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 the author.  To learn more about the Open Gaming License and the d20 system license, please 
  visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, 
  Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario 
  is intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  KEO3-07 
   
   
   
   
   
  Old Secrets Never Die 
   
  A One-Round D&D LIVING GREYHAWK®  
  Keoland Regional Adventure 
  Version 1.0 
   
  by Joe and Rich Marflak 
   
   
   
  “Wanted: An experienced reconnaissance and recovery team for a mission of national security. 
  All interested and qualified parties should report to Viscount Richart Jorgos in Jaedrae.”  The 
  Viscount grows more nervous by the day – it sounds like another of his missions into the Hool 
  Marsh to report on the massing lizardfolk forces. An adventure for APLs 4-12. This is the fourth 
  module in the Hool Series which included KEO2-05 Royal Rescue, KEO 2-06 Hunt in the Hool, 
  and KEO3-02 Predators and Prey. 
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons 
  & Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. 
  The rest of the time is spent in preparation before game 
  play, and scoring after the game. The following 
  guidelines are here to help you with both the 
  preparation and voting segment of the game. Read this 
  page carefully so that you know and can communicate 
  to your players the special aspects of playing an RPGA 
  scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and 
  the Monster Manual. We also assume that you have a 
  set of dice (at least one d4, d6, d8, d10, d12, and d20), 
  some scrap paper, a pencil, an RPGA scoring packet, 
  and your sense of fun. It is also a good idea to have a 
  way to track movement during combat. This can be as 
  simple as a pad of graph paper and a pencil, as handy 
  as a vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction.  
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and 
  the character’s name, race, and gender at the top. This 
  makes it easier for the players (and the DM) to keep 
  track of who is playing which character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of 
  even core rulebooks during certain times of play. For 
  example, the players are not free to consult the 
  Dungeon Master’s Guide when confronted with a trap 
  or hazard, or the Monster Manual when confronted 
  with a monster.  
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text 
  is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and DM score the game. The RPGA has three 
  ways to score its games. Consult your convention 
  coordinator to determine which method to use for this 
  scenario: 
  1. No-vote scoring: The players write their names 
  and RPGA numbers on the scoring packet grid. 
  You fill in the top of the grid. That is all. No one 
  is rated. This method is used for people who are 
  just playing for fun. 
  2. Partial scoring: The players rate the game master 
  and the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the 
  scenario and completes personal and event 
  information, but does not rate the players as a 
  team or vote for players. This method is used 
  when there is no competition, but the event 
  coordinator wants information on how the game 
  masters are performing, or the game master 
  wants feedback on his or her own performance. 
  3. Voting: Players and game masters complete the 
  entire packet, including voting for best player. If 
  this method is used, be sure to allow about 15-20 
  minutes for the players to briefly describe their 
  characters to the other players, and about 5-10 
  minutes for voting. This method is used when 
  the players want to know who played the “best” 
  amongst the group, or when the adventure is run 
  in tournament format with winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while 
  you determine treasure and experience awards for the 
  scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
  Old Secrets Never Die – Version 1.0 
   
  Page 2 
   
  
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character sheet 
  from your convention coordinator or the RPGA Web 
  site, ant then have any players without a character 
  create on.  Once all players have a LIVING 
  GREYHAWK character, play can begin. 
  # 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 
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average character 
  level of the PCs participating in the adventure. To 
  determine the Average Party Level (APL): 
  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 being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the sidebar 
  chart to determine the number of levels you add 
  to the sum above. 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 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. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  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 you may 
  gain at the end of the adventure. If your character is 
  three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience 
  points awarded 
  for 
  the 
  adventure. This 
  simulates 
  the 
  face that either 
  your 
  character 
  was 
  not 
  as 
  challenged 
  as 
  normal, 
  or 
  relied on help 
  by higher-level 
  characters 
  to 
  reach 
  the 
  objectives. 
  Note: LIVING 
  GREYHAWK 
  adventures are 
  designed 
  for 
  APL 
  2 
  and 
  higher. Three or four, or sometimes even five 1st-
  level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If 
  your group is APL 1 there are three things that you 
  can do to help even the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level characters 
  to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that 
  round. This is a free action (spoken command) 
  that may be attempted each round. If an animal 
  loses half or more hp in a single round it flees, 
  unless another check is successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set 
  in Keoland.  Characters native to Keoland pay one 
  Time Unit per round, all others pay two Time Units 
  per round.  Adventurer’s Standard Upkeep costs 
  12gp per Time Unit.  Rich Upkeep costs 50gp per 
  Time Unit.  Luxury Upkeep costs 100gp per Time 
  Unit. 
  Old Secrets Never Die – Version 1.0 
   
  Page 3 
   
  
  Adventure Background 
  The Early History of Baltron’s Beacon 
  North of the vast meanders of the Javan River, where 
  the Hool Marsh verges upon the dark boughs of the 
  Dreadwood, lies an expanse of swamp some hundred 
  square miles in size. It is thickly overgrown with a 
  mixture of cypress trees, saw grass, and other 
  stranger botanical specimens. The flora grows out of 
  the muck to create mire—difficult passage for any 
  would-be explorers. The region is principally known 
  for the dull green glow that emanates from its center, 
  which can be seen for miles and serves as a local 
  landmark during murky Hool nights. The light’s 
  purported origin attracts marshfolk of all kinds and 
  has been a source of mystery for years since the light 
  first shone forth. The luminescence is reported to 
  intensify as one approaches its source—the upper 
  reaches of the central keep of a small, ruined fort. 
  The structure resembles a ghostly lighthouse, but the 
  few who have seen it and returned consider it an 
  infernal beacon. 
  Located on one of the few patches of solid ground in 
  the region, the long-abandoned structure was once a 
  Keoish foothold. It is one of a chain of similar forts 
  constructed more than a century ago to protect the 
  kingdom’s southern border during Keoland’s ill-fated 
  imperial age. The keep suffered a series of enervating 
  attacks by local tribes of lizardfolk. Exhausted, the 
  Keoish finally abandoned it. Keoland subsequently 
  decided to establish the kingdom’s southern frontier 
  north of the Hool in the Salinmoor Province. 
  The Cult of the Black Flame 
  A century ago, the diabolical Cult of the Black 
  Flame, led by a charismatic Suloise high priest 
  known as Ohjos (the “Eye of God”), swept in to 
  claim the deserted keep. When several youths, 
  including the children of nobility, disappeared from 
  the neighboring Viscounty of Salinmoor, the local 
  lord, Count Arthemene, assembled a small army, 
  even bidding reluctant King Nyhan IV to contribute a 
  contingent of Dreadwalkers. The host marched on the 
  cult’s fort, but much to their surprise, they found no 
  evidence of the cult. It had vanished, leaving the 
  keep empty save for the grisly remains of the Keoish 
  abductees. 
  The Coming of Baltron 
  The keep remained vacant until about twenty years 
  ago, when a mage, Baltron of Linth, exiled from 
  Keoland took up residence in the lonely fort. Despite 
  longstanding Keoish prohibitions, the infamous 
  wizard had spent a good deal of his life combing the 
  depths of the Dreadwood looking for the lost magic 
  of the notorious (and extinct) Suel House of Malhel. 
  According to legend, the Malhel came to a 
  cataclysmic end at their own hands after dabbling in 
  long-lost magic in the years following the Great 
  Migrations. 
  Expelled from the National Academy of Wizardry 
  and pressured from Niole Dra for their efforts, 
  Baltron and Leptor (his protégé) originally traveled 
  to this deserted keep together to glean what they 
  could of the forbidden arcane lore. Baltron found 
  many clues and sequestered items of interest that had 
  been abandoned by the Cult of the Black Flame. 
  He also discovered a series of dormant teleportation 
  portals, through which the Cult of the Black Flame 
  had escaped the tower. Upon further research, he 
  discovered that an ornately carved dragon’s tooth 
  was the magical key needed to activate the portals. 
  Baltron was unable to find this tooth. Finally giving 
  up, he moved on to other projects. 
  Leptor’s Betrayal and the Explosion 
  Baltron shared what he felt was safe with Leptor, and 
  all seemed to go well for several months. During that 
  time Baltron learned much about the Cult, their 
  forbidden magic and their ties to the Scarlet 
  Brotherhood and possibly the Malhel.  
  Meanwhile, Leptor grew in both power and 
  confidence under Baltron’s tutelage. He also came to 
  privately believe that he was a descendent of the 
  Malhel and the rightful heir to the secret knowledge 
  that Baltron hoarded. Leptor was so confident in his 
  lineage that he took it upon himself to conduct a 
  ritual only a true Malhel could hope to succeed in 
  completing—calling the spirit of the Hool Marsh to 
  serve him. The results were spectacular, but not what 
  Leptor desired. A horde of vitrioli (a new monster 
  described in Appendix VI) came after the younger 
  wizard. He fled the ritual chamber in the tower to 
  awaken Baltron. 
  Battling vitrioli on the way back to the summoning 
  room, Baltron entered the area as more of the 
  creatures kept pouring through the rift in the brazier 
  of Black Flame that had been the ritual’s focus. 
  Leptor abandoned his mentor and immediately fled to 
  his home in Niole Dra. There, he devised a tale that 
  would wholly blame Baltron for the failed 
  experiment with forbidden magic. 
  The diminutive vitrioli did not attack Baltron. Instead 
  they concentrated on welding material onto the 
  brazier to enlarge its size. The brazier’s size was 
  limiting what could come through the rift. Baltron 
  Old Secrets Never Die – Version 1.0 
   
  Page 4 
   
  
  was stuck between a rock and a hard place. He knew, 
  from his research, that this brazier was all that was 
  keeping the Black Flame from spreading out of 
  control, so he could not destroy it. However, letting 
  the vitrioli complete their task would seem to have 
  equally cataclysmic results. 
  Baltron had learned of an extra-dimensional space 
  the Cult of the Black Flame could prepared as a “safe 
  zone” where the brazier was to be held during the 
  Ritual of Calling. Baltron chanted the words to this 
  other spell that supposedly would send the brazier to 
  this otherworldly space. A great explosion shook the 
  entire keep at the completion of the Ritual of Calling, 
  bringing down many of the outer defenses and 
  blasting holes in the walls and roof of the tower. The 
  brazier vanished, and Baltron found his weary body 
  bathed in a strange green light. The light emanated 
  from one of the ferlow seeds that were part of the 
  Ritual of Calling. The tiny seed now hung suspended 
  in mid-air at the top of his tower, displaying an 
  awesome radiance that could be seen from a great 
  distance. 
  Baltron passed out and when he awoke, he was 
  outside the tower, and was shocked to discover that 
  his spirit had been fettered to the body of a black 
  dragon. Gazing at his reflection in a pool of water, 
  Baltron noticed that his two great draconic fangs 
  were engraved with symbols that somehow seemed 
  familiar. The wizard had attempted to seize the 
  magical power of the Malhel for himself, but he had 
  been snared by it instead. He also now felt compelled 
  to defend the Hool Marsh from intruders. 
  Returning to the tower, he discovered that all of the 
  records and writings of the Cult of the Black Flame 
  he had found, along with his own research, had been 
  destroyed in the magical blast. Baltron, however, was 
  now able to activate the teleporters using either of his 
  tusks. 
  Baltron explored the destinations of these teleporters. 
  Some of the destinations remained unknown to 
  him—the teleporters would fail to function if their 
  destination points could not accommodate the 
  dragon’s bulk — but one seemed to be a demi-plane. 
  Amazingly, this entire demi-plane of existence was 
  trapped within the once-humble ferlow seed that now 
  bathed the Hool in green light. The Cult’s ritual 
  created an interim safe haven for the Brazier! 
  The Lizardfolk of the Beacon and Leptor’s 
  Return 
  Baltron felt that all of the activity in the Tower—and 
  whatever tale his wayward apprentice would tell to 
  cover his involvement in the Malhel research—
  would attract a great deal of attention by sages and 
  adventurers alike. He made contact with the 
  superstitious lizardfolk of the marsh, and utilizing his 
  new form, he presented himself as an Avatar of 
  Sess’Innek. He ordered his lizardfolk followers to 
  defend the “holy place” from all nonbelievers. Word 
  of the presence of such an avatar spread among the 
  lizardfolk, and tribes began to arrive to worship at the 
  beacon in ever-growing numbers. To cement their 
  relationship, Baltron presented the tip of one of his 
  fangs to the lizardfolks’ high priest, allowing him to 
  use the teleporter in the swamp to enter and leave the 
  tower as he pleased. In this way, Baltron could issue 
  orders to the lizardfolk worshippers without having 
  to leave the brazier unguarded. 
  The Silent Ones of Niole Dra, guardians of 
  Keoland’s magical secrets, attempted an exploration 
  of the ruins shortly after the explosion, to discover 
  Baltron’s fate, but the small party was driven away 
  by powerful and evil denizens of the swamp. 
  Just prior to the Greyhawk Wars, Leptor led a party 
  to explore the ruins as part of an expedition 
  sponsored by an organization of adventuring 
  explorers known as the Seekers, who once claimed 
  Baltron as a member. The expedition included the 
  infamous ranger Lord Arcturus of Sayre, known 
  throughout the kingdom for his treachery, along with 
  a rag-tag mercenary retinue. Leptor and his band 
  sought out not only Baltron’s dark knowledge, but 
  the treasure said to have been abandoned by the Cult 
  of the Black Flame, hidden and undiscovered 
  somewhere within the citadel. Repeated lizardfolk 
  attacks drove off the mercenaries and forced Leptor 
  to flee to the only place they would not follow—into 
  the “holy green light of Sess’Innek.” The exposure to 
  the light warped Leptor into a reptilian creature as 
  well – in his case, a lowly kobold. The disgraced 
  wizard has gathered a group of kobold thugs and now 
  assaults travelers, seeking enough coin to pay to be 
  changed back into his true form. 
  More recently the Cult of the Shadowed Moon’s 
  failed experiments, to bring down the green light, 
  have actually made it more difficult to enter the 
  tower. They inadvertently caused an impenetrable 
  force field to encase the Hool Beacon Tower and 
  summoned a fearsome creature into the area. 
  Adventures have dealt with the beast and several of 
  the Shadowed Moon’s more expendable members, 
  but the wall of force is still a problem. See KEO3-02 
  Predators and Prey for more details. Baltron has also 
  dealt with a number of their members, who had 
  Old Secrets Never Die – Version 1.0 
   
  Page 5 
   
  
  convinced the lizardfolk high priest to bring them to 
  meet the Avatar of Sess’Innek. 
  Adventure Summary  
  Encounter One– The Return of Leptor: On their 
  way to Jaedrae, the PCs find themselves climbing a 
  ridge path next to a large stream. Some cunning 
  kobolds, lead by Leptor, spot the PCs coming up the 
  path and attempt to ambush them. Fighting or 
  avoiding the ambush are both possibilities. If Leptor 
  is taken alive, he can provide information that might 
  be of value to both the PCs and the Viscount. 
  Encounter Two – The Mission: The PCs find their 
  way to Jaedrae in the Province of Nume Eor, to speak 
  with the Viscount Richart Jorgos. Jorgos wants the 
  PCs to travel to the beacon (for some PCs, this may 
  be their second foray to the place).  If they accept the 
  mission to investigate the beacon, they are allowed to 
  speak with a lizardfolk druid of Semuanya (that 
  race’s god of survival and propagation) named 
  Sselyuuna. This lizardfolk druid may have been met 
  by some of the PCs in KEO1-08 Warts and All. 
  The druid tells the PCs of lizardfolk worshipers at the 
  beacon, and the presence of an avatar of Sess’Innek 
  (demon lord and lizardfolk god of might and 
  destruction). Previous attempts to enter the Hool 
  Beacon have failed (see KEO3-02 Predators and 
  Prey) but Sselyuuna claims to know a way into the 
  tower. He describes a teleportation portal within a 
  lizardfolk camp that seems to allow free passage in 
  and out of the tower, despite the magical wards that 
  otherwise prevent it. His most important contribution 
  is giving the PCs the dragon tooth that he carries with 
  him. It is a key that activates the teleporter in 
  question. 
  The Viscount will suggest that the PCs travel to the 
  main lizardfolk camp. 
  Encounter Three– The Lizardfolk Camp: PC’s 
  must fight or sneak their way to the odd structure in 
  the center of the camp that houses the teleporter. 
  Encounter Four– The Swamp Teleporter: The PCs 
  must get past a strange force wall and puzzle out how 
  the teleporter functions, or take their chances by 
  teleporting blindly into one of several locations. 
  Encounter Five – The Tower: The PCs teleport into 
  the old Keoish stronghold, but all that remains are the 
  stone walls, a strange green light and a skewed and 
  fractured teleporter with five more ancient Suel 
  carvings on it. Time is passing very quickly – hair 
  and beards grow long and gray. Balance, puzzle 
  solving and reading Ancient Suel are key skills to 
  have here. 
  Encounter Six – The Shrine: The PCs teleport into 
  a small dark shrine with some interesting statues, a 
  consecrated (destroyed) altar of the Cult of the Black 
  Flame, a few ferlow seeds, a trap, and yet another 
  teleporter. Earth elementals guard the area as well. 
  Encounter Seven – The Mountain: An outpost of 
  giants in the Joten Mountains guards this teleporter 
  pad to keep anyone from using it to sneak in behind 
  their lines.  
  Encounter Eight – The Island: This forlorn place 
  holds a puzzle for the PCs to discern – a challenge 
  that might prove fatal to those that fail! 
  Encounter Nine – The Heart: The PCs find 
  themselves standing on a teleporter in a huge cave on 
  the shore of an island surrounded by a stagnant lake. 
  The PCs are actually inside a pocket demi-plane, 
  contained within a single glowing seed whose green 
  light is the source of the Hool Beacon’s illumination. 
  A stone brazier at the center of the island contains a 
  strange ebon fire. Everything inside the seed appears 
  black, gray or white, and stinks of decay. In this 
  scene, the heroes will finally encounter Baltron, and 
  should work with him to prevent malevolent 
  creatures from widening a gate from their world into 
  Oerth. 
  Encounter Ten – Return to the Lizardfolk 
  Encampment: The PCs return to the swamp to find 
  that the Marshgrove tribe has conquered it. The PCs 
  are escorted back to Jaedrae. 
  Conclusion: Where the heroes earn their rewards! 
  Encounter One 
  The DM should refer to DM Aid 1 and DM Aid 2. 
  The PCs have received word that the Viscount of 
  Nume Eor, Richart Jorgos, is seeking adventurers.  If 
  the PCs have performed services for Richart Jorgos 
  in the past, he may have contacted them directly via 
  messenger.  The PCs have met along the road to 
  Jaedrae and should be traveling together. Flying and 
  teleporting are things that could still get you burnt as 
  a witch in Keoland.  
  Ask the players for a marching order and watch 
  schedule, then let them introduce themselves to you 
  and each other. The PCs have been climbing the 
  ridge trail that rises from the right bank of a large 
  stream for over an hour, when the ambush takes 
  Old Secrets Never Die – Version 1.0 
   
  Page 6 
   
  
  Trap (Gravel Slope and Drop-Off): See below 
  place. The kobolds, led by Leptor, have been 
  watching them as they climbed the path. They have 
  set up a little welcome that they have used very 
  successfully on small groups of merchants and 
  farmers as well as wild boar and other game. They 
  have gotten a little cocky.  
  Trap (Ramming Log): See below 
  APL 12 (EL 15) 
  4 Kobolds Ftr 3/Rog 3/Snp 4: See Appendix V 
  If the party is taking precautions (e.g. scouting 
  ahead) they have a chance to spot the ambush in time 
  to avoid it. If the scout cannot be seen or heard by the 
  kobolds, and she approaches to the left of the path, 
  she may close without provoking the ambush. 
  Leptor, Kobold Wiz 12: See Appendix V 
  Trap (Gravel Slope and Drop-Off): See below 
  Trap (Ramming Log): See below 
  Creatures: The kobolds are at a –1 due to their Light 
  Sensitivity disadvantage (see the Monster Manual for 
  details). 
  The sun creeps up from the east, promising another 
  hot but beautiful day. If the messages you have 
  heard are true, in two days’ time you will be in 
  Jaedrae and gainfully employed.  The trail ahead of 
  you climbs toward the top of a small rise. 
  Tactics: Two kobolds (A & B – See Map 1A) are 
  100’ downhill to the left of the road behind a row of 
  trees giving them cover (+4 to AC +2 to Reflex 
  Saves). They can see the PCs (unless hiding or 
  invisible) at 140’. They fire upon PCs in the center of 
  the party when they get to the X on the encounter 
  map (see DM Aid 1a). Following their initial volley, 
  they take off down the slope away from the PCs, 
  shouting insults in Draconic (thus warning those 
  below) as they go. They move through another row 
  of trees 20’ farther down the slope, sling their 
  crossbows, grab onto vines and swing out and back 
  under an overhang and onto a fifteen foot deep by 
  sixty foot wide shelf, ten feet below the drop off. The 
  other kobolds (including Leptor) wait on the shelf 
  and in the cave behind it (see DM Aid 1b). They will 
  be hiding behind three foot high stonewalls that give 
  them cover (+4 to AC, +2 to Reflex Saves) or total 
  cover (+8 to AC, +4 to Reflex Saves). 
  Allow the PCs to describe how they will proceed.  If 
  they simply move forward, read on.  If they take 
  precautions, adjust the encounter to fit their actions. 
  At the top of a rise in the trail, two crossbows bolts 
  burst out from the tree line downhill to the left. 
  Ambush! The underbrush churns as the shooters 
  rush off into the woods. 
  APL 4 (EL 6) 
  4 (3) Kobold Rog 1: See Appendix I 
  Leptor, Kobold Wiz 4: See Appendix I 
  Trap (Gravel Slope and Drop-Off): See below 
  APL 6 (EL 8) 
  Note: At APL 4-8, one of the Kobolds slips off the 
  vine and falls to his death (PCs can hear a terrified 
  scream that stops abruptly with a Listen check (DC 
  12). 
  4 (3) Kobold Ftr 1/Rog 1: See Appendix II 
  Leptor, Kobold Wiz 6: See Appendix II 
  Trap (Gravel Slope and Drop-Off): See below 
  Leptor will only fight as long as he thinks he can 
  win. Once his troupe is outnumbered three to one, or 
  he has cast all of his offensive spells, he tries to 
  escape. If that is impossible, he will surrender. He is 
  very intelligent and does not wish to die. He is 
  interested in being returned to his own form and is 
  not above begging for the PCs’ help. 
  Trap (Ramming Log): See below 
  APL 8 (EL 10) 
  4 (3) Kobold Ftr 2/Rog 3: See Appendix III 
  Leptor, Kobold Wiz 8: See Appendix III 
  Trap (Gravel Slope and Drop-Off): See below 
  Traps: If the PCs pursue beyond the second row of 
  trees, they will hit loose gravel on a steep slope. 
  When gravel starts spilling over the drop off, at APL 
  6 and above kobold C springs the second trap (spiked 
  logs that swing out of the trees up the slope) on PCs 
  that saved against the first trap. At APL 10 and above 
  Kobald D is present and gets his crossbows ready. 
  Trap (Ramming Log): See below 
  APL 10 (EL 13) 
  4 Kobold Ftr 3/Rog 3/Snp 1: See Appendix IV 
  Leptor, Kobold Wiz 10: See Appendix IV 
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  Leptor is ready to cast appropriate spells (such as 
  grease on the vines) and will use any spare rounds to 
  cast enhancement spells upon himself or his 
  companions. 
  • 
  And what thanks do I get? He turns me into a 
  kobold! But I’m still me inside. I just need to get 
  enough money to pay for a wizard to change me 
  back. That’s why I attacked you—just for your 
  wealth. Please don’t hurt me. You would do the 
  same, if you were I.” (True) 
  Loose Gravel Slope (60 feet in either direction from 
  the center, 10 feet wide, at a 40o slope) and Drop Off 
  (5 feet Times APL): CR varies; no attack roll 
  necessary, damage is equal to 1d6 per two APL of 
  the party; Reflex save (DC 14 + APL) avoids; Search 
  (DC 14 + APL); Disable Device not applicable (trap 
  is rendered harmless by skirting the gravel slope). A 
  PC that fails the Reflex save on this trap slides down 
  the slope and falls over the edge and into the 
  streambed below. 
  • 
  “Baltron is surely dead. If he exists, he must be a 
  lich. How else could he protect himself against 
  the hordes of Hool creatures that now worship 
  his beacon?” (Believed to be true) 
  Encounter Two: The Mission 
  The Viscount Richart Jorgos continues to be troubled 
  by the buildup of a lizardfolk army and rumors about 
  an avatar of the god Sess’Innek (demon lord and 
  lizardfolk god of might and destruction) that has 
  come to aid them in their conquest.  He will 
  acknowledge any PCs that helped him in any of the 
  previous modules in the Hool series (KEO 2-05 
  Royal Rescue, KEO2-06 Hunt in the Hool, and/or 
  KEO3-02 Predators and Prey). If the players have 
  captured Leptor, he will be very interested in his 
  story and will take the kobold leader off the PCs’ 
  hands. 
  Ramming Log (APL6 and above): CR varies; melee 
  touch attack (attack bonus equal to APL of the party), 
  damage is equal to 1d4 per APL of the party); Search 
  (DC 16 + APL); Disable Device (DC 16 + APL). A 
  PC struck by the log must make a Balance check (DC 
  equal to 4 + the APL of the party) or fall to the 
  streambed below. This fall will cause damage equal 
  to 1d6 per two APL of the party. 
  Development: Leptor will share his tale about the 
  Beacon (see DM Background) if captured and given 
  the opportunity to speak. Play him as shrewd, 
  conniving and slimy. He also bargains with the 
  following pieces of information: 
  Bills posted outside Jaedrae read: “Wanted: 
  Experienced reconnaissance and recovery team for 
  a mission of national security. All interested and 
  qualified parties should report to Viscount Richart 
  Jorgos.” It is a safe bet that this task has something 
  to do with the rumored army of lizardfolk that 
  continue to threaten the fledgling county of Nume 
  Eor.  
  • 
  “An army of the denizens of the Hool is 
  encamped around the tower. They worship the 
  green light.” (True) 
  • 
  “The green light rapidly ages anyone or anything 
  it shines upon.” (True) 
  Upon arriving at Jaedrae – named for the beloved 
  Queen of the land who fell prey to an assassin - you 
  are given just enough time to dust yourself off and 
  grab a quick meal before the guards rush you off to 
  meet with the Viscount and several of his advisors. 
  It is clear that whatever is happening, your presence 
  is urgently needed. 
  • 
  “Baltron released the forbidden power with 
  magic of the Cult of the Black Flame.” (False) 
  • 
  “Although I didn’t see him do it, I know Baltron 
  transformed me into a kobold and teleported me 
  out into the middle of the Hool to die. But I 
  managed to maintain my memory and arcane 
  abilities.” (Believed by him to be true) 
  Entering the audience chamber, Viscount Richart 
  Jorgos’ disconcerted look disappears as you are led 
  in. The Viscount greets each of you warmly in turn, 
  as his advisors patiently look on.  
  • 
  “I don’t know how long I’ve been trapped in this 
  form. Time has all run together for me.” true 
  • 
  “Baltron had discovered much about the Cult of 
  the Black Flame. He even created a bit of Black 
  Flame himself before he went mad with his quest 
  for power.” true then lie 
  Richart then looks to his advisors and asks, “Are we 
  secure to proceed?” 
  The Viscount is a gregarious and friendly man with 
  an affable demeanor. He is very close to his subjects 
  and often travels among them and works alongside 
  them. He is no stranger to hard work; he has large 
  hands and broad shoulders. Jorgos is very unlike 
  many of the scheming and conniving nobles in the 
  • 
  “Baltron forced me to help with his tainted 
  research. I ran when he started getting too close 
  to completing his foul work, but I worried about 
  him and came back to try to rescue him.” (False) 
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  ”Very well then!” exclaims Richart. “We have 
  already tried the direct approach of sending scouts 
  to investigate the Tower on foot, by air and even 
  using teleportation. Predators and enemy spells cut 
  down the aerial scouts. The ground scouts brought 
  back some meager intelligence, but could not get in 
  to the beacon. Those that attempted to teleport into 
  the tower found themselves unable to do so.” 
  Kingdom of Keoland. He is also a cautious man and 
  has his advisors detecting evil, alignment and magic. 
  A great many odd things are afoot in his county, and 
  he is taking no chances. 
  Anyone radiating evil will be asked to leave the 
  meeting. If someone points out they detect as evil due 
  to a curse or a cursed item, Richart will offer to have 
  Durmaunt (9th level Cleric of Bralm) remove the 
  curse (price as per the LGCS) before he shares any 
  information with them. Any PC that refuses is 
  escorted from the meeting and not hired for this 
  mission. The player may opt to bring in another PC. 
  Richart pauses pensively. Then he says, “In the 
  past, I confess I have fallen prey to prejudice 
  against the lizardfolk of the Hool. But over time, my 
  stance has shifted on the matter. The lizardfolk’s 
  Marshgrove tribe worships the god Semuyana, who 
  is apparently a deity of survival and propagation. 
  These lizardfolk are not evil, and are as distressed 
  about the massing of an army of their fellows as we. 
  Our common enemies are their kin that worship 
  Sess’Innek, the lizardfolk god of death and war.” 
  If any PC is the recipient of a curse that cannot be 
  removed, the Viscount asks for either of two things 
  in exchange for allowing the cursed PC to participate. 
  First, he will accept the solemn oath of a noble PC, or 
  one that belongs to a recognized metaorganization in 
  good standing in Keoland that vouches for a cursed 
  PCs good character. Alternatively, the Viscount will 
  ask the PC to voluntarily submit to a geas spell from 
  Durmaunt. If neither is acceptable or available, the 
  Viscount dismisses the PC. (The player may bring 
  another PC of more appropriate level and disposition 
  into the adventure if they wish, or the original 
  character may attempt to rejoin the party once they 
  leave the meeting. Such original PCs will not receive 
  the 200 gold from Jorgos). 
  “I would like to present Sselyuuna. Some of you 
  may already know him.” A lizardfolk enters from a 
  door behind the Viscount. “He is a druid of 
  Semuanya and has offered to provide us with some 
  additional information.” 
  If Sselyuuna met any of the PCs in KEO1-06 Warts 
  and All, he will take an appropriate attitude toward 
  them, but he has agreed to tell his story in any case. 
  Sselyuuna speaks Common fairly well, but his S and 
  Z tend to linger. He speaks softly and slowly, 
  occasionally stumbling over a word or pausing to 
  think of the correct translation. He is a non-
  stereotypical, unassuming character with a subtle wit 
  and charm. He is sincere in what he says here and 
  about wanting to establish a relationship between 
  Keoland and his people (the Marshgrove tribe and 
  others that worship Semuanya). 
  Once this is resolved the councilors concur with: 
  “Proceed as you wish my lord.” 
  Richart continues, “To the point, then! You are 
  doubtless aware of the Lizardfolk army amassing in 
  the Hool Marsh, and that is a major concern. 
  However, the strange green light that is called the 
  Hool Beacon has returned. We believe it to have an 
  influence on the disposition of the lizardfolk. What 
  we lack is proper reconnaissance. You are to 
  infiltrate that edifice and extract as much 
  information as possible. Since time is of the essence 
  and we have no time for negotiations, we offer each 
  of you two hundred golden lions, as well as any 
  plunder that is declared immaterial by my council. 
  What say you?” 
  “Esteemed mammal-folk,” whispers Sselyuuna, 
  “your people and mine have common enemies – the 
  worshipers of Sess’Innek, a force of evil and 
  destruction. They have formed a great alliance of 
  many tribes in the Hool to make war on your 
  people, and they have enslaved or coerced many of 
  my people to take up arms. I pray to Semuanya that 
  you may find what I have to tell useful.” 
  If they accept, give them Players’ Handout #1. If not, 
  show them out—it is the end of the adventure for this 
  PC, although you can opt to allow a player to bring in 
  another PC more suitable for the module. 
  “Many worshipers of Sess’Innek surround the 
  beacon’s tower. Its green light rapidly ages anyone 
  or anything entering it, except stone.” 
  Sselyuuna’s voice lowers even further. “It is said 
  that Sess’Innek has sent his personal agents to 
  show his pleasure with his followers. These agents 
  are known as avatars. It is rumored that more than 
  one has haunted the area around the tower. One 
  The Viscount will not take questions at this time, as 
  he states: “an expert on the situation at hand will be 
  joining us shortly.” 
  Assuming the PCs accept the offer: 
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  such avatar seems to be the guardian of the tower. 
  This avatar rallies its followers to sacrifice all 
  sentient mammals to their god. Some reports say 
  that it is the reincarnated form of the great Sakatha, 
  the legendary vampire king of our people. Other 
  tales call this avatar a reptilian beast from the 
  ancient past.” 
  “Previous attempts to penetrate the tower have been 
  stymied by a field of green energy that surrounds it, 
  preventing magical and mundane passage alike. 
  But I believe we have found another way into the 
  tower.” 
  “ My followers and I infiltrated a large enemy camp 
  near another ruined fortress a days travel from the 
  beacon tower. From a platform there, priests of 
  Sess’Innek would disappear. Later they would 
  reappear at the same place, seeming somewhat 
  more aged and bringing the words of their god with 
  them. Some of my tribe managed to infiltrate this 
  camp and attack a priest of Sess’Innek. They 
  recovered this from his remains.” 
  Sselyuuna offers the PC with the highest Charisma 
  an engraved, curved ivory spike an inch in diameter 
  and thirteen inches long. This spike is actually a 
  dragon’s tooth, although the druid does not know 
  this, and the PCs may not either. 
  “It would seem that this method of transport allows 
  entry to the beacon’s tower.” The druid’s face 
  grows sad. “Only one of our number, Tsselyu, 
  escaped from the attack on the priest. He stood by to 
  keep watch while the others attacked. He said that 
  after the battle, his armored companions were 
  trapped behind an invisible barrier. They could not 
  escape it, so they threw the artifact through the 
  barrier and told him to run, to survive and deliver it 
  to me. He took the artifact, leaving the others 
  behind the barriers to their fate.” 
  After a brief pause, he composes himself. “Written 
  upon it, in a tongue I magically translated, are the 
  words, ‘In chaos, order.’ I do not know what that 
  means, but the spike possesses strong powers of 
  transmutation, abjuration and divination. More of 
  this writing is reported to adorn the magical gate my 
  people found” 
  Sselyuuna cast detect magic on the spike shortly after 
  receiving it. The PCs can verify the schools of magic 
  present if they cast the spell upon the spike 
  themselves and check. An identify spell reveals that it 
  is a key and must be placed in a proper lock to 
  function. A legend lore spell reveals “even a Malhel 
  should forsake the ultimate use of this solution.” A 
  Knowledge: Nature (DC 20) or bardic knowledge 
  check (DC 25) reveals it is the tooth of a dragon and 
  the writing is ancient Suloise. 
  “Thank you, Sselyuuna,” says the Viscount. “Do 
  our champions have any questions for our friend?” 
  Sselyuuna has told all, but will happily clarify what 
  he can and beg pardon for what he cannot. He is then 
  shown out of the meeting. 
  The Viscount continues. “Here are your orders. By 
  stealth or might reach this teleporter and use it to 
  gain access to the Beacon Tower. If you make it 
  inside, it is vital that you figure out what force is 
  manipulating these lizardfolk and if possible put an 
  end to it.” 
  Jorgos will answer any other questions as best he 
  can. He will provide clerics to heal any wounds the 
  PCs may have suffered, and will provide them with 
  any basic supplies that they feel they might need. He 
  will also provide them with three scrolls of 
  comprehend languages. 
  Encounter Three: The 
  Lizardfolk Camp 
  [Note to the DM: PCs can get to the lizardfolk 
  camp without any troubles.  Refer to DM Aid 2 for 
  a map of the encampment. Attempts to sneak through 
  the camp should be handled with an eye towards 
  getting the PCs to Encounter Four as quickly as 
  possible. If a combat ensues, the PCs should tear 
  through their adversaries quickly. Many will run off 
  blowing signal horns, a hint to the PCs that they 
  shouldn’t dawdle.] 
  A series of crude leather and hide tents encircle a 
  stone structure. This stone building is circular, with 
  an arched stone roof supported by six stone pillars. 
  In the center of it, a raised platform can be seen. A 
  few lizardfolk guards mill about the area or walk 
  less-than-thorough foot patrols.  
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  The lizardfolk are not especially attentive. Since they 
  lost the Key to the teleporter, this camp has dwindled 
  in importance, as most of the lizard folk are now 
  back at the Hool Beacon praying for guidance. 
  Unless the PCs cause some kind of obvious 
  disturbance, 
  the 
  bored 
  guards 
  suffer 
  a 
  –2 
  circumstance penalty to Listen and Spot checks. Six 
  pairs of guards are evenly distributed around the 
  perimeter of the camp. No lizardfolk patrol inside the 
  encampment. Four more lizardfolk can be found 
  inside the camp. The lizardfolk that have been left 
  here are guards pressed into service; their morale is 
  
  very low. At the first sign of trouble, they will sound 
  signal horns (a hint to the PCs that they should get 
  moving before reinforcements arrive) and rush off 
  into the Hool.  
  Any PC that examines the dragon statue will notice 
  the empty socket in the dragon’s mouth. If the spike 
  is placed in the socket the barrier comes down until 
  the spike is again removed. 
  Activating the Teleporter 
  All APLs (EL 8) 
  The DM should refer to DM Aid 9 for a flowchart of 
  how the teleporters in the module connect to each 
  other. The platform has complex runes on its surface 
  near the rim. These runes are written in ancient Suel 
  letters and resemble the ones on the ivory spike that 
  Sselyuuna gave the party. However, they make no 
  sense, as the letters are scrambled words (forming 
  real but meaningless wrong words when possible). 
  Anyone that speaks ancient Suel, makes a decipher 
  script check (DC 20) or that casts a spell such as 
  comprehend languages can read the letters. Only 
  parties that can translate the runes in some fashion 
  have a chance at unscrambling the words. They could 
  just teleport without knowing what the runes say, but 
  that would be foolhardy. 
  Lizardfolk (12): See Monster Manual, page 169. 
  Lizardfolk 
  Females 
  and 
  Young 
  (40): 
  Noncombatant, hp 4 (females) and 1 (young) each; 
  see Monster Manual, page 169. 
  Encounter Four: The Swamp 
  Teleporter 
  The DM should refer to DM Aid 4. 
  In the center of the camp sits a structure: its 
  perimeter forms a thirty-foot circle. It is fifteen feet 
  high and has six equally spaced pillars supporting 
  its domed roof. It looks exceptionally old. Inside is a 
  round platform raised six inches off the ground and 
  fifteen feet in diameter. The platform is made of 
  green stone, with a silver rim and a one-inch 
  diameter hole in its exact center. To the right of this 
  platform, you see a twelve-foot tall statue of a 
  rampant dragon. Its head extends down with an 
  open mouth, as if it were ready to unleash its breath 
  weapon across the platform. There are carvings 
  around the edge of the roof. Dragonflies and other 
  smaller insects buzz in and out of the open area. 
  Moisture drips from the roof, arcing to the ground 
  as if running along a slightly curved, unseen wall. 
  When the curved tooth is placed in the hole, a 
  glowing light appears in the form of an arrow. This 
  arrow points in the direction towards which the curve 
  of the tooth points. By rotating the tooth in the 
  socket, the arrow can be made to point to different 
  sets of runes. When the arrow points to a particular 
  set of runes, it begins to glow and increases in 
  brightness for three rounds, at which time there is a 
  flash of white light. The key, and everyone standing 
  upon the platform, is transported to the indicated 
  location. 
  If the key is removed from the hole before activating 
  the teleporter, the rune stops glowing, the arrow 
  vanishes, and nothing happens until it is placed in the 
  hole again. 
  Anyone that can read ancient Suel, by magical or 
  mundane means, or that makes a successful Decipher 
  Script check (DC 20) can read the words carved 
  around the roof: 
  This teleporter has the runes for ANNOTIUM 
  (“mountain”), WROTE (“tower”) and DALINS 
  (“island”). 
  ARM THE DRAGON TO LOWER ITS SHIELD 
  The barrier allows only organic material (that is, 
  animal or vegetable-based material) through it. 
  Clothing, leather armor, wooden clubs and so forth 
  are unaffected by the barrier. Metal, stone or other 
  non-organic material is prevented from passing 
  through the barrier. If someone wearing or carrying 
  only organic material attempts to pass through the 
  portal, they are able to do so. Others will find the 
  barrier absolutely impenetrable. A disintegrate spell 
  will bring down the barrier altogether. For attempts 
  to dispel the magical barrier, it is a caster level of 16. 
  Being organic, the dragon’s tooth will pass through 
  the barrier without a problem.  
  If the players are stumped by what the runes might 
  mean, the PC with the highest Wisdom remembers 
  the Lizardfolk Druid’s translation of the runes on the 
  spike: “In chaos, order.” 
  If the PCs teleport to the Tower, proceed to 
  Encounter Five. If the Mountain is chosen, proceed 
  to Encounter Seven. If the Island is chosen, proceed 
  to Encounter Eight. 
  Encounter Five: The Tower 
  Refer to DM Aid 5 (Inside and Outside) 
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  This is a 60' square tower with a cracked 15' diameter 
  teleportation leaning against the north wall. It is 120 
  feet to the top from here on the basement floor. 
  2nd Round: Both the fingernails and the hair on the 
  PCs heads have grown noticeably. Male PCs that 
  were clean-shaven now have very short beards. 
  3rd Round: Beards, fingernails and hair continue to 
  grow noticeably. Hair with a lesser growth rate (such 
  as eyebrows) is starting to thicken. 
  A dizzying buzz assaults your ears.  You find 
  yourself on a tilted platform. All who were on the 
  original platform are here in this stone tower that is 
  filled with a strange green light.  
  4th Round: Metallic object begin to show signs of 
  tarnish. Leather begins to dry and look dull. 
  All PCs must make simple Balance checks (DC 10) 
  or tumble to the ground for 1d6 damage (as opposed 
  to non-lethal damage, thanks to the somewhat jagged 
  rocks that comprise the debris on the floor). 
  5th Round: Male PCs that were clean-shaven now 
  have regular-length beards. Leather dries out and 
  cracks. More tarnish can be seen on metal objects. 
  You notice that the platform here must have fallen 
  from somewhere above since all the floors above 
  you are completely missing. The cracked, skewed 
  platform and stone walls are all that remain inside 
  this tower. It seems that the tower’s floors fell 
  downwards upon each other, ruining the interior 
  but leaving the exterior walls intact. Thankfully, the 
  platform must have been on the uppermost floor of 
  this place, allowing it to survive the collapse, but not 
  without damage. There are four inscriptions around 
  the platform’s edge and a hole in its center. 
  The DM should extrapolate from the above for 
  additional rounds of exposure.  Food will spoil, any 
  spell effects will run out, etc. 
  Outside (if anyone takes the time to look) an 
  enormous assembly of swamp creatures chant and 
  worship the beacon’s ghastly green light. Lizardfolk, 
  trolls, hags, kobolds and other unsavory creatures can 
  be seen. They sway in a seemingly religious fervor. 
  Your view of them is somewhat obscured by the 
  green field of light that keeps them a dozen yards 
  from the tower Refer to DM Aid 5 for a map of the 
  remnants of the tower and its immediate environs. 
  Some openings exist higher up in the edifice—
  probably arrow slits. Ragged holes dot the tower’s 
  ceiling, and a doorway sits forty feet up one wall. A 
  great throng of creatures creates a great ruckus in 
  the distance. 
  The Worshippers: The PCs and the worshippers 
  cannot hurt each other, even if they wanted to, thanks 
  to the green field. The creatures chant in Draconic, 
  praising Sess’Innek and thanking him for the great 
  avatar and beacon he has granted them. They will 
  react with anger if the PCs make their presence 
  within the tower known. The creatures will throw 
  arrows, spells, axes and even (in the case of the 
  trolls) nearby kobolds at the tower, but to no avail, 
  thanks to the energy barrier. Likewise, the PCs 
  cannot project attacks or spells outside the barrier. 
  Unlike the lesser barrier surrounding the swamp 
  teleporter, the green field cannot be brought down by 
  any means at the PCs disposal. 
  The Green Light: The green light ages PCs at a 
  vastly accelerated rate. There is no place within or 
  outside of the tower that the PCs can go that will 
  protect them from the aging effects of the tower. 
  Thus, time is of the essence – literally! 
  Roll initiative and give each player in turn his or her 
  chance to act and speak as you would in combat. You 
  must keep track of how many rounds the PCs spend 
  in this light. 
  The rate of aging is one day per second of exposure 
  to the light. The PCs will be stuck in the light for at 
  least three rounds (eighteen seconds), as this is the 
  minimum amount of time it takes to operate the 
  teleporter (see below). There is no saving throw 
  against this effect; creatures with SR may make a 
  check once per round to avoid that round’s exposure 
  (for this purpose, assume the caster level of the green 
  light to be 20). 
  The Teleporter: The platform has a set of complex 
  runes on its surface near the rim, similar to those 
  found on the swamp teleporter. The device is 
  activated in the same way, using the curved dragon’s 
  tooth key. Anyone that speaks ancient Suel, makes a 
  decipher script check (DC 20) or casts a spell such as 
  comprehend 
  languages, 
  can 
  read 
  the 
  letters 
  surrounding the rim. 
  As a guide for the DM to describe the aging effects, 
  note the following: 
  The broken Tower teleporter has three intact runes: 
  DALINS (“island”), ANNOTIUM (“mountain”) and 
  SHINER (“shrine”). Another rune was broken when 
  the teleporter platform fell from above - NOU….NG 
  (NOUDENG, “dungeon”). 
  1st Round: Male PCs have several days’ growth on 
  their beards. 
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  APL 8 (EL 9) 
  Proceed to Encounter Six if the PCs teleport to the 
  Shrine. If the Mountain is chosen, proceed to 
  Encounter Seven. If the Island is chosen, proceed to 
  Encounter Eight. An attempt to teleport to the 
  Dungeon will result in the three-round teleport 
  sequence going off, but the teleportation fails. 
  Earth Elemental, Greater: See Monster Manual 
  page 99. 
  APL 10 (EL 11) 
  Earth Elemental, Elder: See Monster Manual page 
  99. 
  Encounter Six: The Shrine 
  Refer to DM Aid 6. 
  APL 12 (EL 13) 
  You find yourselves in an unlit room. 
  Earth Elemental, Elder (2): See Monster Manual 
  page 99. 
  If the PCs are able to see in some fashion, continue: 
  The interior of this place resembles that of the 
  edifice you found in the lizardfolk camp, except it is 
  60 feet in diameter and 60 feet high. The teleporter 
  platform is in the center and six pillars are evenly 
  spaced around its perimeter. The platform has a 
  hole in its center and is ringed with runes. 
  PCs may opt to fight the creatures, or may 
  immediately activate the teleporter and escape after 
  three rounds – but note that ALL creatures on the 
  teleporter pad will be transported with them… This 
  battle will then conclude wherever the teleportation 
  takes them to, and creatures present there might join 
  in the fray. This could be bad news for the PCs. 
  A single open doorway can be seen. In front of the 
  wall opposite the doorway, there is a large pile of 
  rubble that looks as if it might have once been an 
  altar or some other similarly shaped stone block. A 
  symbol of a flame with an onyx inset is carved just 
  above the rubble on that wall. There is a statue of a 
  dragon between the door and the rubble, and a 
  statue of a monk against the wall opposite the 
  dragon. Because of the nature of your arrival, 
  you’re not certain what direction you currently 
  face. The air here is very dry and stale, and there is 
  a fair amount of sand on the floor. 
  Traps: The dragon statue looks identical to the one 
  found within the swamp teleporter and bears a 
  similar socket for the tooth key. However, this one is 
  trapped. If the key is inserted into the mouth, the 
  glyph will be activated, summoning the elemental(s) 
  as described above. However, the key will remain 
  stuck in the socket – prohibiting the PCs from using 
  the teleporter to escape the rampaging elemental(s)! 
  The key may be freed only by turning it clockwise, 
  counter-clockwise, and clockwise once more, a full 
  revolution each time (Disable Device, DC 10 + APL 
  to deduce this), or by ripping it free (using a Strength 
  check, DC 18 + APL). Removing the key will take 
  1d4 rounds, using either method. 
  The doorway opens into a passageway that is choked 
  with rubble and sand from a ceiling collapse about 
  fifteen feet inside. This was once a shrine to the Cult 
  of the Black Flame, and the PCs are located in an 
  underground area within the Sea of Dust. 
  The monk statue depicts a Suel man in robes. He 
  does not wear any identifying symbols. A Search 
  check (DC 15) will reveal a small secret 
  compartment in the statue’s chest. This statue was 
  once magically trapped, but Baltron disarmed it and 
  took the books and a single ferlow seed out of here to 
  perform the Ritual of Calling. The PCs find a small 
  green stone urn that contains just 6 small roasted 
  seeds and a parchment written in ancient Suel 
  (distribute Player Handout 2), the component list for 
  the Ritual that Baltron performed on the ferlow seed).  
  The onyx inset detects as strong magic (abjuration 
  and conjuration). 
  Approaching within five feet of the altar’s remains, 
  or the symbol, will cause the glyph to flash, 
  summoning the guardian(s) of the Cult’s shrine. 
  APL 4 (EL 5) 
  Earth Elementals, Medium (2): See Monster 
  Manual page 99. 
  PCs may know something of ferlow seeds. Have the 
  PCs make a Survival, Bardic Knowledge, or 
  Knowledge: Nature check (they can use whichever 
  ones they have and keep the highest result) and 
  consult the table below: 
  APL 6 (EL 7) 
  Earth Elemental, Huge: See Monster Manual page 
  99. 
  DC 10: Ferlow plants are rare and grow only in hot 
  swampy conditions. 
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  DC 15: Ferlow plants only grow were swamp water 
  is flowing. 
  DC 20: Pools of quicksand are commonly found near 
  patches of ferlow. Stories are still told of an eccentric 
  or perhaps crazy old man named Demetrios, who 
  some twenty years ago or so, was paying a kings 
  ransom for ferlow seeds.  
  DC 25: Ferlow is an ancient Baklunish word for 
  funnel. Some claim Demetrios was a member of the 
  seekers, who wanted vengeance on the Cult of the 
  Ebon Flame. He blamed the cult for his son’s death. 
  DC 30: There is an old Flan fable that says Ferlow 
  plants actually cause water to flow in a swamp or 
  marsh and can be used to clear a bog or even destroy 
  a dam. 
  The teleporter: The shrine’s teleporter pad looks 
  like, and functions identically to, the other pads 
  found at previous locations. This teleporter has runes 
  spelling: ANNOTIUM (“mountain”), NOUDENG 
  (“dungeon” not functioning), WROTE (“tower”) 
  DALINS (“island”) and EARTH  (“heart”). 
  Proceed to Encounter Seven if the Mountain is 
  chosen. If the Island is chosen, proceed to Encounter 
  Eight. If tower is chosen, go back to Encounter Five. 
  If the Heart is chosen, proceed to Encounter  Nine. 
  An attempt to teleport to the Dungeon will result in 
  the three-round teleport sequence going off, but the 
  teleportation fails. 
  Encounter Seven: The 
  Mountain 
  Refer to DM Aid 7. 
  You find yourselves magically transported to a 
  place high within some mountain range. It is quite 
  cold. You stand within a structure identical in 
  dimensions and appearance to the one you found in 
  the center of the swamp. The runes around the 
  teleportation pad are different, however. 
  There is a loud bark in a guttural tongue as giants 
  leap to attention and rush forward. Clearly, they 
  were on guard for an arrival such as yours. 
  The PCs find themselves high in the Joten Mountains 
  in Sterich. This area is under the control of the giant 
  armies that menace the Grand Duchy of Geoff and 
  other nations of the Sheldomar. This teleportation 
  pad was discovered early in their campaign. 
  Although the giants were unable to use it without the 
  dragon’s tooth key, the wizards among their number 
  recognized the device for what it was. As a result, 
  giants were stationed here to prevent enemies from 
  using the device. The giants used the powerful magic 
  at their disposal to dispel the neutron barrier, so they 
  may freely enter the area armed and armored.  
  APL 4 (EL 5) 
  Ogres (2): See Monster Manual page 199. 
  APL 6 (EL 7) 
  Troll (2): See Monster Manual page 247. 
  APL 8 (EL 9) 
  Hill Giants (2): See Monster Manual page 123. 
  APL 10 (EL 11) 
  Frost Giants (2): See Monster Manual page 122. 
  APL 12 (EL 13) 
  Fire Giants (3): See Monster Manual page 121. 
  Tactics: 
  The giants on guard duty are 100 feet to the west of 
  the teleporter, arguing when the PCs arrive. This 
  buys the PCs one free round before the giants notice 
  them and attack. 
  The giants carry various pieces of mundane giant-
  sized armor and weapons (if applicable), but not 
  much else (this is considered a dead-end assignment 
  in the giant army, handed out for dereliction of duty). 
  A series of large tents can be seen about fifty yards 
  from the teleportation pad. They contain oversized 
  bedrolls and mundane supplies (dried beef, water, 
  whetstones, and so forth). 
  The PCs certainly could wander off-track from their 
  mission and begin exploring this area. They will run 
  into giant patrols (double the number of giants shown 
  above at the PCs APL) and find nothing of interest. 
  (Use as many giant patrols as it takes for the players 
  to take a hint!) 
  The teleporter: The mountain teleporter pad looks 
  and functions identically to other pads found at 
  previous locations. This teleporter has runes spelling: 
  DALINS (“island”), WROTE (“tower”) PAWMS 
  (“swamp”). 
  Proceed to Encounter Eight if the Island is chosen. If 
  the Tower is chosen, go to Encounter Five. Choosing 
  the Swamp will return the PCs to the teleportation 
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  Solution: The riddle can be puzzled out by the PCs 
  in the following manner: 
  pad in the lizardfolk encampment as outlined in 
  Encounter Ten.  
  1. Unscramble the five words (Dungeon, Shrine, 
  Swamp, Tower, Heart). 
  Encounter Eight: The Island 
  2. Take the first letter of Dungeon; the second from 
  Shrine; the third from Swamp; the forth from 
  Tower; and the last from Heart (DHAET). 
  The teleporter pad upon which you find yourselves 
  stands in the open air. Four sets of runes line the 
  pad’s perimeter. Unlike the other pads you have 
  seen, this one has no socket into which to insert the 
  ivory spike that you carry. Instead, there is a dial 
  with a pointer set into where the key has previously 
  fit. This dial appears to be able to be turned towards 
  a particular set of runes. The sun is high in the sky, 
  and the immediate area around you appears to be a 
  beach. Waves break against the shore. A number of 
  palm trees dot the flat terrain. The air is warm and 
  slightly humid, smelling of salt. 
  3. Unscramble DHAET (Death). 
  4. Say “Death” (in either Common or ancient 
  Sueloise) while touching the statues face. 
  If a PCs offers an incorrect answer while touching 
  the face, or if the PCs attempt to remove the key 
  before the riddle has been answered, a trap will be set 
  off (a blast of energy emanates from the statue, to a 
  radius of five feet per APL, doing a number of d6 
  damage equal to half the APL of the adventure). This 
  trap goes off each time a wrong answer is given until 
  dispelled or the correct answer is supplied. A single 
  speaker who is the sole person touching the stone 
  in the statue’s face is not affected! (The Cult 
  arranged this in case one was forced to operate the 
  teleporter. They could bring their captors here, and 
  deliberately 
  give 
  the 
  wrong 
  answer, 
  leaving 
  themselves safe while killing their captors who 
  presumably would be standing nearby and allowing 
  the cultist to take the “risk” of touching the statue 
  and answering the riddle.) If more than one person is 
  touching the stone, none of those doing so are 
  afforded any protection from the trap. 
  Several yards to your left, a nine-foot tall 
  monolithic stone statue can be seen. The statue is 
  cylindrical, and appears to represent only a head; 
  no limbs can be seen. 
  The island is about two hundred yards in diameter. 
  (DMs should describe the statue as similar to the 
  “tiki” kinds seen in places like Easter Island, Fiji or 
  elsewhere in the real world.) This speck of an island 
  is in an ocean half a world away from Keoland. 
  If the PCs search the statue, they can find a socket 
  the size of the ivory spike that they carry. They will 
  also note writing in ancient Sueloise on its forehead: 
  NOUDENG 
  SHINER 
  All APL’s (EL = APL +1) 
  PAWMS 
  Magic Energy Trap: See above. This magic trap 
  may only be detected by magical divination, and can 
  only be “disabled” by dispelling it (caster level of 
  16). Note that the trap should be considered a Force 
  effect. 
  WROTE 
  EARTH 
  If the key is inserted, the PCs will see the eyes of the 
  statue glow, and the oversized mouth will slide open. 
  The statue will speak the following words in 
  Common: 
  There is nothing else of interest or value to the PCs. 
  The teleporter: The island’s teleporter pad looks and 
  functions identically to other pads found at previous 
  locations. This teleporter has runes spelling: 
  ANNOTIUM (“mountain”), WROTE (“tower”) and 
  PAWMS (“swamp”). 
  Make order from chaos. 
  Once this concept is grasped, 
  Take the first from the first, 
  Proceed to Encounter Seven if the Mountain is 
  chosen. If Tower is chosen go to Encounter Five  
  Choosing the Swamp will return the PCs to the 
  teleportation pad in the lizardfolk encampment as 
  outlined in Encounter Ten. 
  And the last from the last. 
  Each must pay tribute 
  According to place. 
  Then one gives the answer, 
  While touching my face. 
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  Encounter Nine: The Heart 
  Refer to DM Aid 8. 
  You find yourselves standing on a teleportation pad 
  within a huge cave. It is two hundred feet in width 
  and five times that in length. A magnificent natural 
  ceiling vaults to a height of a hundred feet above 
  your heads. The cave has a concave floor and 
  ceiling. There is a total lack of color here; 
  everything seems a shade of gray, black or white. 
  There is a strong smell of rot and decay, like that of 
  the heart of a fetid swamp. 
  You stand on the shore of an island surrounded by 
  a stagnant lake. Rubble is strewn everywhere along 
  with the melted and mangled remains of a half-
  dozen humans. A stone brazier at the center of the 
  island contains a strange ebony fire. The brazier is 
  oddly shaped, as if bits and pieces of stone had been 
  somehow cemented pell-mell to it. 
  The PCs have been teleported into an extra-
  dimensional demiplane. This demiplane is inside a 
  ferlow seed floating high in the tower, and the seed is 
  in fact the source of the light. The human remains 
  were Cult of the Shadowed Moon members that tried 
  to convince Baltron to surrender his secrets. If 
  searched, none of their equipment is usable, but the 
  tattoo of a crescent moon can be found behind their 
  right ears. 
  Give the PCs ten rounds (one minute) to look around. 
  A Spot check (DC 20 + APL) will notice a pair of 
  large, reptilian eyes, barely piercing the surface of 
  the lake, watching the PCs closely. If the PCs notice, 
  or once a minute has passed, Baltron will make his 
  presence known to the party: 
  The water of the lake erupts, showering the interior 
  of the cavern with a stinking, acidic liquid that 
  stings your eyes and sizzles on your equipment. The 
  ground shakes as an ebony dragon, the largest such 
  beast you have ever seen, lands on the ground 
  between you and the brazier. The creature’s great 
  weight shakes the floor of the cavern. The dragon’s 
  mouth does not conceal its fangs, the two largest 
  are the length of a greatsword. Most of the beast’s 
  scales are the size of a huge shield. The beast is 
  forty feet or higher at the shoulder. 
  A spot check (DC 16 + APL) notices one of the great 
  tusks has had its tip broken off, and another spot (DC 
  26 + APL reveilles the tip of the other tusk has been 
  engraved with runes. 
  The creature sucks in a breath… but the blast from 
  its deadly breath never comes. Instead, the air is 
  rushed back out, passing across the beast’s 
  serpentine tongue to form a question in an ancient 
  tongue. 
  “Eclanus tuae Malhel, ute venae tue aquirae sont 
  clandescemanti?” The beast takes in a second great 
  draught of air as it turns one ear your way. 
  The language is ancient Suel. If no one answers 
  immediately, the dragon will resort to (dated) 
  Common: 
  The black dragon drools acid from its maw and 
  hisses in the Common tongue of man, “Are you 
  Malhel, or do you come to steal their secrets?” 
  A Sense Motive Check (DC 12 + APL) reveals a hit 
  of contempt in the Dragons voice at the word 
  “Malhel.” 
  All APLs (EL 22) 
  Baltron, Great Wyrm Black Dragon: See Monster 
  Manual, page 70. (Note that Baltron’s alignment is 
  Neutral, unlike a regular black dragon) 
  Fighting Baltron is likely beyond the capability of 
  any APL party playing this module, and you should 
  not hesitate to inform players of such. PCs subject to 
  fear effects must make a save against Baltron’s 
  Frighful Presence power (Will DC 33). For dramatic 
  effect, the DM should have the PCs frozen in fear of 
  the dragon, so they can endure his withering 
  presence, as opposed to the normal effect of running 
  for their lives. 
  DM Note: Allow party members with 4HD or less 
  that become panicked by the Frightful Presence to 
  instead revert to shaken as the dragon parlays with 
  them and it becomes clear that the dragon doesn’t 
  have any immediate intentions of killing them. This 
  effect will wear off entirely if the PCs ally with 
  Baltron to fight the Vitrioli. 
  Do not call for initiative unless the PCs expressly ask 
  for it. The PCs aren’t meant to fight the dragon. This 
  is instead a role-playing encounter—and a chance for 
  the PCs to glean the backstory of the module and 
  Baltron’s Beacon. 
  As the PCs interact with the dragon, Baltron will be 
  listening carefully for any falsehoods the PCs speak 
  to see if they are being truthful. The dragon will 
  catch any major falsehoods that the PCs attempt. 
  Baltron will roar in anger if they lie to him, warning, 
  “another falsehood will be your end, mortals!” 
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  If the PCs continue to lie about anything major, 
  Baltron is prepared to kill them – but he won’t get the 
  chance. Proceed to the Vitrioli Attack! section 
  below. 
  If the PCs are truthful and sincere, the dragon will 
  eye them warily and ask, “Do you wish to know my 
  tale, mortals? It has been a long time since I have 
  spoken of it. I would have the world of men know of 
  my story, and how I have come to protect them.” If 
  the PCs agree, distribute Player Handout Three. 
  Once they have had time to digest it, proceed to the 
  Vitrioli Attack! section below. 
  If the PCs, for some reason, don’t want to hear 
  Baltron’s tale, he will become exceptionally irritated 
  with them, but before he gets the chance to take out 
  his anger on the PCs, proceed to Vitriloi Attack! 
  The Stone Brazier: The brazier is three feet in 
  height and (presently) five feet in diameter. The 
  brazier has a hardness of 8 and 200 hit points. It is 
  also the only known vessel that can contain the Black 
  Flame and keep it from spreading. It radiates strong 
  abjuration and transmutation magic. It is possible that 
  the brazier could become damaged in the coming 
  battle – the DM should review the section of the 
  Player’s Handbook dealing with damaging objects. If 
  it is destroyed, proceed to the combat conclusion 
  labeled “Uh Oh!” 
  The Black Flame: The black flame burning in the 
  brazier is a terrible danger to any foolish enough to 
  touch it. The stuff burns cold and cannot be 
  extinguished by any known means. It sets “blackfire” 
  to any living tissue it contacts, except aberrations, 
  slimes and fungi. However, resist cold and protection 
  from cold confers immunity for the duration of the 
  spell. When burning tissue, the flames can be 
  extinguished by dispel magic (caster level 10th), 
  limited wish, wish or a miracle spell (the latter three 
  spells work automatically). A victim set on 
  “blackfire” takes two points of Constitution damage 
  per round (no save). The victim takes no visible 
  damage, but feels excruciating pain (-4 to all rolls) 
  and becomes a lifeless husk when its Constitution 
  reaches 0. The flames do not affect aberrations, slimes 
  and fungi, mineral objects or undead. In fact undead 
  and other evil creatures are attracted by its presence.  
  The Acid Lake: Wading into the waters of the lake 
  inflict acid damage per round equal to the APL of the 
  party. Full immersion deals double this damage. 
  The Teleporter: This teleporter has the runes for the 
  letters 
  SHINER 
  (“shrine”), 
  ANNOTIUM 
  (“mountain”), and WROTE (“tower”). (This is why 
  the vitrioli cannot escape the green light of the tower 
  and survive. They would be forced into the tower. 
  They age so quickly that they die in less than three 
  rounds.) 
  If the PCs teleport to the Tower, proceed to 
  Encounter Five. If they choose the Shrine, proceed to 
  Encounter Six. If the Mountain is chosen, proceed to 
  Encounter Seven. Note that the DM may need to 
  modify descriptions accordingly if PCs teleport back 
  to an area that they have already visited. 
  If the Swamp is chosen, proceed to Encounter Ten. 
  (This is the presumed last teleport for the PCs, but 
  they may wish to investigate other teleporters for one 
  reason or another). 
  Vitrioli Attack! 
  This is the climax of the encounter. The vitrioli have 
  been massing on their demi-plane and are going to 
  make one final push through the brazier. The green 
  light of the Beacon ages the Vitrioli so fast they 
  cannot escape the demi-plane and survive. So their 
  job is to enlarge the portal to allow later passage of 
  more formidable foes in greater numbers. These 
  creatures will deal with Baltron and escape the 
  pocket dimension into Oerth. 
  DM Note: The Vitrioli start at the brazier, which is 
  40 feet from Baltron and 120 feet from the teleporter.  
  Your dialogue with Baltron comes to an abrupt halt 
  as you hear a sound like that of burlap being 
  ripped. The dragon’s head swings about and it 
  releases an ear-splitting roar. 
  Slithering out of the Brazier come bizarre, faceless, 
  vaguely humanoid creatures. Dozens of the 
  creatures flow towards the dragon. The rest direct 
  their attention to the brazier. They pay you no heed.  
  Baltron hisses. “No! Not now!” The great dragon 
  unfurls his wings, but before he can take flight, the 
  creatures swarm upon him. A mighty lash of his tail 
  nearly kills the lot of you, bringing down a nearby 
  stalactite. The dragon releases an enormous gout of 
  acid, but the geyser of death does little to slow the 
  attack – the horrors seem to be immune to acid. You 
  hurry backwards, away from the flailing black 
  colossus for fear of being trampled. 
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  “Protect the brazier,” Baltron bellows. “Destroy the 
  ones around the brazier, but not the brazier itself!” 
  The creatures are swarming over the dragon’s eyes, 
  blinding him. “Do not touch the ebon flame, or it 
  will be your doom!” 
  
  DM Note: This encounter’s EL has been reduced by 
  1, as the creatures will not attack the PCs unless 
  attacked first. 
  APL 4 (EL 7) 
  Vitriolus (6): See Appendix II. 
  Target Brazier Weight = 25 lbs. 
  APL 6 (EL 9) 
  Vitriolus (12): See Appendix II 
  Target Brazier Weight = 50 lbs. 
  APL 8 (EL 11) 
  Advanced Vitriolus (4 HD) (15): See Appendix III. 
  Target Brazier Weight = 100 lbs. 
  APL 10 (EL 13) 
  Advanced Vitriolus (6 HD) (18): See Appendix IV. 
  Target Brazier Weight = 180 lbs 
  APL 12 (EL 15) 
  Advanced Vitriolus (10 HD) (15): See Appendix V. 
  Target Brazier Weight = 250 lbs. 
  The primary goal of the Vitrioli is to weld enough 
  stone and grit onto the brazier to expand the planar 
  rift.  
  The DM should describe how, as they do so, the size 
  of the ebon flame seems to grow. Each Vitriolus can 
  add a number of pounds of sediment (thereby 
  expanding the size of the Brazier) equal to half their 
  hit dice, per round. PCs could fight the vitrioli one at 
  a time, but allowing the other Vitrioli to work 
  unhindered could prove fatal (see Development, 
  below)! 
  Baltron will have a devil of a time dealing with the 
  vitrioli that swarm on him; there are dozens of them 
  (far more than can fit on the brazier; hence their task 
  of stopping Baltron), and all of them are immune to 
  Baltron’s breath weapon. He is killing several each 
  round with his natural attacks, but it is slow going. 
  It’s clear that he will not be available to aid the PCs 
  anytime soon. 
  Development: 
  A great elemental beast lies beyond the gate formed 
  by the black flame, waiting for the vitrioli to expand 
  the Brazier—and thereby the flame—to a size 
  suitable to allow it to pass into the ferlow seed demi-
  plane. 
  If the vitrioli manage to add a certain total number of 
  pounds of material to the Brazier, this will be 
  accomplished. This amount is listed in the creature 
  statistic blocks above, as “Target Brazier Weight.” In 
  general, the creatures, working uninterrupted, can 
  complete the expansion in approximately four 
  rounds. 
  Remember that an uninterrupted vitrioli can weld one 
  pound of material to the brazier per two hit dice. 
  It is important for the DM to make it clear to the 
  players that starting at the end of combat round 
  two, the vitrioli are busily expanding the brazier, 
  and thereby the black flame gate, as they are left 
  to their own devices. It takes them one round to 
  prepare to weld and they automatically go last in 
  initiative (at –4). 
  Tactics: Any Vitriolus that is not attacked or 
  threatened will spend the round enlarging the brazier. 
  A Vitriolus that is attacked by a missile weapon will 
  not stop its work to attack unless there is a non-
  Vitriolus target within reach. Damaging a vitriolus 
  for even a single point of damage will be enough to 
  tear it away from its task and send it to pursue its 
  attacker (although if it does not find a target or take 
  no damage the subsequent round, the Aberration will 
  return to its task). The vitrioli will not grapple, nor 
  will they use any strategies like flanking (except by 
  coincidence), as they have no intelligence. Their sole 
  motivation is to kill the PCs quickly, and return to 
  their first priority, the expansion of the brazier. 
  If the PCs manage to destroy the vitrioli before they 
  add the target amount of weight of material to the 
  brazier, read Success! below. If they fail in this task, 
  read the section entitled Failure! instead. 
  If the PCs, by accident or design, destroy the Brazier, 
  the Black Flame will flare and the gate will yawn 
  wide. Proceed to the Uh-Oh! section. 
  Note: At the lower APLs, it is unlikely that the 
  Vitrioli will be able to expand the brazier before they 
  are destroyed or kill the PCs that try and interrupt 
  them; the primary threat to lower level heroes are the 
  creatures themselves and the incidental damage that 
  they cause. At the higher APLs, however, the success 
  of the larger Vitrioli is a much greater possibility!  
  Success! 
  Defeating the Vitrioli before they complete their 
  task, you turn back towards the melee with Baltron 
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  and the creatures that plague him. The membranes 
  of the dragon’s wings have many bloody tears, but 
  Baltron seems otherwise unhurt. The dragon’s 
  claws and teeth make short work of the few 
  remaining abominations. 
  Calm settles on the cavern as the great beast’s skull-
  like head tilts towards you. “Well done, adventurers. 
  They are unlikely to attempt such an attack in the 
  near future… but they will try again, and so I must 
  remain here to guard the portal.” He takes a few 
  steps forward, the ground trembling beneath each 
  step, and proceeds to roll a boulder backwards with 
  one of his enormous talons, revealing a small pit 
  filled with treasure. 
  “Take these,” the dragon hisses. “Trinkets given to 
  me by the lizardfolk; sacrifices to their god and his 
  avatar. I have no use for them; perhaps you might.” 
  After waiting for you to gather up the contents of 
  the small pit, Baltron motions towards the teleporter 
  pad. “The time has come for you to go. Bring word 
  to your leaders of what has happened here. I will 
  remain behind and guard the portal, and I will do 
  my utmost to calm the lizardfolk that even now 
  speak of marching on your settlements. I believe I 
  know who is stirring up the lizardfolk. My suspicion 
  is the Scarlet Brotherhood; they would be likely 
  seekers of the ancient knowledge of the Malhel.” 
  He nods towards the human bodies. 
  “But,” he says, “something must be done about the 
  Hool Beacon. I cannot guard this place forever, and 
  the Vitrioli are legion, as you have seen. The seed 
  that hangs above the beacon must be destroyed. 
  Find the Seeker known as Dimitrius. He will know 
  how to deal with the ferlow seed. Now… go.” 
  Saying 
  nothing 
  more, 
  Baltron 
  moves 
  with 
  serpentine swiftness and slips into the lake of acid. 
  The treasure granted by Baltron is reflected on the 
  AR for this adventure. See The Teleporter above for 
  information about PC destinations from here. 
  Failure! 
  Despite your best efforts, you cannot prevent the 
  industrious little horrors from expanding the 
  brazier so wide that something begins coming 
  through. The Vitrioli, their purpose complete, stop 
  and become motionless. A slimy hand the size of a 
  banquet table pushes through the Black Flame 
  gate! 
  Baltron roars in protest; whatever is coming 
  through, it is the size of the dragon himself. Baltron 
  is now free of his Vitrioli attackers; the swarm has 
  dropped away and lies still just as yours did. Taking 
  in the situation, Baltron roars, “RUN! Head for the 
  teleporter! Get out of here!” 
  The creature has now torn the gate open and the 
  fire is beginning to drip off the brazier, growing as 
  it somehow feeds on the dead soil of this place. The 
  creature pushing through the gate resembles an 
  enormous clay golem except that it is composed 
  entirely of muck and slime. 
  Make it clear to the PCs that they should leave; it is 
  readily apparent that the muck elemental is well 
  beyond their abilities (let alone the rapidly spreading 
  Black Flame) — and should they die here, their task 
  to relate to Viscount Richart Jorgos the information 
  they have gathered will be for naught. 
  Read this as the PCs begin the activation sequence: 
  Baltron falls upon the creature, and the very walls 
  of the place begin to tremble as the two struggle 
  against each other. “Tell your leaders that I am not 
  behind the massing lizardfolk!” he shouts. A 
  tremendous fist of muck closes around the dragon’s 
  neck, and he gurgles. “The seed… the time is 
  coming… the seed must be destroyed or else…Find 
  Dimitrius of the See…” Baltron’s words are cut off 
  as the mighty elemental snaps the dragon’s neck 
  and throws the corpse aside. It turns towards you. 
  Refer to The Teleporter above to determine where 
  the PCs end up. 
  Uh-Oh! 
  The destruction of the brazier causes the now-
  unfettered Black Flame to swell in size and begin 
  burning the very lifeless soil around it. As it grows, 
  something begins coming through. The Vitrioli, 
  their 
  purpose 
  complete, 
  stop 
  and 
  become 
  motionless. A slimy hand the size of a banquet table 
  pushes through the Black Flame gate! 
  Baltron roars in protest; whatever is coming 
  through, it is the size of the dragon himself. Baltron 
  is now free of his vitrioli attackers; the swarm has 
  dropped away and lies still just as yours did. Taking 
  in the situation, Baltron roars, “RUN! Head for the 
  teleporter! Get out of here!” 
  The intruder has now torn the gate open and the 
  fire is beginning to burn in all directions. The 
  creature pushing through the gate resembles an 
  enormous clay golem except that it is composed 
  entirely of muck and slime. 
  Make it clear to the PCs that they should leave; it is 
  readily apparent that the muck elemental is well 
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  Conclusion 
  beyond their abilities (let alone the rapidly spreading 
  Black Flame) — and should they die here, their task 
  to relate to Viscount Richart Jorgos the information 
  they have gathered will be for naught. 
  There is only one conclusion for the adventure, as the 
  PCs will have either returned with the requisite 
  information, not done so (in which case Sselyuuna 
  and/or Jorgos will send them back to try again) or 
  died trying. 
  Read this as the PCs begin the activation sequence: 
  Baltron falls upon the creature, and the very walls 
  of the place begin to tremble as the two struggle 
  against each other. “Tell your leaders that I am not 
  behind the massing lizardfolk!” he shouts. A 
  tremendous fist of muck closes around the dragon’s 
  neck, and he gurgles. “The seed… the time is 
  coming… the seed must be destroyed or else…Find 
  Dimitrius of the See…” Baltron’s words are cut off 
  as the mighty elemental snaps the dragon’s neck 
  and throws the corpse aside. It turns towards you. 
  Viscount Richart Jorgos listens to your experience, 
  prompting you to tell him every last detail as his 
  scribes and advisors take notes. When you are 
  finished, he is smiling. “Well done. You have 
  certainly earned your reward – two hundred lions 
  for each of you. My council will evaluate all else 
  that you have recovered and present all immaterial 
  items to you as well. We will need the ivory key 
  given to you by Sselyuuna, of course. You have 
  deepest appreciation of both the Crown of Keoland 
  as well as my own. We will set to work discussing 
  what you have told us and devising a final plan to 
  root out the forces behind the massing lizardfolk 
  once and for all.” His mood becomes pensive, ”And 
  what of this Dimitrius?” 
  Refer to The Teleporter above to determine where 
  the PCs end up. 
  Encounter Ten: Return to the 
  Lizardfolk Encampment 
  The End 
  Bracing yourself, you activate the teleporter that 
  will return you to the lizardfolk encampment. You 
  ready your blades, expecting trouble, as the 
  lizardfolk of the encampment may have discovered 
  your intrusion by now. As you arrive, your worst 
  fears are confirmed. Several dozen lizardfolk 
  surround the edifice. It seems clear that they have 
  no intention of letting you escape… but wait! 
  Stepping between the reptilian humanoids is a 
  lizardfolk that you recognize - Sselyuuna! 
  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 role-playing) to each character. 
  Encounter One 
  Defeating or avoiding the kobold ambush: 
  He gives a gentle smile. “Mammal-folk! We 
  followed you into the encampment and ambushed 
  the Sess’Inek followers who responded to the 
  warning horns. It is a small victory, to be sure, but 
  an important one. Were you able to reach the 
  Beacon? What did you discover?” 
  APL4 180 xp; APL6 240 xp; APL8 300 xp; APL10 
  360 xp; APL12 450 xp 
  Encounter Three & Four 
  Fighting or sneaking through the camp to the 
  teleportation pad and deducing how it functions: 
  Sselyuuna will listen to the PCs stories with interest. 
  He is especially fascinated if the PCs reached the 
  beacon tower. If the PCs encountered the “avatar” 
  and confirm for him that the dragon is not a servant 
  of Sess’Innek, the druid will thank the heroes for a 
  job well done and offers to escort them back to 
  Jaedrae. Proceed to the Conclusion A. 
  APL4 120 xp; APL6 180 xp; APL8 240 xp; APL10 
  300 xp; APL12 360 xp 
  Encounter Six 
  Defeating or avoiding the elemental(s) (the PCs must 
  have been aware of their being a threat in the first 
  place): 
  If the PCs have not yet ascertained the disposition of 
  the avatar, Sselyuuna will insist that they continue 
  their mission until they do so, insisting (rightly) that 
  the Hool and Jaedrae will not be safe until the avatar 
  is defeated. 
  APL4 150 xp; APL6 180 xp; APL8 210 xp; APL10 
  240 xp; APL12 300 xp 
  Encounter Seven 
  Defeating or avoiding the giants: 
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  APL4 150 xp; APL6 180 xp; APL8 210 xp; APL10 
  240 xp; APL12 300 xp 
  Encounter Eight 
  Successfully overcoming the trap and activating the 
  teleportation pad: 
  APL4 150 xp; APL6 180 xp; APL8 210 xp; APL10 
  240 xp; APL12 300 xp 
  Encounter Nine 
  Defeating the vitrioli before they successfully widen 
  the gate: 
  APL4 210 xp; APL6 270 xp; APL8 330 xp; APL10 
  390 xp; APL12 450 xp 
  Total possible experience:  
   
  APL4 675 xp; APL6 900 xp; APL8 1,125 xp; APL10 
  1,350 xp; APL12 1,575 xp 
  Note: The amount of possible earned XP exceeds the 
  XP cap. The PCs cannot earn more XP than listed 
  above under “Total Possible Experience.” 
  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 Regional scenario, characters may 
  spend additional Time Units to practice professions or 
  create items immediately after the adventure so this 
  total may be modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter One: 
   
  APL 4: L: 181 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 131 gp; C: 0 gp; M: 391 gp 
   
  APL 8: L: 35 gp; C: 0 gp; M: 1170 gp 
   
  APL 10: L: 44 gp; C: 0 gp; M: 2170 gp 
   
  APL 12: L: 54 gp; C: 0 gp; M: 4170 gp 
  Encounter Seven:   
   
  APL 4: L: 0 gp; C: 10 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 20 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 30 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 40 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 50 gp; M: 0 gp 
  Encounter Nine:   
   
  APL 4: L: 0 gp; C: 0 gp; M: 596 gp 
   
  APL 6: L: 0 gp; C: 0 gp; M: 1414 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 2914 gp 
   
  APL 10: L: 0 gp; C: 0 gp; M: 4597 gp 
   
  APL 12: L: 0 gp; C: 0 gp; M: 6530 gp 
  Conclusion: 
   
  APL 4: L: 0 gp; C: 200 gp; M: 0 gp 
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  APL 6: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 200 gp; M: 0 gp 
  Total Possible Treasure 
   
  APL 4: L: 181 gp; C: 210 gp; M: 596 gp Max = 
  600 gp 
   
  APL 6: L: 131 gp; C: 220 gp; M: 1805 gp Max = 
  800 gp 
   
  APL 8: L: 35 gp; C: 230 gp; M: 4084 gp Max = 
  1,250 gp 
   
  APL10: L: 44 gp; C: 240 gp; M: 6767 gp Max = 
  2,100 gp 
   
  APL12: L: 54 gp; C: 250 gp; M: 10700 gp Max 
  = 3,000 gp 
  Special 
  Favor of Viscount Richart Jorgos: (Frequency: 
  Regional; Power Rank: Noble.  Political: Royal). See 
  the Meta-Organization Book 0 for details, or contact 
  the Keoland triad for further information. 
  For your continued efforts against the evil forces 
  menacing the Hool, you have received the favor of 
  Richart Jorgos. With your valiant penetration of the 
  Hool Beacon, the time has come for you to be 
  rewarded for your efforts. Tally the amount of 
  influence you have earned with Richart Jorgos (from 
  the Keoland regional modules Royal Rescue, Hunt in 
  the Hool, and/or Predators and Prey), and consult 
  the table below. You may expend some or all of this 
  influence at the end of any module set in the 
  Sheldomar Metaregion to gain one-time access of 
  “Adventure” to your choice of ONE item listed. You 
  may choose to expend less than the full number of 
  points you have earned, and you may choose to gain 
  access to several lesser items whose influence point 
  cost does not exceed your current total. When 
  expended, mark an X through the influence point on 
  the AR(s) in question. 
  Expend One Point: Dragonhide plate, caster’s 
  shield, Thundering enhancement to existing +1 or 
  better weapon, ring of swimming, wand of magic 
  missiles (5th level caster), or druid’s vestment. 
  Expend 
  Two 
  Points: 
  Spell 
  Resistance 
  (13) 
  enchancement to existing +1 or better armor or 
  shield, Wounding enhancement to existing +1 or 
  better weapon, immovable rod, wand of magic 
  missiles (7th level caster), or folding boat. 
  Expend Three Points: Lion’s shield, trident of 
  warning, ring of force shield, cloak of the manta ray, 
  or amulet of mighty fists +2. 
  Expend Four Points: Wild enchancement to existing 
  +1 or better armor or shield, trident of fish command, 
  ring of minor acid resistance, python rod, torc of 
  animal speech (from Masters of the Wild), or goggles 
  of night. 
  Items for the Adventure 
  Record 
  Item Access 
  APL 4: 
   
  Caster’s Shield 
   
  Leptor’s Spellbook 
   
  Ring of Counterspells 
  APL 6: 
   
  APL 4 Items 
   
  Amulet of Mighty Fists +1 
   
  Scroll of Mass Heal 
  APL 8: 
   
  APL 4 & 6 Items 
   
  Decanter of Endless Water 
   
  Metamagic Rod of Lesser Empower 
  APL 10: 
   
  APL 4, 6 & 8 Items 
   
  +2 Light Crossbow 
   
  +2 Studded Leather Armor 
   
  Necklace of Adaptation 
   
  Wand of Slow 
  APL 12: 
   
  APL 4, 6, 8 & 10 Items 
   
  Adamantine Breastplate 
   
  Cloak of Resistance +3 
   
  Headband of Intellect +2 
   
  Monk’s Belt 
  
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  Appendix I: APL 4 Encounters 
  Encounter One 
  Kobold Brigands, Male Kobold Rog1; CR 1; Small Reptilian Humanoid: HD 1d6+2; hp 8; Init +3; Spd 30; AC 18 
  (Flatfooted 15, Touch 14); Base Attack/Grapple +0/-2; Attack shortsword +1 melee (1d4, 19-20/x2) or masterwork 
  light crossbow +5 ranged (1d6, 19-20/x2); Full Attack shortsword +1 melee (1d4, 19-20/x2) or masterwork light 
  crossbow +5 ranged (1d6, 19-20/x2); AL LE; SA Sneak attack +1d6; SQ Darkvision 60’, Light Sensitivity; SV Fort 
  +2, Ref +5, Will +0; STR 10, DEX 16, CON 14, INT 10, WIS 10, CHA 8. 
   
  Skills and Feats: Balance +7, Craft (Trapmaking) +4, Escape Artist +7, Hide +7, Listen +4, Move Silently +7, 
  Spot +4, Tumble +7 Point Blank Shot. 
   
  Possessions: Masterwork light crossbow, masterwork studded leather armor, quiver and forty bolts. 
  Leptor, Male Kobold Wiz4; CR 4; Small Reptilian Humanoid: HD 4d4+8; hp 21; Init +3; Spd 30; AC 19 
  (Flatfooted 16, Touch 18); Base Attack/Grapple +2/-2; Attack dagger +2 melee (1d3-1, 19-20/x2) or light crossbow 
  +6 ranged (1d6, 19-20/x2); AL NE; SQ Darkvision 60’, Light Sensitivity; SV Fort +3, Ref +4, Will +4; STR 8, 
  DEX 16, CON 14, INT 18, WIS 10, CHA 8 
   
  Skills and Feats: Bluff +3, Concentration +9 (+13), Knowledge: Arcana +11, Knowledge: History +11, 
  Knowledge: Planes +11, Spellcraft +11; Alertness, Combat Casting, Scribe Scroll 
   
  Prepared Spells (4/4/3 per day; DC 14 + spell level): 0 – daze, flare, mage hand, ray of frost; 1st – feather fall, 
  grease, mage armor, shield; 2nd – scare x2, web. 
   
  Spell Book: All 0 level Wizard spells plus 1st – feather fall, grease, mage armor, shield; 2nd – levitate, scare, 
  web 
   
  Possessions: Dagger, light crossbow, 20 bolts, spell component pouches, spell book. 
  Encounter Nine 
  Vitrioli; CR 3; Small Outsider (Earth, Extraplanar): HD 2d10+12; hp 23; Init -5; Spd 20 ft., Climb 20 ft.; AC 6 
  (Flatfooted 6, Touch 6); Base Attack/Grapple +1/+0; Attack Slam +5 melee (1d4+3 plus 1d3 acid plus 1d3 fire); 
  Full Attack Slam +5 melee (1d4+3 plus 1d3 acid plus 1d3 fire); AL N; Space/Reach 5 ft./5 ft.; SA Acid, constrict 
  1d4+3 plus 1d3 acid plus 1d3 fire, improved grab, weld stone; SQ Acid immunity, Blindsight 60 ft., fire resistance 
  5, weapon resistance; SV Fort +6, Ref -2, Will -2; STR 17, DEX 1, CON 22, INT --, WIS 1, CHA 1. 
   
  Skills and Feats: Climb +11. 
   
  
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  Appendix II: APL 6 Encounters 
  Encounter One 
  Kobold Brigands, Male Kobold Ftr1/Rog2; CR 3; Small Reptilian Humanoid: HD 2d6+1d10+6; hp 22; Init +2; 
  Spd 30; AC 19 (Flatfooted 16, Touch 14); Base Attack/Grapple +2/+0; Attack shortsword +3 melee (1d4, 19-20/x2) 
  or masterwork light crossbow +8 ranged (1d6, 19-20/x2); Full Attack shortsword +3 melee (1d4, 19-20/x2) or 
  masterwork light crossbow +8 ranged (1d6, 19-20/x2); AL LE; SA Sneak attack +1d6; SQ Darkvision 60’, Evasion, 
  Light Sensitivity; SV Fort +4, Ref +6, Will +0; STR 10, DEX 16, CON 14, INT 10, WIS 10, CHA 8. 
   
  Skills and Feats: Balance +8, Craft (Trapmaking) +5, Escape Artist +8, Hide +8, Listen +5, Move Silently +8, 
  Spot +5, Tumble +9 Far Shot, Point Blank Shot, Weapon Focus: light crossbow. 
   
  Possessions: Masterwork light crossbow, studded leather armor +1, quiver and forty bolts. 
  Leptor, Male Kobold Wiz6; CR 6; Small Reptilian Humanoid: HD 6d4+12; hp 31; Init +3; Spd 30; AC 19 
  (Flatfooted 16, Touch 18); Base Attack/Grapple +3/-1; Attack dagger +3 melee (1d3-1, 19-20/x2) or light crossbow 
  +7 ranged (1d6, 19-20/x2); AL NE; SQ Darkvision 60’, Light Sensitivity; SV Fort +4, Ref +5, Will +5; STR 8, 
  DEX 16, CON 14, INT 18, WIS 10, CHA 8. 
   
  Skills and Feats: Bluff +3, Concentration +11 (+15), Knowledge: Arcana +13, Knowledge: History +13, 
  Knowledge: Planes +13, Spellcraft +13; Alertness, Combat Casting, Empower Spell, Scribe Scroll, Still Spell 
   
  Prepared Spells (4/4/4/3 per day; DC 14 + spell level): 0 – daze, flare, mage hand, ray of frost; 1st – feather 
  fall, grease, mage armor, shield; 2nd – invisibility, protection from arrows, scare, web; 3rd – fireball x2, fly. 
   
  Spell Book: All 0 level Wizard spells plus 1st – feather fall, grease, mage armor, shield; 2nd – invisibility, 
  levitate, protection from arrows, scare, web; 3rd – fireball, fly, haste 
   
  Possessions: Dagger, light crossbow, 20 bolts, spell component pouches, spell book. 
  Encounter Nine 
  Vitrioli; CR 3; Small Outsider (Earth, Extraplanar): HD 2d10+12; hp 23; Init -5; Spd 20 ft., Climb 20 ft.; AC 6 
  (Flatfooted 6, Touch 6); Base Attack/Grapple +1/+0; Attack Slam +5 melee (1d4+3 plus 1d3 acid plus 1d3 fire); 
  Full Attack Slam +5 melee (1d4+3 plus 1d3 acid plus 1d3 fire); AL N; Space/Reach 5 ft./5 ft.; SA Acid, constrict 
  1d4+3 plus 1d3 acid plus 1d3 fire, improved grab, weld stone; SQ Acid immunity, Blindsight 60 ft., fire resistance 
  5, weapon resistance; SV Fort +6, Ref -2, Will -2; STR 17, DEX 1, CON 22, INT --, WIS 1, CHA 1. 
   
  Skills and Feats: Climb +11. 
  
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  Appendix III: APL 8 Encounters 
  Encounter One 
  Kobold Brigands, Male Kobold Ftr2/Rog3; CR 5; Small Reptilian Humanoid: HD 3d6+2d10+10; hp 36; Init +2; 
  Spd 30; AC 19 (Flatfooted 19, Touch 14); Base Attack/Grapple +4/+2; Attack shortsword +5 melee (1d4, 19-20/x2) 
  or +1 light crossbow +10 ranged (1d6+1, 19-20/x2); Full Attack shortsword +5 melee (1d4, 19-20/x2) or +1 light 
  crossbow +10 ranged (1d6+1, 19-20/x2); AL LE; SA Sneak attack +2d6; SQ Darkvision 60’, Evasion, Light 
  Sensitivity, Uncanny Dodge; SV Fort +6, Ref +6, Will +1; STR 10, DEX 17, CON 14, INT 10, WIS 10, CHA 8. 
   
  Skills and Feats: Balance +9, Craft (Trapmaking) +6, Escape Artist +9, Hide +9, Listen +6, Move Silently +9, 
  Spot +6, Tumble +11; Far Shot; Point Blank Shot, Rapid Reload, Weapon Focus: light crossbow. 
   
  Possessions: +1 light crossbow, studded leather armor +1, quiver and forty bolts. 
  Leptor, Male Kobold Wiz8; CR 8; Small Reptilian Humanoid: HD 8d4+16; hp 41; Init +3; Spd 30; AC 19 
  (Flatfooted 16, Touch 18); Base Attack/Grapple +4/+0; Attack dagger +4 melee (1d3-1, 19-20/x2) or light crossbow 
  +8 ranged (1d6, 19-20/x2); AL NE; SQ Darkvision 60’, Light Sensitivity; SV Fort +4, Ref +5, Will +6; STR 8, 
  DEX 16, CON 14, INT 19, WIS 10, CHA 8. 
   
  Skills and Feats: Bluff +4, Concentration +13 (+17), Knowledge: Arcana +15, Knowledge: History +15, 
  Knowledge: Planes +15, Spellcraft +15; Alertness, Combat Casting, Empower Spell, Scribe Scroll, Still Spell 
   
  Prepared Spells (4/5/4/4/3 per day; DC 14 + spell level): 0 – daze, flare, mage hand, ray of frost; 1st – feather 
  fall, grease, mage armor, magic missile, shield; 2nd – invisibility, protection from arrows, scare, web; 3rd – 
  Empowered magic missile, fireball x2, fly; 4th – charm monster, dimension door, lesser globe of invulnerability. 
   
  Spell Book: All 0 level Wizard spells plus 1st – feather fall, grease, mage armor, magic missile, shield; 2nd – 
  invisibility, levitate, protection from arrows, scare, web; 3rd – fireball, fly, haste, vampiric touch; 4th – charm 
  monster, dimension door, lesser globe of invulnerability 
   
  Possessions: Dagger, light crossbow, 20 bolts, spell component pouches, spell book. 
  Encounter Nine 
  Advanced Vitrioli; CR 4; Medium Outsider (Earth, Extraplanar): HD 4d10+24; hp 46; Init -5; Spd 20 ft., Climb 20 
  ft.; AC 5 (Flatfooted 5, Touch 5); Base Attack/Grapple +3/+8; Attack Slam +8 melee (1d6+5 plus 1d4 acid plus 1d4 
  fire); Full Attack Slam +8 melee (1d6+5 plus 1d4 acid plus 1d4 fire); AL N; Space/Reach 5 ft./5 ft.; SA Acid, 
  constrict 1d6+5 plus 1d4 acid plus 1d4 fire, improved grab, weld stone; SQ Acid immunity, Blindsight 60 ft., fire 
  resistance 5, weapon resistance; SV Fort +7, Ref -1, Will -1; STR 21, DEX 1, CON 22, INT --, WIS 1, CHA 1. 
   
  Skills and Feats: Climb +13. 
  
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  Appendix IV: APL 10 Encounters 
  Encounter One 
  Kobold Deepwood Snipers, Male Kobold Ftr3/Rog3/Snp1; CR 7; Small Reptilian Humanoid: HD 
  3d6+3d10+1d8+14; hp 51; Init +3; Spd 30; AC 20 (Flatfooted 20, Touch 14); Base Attack/Grapple +6/+4; Attack 
  shortsword +7 melee (1d4, 19-20/x2) or +1 light crossbow +12 ranged (1d6+1, 17-20/x2); Full Attack shortsword 
  +7 melee (1d4, 19-20/x2) or +1 light crossbow +12 ranged (1d6+1, 17-20/x2) or +1 light crossbow +10/+10 ranged 
  (1d6+1, 17-20/x2); AL LE; SA Keen Bolts, Range Increment Bonus +10 ft., Sneak attack +2d6; SQ Darkvision 60’, 
  Evasion, Light Sensitivity, Uncanny Dodge; SV Fort +6, Ref +9, Will +2; STR 10, DEX 17, CON 14, INT 10, WIS 
  10, CHA 8. 
   
  Skills and Feats: Balance +9, Craft (Trapmaking) +8, Escape Artist +9, Hide +11, Listen +6, Move Silently +9, 
  Spot +8, Tumble +11; Far Shot; Point Blank Shot, Rapid Reload, Rapid Shot, Weapon Focus: light crossbow. 
   
  Possessions: +1 light crossbow, studded leather armor +2, quiver and forty bolts. 
  Leptor, Male Kobold Wiz10; CR 10; Small Reptilian Humanoid: HD 10d4+20; hp 51; Init +3; Spd 30; AC 19 
  (Flatfooted 16, Touch 18); Base Attack/Grapple +5/+1; Attack dagger +5 melee (1d3-1, 19-20/x2) or light crossbow 
  +9 ranged (1d6, 19-20/x2); AL NE; SQ Darkvision 60’, Light Sensitivity; SV Fort +5, Ref +6, Will +7; STR 8, 
  DEX 16, CON 14, INT 19, WIS 10, CHA 8. 
   
  Skills and Feats: Bluff +5, Concentration +15 (+19), Knowledge: Arcana +17, Knowledge: History +17, 
  Knowledge: Planes +17, Spellcraft +17; Alertness, Combat Casting, Empower Spell, Quicken Spell, Reach Spell, 
  Scribe Scroll, Still Spell 
   
  Prepared Spells (4/5/5/4/4/2 per day; DC 14 + spell level): 0 – daze, flare, mage hand, ray of frost; 1st – feather 
  fall, grease, mage armor, magic missile, shield; 2nd – invisibility, protection from arrows, scare, web x2; 3rd – 
  Empowered magic missile, fireball x2, fly; 4th – charm monster x2, dimension door, lesser globe of invulnerability; 
  5th – cone of cold, Empowered fireball.. 
   
  Spell Book: All 0 level Wizard spells plus 1st – feather fall, grease, mage armor, magic missile, shield; 2nd – 
  invisibility, levitate, protection from arrows, scare, web; 3rd – fireball, fly, haste; vampiric touch; 4th – charm 
  monster, dimension door, lesser globe of invulnerability; 5th – cloudkill, cone of cold. 
   
  Possessions: Dagger, light crossbow, 20 bolts, spell component pouches, spell book. 
  Encounter Nine 
  Advanced Vitrioli; CR 5; Medium Outsider (Earth, Extraplanar): HD 6d10+36; hp 69; Init -5; Spd 20 ft., Climb 20 
  ft.; AC 5 (Flatfooted 5, Touch 5); Base Attack/Grapple +4/+9; Attack Slam +9 melee (1d6+5 plus 1d4 acid plus 1d4 
  fire); Full Attack Slam +9 melee (1d6+5 plus 1d4 acid plus 1d4 fire); AL N; Space/Reach 5 ft./5 ft.; SA Acid, 
  constrict 1d6+5 plus 1d4 acid plus 1d4 fire, improved grab, weld stone; SQ Acid immunity, Blindsight 60 ft., fire 
  resistance 5, weapon resistance; SV Fort +8, Ref +0, Will +0; STR 21, DEX 1, CON 22, INT --, WIS 1, CHA 1. 
   
  Skills and Feats: Climb +13. 
   
  
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  Appendix V: APL 12 Encounters 
  Encounter One 
  Kobold Deepwood Snipers, Male Kobold Ftr3/Rog3/Snp4; CR 10; Small Reptilian Humanoid: HD 
  3d6+3d10+4d8+20; hp 72; Init +3; Spd 30; AC 21 (Flatfooted 21, Touch 15); Base Attack/Grapple +9/+7; Attack 
  shortsword +10 melee (1d4, 19-20/x2) or +2 light crossbow +16 ranged (1d6+2, 17-20/x3); Full Attack shortsword 
  +9 melee (1d4, 19-20/x2) or +2 light crossbow +16 ranged (1d6+2, 17-20/x3) or +2 light crossbow +14/+14 ranged 
  (1d6+2, 17-20/x3); AL LE; SA Concealment Reduction 10%, Keen Bolts, Magic Weapon, Range Increment Bonus 
  +10 ft., Safe Poison Use, Sneak attack +2d6, Take Aim +2; SQ Darkvision 60’, Evasion, Light Sensitivity, Uncanny 
  Dodge; SV Fort +7, Ref +12, Will +3; STR 10, DEX 18, CON 14, INT 10, WIS 10, CHA 8. 
   
  Skills and Feats: Balance +9, Craft (Trapmaking) +8, Escape Artist +9, Hide +11, Listen +6, Move Silently +9, 
  Spot +8, Tumble +11; Far Shot; Point Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Weapon Focus: light 
  crossbow. 
   
  Possessions: +2 light crossbow, studded leather armor +2, potion of aid, quiver and forty bolts. 
  Leptor, Male Kobold Wiz12; CR 12; Small Reptilian Humanoid: HD 12d4+24; hp 61; Init +3; Spd 30; AC 19 
  (Flatfooted 16, Touch 18); Base Attack/Grapple +6/+2; Attack dagger +6 melee (1d3-1, 19-20/x2) or light crossbow 
  +10 ranged (1d6, 19-20/x2); AL NE; SQ Darkvision 60’, Light Sensitivity; SV Fort +9, Ref +10, Will +11; STR 8, 
  DEX 16, CON 14, INT 22, WIS 10, CHA 8. 
   
  Skills and Feats: Bluff +12, Concentration +18 (+22), Knowledge: Arcana +20, Knowledge: History +20, 
  Knowledge: Planes +20, Spellcraft +20; Alertness, Combat Casting, Empower Spell, Quicken Spell, Reach Spell, 
  Scribe Scroll, Spell Focus: Evocation, Still Spell 
   
  Prepared Spells (4/6/6/5/4/4/3 per day; DC 16 + spell level, Evocation spells DC 17 + spell level): 0 – daze, 
  flare, mage hand, ray of frost; 1st – feather fall, grease x2, mage armor, magic missile x2, shield; 2nd – magic 
  missile (memorized in lieu of a higher level spell), protection from arrows, scare, web x2; 3rd – Empowered magic 
  missile x2, fireball x2, fly; 4th – charm monster x2, crushing despair, lesser globe of invulnerability; 5th – cone of 
  cold, Empowered fireball, Reach vampiric touch, Silent dimension door; 6th – Bigby’s forceful hand, chain 
  lightning, Quickened invisibility 
   
  Spell Book: All 0 level Wizard spells plus 1st – feather fall, grease x2, mage armor, magic missile, shield; 2nd – 
  invisibility x2, levitate, protection from arrows, scare, web; 3rd – fireballx2, fly, haste, vampiric touch; 4th – charm 
  monster, crushing despair, dimension door, lesser globe of invulnerability; 5th – cone of cold, transmute rock to 
  mud; 6th – Bibgy’s forceful hand, chain lightning, legend lore. 
   
  Possessions: Cloak of resistance +3, Headband of Intellect +2, Dagger, light crossbow, 20 bolts, spell 
  component pouches, spell book. 
  Encounter Nine 
  Advanced Vitrioli; CR 7; Large Outsider (Earth, Extraplanar): HD 10d10+60; hp 115; Init -5; Spd 20 ft., Climb 20 
  ft.; AC 4 (Flatfooted 4, Touch 4); Base Attack/Grapple +7/+20; Attack Slam +15 melee (1d6+9 plus 1d6 acid plus 
  1d6 fire); Full Attack Slam +15 melee (1d6+9 plus 1d6 acid plus 1d6 fire); AL N; Space/Reach 5 ft./5 ft.; SA Acid, 
  constrict 1d6+9 plus 1d6 acid plus 1d6 fire, improved grab, weld stone; SQ Acid immunity, Blindsight 60 ft., fire 
  resistance 5, weapon resistance; SV Fort +9, Ref +1, Will +1; STR 29, DEX 1, CON 22, INT --, WIS 1, CHA 1. 
   
  Skills and Feats: Climb +17. 
   
   
  
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  Appendix VI: New Rules 
  New Monster - Vitriolus 
   
  Small Outsider (Earth, Extraplanar) 
  Hit Dice: 
  2d10+12 (23 hp)  
  Initiative: 
  –5 
  Speed: 
  20 ft. (4 squares), climb 20 ft.  
  Armor Class: 
  6 (-5 Dex, +1 Size), touch 6, flat-footed 6 
  Base 
  Attack/Grapple: 
  +1 / 0 
  Attack: 
  Slam +5 melee (1d4+3 plus 1d3 acid and 1d3 fire)  
  Full Attack: 
  Slam +5 melee (1d4+3 plus 1d3 acid and 1d3 fire)  
  Space/Reach: 
  5 ft./5 ft. 
  Special Attacks: 
  Acid, weld stone  
  Special Qualities: 
  Acid immunity, blindsight 60 ft., resistances, weapon 
  resistance 
  Saves: 
  Fort +6, Ref –2, Will –2 
  Abilities: 
  Str 17, Dex 1, Con 22, Int —, Wis 1, Cha 1 
  Skills: 
  Climb +11 
  Feats: 
  — 
  Environment: 
  Underground 
  Organization: 
  Solitary 
  Challenge Rating: 
  3 
  Treasure: 
  None 
  Alignment: 
  Always neutral 
  Advancement: 
  3-6 HD (Medium); 7-12 HD (Large) 
  Level Adjustment: 
  — 
   
  Vitrioli are enchanted monsters native to the Para-Elemental Planes. They appear on the Prime Material Plane as 
  faceless humanoids made of sediment and sand. They stand about three feet tall and weigh around one hundred 
  pounds. They glow with dim green phosphorescence. They function as builders using sand and grit they carry 
  embedded in their bodies to construct or repair structures for their masters from their home plane. Vitrioli are easily 
  distracted; if an individual Vitriolus is attacked it will immediately stop its work and fight its attacker. 
  Combat: A Vitriolus will attack only if directed to do so by their masters or if something attacks it personally. 
  Attacking another of its kind will not bother a Vitriolus one way or the other. If it cannot reach its attacker (e.g. the 
  attacker is flying), It will return to work. until it is finished or killed. 
   
  Acid (Ex): The creature’s acidic secretions dissolve only flesh and organic materials. The secretions have an 
  adhesive affect on stone. The acid has no effect on metal (see Weld Stone below). 
   
  Resistances (Ex): Vitrioli have fire resistance 5. 
   
  Weapon Resistance (Ex): The Vitriolus is unaffected by bludgeoning weapons and takes ½ damage from 
  piercing weapons. Slashing weapons affect the creature normally. 
   
  Weld Stone (Ex): Besides being able to permanently and seamlessly join two pieces of stone (one pound of 
  stone per two hit dice of the Vitriolus, per round) in one round, the creature’s odd physical properties have an affect 
  in combat. Upon reaching 0 hp or less, they burst into a spray of acid, flame and adhesive sand. When this occurs: 
  • 
  All targets (except other vitrioli) within five feet (one square) to the exploding vitriol take acid and flame 
  damage equal to their Slam attack. 
  • 
  The weapon that reduced the creature to 0 hp or less is left caked in hardened muck. Each time this happens, the 
  damage done by the weapon is reduced by –2 points of damage. Breaking this muck off the weapon requires 
  ten minutes of effort per –2 penalty to the weapon. 
  
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  Skills: A vitriolus has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even 
  if rushed or threatened. 
  ______________________________________________________________________________ 
  New Prestige Class 
  Deepwood Sniper (from Masters of the Wild) (abridged version) 
  Hit Die: d8 
  Requirements 
  Base Attack Bonus: +5.  
  Skills: Hide 4 ranks, Move Silently 4 ranks, Spot 4 ranks.  
  Feats: Far Shot, Point Blank Shot, Weapon Focus (any bow or crossbow).  
  Class Skills  
  The Deepwood Sniper's class skills (and the key ability for each) are Balance (Dex), Climb (Str), Craft (bow- 
  making) (Int), Escape Artist (Dex), Intuit Direction (Wis), Hide (Dex), Jump (Str), Knowledge  (Nature) (Int), 
  Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), 
  Swim (Str).  
  Skill Points at Each Level: 4 + Int modifier.  
  Class Features  
  The following are class features of the Deepwood Sniper prestige class.  
  Weapon and Armor Proficiency: Deepwood Snipers gain no weapon or armor proficiencies. All weapon-related 
  abilities of this prestige class apply only to projectile ranged weapons with which the character is proficient.  
  Deepwood Sniper  
  Class 
   level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +0 
  +2 
  +0 
  Keen arrows, range increment bonus +10 feet/level 
  2nd 
  +2 
  +0 
  +3 
  +0 
  Concealment reduction 10%, magic weapon, projectile improved critical +1 
  3rd 
  +3 
  +1 
  +3 
  +1 
  Safe poison use 
  4th 
  +4 
  +1 
  +4 
  +1 
  Take aim +2 
   
  Keen Arrows (Ex): At 1st level, all projectiles the deepwood sniper fires behave as if they were keen weapons in 
  addition to any other properties they might possess. Thus, a normal arrow fired by a deepwood sniper has a threat 
  range of 19--20 instead of 20. This effect does not stack with any other keen effect.   
  Range Increment Bonus (Ex): With each level the deepwood sniper gains, the range increments of her projectile 
  weapons increase by +10 feet (added after all multipliers). Thus, a 10th-level deepwood sniper who has the Far Shot 
  feat would have a 280-foot range increment with a heavy crossbow (120 feet x 1.5 + 100 feet).  
  Concealment Reduction (Ex): When the deepwood sniper reaches 2nd level, her miss chance against opponents 
  with concealment drops by 10%. Thus, she has a miss chance of 10% rather than 20% against an opponent with 
  one-half concealment. Her miss chance drops by an additional 10% per tour deepwood sniper levels she gains 
  thereafter, but this ability never reduces her miss chance against any opponent below 0%.  
  Magic Weapon (Sp): At 2nd level, the character can produce an effect identical to that of a magic weapon spell 
  cast by a cleric of her deepwood sniper level. This ability is usable once per day on projectile weapons only. 
  
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  Projectile Improved Critical (Ex): When the deepwood sniper reaches 2nd level, the critical damage multipliers of 
  all her projectile weapons increase by +1. Thus, an arrow that normally deals damage ×3 on a critical hit instead 
  does damage ×4 in her hands. When she reaches 7th level, these critical multipliers increase by an additional +1.  
  Safe Poison Use (Ex): At 3rd level, a deepwood sniper can use poison without any chance of poisoning herself (see 
  Perils of Using Poison in the Dungeon Master’s Guide).  
  Take Aim (Ex): A 4th-level deepwood sniper can gain a +2 bonus on her attack rolls against a stationary target by 
  aiming carefully. Taking aim is a full-round action, and if the target moves more than 5 feet during that period, the 
  bonus is lost. No additional benefit exists for spending more than 1 round aiming. This bonus increases to +4 at 8th 
  level.  
  ____________________________________________________________________________________________ 
  New Feats 
  Reach Spell (Metamagic) (from Defenders of the Faith) 
  You can cast touch spells without touching the recipient. 
  Benefit: You may cast a spell that normally has a range of “touch” at any distance up to 30’. The spell effectively 
  becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell 
  uses up a spell slot two levels higher than the spell’s actual level. 
   
  
  Player Handout One 
  Known History of the Hool Beacon: 
  North of the vast meanders of the Javan River, where 
  the Hool Marsh verges upon the dark boughs of the 
  Dreadwood, lies an expanse of swamp some hundred 
  square miles in size. It is thickly overgrown with a 
  mixture of cypress trees, saw grass, and other stranger 
  botanical specimens. The flora grows out of the muck to 
  create mire - difficult passage for any would-be 
  explorers. The region is principally known for the dull 
  green glow at its center, which emanates for miles and 
  serves as a local landmark during murky Hool nights. 
  The light’s purported origin frightens away even the 
  heartiest marshfolk, and has been a source of mystery 
  for years since the light first shone forth. The 
  luminescence intensifies as one approaches its source—
  the upper reaches of the central keep of a small, ruined 
  fort. The structure resembles a ghostly lighthouse, but 
  most who have seen it consider it an infernal beacon. 
  Located on a low hillock, one of the few patches of solid 
  ground in the region, the long-abandoned structure was 
  once a Keoish foothold. It is one of a chain of similar 
  forts constructed more than a century ago to protect the 
  kingdom’s southern border during Keoland’s ill-fated 
  imperial age. The incomplete keep suffered a series of 
  enervating attacks by local tribes of lizardfolk, who 
  inhabited the place after the exhausted Keolanders 
  finally abandoned it. Keoland subsequently decided to 
  establish the kingdom’s southern frontier in the 
  Dreadwood. 
  The Cult of the Black Flame 
  The lizardfolk did not hold sway for long. A century 
  ago, the diabolical Cult of the Black Flame, led by a 
  charismatic Suloise high priest known as Ohjos (the 
  “Eye of God”), swept in to claim the ruined works and 
  complete construction of the fort. Although denizens of 
  the marsh shunned the place, word of the cult’s 
  increasing outrages soon spread beyond the borders of 
  the Hool. When several youths, including the children of 
  nobility, disappeared from the neighboring Viscounty of 
  Salinmoor, the local lord, Count Arthemene, assembled 
  a small army, even bidding reluctant old King Nyhan IV 
  to contribute a contingent of grizzled Dreadwalkers. The 
  host marched on the cult’s fort, but much to their 
  surprise, they found no evidence of the cult. It had 
  vanished, leaving the keep empty save for the grisly 
  remains of the Keolandish younglings. 
  The Coming of Baltron 
  The keep remained vacant until about twenty years ago, 
  when a mage exiled from Keoland took up residence in 
  the lonely fort. Called Baltron of Linth, the infamous 
  wizard had spent a good deal of his life combing the 
  depths of the Dreadwood looking for the lost magic of 
  the notorious (and extinct) Suel House of Malhel. 
  According to legend, the Malhel came to a cataclysmic 
  end at their own hands after dabbling in long-lost magic 
  in the years following the Great Migrations. Despite 
  longstanding Keoish prohibitions against seeking out the 
  dark heritage of the Malhel, Baltron craved this 
  knowledge and could not be dissuaded from its pursuit. 
  Expelled from the National Academy of Wizardry and 
  pressured from Niole Dra for their efforts, Baltron and 
  Leptor (his protégé and a formidable wizard in his own 
  right) originally traveled to this deserted keep together 
  to glean what they could of the forbidden arcane lore. 
  Baltron found many clues and sequestered items of 
  interest that had been abandoned by the Cult of the 
  Black Flame. Baltron was able to continue his research 
  undisturbed in the lonely keep in the Hool Marsh. His 
  research reportedly involved the summoning of a lost 
  elemental power of great might, which he hoped to bend 
  to his will and make his servant. After many years of 
  isolation, Baltron finally succeeded in his summoning, 
  but was unable to control the forces which he unleashed, 
  resulting in a calamitous backfire which destroyed the 
  mage, damaged the keep, and set off the eerie green 
  glow now visible in all directions from the heights of the 
  central tower. 
  The Silent Ones of Niole Dra, guardians of Keoland’s 
  magical secrets, attempted an exploration of the ruins 
  shortly after the explosion, eager to discover Baltron’s 
  fate and whereabouts, but the small party was driven 
  away by certain powerful and evil denizens of the 
  swamp, who flocked to the disturbing beacon.  
  Just prior to the Greyhawk Wars, a man named Leptor, a 
  protégé of Baltron and a moderately powerful wizard in 
  his own right, led a party to explore the ruins as part of 
  an expedition sponsored by an organization of 
  adventuring explorers known as the Seekers, who once 
  claimed Baltron as a member. The expedition included 
  the infamous ranger lord Arcturus of Sayre, known 
  throughout the kingdom for his treachery, along with a 
  rag-tag mercenary retinue. Leptor and his band sought 
  out not only Baltron’s dark knowledge, but the treasure 
  said to have been abandoned by the Cult of the Black 
  Flame, hidden and undiscovered somewhere within the 
  citadel. The party’s fate remains unknown. Some say 
  that Leptor spent many months trying to reclaim the 
  ruins and their secrets amid the omnipresent threat of 
  lizardfolk attack only to disappear one forlorn night, 
  never to be seen since. Some say the Cult of the Black 
  Flame has finally returned. Though rumors abound of 
  treasure and mystery at the site, few in the past decade 
  have attempted to claim the place for themselves.
  Old Secrets Never Die – Version 1.0 
   
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  Old Secrets Never Die – Version 1.0 
   
  Page 32 
   
  Player Handout Two 
  Written in ancient Suel: 
  ��� ������ ���� 
  ��� ������� ����� �
  ������� ��� 
  ��⌧ ���� �� �������
  � ���� 
  ��� ����� ������� 
  � ����� �� ������ �
  ������� ���� 
  � ���� �� �������� 
  ������� ���� 
  � ������������� ���
  �� ������� 
  � ������������� ����
  � �� ��� ������ 
  � ������ ����� ��� 
   � ��������� 
   � ���� �� ���� ����
  ��� 
   � ������� �� ������
  �� ���� �⌧����� 
   � ������� ���� �� �
  �������� 
  Translation: 
  One Ferlow Seed 
  One Fertile Black Dragon’s Egg 
  Six feet of Mangrove Root 
  One Stone Brazier 
  A pinch of dried, powdered peas 
  A dash of powdered horse’s hoof 
  A hemispherical clear crystal 
  A hemispherical piece of Gum Arabic 
  A forked glass rod 
   A loadstone 
   A dash of iron filings 
   A dusting of powdered corn extract 
   A twisted loop of parchment 
  
  Player Handout Three 
  The tale of Baltron’s Beacon, as told by Baltron: 
  “I took up residence in the tower about twenty years ago. I 
  had spent a good deal of my life combing the depths of the 
  Dreadwood looking for the lost magic of the notorious (and 
  extinct) Suel House of Malhel. According to legend, the 
  Malhel came to a cataclysmic end at their own hands after 
  dabbling in long-lost magic in the years following the 
  Great 
  Migrations. 
  Despite 
  longstanding 
  Keoish 
  prohibitions against seeking out the dark heritage of the 
  Malhel, I craved this knowledge and would not be 
  dissuaded from its pursuit. Having been expelled from the 
  National Academy of Wizardry and pressured from Niole 
  Dra, my apprentice Leptor and I traveled to this keep 
  together to glean what we could of the forbidden arcane 
  lore. I found many clues and sequestered items of interest 
  that had been abandoned by the Cult of the Black Flame.” 
  “I also discovered a series of dormant teleportation portals, 
  through which the Cult of the Black Flame had escaped the 
  tower. If the portals could somehow be reactivated, the 
  teleporters could be utilized. Upon further research, I 
  discovered that an ornately carved dragon’s tooth was a 
  magical key that was needed to use the portals. But I found 
  myself unable to reactivate the teleporters, and I finally 
  gave up and moved on to other projects. I shared what I felt 
  was safe to do so with Leptor, and all seemed to go well for 
  several months. During that time I learned much about the 
  Cult, their forbidden magic and their possible ties to the 
  Scarlet Brotherhood and possibly the Malhel. Meanwhile, 
  Leptor came to privately believe that he was a descendent 
  of the Malhel and the rightful heir to the secret knowledge 
  that I was researching – this was unknown to me at the 
  time of course. Leptor was so confidant in his lineage that 
  he took it upon himself to conduct the ritual only a true 
  Malhel could hope to succeed in competing - calling the 
  spirit of the Hool Marsh to serve him. The results were 
  spectacular, but not what Leptor desired. A host of Vitrioli 
  came after him. He fled the ritual chamber in the tower to 
  awaken me.” 
  “Battling Vitrioli on the way back to the summoning room, 
  we entered the area as more of the creatures kept pouring 
  through the rift in the brazier of black flame. Leptor, 
  frightened out of his mind, abandoned me to my fate. But 
  the diminutive Vitrioli did not attack me. Instead they 
  concentrated on welding material onto the brazier to 
  enlarge its size, which was limiting what could come 
  through. I realized that unless I got rid of the brazier, the 
  rift would burst asunder, with cataclysmic results.” 
  “In my research I had learned of an extra-dimensional 
  space the Cult of the Black Flame had prepared as a “safe 
  place” to perform the Ritual of Calling. The brazier of 
  black flame was to be sent there before the ritual. I 
  incanted another spell I had discovered in my research, one 
  that supposedly would send the brazier to this otherworldly 
  space. A great explosion shook the entire keep at the 
  completion of this second ritual, bringing down many of 
  the outer defenses and blasting holes in the walls and roof 
  of the tower. The brazier vanished, and I found my body 
  bathed in a strange green light. The light emanated from 
  the ferlow seed that was part of the Ritual of Calling. The 
  tiny seed now hung suspended in mid-air at the top of my 
  tower, displaying an awesome radiance that could be seen 
  for a great distance.” 
  “I felt myself ageing rapidly. My hair came down below 
  my face, and I felt my joints stiffening. I fell to the floor. 
  And there I died… temporarily. When I awoke outside the 
  tower, I was shocked to discover that my spirit had been 
  fettered to that of a black dragon. Leptor had attempted to 
  seize the magical power of the Hool for himself, but now I 
  had been snared by it instead. I now felt compelled to 
  defend the Hool Marsh from intruders.” 
  “Returning to the tower I discovered that all of the records 
  and writings of the Cult of the Black Flame I had found, 
  along with my own research, had been destroyed in the 
  magical blast. But the blast had done something 
  unexpected. I could now activate the dormant teleportation 
  portals, with my great fangs. I explored the destinations of 
  these teleporters. Some of the destinations remained 
  unknown to me.  I assume the teleporters fail to function if 
  their destination points cannot accommodate my bulk – but 
  one brought me to this place. This entire pocket dimension 
  is contained within the tiny ferlow seed that now bathes the 
  Hool in green light. The Cult’s ritual had created a safe 
  haven within it!” 
  “I knew that all of the activity in the Tower – and whatever 
  tale my wayward apprentice would tell to cover his 
  involvement in the Malhel research – would attract a great 
  deal of attention by sages and adventurers alike. I made 
  contact with the superstitious lizardfolk of the marsh. 
  Utilizing my new form, I passed myself off as an Avatar of 
  Sess’Innek. I ordered his lizardfolk followers to defend the 
  “holy place” from all nonbelievers. Word of the presence 
  of such an avatar spread among the lizardfolk, and tribes 
  began to arrive to worship at the beacon in ever-growing 
  numbers. To cement our relationship, I presented the tip of 
  one of my fangs to the lizardfolk high priest, allowing him 
  to use the outside teleporter in the swamp to enter and 
  leave the tower as he pleased. In this way, I could issue 
  orders to the lizardfolk worshippers without having to 
  leave the defensible tower.” 
  “With the tower protected from the outside, I remain here 
  within the demi-plane. I am now the guardian of the black 
  flame. I stand ready to destroy interlopers seeking to steal 
  the flame or the secret of its creation. I also protect the 
  Hool against the threat of the vitrioli. Those creatures 
  would swarm this place if not for my vigilance. Should 
  they somehow pass into our own world, they would destroy 
  the Hool – as well as the rest of the land of men. I cannot 
  destroy the brazier – to do so would allow the black flame 
  to burn freely and widen the gate to the plane of 
  Aberration. So here I remain.” 
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  DM Aid 1 
   
   
   
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  DM Aid 2 
   
   
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  DM Aid 3 
   
   
   
   
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  DM Aid 4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  DM Aid 5 Inside 
   
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  DM Aid 5 Outside 
   
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  DM Aid 6 
   
   
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  DM Aid 7 
   
   
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  DM Aid 8 
   
   
   
  This cave is 1000 feet long and 200 feet wide. 
  The ceiling is 100 feet high. 
  The Island is roughly in the caves center. 
  There are no physical exits from the cave. 
  Old Secrets Never Die – Version 1.0 
   
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  DM Aid 9 
   
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Keoland/593/Normal Scenarios/KEO3-07 - Old Secrets Never Die (APL 4-12)/KEO3-07 - Old Secrets Never Die.pdf