pure Suel were either driven from the 
  city or murdered by Olman bent on revenge, and most 
  pure Suel realize that Westkeep is not a safe place for 
  their kind.  Any other human subgroups encountered, 
  be they Baklunish or Flan or Rhenee or Touv, are 
  probably itinerants. 
    
  Power Center Type: Nonstandard 
   
  Westkeep has undergone several changes in civil 
  administration in the past decade, all of them traumatic 
  and violent.  The only non-port city of the Hold of the 
  Sea Princes until CY 585, it was the center of that 
  realm’s vast inland slave trade and the hub of their 
  northern defenses against both the Yeomanry and 
  Keoland.  The overnight subversion of the Sea Princes 
  by the Scarlet Brotherhood led to the occupation of 
  Westkeep by those militant Suel supremacists, and 
  many former masters joined their primarily Olman 
  slaves in the pens that ringed the city.  Keoland 
  conquered the city in CY 589 after a short siege; the 
  Keoish attack was greatly aided by massive slave revolts 
  and the actions of elves and humans accustomed to the 
  rigors of the Hool Marsh. 
   
  Westkeep is nominally ruled by Lord Camranth, a 
  commandant of the Keoland Royal Standards, but the 
  curious and violent recent history of the region has 
  created several power centers that, while not 
  necessarily mutually hostile, are at the very least wary 
  of each other. 
   
  Primary Power Center Alignment: Lawful neutral 
  (Military Government) 
   
  Westkeep is permanently garrisoned by several 
  companies of the Keoland Royal Standards, who 
  number around 350.  Almost a hundred of these 
  soldiers are on active duty at any given time; the rest 
  work at supervising various projects around the city 
  and can be called to arms on less than an hour’s notice. 
   The city is under martial law: A curfew keeps the 
  streets clear from an hour after sundown until an hour 
  before dawn, and covering one’s face and head unless 
  one is on duty in the heavy armor of the Standards is a 
  criminal offense. 
   
  Secondary Power Center Alignment: Neutral good 
  (Philanthropic Churches) 
   
  Lord Camranth, the Royal Standards commandant 
  of Westkeep, allows the faiths of the Keoland Divinity 
  Council to maintain churches in and around the city, 
  provided they accept his arbitration of all interfaith 
  disputes and otherwise provide for the common 
  welfare.  The faiths of Lydia and Phyton have been 
  most proactive in moving among the locals, the former 
  seeking to supplant the worship of Tezcatlipoca, the 
  evil sun god of the Olman, and the latter preaching the 
  taming of the Hool Marsh through agriculture.  The 
  faiths of Farlanghan, Ehlonna, and Kord have also seen 
  some success in proselytizing.  While not officially 
  sanctioned by the Keoish, clerics of Pelor have founded 
  a mission, and the faith of Trithereon has a small but 
  enthusiastic following, most probably a result of 
  proselytizing by recent arrivals from the Yeomanry.  
  The efforts of these churches hold off starvation 
  among the poorest of the poor and bring a bit more 
  hope to an until-recently hopeless population.  
   
  Tertiary 
  Power 
  Center 
  Alignment: 
  Neutral 
  (Lizardfolk) 
   
  Lizardfolk of the Marshgrove tribe have moved to 
  the precincts around the city, and some into the city 
  proper; they provide invaluable intelligence to the 
  Royal Standards on threats from the Hool and trade 
  foodstuffs and the more unusual products of the marsh 
  for finished goods in the markets of Westkeep.  While 
  this tribe maintains the classic lizardfolk focus on long-
  term survival and the propagation of the species, they 
  
  SHE6-07 Sight Unseen 
   
  Page 36 
  have come to realize that peaceful coexistence with the 
  Keoish is in their best interest.  Lord Camranth 
  enforces a strict ban on any aggression towards 
  Marshgrove lizardfolk and has extended to these 
  valuable allies the same rights and legal protections 
  due to any Keoish citizen.   
   
  Other Powers: Any Evil (Cultists and conspirators) 
   
  The 
  existence 
  of 
  several 
  hidden 
  Scarlet 
  Brotherhood cells is more than just a rumor, and the 
  dark gods of the Olman are called upon by feather-
  masked, 
  blood-drenched 
  priests 
  in 
  forbidden 
  ceremonies to deliver their vengeance upon all non-
  believers.  Luckily for the Keoish, these groups despise 
  each other with a hatred born of long association and 
  bloody rivalry, and their campaigns of insidious 
  poison, back-stabbing murder and spell-borne death 
  are most often directed at each other.  Still, innocents 
  do suffer, especially in the poorer Olman districts, and 
  the Royal Standards are kept busy investigating and 
  uncovering 
  all 
  manner 
  of 
  conspiracies.
    
  
  SHE6-07 Sight Unseen 
   
  Page 37 
  Player Handout #1: 
  The Laws of Westkeep 
   
   
  “By order of Lord Camranth of the Keoland Royal Standards, the following 
  ordinances are in effect for the duration of the emergency. 
   
   
  1- No person not on active duty with the Royal Standards may conceal their face 
  or head while within Westkeep or within bowshot of its walls. Punishment for the 
  first offense is a fine and community service; punishment for a second offense is 
  death. 
   
   
  2- All persons of adult age residing in or lawfully admitted to the City shall be 
  armed at all times while outside their living quarters with a minimum of a 
  shortspear or a light crossbow.  Failure to do so will result in a fine. 
   
   
  3- All persons of adult age residing in or lawfully admitted to the City shall 
  answer to the general alarm bell or a lawful call to arms prepared to defend the City 
  as ordered by the Royal Standards.  Persons refusing to do so shall be treated as 
  enemies of the Lion Throne. 
   
   
  4- The lizardfolk of the Marshgrove tribe are under the protection of the Lion 
  Throne and its lawful representatives.  An unprovoked attack upon the person or 
  property of anyone under said protection is a breach of Lord Camranth’s peace to be 
  punished accordingly. 
   
  
  SHE6-07 Sight Unseen 
   
  Page 38 
  Player Handout #2 
  The Sunblinder Prophecy 
   
   
  The one who blinds the Sun and  
  Poisons the Moons will be born 
  When from the high place holy to the  
  Lady of Light due south of Ist-Ivin 
  It is seen that Celene trumps Luna and  
  Luna trumps Pelor on the day that the 
  Wheelwright perfectly frames the rising sun. 
  That one shall grow to adulthood in a  
  Foreign place among faiths and faces alien; 
  That one’s true destiny will be concealed  
  And yet impossible to conceal; 
  Against that one even the gods  
  Shall not stand, but shall fall; 
  That one shall cause the light to blind the light,  
  And all the sun’s sons to gird for war. 
   
  
  SHE6-07 Sight Unseen 
   
  Page 39 
  Player Handout #3: The Sunblinder Prophecy Puzzle 
  --------------------------------------------------------------------- 
  The one who blinds the Sun and 
  --------------------------------------------------------------------- 
  Poisons the Moons will be born 
  --------------------------------------------------------------------- 
  When from the high place holy to the 
  --------------------------------------------------------------------- 
  Lady of Light due south of Ist-Ivin 
  --------------------------------------------------------------------- 
  It is seen that Celene trumps Luna and 
  --------------------------------------------------------------------- 
  Luna trumps Pelor on the day that the 
  --------------------------------------------------------------------- 
  Wheelwright perfectly frames the rising sun. 
  --------------------------------------------------------------------- 
  That one shall grow to adulthood in a 
  --------------------------------------------------------------------- 
  Foreign place among faiths and faces alien; 
  --------------------------------------------------------------------- 
  That one’s true destiny will be concealed 
  --------------------------------------------------------------------- 
  And yet impossible to conceal; 
  --------------------------------------------------------------------- 
  Against that one even the gods 
  --------------------------------------------------------------------- 
  Shall not stand, but shall fall;  
  --------------------------------------------------------------------- 
  That one shall cause the light to blind the light, 
  --------------------------------------------------------------------- 
  And all the sun’s sons to gird for war. 
  --------------------------------------------------------------------- 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Sheldomar Valley/596/Normal Scenarios/SHE6-07 - Sight Unseen (APL 6-8)/SHE6-07 - Sight Unseen.pdf