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KEO7-02 - Mist Taken (3E)

Living Greyhawk - D&D3 - Keoland

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0% found this document useful (0 votes)
120 views35 pages

KEO7-02 - Mist Taken (3E)

Living Greyhawk - D&D3 - Keoland

Uploaded by

fbourriaud
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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KEO7-02

Mist Taken
A One-Round D&D® LIVING GREYHAWKTM
Keoland Regional Adventure
Version 2.1

by Jonathan Knapp
Reviewer: Keoland Triad Circle Reviewer: Steven Conforti
The union of two dwarven clans is a momentous occasion, as rare as a precious diamond. This is made
even more precious when the union can also serve to bring two countries together in time of need. So the
wedding of a prominent clan of dwarves from the Principality of Ulek to the dwarves of Clan Stonecrow
carries a special weight. However, there are those who want to see this wedding fail, and those who
delight in simple slaughter. The real trick is determining who is who.
A terror of the night once thought defeated rises again to threaten the community of Curget in the Good
Hills of Keoland. A Keoland regional adventure for APLs 2-12

Note: This adventure will be of particular interest to Clan Stonecrow.

®
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of
Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit
www.wizards.com/d20.
®
This is an official RPGA play document. To find out more about the RPGA and to learn more on how you can sanction and run
DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.

DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon
Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is
protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction.
Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the
adventure author or authors.

Visit the LIVING GREYHAWK website at www.rpga.com.


For questions specific to this document and your region please e-mail your triad point of contact (POC) at
keolandpoc@adelphia.net. For LIVING GREYHAWK campaign questions email rpgahq@wizards.com.
RPGA SANCTIONED PLAY PREPARING FOR PLAY
To get the most out of this adventure, you need
Most likely you ordered this adventure as part of
copies of the following D&D books: Player’s
an RPGA even from the RPGA website, or you
Handbook, Dungeon Master’s Guide, and the
received it from your senior gamemaster. To play
Monster Manual.
this adventure as part of the LIVING GREYHAWK
campaign—a worldwide, ongoing D&D campaign Throughout this adventure, text in bold italics
set in the GREYHAWK setting—you must sanction it provides player information for you to paraphrase
as part of an RPGA event. This event could be as or read aloud when appropriate. Sidebars contain
elaborate as a big convention, or as simple as a important information for you, including special
group of friends meeting at the DM’s house. instruction on running the adventure. Information
on nonplayer characters (NPCs) and monsters
To sanction an RPGA event, you must be at
appear in abbreviated form in the adventure text.
least a HERALD-LEVEL gamemaster. The person
Full information on NPCs and monsters are given
who sanctions the event is called the senior
in the Appendices.
gamemaster, and is in charge of making sure the
event is sanctioned before play, runs smoothly on Along with this adventure you’ll find a RPGA Table
the date sanctioned, and then reported back to the Tracking sheet. If you’re playing this adventure as
RPGA in a timely manner. The person who runs part of an RPGA-sanctioned event, complete and
the game is called the table Dungeon Master (or turn in this sheet to your senior GM directly after
usually just DM). Sometimes (and almost all the play. You’ll also find a LIVING GREYHAWK
time in the cases of home events) the senior Adventure Record (AR).
gamemaster is also the table DM. You don’t have
to be a HERALD-LEVEL GM to run this adventure if
you are not the senior GM.
LIVING GREYHAWK LEVELS
By sanctioning and reporting this adventure OF PLAY
you accomplish a couple of things. First it is an Because players bring their own characters to
official game, and you can use the AR to advance LIVING GREYHAWK games, this adventure’s
your LIVING GREYHAWK character. Second player challenges are proportionate to the modified
and DMs gain rewards for sanctioned RPGA play average character level of the PCs participating in
if they are members of the DUNGEONS & DRAGONS the adventure. To determine this modified Average
REWARDS program. Playing this adventure is worth Party Level (APL) follow the steps below:
two (2) points.
1. Determine the character level for each of the
This adventure retires from RPGA-sanctioned PCs participating in the adventure.
play on December 31, 2007.
2. If PCs bring animals that have been trained for
To learn more about the LIVING GREYHAWK combat (most likely dogs trained for war),
character creation and development, RPGA event other than those brought by virtue of a class
sanctioning, and DUNGEONS & DRAGONS REWARDS, ability (such as animal companions, familiars
visit the RPGA website at www.rpga.com. paladin’s mounts) or the warhorse of a
character with the Mounted Combat feat, use
PLAYERS READ NO the sidebar chart to determine the number of
levels you add to the sum of step one. Add
FARTHER each character’s animals separately. A single
PC may only bring four or fewer animals of
If you are planning on playing this adventure, stop
this type, and animals with different CRs are
reading now. The rest of the information in this
added separately.
adventure is for the DM only. If you read farther
than this section, you’ll know too much about its 3. Sum the results of step 1 and 2, and divide by
challenges, which kills the fun. Also, if you’re the number of characters playing in the
playing this adventure as part of an RPGA- adventure. Round to the nearest whole
sanctioned event, reading beyond this point number.
makes you ineligible to do so.
4. If you are running a table of six PCs, add one
to that average.

KEO7-2 Mist Taken Page 1


Throughout this adventure, APLs categorize the one Time Unit per round, all others pay two Time
level of challenge the PCs face. APLS are given in Units per round.
even-numbered increments. If the APL of your
Adventurer’s Standard Upkeep costs 12 gp
group falls on an odd number, ask them before the
per Time Unit. Rich Upkeep costs 50 gp per Time
adventure begins whether they would like to play a
Unit. Luxury Upkeep costs 100 gp per Time Unit.
harder or easier adventure. Based on their choice,
Characters that fail to pay at least Standard
use either the higher or the lower adjacent APL.
Upkeep will retain temporary ability damage until
APL also affects the amount of experience the next adventure, must buy new spell
and gold a PC can gain at the end of the component pouches and healer’s kits, and may
adventure. If a player character is three character suffer other in-game penalties (or possibly gain in-
levels or more either higher or lower than the APL game benefits) as may be detailed in this
at which this adventure is being played, that adventure.
character receives only one-half of the experience
A character who does not pay for at least
points and gold for the adventure. This simulates
Standard Upkeep may also avoid the above-
the fact that either the PC was not challenged as
described penalties by living off the wild. If the
much as normal or relied on help by higher-level
character possesses four or more ranks in the
characters to reach the objectives.
Survival skill and succeeds at a Survival check
Furthermore, a PC who is four or more levels (DC 20), the character will heal temporary ability
higher than the highest APL supported by the damage as if he or she paid for Standard Upkeep,
adventure may not play the adventure. may refill spell component pouches and healer’s
kits, and may restock up to 20 arrows or bolts if
Mundane # of Animals the character has at least four ranks in Craft
Animals Effect (bowmaking). The player is allowed to Take 10 on
on APL this roll.
1 2 3 4

1/4 & 1/6 0 0 0 1 More information about Lifestyle and Upkeep


can be found in the “Lifestyle and Upkeep” section
1/3 & 1/2 0 0 1 1 of Chapter 3 of the LIVING GREYHAWK Campaign
1 1 1 2 3
Sourcebook.
CR of Animal

2 2 3 4 5
ADVENTURE BACKGROUND
3 3 4 5 6
A legendary cave that once housed a cult to
4 4 6 7 8 the God of Murder has had new life ‘breathed’ into
it with the return of someone forced to abandon it
5 5 7 8 9
five years ago. The priests in Curget tried to end
6 6 8 9 10 Erythnul’s influence on the cave network by
blessing the ground and defacing the edifices that
7 7 9 10 11
abounded within the complex. But the shadow of
evil is not so easy to sweep away and many of the
LIVING GREYHAWK adventures are designed for graven images are carved into the rock once
APL 2 and higher. Four or five 1st-level characters more.
may find the challenge of an APL 2 adventure Having fled Bissel after the disappearance of
difficult. Suggest the following to these groups to Evard, Kensha Maltoush has returned to the foul
help increase their chances of success: ground that she learned upon to once again
1. Enlist a sixth player. practice her evil arts. A vicious woman, she
measured her loyalty to Evard only by the
2. Advise characters to buy riding dogs to help opportunity it presented to inflict pain and misery
protect them, and fight for them. on her fellow sentient beings all to glory her one
true master, Erythnul. Kensha has been preparing
TIME UNITS AND UPKEEP the site since her arrival here a few weeks ago.
She has contacted a group of Grimlocks that have
This is a standard one-round Regional adventure, heeded the whispers of her master and dug up
set in Keoland. Characters native to Keoland pay from the underworld below. She has relearned
the area and prepared the cave to perform great

KEO7-2 Mist Taken Page 2


ritual sacrifices to Erythnul. Now, her preparations Investigating, the PCs find the first signs of
complete and new victims waiting, she is ready to trouble on the way to Curget. The procession has
start a new reign of terror for Clan Stonecrow and been attacked with all the people from it missing
the rest of the town of Curget. and in a farm house already attacked by minions
of Kensha the circumstances are the same. A few
As it did six years ago, the mists once again
of them remain to attempt to capture the unwary.
pour into countryside spreading at night and
Assuming the PCs survive they should press on to
receding by day. The mist never completely
Curget and find the town in lockdown in response
clears away from the cave entrance however,
to the return of the Dreadfog. When they reach
shrouding the vale in which the cave is nestled.
the walls they are confronted by the guards of the
The mist has grown in strength and size over the
Stonecrows and meet unlikely travellers. The PCs
last few nights and now reaches to the town itself
learn what is plaguing the area and should find
as the day’s light fades and cool night begins
their way to the cave complex that was the source
anew. The town has closed itself up in hopes of
of the problem six years ago as it is now.
warding the evil within the mists away until the
elders return. Most of the elders are away in the Grimlock(s) guard the interior of the cave and
Principality of Ulek giving aid against Turosh Mak. are feasting on the male prisoners that have been
By morning Kensha will have stoked the necrotic captured. They will confront anyone who enters.
energies of the mist and the problem will probably Deeper within the complex, Kendra Maltoush
be beyond the capability of the PCs. proceeds with the final rituals necessary to call the
most powerful of Erythnul’s servants to her side
For those unfamiliar with the Dreadfog
using as many of the women as she has been
scenario that much of this module revisits, the
able to capture.
following is a summary of the events that
happened six years ago in the town of Curget.
While many of the Clan Stonecrow warriors were PREPARATION FOR PLAY
at the siege of Westkeep, a cleric of Erythnul
named Hexzor discovered a cavernous temple to This module is meant to be atmospheric and
his god just outside the Dreadwood. Wanting to creepy. Read aloud text has been intentionally
cause the Clan Stonecrow as much suffering as kept to a minimum to allow for paraphrasing and
possible, he used the Clan’s week of use of external sources to set a mood. If at all
remembrance for their ancestors as the time to possible this is an adventure that should be played
stage his assault on the town and its environs. in a quiet room. When the combats occur during
the adventure, you should always attempt to
Using ancient text within the temple to startle the players when possible with the
summon a heavy fog to cover his activities, appearance and disappearance of their foes. If the
Hexzor summoned zombies to aid him and his players are mature, feel free to ratchet up the gore
falchion wielding bodyguard Violance. They level a notch or two in appropriate locations.
terrorized the countryside and the town itself over
several nights, spiriting away several of the Almost the entirety of the module’s combats
populace for sacrifices to Erythnul. Only the take place in mist shrouded areas. Use the spell
intervention of adventurers stopped the slaughter Obscuring Mist as a guideline and note the
and freed the captives before the rituals could be following effects. Movement is hampered normally
completed. (i.e. no running or charging, but characters may
take 5’ steps as usual). Fireball, Flame Strike and
similar spells will clear the mists from area of
effect, but these clear spots quickly refill. Pick a
ADVENTURE SUMMARY point at which mist refills (top of the round, bottom
of the round rather than timed off when it occurred
This adventure takes place mostly in the Good in the round) and stick to that point only, it will be
Hills of Keoland. The PCs start in the town of easier, especially at higher levels where two or
Woodbridge and meet a young dwarven woman three different things may all be clearing the mist.
who is waiting forlornly for an overdue marriage
The module notes the effects of the mist on
procession that was to take her to Curget, her
people outside the walls of Curget. These are
betrothed, and the sisterhood of the Stonecrow
effects that come from cumulative exposure and
matrons, the undisputed leaders of their clan.
should not come up during the course of the
adventure. The PCs should not be made aware of

KEO7-2 Mist Taken Page 3


this however and it can be noted as something source of information for PCs to learn about the
that will encourage PCs to handle the problem Stonecrows, the Good Hills or whatever else the
immediately rather than rest. While they are not PCs might be interested. At some point he will say
affected by the mist it does not mean it does not something to the effect of ‘The sound of women
react to what they do. Feel free to mention claws wailing makes music hard to compose, maybe
or demonic faces forming in the eddies and swirls adventure harkens again?’ pointing to the
and having the mist recoil slightly to turn attempts. dwarves.
It detects as faint conjuration, necromancy and
Berrender Clan:
evil.
The nine dwarves are six men; Dwalin, Trellen,
Garran, Patrin, Berax, and Stone Heart the clan
INTRODUCTION patriarch and three women; Jenla the bride to be,
Morning prayers recited, physical and her handmaidens Fetli and Yanna.
exercises performed, arcane texts studied. The clan is famous in Ulek for its weapon forging.
Whatever your morning rituals, now that they It has worked for years with the couple to be and
are complete you find yourself in the staid, the Stonecrow’s matriarchs to get the marriage to
industrious town of Woodbridge. happen. Having a daughter of the clan allowed to
Much of the town’s populace is made up of marry in and become one of the matriarchs of the
craftsmen, traders, and farmers, who have all Stonecrows is very prestigious. It will create a
made their way to work. This would usually close tie between both clans and allow for a very
leave a bar empty in the morning hours, lucrative trade agreement.
however the common room of the Blue Bull Inn The honor guard that was scheduled to arrive and
seems to be the busiest place in town as escort the bride to be to Curget is now more than
several eclectic individuals looking for a late a day late and Jenla is inconsolable. With the
breakfast or early drinks share the space with delicate negotiations involved in getting the
nine dwarves standing in a tight group around marriage to this point, the Berrender’s are loath to
a table near the door and a garishly dressed start to Curget against the negotiated schedule.
man at the main table idly strumming a lute.
If the PCs are willing to travel to Curget find out
Have the PCs introduce themselves to one what has happened and act in the best interest of
another and describe themselves. It is not the Berrender clan, they would be willing to put the
assumed that PCs know each other however they PCs into their work schedule, an honor for which
can assume they have been looking for work or kings would pay a heavy price. (Favor of the Clan
traveling together as they wish. Berrender) If the PCs balk at this then Stone
The dwarves are from the Berrender clan, Heart will offer to pay characters 100gp x APL,
stoically hovering around a dwarven maiden who voiding the favor.
is covering her face with her hands crying. Farlen ap Aiden
Occasionally one will leave the tight circle to go to
the door as if looking for something, others pace Farlen is well versed in the goings on of the
between the group and the bar, downing drinks Empire and any story of adventure the PCs will
and bringing fresh ones to the others in the group. likely bring up he will know some generality about
it and will be interested in details. He is an
The bard is an elderly Suel ex-patriot of Geoff enthusiastic bard who always wants to hear tales
named Farlen ap Aiden. He is tall, lanky and of heroics.
somewhat frail looking, but still spry. He is
interested in adventurers and their stories. He knows the reputation of the Berrender clan and
is impressed that they would be willing to do work
You may take this introductory encounter two for whoever took up their cause.
ways at this point. If the PCs seem interested in
the group then just go in that direction and He knows that Clan Stonecrow is somewhat
proceed to the bullet point info below for the insular and led by its council of matriarchs. It is a
dwarves’ story and request. You may also have great honor for any woman to be allowed to marry
the bard gather the group to the table with drinks into the clan, as it brings along with it quite a bit of
or some other gesture. He would love to hear social stature within the clan.
tales of powerful monsters bested, villains brought Farlen would point out that Curget, and indeed the
to justice, self sacrifice etc… He can be used as a road between there and Woodbridge, are near the

KEO7-2 Mist Taken Page 4


border between the Good Hills and the Any success on the track check allowsthe PCs to
Dreadwood and that the Dread has a very bad follow the trail if they so wish. Make it clear to
reputation. them that the trail is in a wildly divergent direction
than the road to Curget. If the PCs follow the trail
Feel free to include any information or rumor you
immediately, they will bypass Encounter Two
like and think is appropriate.
entirely. If this occurs, have the creatures from
Encounter Two attack from the mists in Encounter
ENCOUNTER 1: THE Three, after the PCs meet Averyn and Reclusiarch
Harnek.
PROCESSION
On the road, the marriage processional lies in ENCOUNTER 2: ON THE
ruins.
Your journey into the Good Hills along the
FARM
road to Curget has gone on for most of the day A farmstead shows more evidence (and minions!)
and as it has ill omens have seemed to dog of evil.
your step. The weather seems to have turned
The road from Woodbridge to Curget winds
against you with cold drizzle and mist making
along the hillsides, rarely remaining straight
the likelihood of a comfortable night camping
for long. Ahead, along one of the few flat
unlikely.
sections you’ve seen, the road is crowded with
In a bank of particularly thick mist large farm animals all wandering about without any
looming shapes seem to materialize before apparent supervision.
you, dark against the drab gray. The animals are all roaming free from a
The remnants of the procession are strewn nearby farm that has been recently attacked. A
about. Colorful ribbons and flowers torn and cart path little more than two ruts leads a hundred
trampled, wagons overturned and animals yards or so away from the road to the farm.
slaughtered. While a skilled tracker could see
As you approach the farm you can see that
signs of resistance from the dwarves and even
the gate and all the doors beyond lie ajar, and
where some of them fell, no corpses of them
signs of a struggle are evident.
remain.
There is a barn, several sheds, a chicken
Destruction of the Processional
coop, the house and several smaller animal pens
The processional was set upon by a pair of along the perimeter. All of them are helter skelter
grimlocks. Using the mist as cover, the grimlocks as the panicked animals fled the undead and
were able to confuse and confound their grimlocks. Some of these minions of Kensha are
opponents, even getting them to mistakenly attack even now hiding within the compound hoping to
each other. The grimlocks herded up the survivors find more victims.
and marched them off to the cave for sacrifice.
While running this encounter you should draw
Any hero with tracking can attempt to track the out the farm using as much of your map as you
creatures that attacked the processional. A Track can. Keep the suspense up as long as you can.
check will yield the following information. Ask for spot checks often. Once the players have
gotten into the middle of the compound or started
DC 10: The processional was attacked by a pair of searching, you should have the undead come out
creatures and no more. Several pairs of booted of hiding and attack. This encounter is intentionally
feet move northeast, accompanied by two done without an included map so as to allow you
barefooted pairs of feet. as the DM to flexibly put the PCs in a position that
DC 15: The booted feet appear to be dwarven or will provide the most suspense and flavor.
perhaps Halfling. When the fighting occurred, it APL 2 (EL 3)
appears as though some of those wearing boots
fought each other. 6 Human Commoner Zombies: Monster Manual,
pg 266
DC 20: The barefooted tracks are medium sized
humanoids, about the height and weight of a large APL 4 (EL 5)
man. One of the sets of tracks has six toes on its
6 Ghouls: Monster Manual, pg 119
right foot.

KEO7-2 Mist Taken Page 5


APL 6 (EL 7) who he recognizes with a crooked smile and a
nod.
4 Ghasts: Monster Manual, pg 119
Coming close to the fire you see the two
APL 8 (EL 9)
who hailed you and what looks to a be their
4 Wraiths: Monster Manual, pg 257 servants, squires and footman all huddled
around a large campfire that doesn’t seem to
APL 10 (EL 11) remove the chill from the air. The entourage
3 Mohrg: Monster Manual, pg 189 are all wrapped up in cloaks and blankets,
sitting forlornly and staring into the flames. A
APL 12 (EL 13) large banner hangs limply from a pole erected
6 Mohrg: Monster Manual, pg 189 in the middle of the camp.
Averyn and Harnek will offer the PCs food and
drink and the warmth of their fire. They will tell the
PCs that no one is allowed in or out of the town as
ENCOUNTER 3: AT THE the Matriarchs have sealed it up to better defend it
GATES OF CURGET from the dreaded fog until the men return from
Ulek and the campaign against Turosh Mak. They
This encounter provides the PCs with an have however had a running discussion with the
opportunity to learn some of the goings on around wall guards and know some about what is
the town and valley. happening.
Outside the gates of Curget a small band of A Knowledge: Sheldomar check DC: 15 will
pilgrims waits for the matriarchs to open the gates identify the banner as being the personal standard
of the town again. They have been here for two of King Kimbertos.
days and the fog is starting to get to them.
Averyn of Linth
As you crest another of the seemingly
endless hills you are greeted by a strange The following information is available through
sight. From the top of this hill you can see to Averyn if the PCs talk to him. He will gladly
introduce himself and explain why he is here.
the top of the next which has the muted lights
of what you believe is Curget. It is very quiet Averyn is a paladin of Rao, on quest. He will
and indistinct as a blanket of fog has seemed start off with an attitude of friendly toward the PCs,
to smother it, dampening any light or sound allowing them to easily plumb him for information.
from the town. The exception to this will be if Averyn detects any
of the PCs as evil. Scanning the PCs will be the
Stranger still the hilltop you are on and the
first thing Averyn does as they approach, so
valley between Curget and you are not covered
unless a PC who detects as evil has some way of
by the heavy veil of fog even though all of it is
masking it, Averyn will be aware of it. If this
lower ground than the town.
occurs, Averyn will have a neutral attitude and will
As the PCs approach: be much less forthcoming.
Drawing near and finally being able to see Averyn is of typical Suel stock, although he
the gates of the walled town, you can see that clearly deviates from the norm by following Rao as
they are closed and a small camp of people his deity. His family was indirectly responsible for
wait huddled outside. Seeing your band, two of the many troubles which befell the earldom of
them stand up from the fires and hail you as Linth during the last several years. As the most
you approach. direct surviving descendant, the Earldom would
have been his to rule by rights, except he decided
These two are Averyn of Linth, paladin of Rao to abdicate his rulership and pass it to the King
and Reclusiarch Harnek. If PCs have played and the Court of the Land to decide. As Averyn
KEO3-03 Will of the People or KEO4-04 A Last would put it, “Paladins are called to harder seats
Dance at Midnight, Averyn will remember them than thrones.” After he abdicated, Averyn
and greet them even more warmly. PCs may have beseeched King Kimbertos to allow Averyn to take
encountered Reclusiarch Harnek in KEO6-08 By his surname and carry the King’s personal banner
Virtue or Venture. The Reclusiarch will greet any on his quest. King Kimbertos assented, and so
Averyn carries the personal banner of Keoland’s

KEO7-2 Mist Taken Page 6


monarch. This banner flies planted from a lance begins to suffer several physical and mental
mounted on Averyn’s tent. symptoms.
Averyn is following a call from Rao to move 1. Paranoia. As god of Slaughter, Erythnul
westward. His travels took him directly to Curget’s understands that sowing confusion among his
door, where he has attempted to persuade the targets is valuable. The fog first affects those who
dwarves of clan Stonecrow to allow him to aid are weakest of will, making them jumpy and
them. Once the Stonecrows determined that King paranoid. This will never manifest in outright
Kimbertos himself was not at their doorstep, they violence, but it will cause incidental damage when
turned Averyn away. Averyn believes that Rao (for example) a paranoid sentry fires his crossbow
wants him to help protect and save the people of at something moving on the wall. Accidents
Curget from the resurgent threat of the Dreadfog. happen. At the time the heroes arrive, all of the
members of the camp outside Curget with the
Reclusiarch Harnek
exception of Averyn and Harnek are paranoid.
Reclusiarch Harnek is a very strange
2. Wasting. With the same onset as Paranoia
companion to be found in the company of a
comes a new twist to the Dreadfog. The Wasting
paladin. Harnek is a LN High Priest of Hextor, who
manifests as a general state of decay on
has followed his own call to Curget. Harnek
humanoids, although other forms of life seem to
belongs to a schism within the church of Hextor
be unaffected. Affected creatures begin to lose
that believes Hextor desires his followers to curb
weight rapidly and feel tired all of the time. Their
and curtail tyranny and excess, rather than to
cheeks take on a sunken aspect and their skin
spread it. They see themselves as caretakers, and
color begins to fade, looking washed out. This
it is their duty to protect commoners from the
manifestation acts as a non-magical disease, and
excesses of their rulers. This schism is called the
can be cured as such.
Ironbound, and actively seeks to mend the rift
between the clergies of Heironeous and Hextor. 3. Light Sensitivity. Anyone who is exposed to
After all, what brothers don’t squabble? the Dreadfog for more than one hour begins to
become sensitive to light. Any source of light
If the PCs question Harnek he will freely
brighter than a torch causes physical discomfort
divulge the information above, as well as produce
and a -2 circumstance penalties on all rolls while
a letter of good conduct written by Count Manz
in any light more powerful than shadowed. This is
himself. The letter introduces Harnek, explains his
the only direct manifestation the PCs will suffer
faith, and guarantees his safety on pain of death.
from, although you should play up the other
All scrutiny of the letter will indicate that it is
manifestations on the NPCs to give them a sense
authentic.
of urgency.
Despite this, Harnek suffers from suspicion
All of the NPCs in the adventure suffer from
from the rest of the camp. The entire field of
the above symptoms to some degree. Averyn and
squires and footmen are Averyn’s men, the
Harnek are among the least affected, and should
Reclusiarch travels alone. Harnek is up front and
be used as a strict counterpoint to Averyn’s
visible in his beliefs, and the footmen don’t quite
retainers and the Curget guards.
know how to react to it. Averyn and Harnek have
had an in depth theological discussion since Entering Curget
Harnek first arrived. Should any PCs ask, Averyn
Despite the Stonecrow’s refusal to allow entry
will say that he believes Harnek is genuine in his
into Curget, there are some ways that the heroes
beliefs.
can gain access. If the Heroes have escorted the
Harnek is here to answer a call from his own Ulekkian dwarves to this point then the gates will
deity. Harnek believes that the source of the be opened and the wedding party will be admitted
troubles is a follower of an evil deity (which is with the heroes.
correct) and he tried to offer his services to the
Magical means such as flight and teleportation
town, which was rebuffed. Now he will try to aid
function as normal, and the Curget guards will not
the PCs with what knowledge he has.
immediately attack the heroes who choose to use
The Dreadfog these methods. They will, however, attempt to
hustle the heroes out of the town as quickly as
The Dreadfog itself is very dangerous over a
possible while exhibiting all the above signs of
long period of time. Any humanoid who is exposed
Dreadfog contamination.
to it nightly for a period of more than a week

KEO7-2 Mist Taken Page 7


Finally, if a hero is a member of the Stonecrow fould creatures that would not dare Rao’s
metaorganization, they and the rest of the party embrace.
will be allowed entry.
As far as I can tell, this Mist has some sort
If the heroes enter Curget, play up a sense of of past here, although the locals will tell me
desolation and fear amongst the remaining naught of it. It has been growing steadily
populace. The town is largely deserted because worse at night, and recedes during the day.
the Stonecrows have sent off much of their fighting The vale holds many farmsteads, and
force for contracts. Residents (both Dwarven and apparently their occupants have either fled the
non) who are barely of age to join a militia have fog, or fallen prey to it.”
been pressed into service manning the walls as
the night and the fog deepen. Averyn finishes with a sigh, watching you
for your reaction.
Discoveries at Curget
If the heroes show a desire to get to the root of the
The PCs are going to want to find out what is problem Averyn will smile at them and gesture
going on at Curget. Averyn and Harnek have Harnek over. Although Harnek is a priest of
pieced together some of the goings on between Hextor, Averyn seems to bear him no malice.
them and are the heroes’ most likely source for Harnek will speak to the heroes when called over.
information. Read or paraphrase the following
when the heroes begin asking questions. If the Pulling his own holy symbol from his neck,
heroes gain access to Curget and ask the matrons Harnek rubs his thumb over it, tracing the
questions, they will seem nervous and unwilling to outline of the arrows clenched in a mail fist. He
answer, and will then admit Averyn and Harnek to looks up from his symbol at you.
the room to speak for them. “As a priest of Hextor, Tyranny concerns
Regarding you with a lifted eyebrow, me the most. Hextor claims domain over all
Averyn gestures for you to have a seat at the Tyrants and it is my belief that as his clergy we
fire. Although he draws closer to it for warmth are bound to limit or direct this tyranny in
himself, he squints his eyes as though he finds useful manners. Wanton slaughter holds no
its meager light painful. Looking around, you friends and knows no bounds. It cannot be
see much the same reaction from the retainers abided. Just as a father might punish a child
and men-at-arms. who has gone astray, Hextor calls upon me to
right those who have fallen from the path. I
Lowering himself to the ground, Averyn believe this town represents my calling. The
still seems uncomfortable in the finely tooled fog is worse than tyranny of the flesh, it is
full plate that he wears. He adjusts one of the tyranny of the soul.
shoulder straps and then fingers his holy
symbol of Rao before speaking. When his Unlike Averyn here, I know a great deal of
words issue from his lips, they seem distant the evil that lurks in these valleys. Unlike the
and hollow, as though the mist itself were Stonecrows, I will tell you about it and pray
stealing their vibrancy. that you will do something about it instead of
sitting behind walls that offer no protection.
“As you know, I am on Quest, called by
Rao. In Niole Dra I felt a call to travel westward, Many years ago there was a fane to
and I followed. I began with a baggage train Erythnul in this area, its power broken and
that would have done my uncle proud. What defaced by the Stonecrows. The leaders of that
you see here is all that I have left. I have cabal used a mist to conceal their movements
released the others from my service and I and intents. The resurgence of this mist can
sense that soon may come a time to shed the only mean that the Stonecrows were
rest of them. A man must walk some roads unsuccessful in wiping the blight from their
alone. lands and that someone has made it useful
again. Although none of the Stonecrows will
Cyptic words aside, I came to this place. I’d even admit to its existence, I can tell you how
heard of Clan Stonecrow, of course, but never to find it.”
imagined to find them barricaded inside their
town and this foul mist clinging to the ground Assuming the PCs are interested in his help,
like a leech does to its host. It saps a man’s Harnek will gladly produce a finely detailed map of
strength and his will to live, and it harbors the area of Curget, marked with the royal seal of

KEO7-2 Mist Taken Page 8


Keoland. Harnek will outline a series of rocky hills the one the PCs encountered earlier. If the PCs
which contains the cave network. search the farmsteads they can glean the direction
and some characteristics of the attackers. Even
If questioned about his knowledge, Harnek will
when dwarves stood their ground and fought, all
simply tell the PCs that “I know this, because
the dead were carried away after the combats to
Hextor knows this,” and that Hextor bears them no
fuel the budding undead army that Kensha wishes
ill in this endeavor.
to raise.
Developments
Either using directions from the matrons of
At this point if the group is APL 2-6 and you feel Curget, tracking the assailants from the scenes of
they are less than equipped to deal with further the farm attacks, or just wandering the hills, the
encounters, Averyn volunteers to go with the PCs. PCs eventually should arrive at the cave mouth
For his statistics, use an NPC Paladin of the level that houses the temple to Erythnul.
of the APL played from the DMG, page 120. If you
feel they are a balanced or strong group then do
not give them this benefit even if they ask. Averyn
ENCOUNTER 5: GUARDIANS
will demur by saying he needs to stay to defend Materializing out of the gloom, a huge
his men in case any of these horrors the leering face with a gaping mouth stares at you
Stonecrows are worried about materialize. from the hillside. It seems to have been
If the PCs are unwilling to pursue Harnek’s line of shaped only by wind and water, but is as
investigation, Averyn will personally ask them to unmistakable as it is disturbing. Rubble lies
do so. Failure to solve the Dreadmist’s secrets by around the cave entrance, remnants of the
the end of the night will yield no further experience efforts to destroy and bury this unhallowed
and an unfavorable conclusion. place that no one might ever enter into it again.
Within, the charnel smell of an abattoir hangs
heavily.
ENCOUNTER 4: INSIDE THE The cave is irregularly shaped, more than 100’
VALE across, at least 60 feet wide and the ceiling is 20
to 50 feet high. There are a few stalagmites and
The path the PCs are told to follow takes them
stalactites in the room and the floor is covered in
past farms nestled in a valley near the source of
the bones and gristle of victims and animals from
the fog. This is an excellent opportunity to play up
the area. There were originally two exits from this
the isolation the PCs face.
room on the far side of the chamber, both lead to
The outlying farms of this community are the main temple, but the dwarves collapsed them
self sufficient, having supplies of roots, nuts, and only one has been excavated by Kensha and
berries, and vegetables gathered and grown as her minions.
well as many varieties of domesticated Posted just inside the cave’s entrance are the
animals. Nestled in the valleys between hills, guardians of Kensha, sent to her by Erythnul when
few can see their neighbor’s homes even on a she began the work of reestablishing this temple.
clear day without walking, and no one could The grimlocks take turns keeping the entrance to
see anything in the grips of the dense fog that the complex within the range of their senses so
covers the landscape. that one of them will always be aware immediately
Assuming the PCs can figure it out somehow, when the PCs decide to enter. If there is more
the fog is 15-20 feet high on the hill tops and much than one then the others are feasting on and
higher in the valleys. Movement even along tormenting the prisoners that are kept in the back
pathways is hampered. Treat everywhere as corner. They are bound, blindfolded and gagged
under the effect of an obscuring mist, though but their muffled wails might still be heard by those
winds cannot dispel it unless they are sustained entering the cave. There are only a few of them
and can reach to the edge of the fogs effect, left, but the loot of many prisoners is spread about.
otherwise all it does is move fog about. Note the time restrictions at the beginning of
encounter six if the PCs wish to stop and gather
The farmsteads near the cave that is the up all the valuables now.
source of the fog are empty. Most have fled to the
town as the fog began, but some of the dwarves Saving these prisoners is all that is necessary
have been captured or killed in similar scenes to to earn the favor of the Berrender clan as this is

KEO7-2 Mist Taken Page 9


where the groom to be was carried off to. If
Averyn is with the group he will more then likely
ENCOUNTER 6: MIST’ERY
volunteer to escort these people back to Curget, SOLVED
freeing the PCs to plunge ahead into the heart of
the evil. If the PCs choose to escort prisoners back to
Curget or rest between encounters (even for the
APL 2 (EL 4) length of Vigor spells) remind them of the screams
Grimlock Ftr lvl2: Appendix 1 coming from deeper in the complex. The PCs are
not in so tight a timeframe to stop the ritual that
APL 4 (EL 6) every round counts, but they don’t know that, and
2 Grimlock Ftr lvl 2: Appendix 2 the fate of the person screaming will more than
likely be sealed by any delay.
APL 6 (EL 8)
If the PCs do not immediately go to this
2 Grimlock Ftr lvl 4: Appendix 3 encounter from Encounter Five then they lose the
favor of the Stonecrows as one of the matriarchs
APL 8 (EL 10)
is sacrificed. When the heroes are finished fighting
2 Grimlock Ftr lvl 4/Brb 1/Sct 1: Appendix 4 encounter five:
APL 10 (EL 12) On the back wall near where the prisoners
lie, a rubble strewn passage echoes with
2 Grimlock Ftr lvl 4/Brb 1/Sct 3: Appendix 5
screams from victims yet undiscovered.
APL 12 (EL 14) Down the 10ft wide, 30ft long, slightly sloped
Grimlock Ftr lvl 4/Brb 1/Sct 5: Appendix 6 passage lays the inner chamber. This is where
Kensha is performing her rite to Erythnul. This
Note: The EL of this encounter has been chamber is roughly the same size as the other but
adjusted by +1 to account for the grimlocks having much more finished with a smooth floor and
favorable terrain. carved walls filed with depraved bas reliefs. There
Tactics: Grimlocks are not adversely affected is a pile of bodies on one side of the room,
by the mist, and can move, run or charge material for her work, an altar towards the far end
normally. The Grimlock(s) will fall back into the of the room behind which Kensha whispers the
cavern and use any of the buff items that they vile prayers to her god. Her latest victim lies
have, especially if the PCs reach the cave mouth helpless, but alive before her. She screams out
and start casting preparatory spells! They will for help upon hearing the combat in the outer
wait, hiding in the mists, in the hopes that the chamber.
group might split up and be easier to confuse and A small but noticeable wind stirs the mist from
separate. They will attempt to cut off anyone who the passage ahead of you. The reek of burned
comes into the cavern to scout and kill them and torn flesh hangs in the air and a single
quickly. At higher levels they will use Spring loud shriek tears the air. You sense more than
Attack to keep PCs from being able to full attack see that the walls on each side of you spread
them and switch who they attack to try and keep away, you stand in the mouth of a cavern
the group off balance. chamber.
If the PCs retreat to regroup, the grimlocks will Suddenly, a high pitched female voice rings
warn Kensha. If any of the PCs seem to be able out.
to locate the grimlocks easily they will become the
primary target of their attacks. Otherwise, they will “For the blighter! Take this matriarch and
continue to draw the PCs deeper into the cave, consign her heart to the abyss. Erythnul’s
flank them and try to strike at anyone who slaughter begins anew!”
straggles or gets separated. If the grimlocks seem
APL 2 (EL 5)
like they are having an easy time with the group
they will switch to subdual damage in an attempt Kensha clr5: Appendix 1
to take prisoners for sacrifice by Kensha in her
rituals. Encounter Six essentially begins the APL 4 (EL 7)
moment this encounter ends, read the boxed text Kensha clr5, Appendix 2
for the next encounter as the PCs find where the
prisoners of the Grimlocks. Vilard wiz5: Appendix 2

KEO7-2 Mist Taken Page 10


APL 6 (EL 9) buffs so as to not be caught by the Jovoc's
Retributive Strikes at APL 8 and beyond.
Kensha clr7, Appendix 3
Vilard wiz5, Appendix 3
CONCLUSION
2 Spellstitched Ghasts: Appendix 3
With the last of the worshippers of the deity of
APL 8 (EL 11) slaughter defeated, the mist that pervades the
area dissipates almost immediately. When you
Kensha clr7, Appendix 4
return to Curget you are immediately hailed
Vilard wiz5, Appendix 4 and greeted with the due respect of heroes.
Averyn and Reclusiarch Harnek take their
3 Jovoc demons: Appendix 4
leave of you and each other, heading their own
APL 10 (EL 13) ways. Each thanks you profusely for ending
the threat to Clan Stonecrow so decisively.
Kensha clr9, Appendix 5
Within a week a special detachment of the
Vilard wiz7, Appendix 5 Stonecrows returns to Curget, replete with
3 Jovoc Demons Brb 1 Ftr 1: Appendix 5 several clerics. Using powerful spells granted
by their deities, they completely eradicate the
APL 12 (EL 15) hill where so much evil has taken place. This
Kensha clr 11, Appendix 6 valley shall know the touch of evil no longer.
Vilard wiz 9, Appendix 6
3 Jovoc Demons Brb 1 Ftr 3: Appendix 6 The End
Note: At APL 8 and above, the EL has been
modified by +1 to account for the NPCs’ favorable
position and numbers.
EXPERIENCE POINT
Tactics: Two rounds after the combat ends in
Encounter Five, when Kensha does not hear (any
SUMMARY
of) the grimlock(s) report she prepares for To award experience for this adventure, add up
unwelcome guests. At higher APLs she will start the values for the objectives accomplished. Then
off with Silent buffs to try and maintain her assign the experience award. Award the total
advantage. She will wait for the any of her value (objectives plus roleplaying) to each
minions to engage the PCs trying to get off as character.
many spells as possible. Casting normally she will
cast and move, trying to maintain her ability to Encounter 2
hide and raising her combat effectiveness until Defeat the Undead.
she is fully prepared. At APL 4 and higher, Vilard
will have the entrance to the main chamber APL 2: 90 xp.
alarmed and will cast his most powerful offensive APL 4: 150 xp.
spell at the entrance once it’s been tripped. APL 6: 210 xp.
Remember that neither he, nor any of the other APL 8: 270 xp.
combatants for that matter, can see and will have APL 10: 330 xp.
to target the entrance blindly, allowing the bead(s) APL 12: 390 xp.
of the Fireball(s) to impact against the walls to go
Encounter 5
off. Feel free to randomize as you see fit.
Defeat the Cave Guardian(s).
Her Undead or demonic followers will move to
intercept anyone moving in the cavern, though APL 2: 120 xp.
their senses are just as hampered by the mists. APL 4: 180 xp.
They will stay away from the entrance knowing APL 6: 240 xp.
what Vilard is likely to do and try to kill anyone APL 8: 300 xp.
who tries to reach Kensha. Kensha and Vilard will APL 10: 360 xp.
stay in the back of the room and hope their APL 12: 420 xp.
minions can defeat the PCs while casting their

KEO7-2 Mist Taken Page 11


Encounter 6 Next, the magic items are listed. Magic item
treasure is the hardest to adjudicate, because they
Defeat Kensha and Halt the Ceremony. are varied and because characters may want to use
APL 2: 150 xp. them during the adventure. Many times characters
APL 4: 210 xp. must cast identify, analyze dweomer or similar spell
APL 6: 270 xp. to determine what the item does and how to
APL 8: 330 xp. activate it. Other times they may attempt to use the
APL 10: 390 xp. item blindly. If the magic item is consumable (a
APL 12: 450 xp. potion, scroll, magic bolts, etc.) and the item is used
before the end of the adventure, its total is
Discretionary Roleplaying Award subtracted from the adventure totals below.
APL 2: 90 xp. Once you have subtracted the value for
APL 4: 135 xp. unclaimed treasure from each encounter add it up
APL 6: 180 xp. and that is the number of gold pieces a characters
APL 8: 225 xp. total and coin value increase at the end of the
APL 10: 270 xp. adventure. Write the total in the GP Gained field of
APL 12: 315 xp. the adventure certificate. Because this is a
Regional adventure, characters may spend
Total possible experience additional Time Units to practice professions or
create items immediately after the adventure so this
APL 2: 450 xp. total may be modified by other circumstances.
APL 4: 675 xp.
L = Looted gear from enemy; C = Coin, Gems,
APL 6: 900 xp.
Jewelry, and other valuables; M = Magic Items.
APL 8: 1,125 xp.
APL 10: 1,350 xp. Encounter 2:
APL 12: 1,575 xp.
APL 2: L: 0 gp, C: 200 gp, M:

TREASURE SUMMARY APL 4: L: 0 gp, C: 300 gp, M:

During an adventure, characters encounter APL 6: L: 0 gp, C: 400 gp, M:


treasure, usually finding it in the possession of their APL 8: L: 0 gp, C: 500 gp, M:
foes. Every encounter that features treasure has a
“treasure” section within the encounter description, APL 10: L: 0 gp, C: 600 gp, M:
giving information about the loot, coins, and magic APL 12: L: 0 gp, C: 700 gp, M:
items that make up the encounter’s treasure.
Encounter 5:
The loot total is the number of gold pieces each
character gains if the foes are plundered of all their APL 2: L: 0 gp, C: X gp, M: item (X gp).
earthly possessions. Looting the bodies takes at APL 4: L: 0 gp, C: X gp, M: item (X gp).
least 10 minutes per every 5 enemies, and if the
characters cannot take the time to loot the bodies, APL 6: L: 0 gp, C: X gp, M: item (X gp).
they do not gain this gold. If you feel it is APL 8: L: 0 gp, C: X gp, M: item (X gp).
reasonable that characters can go back to loot the
bodies, and those bodies are there (i.e., not carted APL 10: L: 0 gp, C: X gp, M: item (X gp).
off by dungeon scavengers, removed from the APL 12: L: 0 gp, C: X gp, M: item (X gp).
scene by the local watch, and so on), characters
may return to retrieve loot. If the characters do not Encounter X:
loot the body, the gold piece value for the loot is
APL 2: L: X gp, C: X gp, M: item (X gp).
subtracted from the encounter totals given below.
APL 4: L: X gp, C: X gp, M: item (X gp).
The coin total is the number of gold pieces each
character gains if they take the coin available. A APL 6: L: X gp, C: X gp, M: item (X gp).
normal adventuring party can usually gather this
wealth in a round or so. If for some reason, they APL 8: L: X gp, C: X gp, M: item (X gp).
pass up this treasure, the coin total is subtracted APL 10: L: X gp, C: X gp, M: item (X gp).
from the encounter totals given below.

KEO7-2 Mist Taken Page 12


APL 12: L: X gp, C: X gp, M: item (X gp). the normal duration listed in the DMG.
Additionally, if you are killed and raised, the
Total Possible Treasure (Maximum Reward material cost is halved. This cost reduction only
Allowed) applies once.
APL 2: L: X gp, C: X gp, M: X gp – Total: X gp Item Access
(450 gp).
APL 2:
APL 4: L: X gp, C: X gp, M: X gp – Total: X gp
(650 gp). • Dust of Dryness (Adventure; DMG)
APL 6: L: X gp, C: X gp, M: X gp – Total: X gp • Hand of the Mage (Adventure; DMG)
(900 gp).
• Mithral Shirt (Adventure; DMG)
APL 8: L: X gp, C: X gp, M: X gp – Total: X gp
(1,300 gp). APL 4 (all of APL 2 plus the following):

APL 10: L: X gp, C: X gp, M: X gp – Total: X • Ring of Feather Falling (Adventure; DMG)
gp (2,300 gp). • Potion of Shield of Faith +2 (Any; DMG)
APL 12: L: X gp, C: X gp, M: X gp – Total: X • Mithral Heavy Shield (Adventure; DMG)
gp (3,300 gp).
APL 6 (all of APLs 2, 4 plus the following):
ITEMS FOR THE • Rod of Metal and Mineral Detection
(Adventure; DMG)
ADVENTURE RECORD
• Figurine of Wondrous Power: Silver Raven
Special (Adventure; DMG)
Favor of the Clan Berrender: For assisting the • Vestment, Druid’s (Adventure; DMG)
Berrender Clan, their weaponsmiths have offered
to craft you a special gift. You gain access to a
weapon crafted from Adamantine. This weapon APL 8 (all of APLs 2, 4, 6 plus the following):
may be of any which you have gained access to
through any means. The crafting of this weapon • Vest of Escape (Adventure; DMG)
takes 1 TU if it is simple or martial, and 2 TU if it is • Vicious Dwarven Waraxe +1 (Adventure;
exotic. Mark this favor off when used. DMG)
Favor of the Clan Stonecrow: For rescuing • Rod of Enemy Detection (Adventure; DMG)
Matriarch Hammergrim from the clutches of
sacrifice to Erythnul and cleansing the valley of the • Arrow of Slaying (Evil Outsider) (Quantity: 5)
Dead Mist, clan Stonecrow gifts you with a (Adventure; DMG)
magical amulet. This amulet is wrought from the
finest silver and emblazoned with the holy symbol
of the deity of your choice. This amulet functions APL 10 (all of APLs 2, 4, 6, 8 plus the following):
as a holy symbol and grants its wearer a +1 holy
bonus to armor class. This item is does not take • Shifter’s Sorrow (Adventure; DMG)
up the neck slot. • Potion of Shield of Faith +4 (Any; DMG)
Erythnul’s Reaping: For foiling Erythnul’s plan to • Ring of Chameleon Power (Adventure; DMG)
slaughter clan Stonecrow, his followers have
marked you for slaughter instead, in the most • Staff of Swarming Insects (Adventure; DMG)
painful manner. For the next 52 TU, any critical
threat made against you by a weapon with a x4 or
greater threat modifier is considered an automatic APL 12 (all of APLs 2, 4, 6, 8, 10 plus the
success. This may be cleansed with a remove following):
curse cast by a 17th level caster. • Ring of Shooting Stars (Adventure; DMG)
Mistlungs: A curious side effect has occurred
• Vicious Dwarven Waraxe of Speed
from your exposure to the new dread mist. You
(Adventure; DMG)
can now permanently hold your breath for double

KEO7-2 Mist Taken Page 13


• Reflecting Full Plate +1 (Adventure; DMG)
• Orb of Storms (Adventure; DMG)
• Manual of Clear Thought +2 (Adventure;
DMG)

KEO7-2 Mist Taken Page 14


APPENDIX 1 – APL 2

Languages
ENCOUNTER 5 AC 19, touch 11, flat-footed 18; +2 when using
GRIMLOCK CR 3 shield
Male, grimlock fighter 2 (Modifiers)
NE Medium monstrous humanoid hp 38 (5 HD);
Init +2; Senses Blindsight 40’, Scent; Listen +6, Fort +6, Ref +2, Will +6
Spot +3 Spd 20 ft. in Full Plate (4 squares), base
Languages movement 30 ft.
AC 20, touch 12, flat-footed 18; Dodge, Mobility Melee +1 morningstar +6 (1d8+2)
(Modifiers) Base Atk +3; Grp +4
hp 36 (4 HD); Atk Options Blind Fighting, Cleave, Power Attack
Immune – See Below Combat Gear Potion of Blur
Fort +5, Ref +5, Will +2 Cleric Spells Prepared (CL 5th):
Spd 30 ft. in chain shirt (6 squares), base 3rd–invisibility purge, magic vestmentD, protection
movement 30 ft. from energy (DC 16)
Melee mwk spiked chain +10 (2d4+7) or 2nd–bear’s endurance, bull strength, cure
Ranged alchemist fire +6 (1d6+splash and fire) moderate wounds, spiritual weaponD (DC 15)
Base Atk +4; Grp +9 1st–bless, cause fear, divine favor, protection from
goodD, shield of faith (DC 14)
Atk Options Spring Attack
0-
Combat Gear alchemist fire (2), potion of bull
strength, potion of cure moderate wounds, potion D: Domain spell. Deity: Erythnul. Domains: Evil,
of shield of faith (+4), oil of shillelagh, tanglefoot War
bag Abilities Str 13, Dex 12, Con 14, Int 8, Wis 16,
Abilities Str 20, Dex 15, Con 17, Int 12, Wis 8, Cha 10.
Cha 4. SQ Spontaneous casting, rebuke undead X/day
Feats Dodge, Exotic Weapon Proficiency Spiked (+X, 2d6+X, 5th)
Chain, Mobility, Spring Attack, Track Feats Blind Fighting, Cleave, Power Attack,
Skills Climb +4, Hide +7, Listen +6, Spot +3, Weapon Focus (Morningstar)
Move silently +4 Skills Concentration +8, Knowledge Religion +4,
Possessions Combat gear plus chain shirt, Spellcraft +4
masterwork spiked chain (2), club, silver dagger Possessions Combat gear plus Full Plate, Lrg
Blindsight (EX) - Grimlocks can sense all foes Metal shield, +1 Morningstar, Three holy symbols
within 40’ as well as a sighted creature can. (Erythnul), silver dagger, cold iron Morningstar
Beyond that range they treat everything as total
concealment. If either it’s sense of smell or
hearing is negated treat it as though it had the
Blindfighting feat. If both are hampered then it is
blind.
Scent -
Immunities - Grimlocks are immune to gaze
attacks, visual effects, illusions and other attack
forms that rely on sight.
ENCOUNTER 6
KENSHA MALTOUSH CR 5
Female, human (Suel) cleric 5
CE Medium humanoid
Init +1; Senses Listen +3, Spot +3

KEO7-2 Mist Taken Page 15


APPENDIX 2 – APL 4

Languages
ENCOUNTER 5 AC 19, touch 11, flat-footed 18; +2 when using
GRIMLOCK CR 3 shield
Male, grimlock fighter 2 (Modifiers)
NE Medium monstrous humanoid; hp 38 (5 HD);
Init +2; Senses Blindsight 40’; Scent; Listen +6, Fort +6, Ref +2, Will +6
Spot +3 Spd 20 ft. in Full Plate (4 squares), base
Languages movement 30 ft.
AC 20, touch 12, flat-footed 18; Dodge, Mobility Melee +1 morningstar +6 (1d8+2)
(Modifiers) Base Atk +3; Grp +4
hp 36 (4 HD); Atk Options Blind Fighting, Cleave, Power Attack
Immune – See Below Combat Gear Potion of Blur
Fort +5, Ref +5, Will +2; Cleric Spells Prepared (CL 5th):
Spd 30 ft. in chain shirt (6 squares), base 3rd–invisibility purge, magic vestmentD, protection
movement 30 ft. from energy (DC 16)
Melee mwk spiked chain +10 (2d4+7) or 2nd–bear’s endurance, bull strength, cure
Ranged alchemist fire +6 (1d6+splash and fire) moderate wounds, spiritual weaponD (DC 15)
Base Atk +4; Grp +9 1st–bless, cause fear, divine favor, protection from
goodD, shield of faith (DC 14)
Atk Options Spring Attack
0-
Combat Gear alchemist fire (2), potion of bull
strength, potion of cure moderate wounds, potion D: Domain spell. Deity: Erythnul. Domains: Evil,
of shield of faith (+4), oil of shillelagh, tanglefoot War
bag Abilities Str 13, Dex 12, Con 14, Int 8, Wis 16,
Abilities Str 20, Dex 15, Con 17, Int 12, Wis 8, Cha 10.
Cha 4. SQ Spontaneous casting, rebuke undead X/day
Feats Dodge, Exotic Weapon Proficiency Spiked (+X, 2d6+X, 5th)
Chain, Mobility, Spring Attack, Track Feats Blind Fighting, Cleave, Power Attack,
Skills Climb +4, Hide +7, Listen +6, Spot +3, Weapon Focus (Morningstar)
Move silently +4 Skills Concentration +8, Knowledge Religion +4,
Possessions Combat gear plus chain shirt, Spellcraft +4
masterwork spiked chain (2), club, silver dagger Possessions Combat gear plus Full Plate, Lrg
Blindsight (EX) - Grimlocks can sense all foes Metal shield, +1 Morningstar, Three holy symbols
within 40’ as well as a sighted creature can. (Erythnul), silver dagger, cold iron Morningstar
Beyond that range they treat everything as total
concealment. If either it’s sense of smell or VILARD DELTASAN CR 5
hearing is negated treat it as though it had the Male, human (Suel) wizard 5
Blindfighting feat. If both are hampered then it is CE Medium humanoid
blind. Init +5; Senses Listen +0, Spot +0
Scent - Languages
AC 11, touch 11, flat-footed 10
Immunities - Grimlocks are immune to gaze (Modifiers)
attacks, visual effects, illusions and other attack hp 38 (5 HD);
forms that rely on sight Fort +3, Ref +2, Will +4
Spd 30 ft. in clothes (6 squares), base movement
ENCOUNTER 6 30 ft.
KENSHA MALTOUSH CR 5 Melee mwk dagger +4 (1d4+1) 19-20
Female, human (Suel) cleric 5 Base Atk +3; Grp +4
CE Medium humanoid Atk Options Blind Fighting, Cleave, Power Attack
Init +1; Senses Listen +3, Spot +3 Combat Gear Potion of Blur
Wizard Spells Prepared (CL 5th):

KEO7-2 Mist Taken Page 16


3rd–fell drain burning hands, fireball (DC 17)
2nd–fell weak burning hands, mirror image,
scorching ray (DC 16)
1st–alarm, burning hands, mage armor, shield (DC
15)
0-
Abilities Str 12, Dex 13, Con 14, Int 18, Wis 10,
Cha 8.
Feats Fell Drain, Fell Weakness, Improved
Initiative, True Believer.
Skills Concentration +10, Knowledge Arcana +11,
Knowledge Dungeoneering +11, Knowledge
Planes +11, Knowledge Religion +11, Spellcraft
+11
Possessions Combat gear plus CLOTHES, mwk
dagger (2), headband of intellect +2, spell
component pouch (3)
Fell Drain(LM)-Any creature damaged by the spell
gains a negative level
Fell Weak(LM)- Any creature damaged by the
spell takes a -4 penalty to strength for 1 minute.
Multiple exposures to this ability do not stack, but
will extend the time affected to 1 minute from the
most recent damage dealt

KEO7-2 Mist Taken Page 17


APPENDIX 3 – APL 6

Languages
ENCOUNTER 5 AC 19, touch 11, flat-footed 18; +2 when using
GRIMLOCK CR 5 shield
Male, grimlock fighter 4 (Modifiers)
NE Medium monstrous humanoid; hp 53 (7 HD);
Init +2; Senses Blindsight 40’; Scent; Listen +6, Fort +7, Ref +3, Will +7
Spot +3 Spd 20 ft. in Full Plate (4 squares), base
Languages movement 30 ft.
AC 21, touch 12, flat-footed 19; Dodge, Mobility Melee +1 morningstar +8 (1d8+2)
(Modifiers) Base Atk +5; Grp +6
hp 56 (6 HD); Atk Options Blind Fighting, Cleave, Power Attack
Immune – See Below Combat Gear potion of blur, rod of silent lesser
Fort +7, Ref +6, Will +3; Cleric Spells Prepared (CL 7th):
Spd 30 ft.; 4th–divine powerD, poison, searing light
Melee mwk spiked chain +13/+8 (2d4+9) or 3rd–invisibility purge, magic vestmentD, protection
Ranged alchemist fire +8 (1d6+splash and fire) from energy (DC 16)
Base Atk +6; Grp +11 2nd–bear’s endurance, bull strength, cure
moderate wounds, silence, spiritual weaponD (DC
Atk Options Spring Attack
15)
Combat Gear alchemist fire (2), potion of bull
1st–bless, cause fear, divine favor, inflict light
strength, potion of cure moderate wounds, potion
wounds, protection from goodD, shield of faith (DC
of shield of faith (+4), oil of shillelagh, tanglefoot
14)
bag
0-
Abilities Str 20, Dex 15, Con 17, Int 12, Wis 8,
D: Domain spell. Deity: Erythnul. Domains: Evil,
Cha 4.
War
Feats Dodge, Exotic Weapon Proficiency Spiked
Abilities Str 13, Dex 12, Con 14, Int 8, Wis 16,
Chain, Mobility, Spring Attack, Track, Weapon
Cha 10.
Focus (spiked chain), Weapon Spcialization
(spiked chain) SQ Spontaneous casting, rebuke undead X/day
(+X, 2d6+X, 7th)
Skills Climb +4, Hide +7, Listen +6, Spot +3,
Move silently +7 Feats Blind Fighting, Cleave, Combat Casting,
Power Attack, Weapon Focus (Morningstar)
Possessions Combat gear plus chain shirt +1,
masterwork spiked chain (2), club, silver dagger Skills Concentration +10, Knowledge Religion +5,
Spellcraft +5
Blindsight (EX) - Grimlocks can sense all foes
within 40’ as well as a sighted creature can. Possessions Combat gear plus Full Plate, Lrg
Beyond that range they treat everything as total Metal shield, +1 Morningstar, Three holy symbols
concealment. If either it’s sense of smell or (Erythnul), silver dagger, cold iron Morningstar
hearing is negated treat it as though it had the Skills +4 to concentration when in casting
Blindfighting feat. If both are hampered then it is defensively from combat casting
blind.
Scent - VILARD DELTASAN CR 5
Immunities - Grimlocks are immune to gaze Male, human (Suel) wizard 5
attacks, visual effects, illusions and other attack CE Medium humanoid
forms that rely on sight. Init +5; Senses Listen +0, Spot +0
Languages
ENCOUNTER 6 AC 11, touch 11, flat-footed 10
(Modifiers)
KENSHA MALTOUSH CR7
hp 38 (5 HD);
Female, human (Suel) cleric 7
Fort +3, Ref +2, Will +4
CE Medium humanoid
Init +1; Senses Listen +3, Spot +3 Spd 30 ft. in clothes (6 squares), base movement
30 ft.

KEO7-2 Mist Taken Page 18


Melee mwk dagger +4 (1d4+1) 19-20 Feats Multiattack (see page 304 of the Monster
Base Atk +3; Grp +4 Manual), Toughness.
Combat Gear Potion of Blur Skills Balance +7, Climb +9, Hide +8, Jump +9,
Wizard Spells Prepared (CL 5th): Move Silently +8, Spot +8
3rd–fell drain burning hands, fireball (DC 17) Possessions dirty rags passing as clothing
2nd–fell weak burning hands, mirror image, Paralysis (Ex): Those hit by a ghast’s bite or
scorching ray (DC 16) claw attack must succeed on a DC 15 Fortitude
1st–alarm, burning hands, mage armor, shield (DC save or be paralyzed for 1d6+4 minutes. Elves
15) are immune to this paralysis.
0- Undead Traits: Darkvision out to 60 feet.
Abilities Str 12, Dex 13, Con 14, Int 18, Wis 10, Immunity to poison, magic sleep effects, paralysis,
Cha 8. stunning, disease, and death effects. Not subject
Feats Fell Drain, Fell Weakness, Improved to critical hits, non-lethal damage, ability drain, or
Initiative, True Believer. energy drain. Immunity to any effect that requires
Skills Concentration +10, Knowledge Arcana +11, a Fortitude save (unless the effect also works on
Knowledge Dungeoneering +11, Knowledge objects or is harmless). Not at risk of death from
Planes +11, Knowledge Religion +11, Spellcraft massive damage, but destroyed when reduced to
+11 0 hit points or lower. Not affected by raise dead or
Possessions Combat gear plus CLOTHES, mwk reincarnate spells or abilities.
dagger (2), headband of intellect +2, spell Stench- Each creature within 10’ must succeed at
component pouch (3) a DC 15 Fort save or be nauseated for 1d6+4
Fell Drain(LM)-Any creature damaged by the spell minutes. This is a -2 circumstance penalty on
gains a negative level attack rolls, saves, and skill checks.
Fell Weak(LM)- Any creature damaged by the
spell takes a -4 penalty to strength for 1 minute.
Multiple exposures to this ability do not stack, but
will extend the time affected to 1 minute from the
most recent damage dealt

SPELLSTICHED GHASTS CR 4 CE Medium


undead
Init +2; Senses Listen +2, Spot +8
Stench 10 ft.
Languages
AC 16, touch 12, flat-footed 14
(modifiers)
hp 37 (4 HD);
Fort +3, Ref +5, Will +8
Spd 30 ft. (6 squares)
Melee 2 claws each +4 (1d4 plus paralysis) and
Bite +1 (d8+1 plus paralysis)
Base Atk +3; Grp +4;
Spell-Like Abilities (CL 4th)
3rd (1/day)–fireball (DC 15)
3rd (1/day)–ray of exhaustion (+5 to hit)
2nd (2/day)–bull strength
2nd (2/day)–fog cloud (DC 14)
1st (2/day)–mage armor
1st (2/day)–ray of enfeeblement (+5 to hit)
Abilities Str 13, Dex 15, Con -; Int 13, Wis 14,
Cha 16.
SQ turn resistance +4, spell like abilities, undead
traits;

KEO7-2 Mist Taken Page 19


APPENDIX 4 – APL 8

.
ENCOUNTER 5
GRIMLOCK CR 7 ENCOUNTER 6
Male, grimlock fighter 4/barb1/scout 1
KENSHA MALTOUSH CR7
NE Medium Monstrous humanoid;
Female, human (Suel) cleric 7
Init +2; Senses Blindsight 40’; Scent; Listen +11,
CE Medium humanoid
Spot +3
Init +1; Senses Listen +3, Spot +3
Languages
Languages
AC 22, touch 13, flat-footed 20; Dodge, Mobility
AC 19, touch 11, flat-footed 18; +2 when using
(Modifiers)
shield
hp 81 (8 HD);
(Modifiers)
Immune – See Below
hp 53 (7 HD);
Fort +9, Ref +8, Will +3;
Fort +7, Ref +3, Will +7
Spd 40 ft.;
Spd 20 ft. in Full Plate (4 squares), base
Melee mwk spiked chain +14/+9 (2d4+9) or
movement 30 ft.
Ranged alchemist fire +9 (1d6+splash and fire)
Melee +1 morningstar +8 (1d8+2)
Base Atk +7; Grp +12
Base Atk +5; Grp +6
Atk Options Spring Attack, Rage, Skirmish
Atk Options Blind Fighting, Cleave, Power Attack
Combat Gear alchemist fire (2), potion of bull
Combat Gear potion of blur, rod of silent lesser
strength, potion of cure moderate wounds, potion
Cleric Spells Prepared (CL 7th):
of shield of faith (+4), oil of shillelagh, tanglefoot
4th–divine powerD, poison, searing light (DC 18)
bag
3rd–invisibility purge, magic vestmentD, protection
Abilities Str 20, Dex 15, Con 18, Int 12, Wis 8, from energy (DC 16)
Cha 4. 2nd–bear’s endurance, bull strength, cure
Feats Dodge, Exotic Weapon Proficiency Spiked moderate wounds, silence, spiritual weaponD (DC
Chain, Mobility, Spring Attack, Track, Weapon 15)
Focus (spiked chain), Weapon Spcialization 1st–bless, cause fear, divine favor, inflict light
(spiked chain) wounds, protection from goodD, shield of faith (DC
Skills Climb +4, Hide +7, Listen +11, Spot +3, 14)
Move silently +7, Tumble +9 0-
Possessions Combat gear plus chain shirt +1, D: Domain spell. Deity: Erythnul. Domains: Evil,
masterwork spiked chain (2), club, silver dagger, War
ring of protection +1
Abilities Str 13, Dex 12, Con 14, Int 8, Wis 16,
Blindsight (EX) - Grimlocks can sense all foes
Cha 10.
within 40’ as well as a sighted creature can.
SQ Spontaneous casting, rebuke undead X/day
Beyond that range they treat everything as total
(+X, 2d6+X, 7th)
concealment. If either it’s sense of smell or
Feats Blind Fighting, Cleave, Combat Casting,
hearing is negated treat it as though it had the
Power Attack, Weapon Focus (Morningstar)
Blindfighting feat. If both are hampered then it is
Skills Concentration +10, Knowledge Religion +5,
blind.
Spellcraft +5
Scent -
Possessions Combat gear plus Full Plate, Lrg
Immunities - Grimlocks are immune to gaze
Metal shield, +1 Morningstar, Three holy symbols
attacks, visual effects, illusions and other attack
(Erythnul), silver dagger, cold iron Morningstar
forms that rely on sight.
Skills +4 to concentration when in casting
Rage
defensively from combat casting
Skirmish- Any round the Grimlock moves 10’ or
more its attacks do an extra 1d6 damage. This
bonus damage only applies to living creatures with VILARD DELTASAN CR 5
discernable anatomies and only within 30’ if using Male, human (Suel) wizard 5
a ranged weapon. CE Medium humanoid
Init +5; Senses Listen +0, Spot +0

KEO7-2 Mist Taken Page 20


Languages SQ Outsider Traits, Tanar’ri traits
AC 11, touch 11, flat-footed 10 Feats Toughness, Toughness
(Modifiers) Skills Hide +8, Listen +7, Search +3, Sense
hp 38 (5 HD); Motive +3, Spot +7
Fort +3, Ref +2, Will +4 Aura of Retribution- Always active in a 30’
Spd 30 ft. in clothes (6 squares), base movement spread centered on the demon. Whenever the
30 ft. Jovoc takes damage from any source, every non
Melee mwk dagger +4 (1d4+1) 19-20 Tanar’ri with the area also take the same amount
Base Atk +3; Grp +4 of damage. A Fortitude save DC 15 halves the
Combat Gear Potion of Blur effect which is otherwise not mitigated by SR,
Wizard Spells Prepared (CL 5th): resistances, DR or the like.
3rd–fell drain burning hands, fireball (DC 17) Tanar’ri Traits- Immunity to electricity and poison.
2nd–fell weak burning hands, mirror image, Resistance to Acid, Cold, and Fire 10. Telepathy
scorching ray (DC 16)
1st–alarm, burning hands, mage armor, shield (DC
15)
0-
Abilities Str 12, Dex 13, Con 14, Int 18, Wis 10,
Cha 8.
Feats Fell Drain, Fell Weakness, Improved
Initiative, True Believer.
Skills Concentration +10, Knowledge Arcana +11,
Knowledge Dungeoneering +11, Knowledge
Planes +11, Knowledge Religion +11, Spellcraft
+11
Possessions Combat gear plus CLOTHES, mwk
dagger (2), headband of intellect +2, spell
component pouch (3)
Fell Drain(LM)-Any creature damaged by the spell
gains a negative level
Fell Weak(LM)- Any creature damaged by the
spell takes a -4 penalty to strength for 1 minute.
Multiple exposures to this ability do not stack, but
will extend the time affected to 1 minute from the
most recent damage dealt

JOVAC DEMON CR 5
CE Small outsider (Tanar’ri)
Init +2; Senses Blindsight 40 ft., Scent; Listen +7,
Spot +7
Aura of Retribution 30 ft.
Languages (Telepathy)
AC 16, touch 13, flat-footed 14
(Modifiers)
hp 38 (4 HD); DR 5/good or cold iron; fast healing
5
Immune electricity, poison
Resist Acid 10, Cold 10, Fire 10 SR 13
Fort +7, Ref +6, Will +4;
Spd 30 ft.;
Melee 2 claws +6 (2d3+1) and bite +1 (1d4)
Base Atk +4; Grp +1
Abilities Str 12, Dex 15, Con 16, Int 7, Wis 10,
Cha 7.

KEO7-2 Mist Taken Page 21


APPENDIX 5 – APL 10

Rage
ENCOUNTER 5 Skirmish- Any round the Grimlock moves 10’ or
more its attacks do an extra 1d6 damage. This
GRIMLOCK CR 9 bonus damage only applies to living creatures with
Male, grimlock fighter 4/barb1/scout 3 discernable anatomies and only within 30’ if using
NE Medium Monstrous humanoid; a ranged weapon. It also confers a +1
Init +3; Senses Blindsight 40’; Scent; Listen +11, competence bonus to AC which lasts until the
Spot +3 beginning of its next round.
Languages Battle Fortitude- Confers a +1 competence
bonus to Fort saves and Initiative checks. Already
AC 22, touch 13, flat-footed 20; Dodge, Mobility,
figured into the above stat line.
Uncanny Dodge, Skirmish +1
Trackless Step- The Grimlock cannot be tracked
(Modifiers)
in natural settings.
hp 99 (10 HD);
Uncanny Dodge- The Grimlock does not lose his
Immune – See Below
dexterity bonus to AC for being flatfooted or
Fort +11, Ref +9, Will +4; fighting an invisible opponent.
Spd 50 ft.;
Melee mwk spiked chain +16/+11 (2d4+9) or
Ranged alchemist fire +11 (1d6+splash and fire) ENCOUNTER 6____________________
Base Atk +9; Grp +14
Atk Options Power Attack, Spring Attack, Rage, KENSHA MALTOUSH CR9
Skirmish 1d6 Female, human (Suel) cleric 9
Combat Gear alchemist fire (2), potion of barkskin CE Medium humanoid
(+5), potion of bull strength, potion of blur, potion Init +5; Senses Listen +3, Spot +3
of cure moderate wounds, potion of cure serious Languages
wounds, potion of haste, potion of heroism, potion AC 19, touch 11, flat-footed 18; +2 when using
of shield of faith (+4), oil of shillelagh, tanglefoot shield
bag (Modifiers)
Abilities Str 20, Dex 15, Con 18, Int 12, Wis 8, hp 68 (9 HD);
Cha 4. Fort +9, Ref +5, Will +10
SQ Battle Fortitude +1, Trackless Step Spd 20 ft. in Full Plate (4 squares), base
Feats Dodge, Exotic Weapon Proficiency Spiked movement 30 ft.
Chain, Mobility, Power Attack, Spring Attack, Melee +1 morningstar +10/+5 (1d8+2)
Track, Weapon Focus (spiked chain), Weapon Base Atk +6/+1; Grp +8
Spcialization (spiked chain) Atk Options Blind Fighting, Cleave, Power Attack
Skills Climb +4, Hide +10, Listen +11, Spot +3, Combat Gear potion of blur, rod of silent lesser
Move silently +10, Tumble +8 Cleric Spells Prepared (CL 9th):
Possessions Combat gear plus chain shirt +1, 5th–flame strikeD, freedom of movement, righteous
masterwork spiked chain (2), club, silver dagger, might
ring of protection +1 4th–air walk, divine powerD, poison, searing light
Blindsight (EX) - Grimlocks can sense all foes (DC 18)
within 40’ as well as a sighted creature can. 3rd–invisibility purge, magic vestment, magic
Beyond that range they treat everything as total vestmentD, protection from energy (DC 17)
concealment. If either it’s sense of smell or 2nd–bear’s endurance, bull strength, cure
hearing is negated treat it as though it had the moderate wounds (2), silence, spiritual weaponD
Blindfighting feat. If both are hampered then it is (DC 16)
blind. 1st–bless, cause fear, divine favor, inflict light
Scent - wounds, protection from goodD, shield of faith (DC
Immunities - Grimlocks are immune to gaze 15)
attacks, visual effects, illusions and other attack 0-
forms that rely on sight. D: Domain spell. Deity: Erythnul. Domains: Evil,
War

KEO7-2 Mist Taken Page 22


Abilities Str 14, Dex 12, Con 14, Int 8, Wis 18, will extend the time affected to 1 minute from the
Cha 10. most recent damage dealt
SQ Spontaneous casting, rebuke undead X/day Gaseous Form - Gaseous form should be
(+X, 2d6+X, 9th) considered invisibility due to the mist.
Feats Blind Fighting, Cleave, Combat Casting,
Improved Initiative, Power Attack, Weapon Focus
(Morningstar) JOVAC DEMON CR 5
Skills Concentration +12, Knowledge Religion +6, Male, outsider Fighter 2
Spellcraft +6 CE Small outsider (Tanar’ri)
Possessions Combat gear plus Full Plate, Lrg Init +2; Senses Blindsight 40 ft., Scent; Listen +7,
Metal shield, +1 Morningstar, Three holy symbols Spot +7
(Erythnul), silver dagger, cold iron Morningstar, +2 Aura of Retribution 30 ft.
amulet of wisdom, +1 cloak of resistance Languages (Telepathy)
Skills +4 to concentration when in casting AC 16, touch 13, flat-footed 14
defensively from combat casting (Modifiers)
hp 57 (6 HD); DR 5/good or cold iron; fast healing
VILARD DELTASAN CR 7 5
Male, human (Suel) wizard 7 Immune electricity, poison
CE Medium humanoid Resist Acid 10, Cold 10, Fire 10 SR 13
Init +5; Senses Listen +0, Spot +0 Fort +10, Ref +6, Will +6;
Languages Spd 30 ft.;
AC 11, touch 11, flat-footed 10 Melee 2 claws +8 (2d3+1) and bite +3 (1d4)
(Modifiers) Base Atk +6; Grp +7
hp 32 (7 HD); Abilities Str 12, Dex 15, Con 16, Int 7, Wis 10,
Fort +4, Ref +5, Will +5 Cha 7.
Spd 30 ft. in clothes (6 squares), base movement SQ Outsider Traits, Tanar’ri traits
30 ft. Feats Improved Unarmed Strike, Improved
Melee mwk dagger +5 (1d4+1) 19-20 Grapple, Iron Will, Toughness, Toughness
Base Atk +3; Grp +4 Skills Hide +8, Listen +7, Search +3, Sense
Combat Gear Potion of Blur Motive +3, Spot +7, Jump +2
Wizard Spells Prepared (CL 7th): Aura of Retribution- Always active in a 30’
4th–dimension door, fell weak fireball (DC 18) spread centered on the demon. Whenever the
3rd–fell drain burning hands, fireball, gaseous form Jovoc takes damage from any source, every non
(DC 17) Tanar’ri with the area also take the same amount
2nd–fell weak burning hands, invisibility, mirror of damage. A Fortitude save DC 15 halves the
image, scorching ray (DC 16) effect which is otherwise not mitigated by SR,
1st–alarm, burning hands, mage armor, magic resistances, DR or the like.
missile,shield (DC 15) Tanar’ri Traits- Immunity to electricity and poison.
0- Resistance to Acid, Cold, and Fire 10. Telepathy
Abilities Str 12, Dex 13, Con 14, Int 18, Wis 10,
Cha 8.
Feats Fell Drain, Fell Weakness, Improved
Initiative, Lightning Reflexes,True Believer.
Skills Concentration +12, Knowledge Arcana +13,
Knowledge Dungeoneering +13, Knowledge
Planes +13, Knowledge Religion +13, Spellcraft
+13
Possessions Combat gear plus CLOTHES, mwk
dagger (2), headband of intellect +2, spell
component pouch (3)
Fell Drain(LM)-Any creature damaged by the spell
gains a negative level
Fell Weak(LM)- Any creature damaged by the
spell takes a -4 penalty to strength for 1 minute.
Multiple exposures to this ability do not stack, but

KEO7-2 Mist Taken Page 23


APPENDIX 6 – APL 12

Rage
ENCOUNTER 5 Skirmish- Any round the Grimlock moves 10’ or
GRIMLOCK CR 11 more its attacks do an extra 2d6 damage. This
Male, grimlock fighter 4/barb1/scout 5 bonus damage only applies to living creatures with
NE Medium Monstrous humanoid; discernable anatomies and only within 30’ if using
Init +3; Senses Blindsight 40’; Scent; Listen +14, a ranged weapon. It also confers a +1
Spot +6 competence bonus to AC which lasts until the
Languages beginning of its next round.
Battle Fortitude- Confers a +1 competence
AC 20, touch 12, flat-footed 20; Dodge, Evasion,
bonus to Fort saves and Initiative checks. Already
Mobility, Uncanny Dodge, Skirmish +1
figured into the above stat line.
(Modifiers)
Trackless Step- The Grimlock cannot be tracked
hp 117 (12 HD);
in natural settings.
Immune – See Below
Uncanny Dodge- The Grimlock does not lose his
Fort +13, Ref +12, Will +6;
dexterity bonus to AC for being flatfooted or
Spd 50 ft.; fighting an invisible opponent.
Melee mwk spiked chain +17/+12 (2d4+9) or Evasion- On a successful Reflex save the
Ranged alchemist fire +12 (1d6+splash and fire) Grimlock takes no damage rather than half.
Base Atk +10; Grp +15
Atk Options Combat Expertise, Improved Trip,
Power Attack, Spring Attack, Rage, Skirmish 2d6 ENCOUNTER 6
Combat Gear alchemist fire (2), elemental gem
(earth), potion of barkskin (+5), potion of bull
strength, potion of blur, potion of cure moderate KENSHA MALTOUSH CR11
wounds, potion of cure serious wounds, potion of Female, human (Suel) cleric 11
haste, potion of heroism, potion of shield of faith CE Medium humanoid
(+4), oil of shillelagh, tanglefoot bag Init +5; Senses Listen +3, Spot +3
Languages
Abilities Str 20, Dex 15, Con 18, Int 12, Wis 8,
Cha 4. AC 19, touch 11, flat-footed 18; +2 when using
SQ Battle Fortitude +1, Evasion,Trackless Step shield
Feats Combat Expertise,Dodge, Exotic Weapon (Modifiers)
Proficiency Spiked Chain, Improved Trip, Mobility, hp 83 (11 HD);
Power Attack, Spring Attack, Track, Weapon Fort +10, Ref +6, Will +11
Focus (spiked chain), Weapon Spcialization Spd 20 ft. in Full Plate (4 squares), base
(spiked chain) movement 30 ft.
Skills Climb +4, Hide +15, Listen +14, Spot +6, Melee +1 morningstar +12/+7 (1d8+2) 19-20
Move silently +15, Tumble +9 Base Atk +8/+3; Grp +10
Possessions Combat gear plus chain shirt +1, Atk Options Blind Fighting, Cleave, Power Attack
masterwork spiked chain (2), club, silver dagger, Combat Gear potion of blur, potion of barkskin +4,
ring of protection +1, cloak of resistance +2 rod of silent lesser
Blindsight (EX) - Grimlocks can sense all foes Cleric Spells Prepared (CL 11th):
within 40’ as well as a sighted creature can. 6th–blade barrierD, greater dispel magic (DC 20)
Beyond that range they treat everything as total 5th–flame strike, flame strikeD, freedom of
concealment. If either it’s sense of smell or movement, righteous might (DC 19)
hearing is negated treat it as though it had the 4th–air walk, divine powerD, poison (2), searing
Blindfighting feat. If both are hampered then it is light (DC 18)
blind. 3rd–invisibility purge, magic vestment, magic
Scent - vestmentD, protection from energy (2) (DC 17)
Immunities - Grimlocks are immune to gaze 2nd–bear’s endurance, bull strength, cure
attacks, visual effects, illusions and other attack moderate wounds (2), silence, spiritual weaponD
forms that rely on sight. (DC 16)

KEO7-2 Mist Taken Page 24


1st–bless, cause fear (2), divine favor, inflict light Skills Concentration +15, Knowledge Arcana +15,
wounds, protection from goodD, shield of faith (DC Knowledge Dungeoneering +15, Knowledge
15) Planes +15, Knowledge Religion +15, Spellcraft
0- +15
D: Domain spell. Deity: Erythnul. Domains: Evil, Possessions Combat gear plus CLOTHES, mwk
War dagger (2), headband of intellect +2, amulet of
Abilities Str 14, Dex 12, Con 14, Int 8, Wis 18, health +2, cloak of resistance +1, spell component
Cha 10. pouch (3)
SQ Spontaneous casting, rebuke undead X/day Fell Drain(LM)-Any creature damaged by the spell
(+X, 2d6+X, 11th) gains a negative level
Feats Blind Fighting, Cleave, Combat Casting, Fell Weak(LM)- Any creature damaged by the
Improved Initiative, Improved Critical spell takes a -4 penalty to strength for 1 minute.
(Morningstar), Power Attack, Weapon Focus Multiple exposures to this ability do not stack, but
(Morningstar) will extend the time affected to 1 minute from the
Skills Concentration +14, Knowledge Religion +7, most recent damage dealt
Spellcraft +7
Possessions Combat gear plus Full Plate, Lrg JOVAC DEMON CR 9
Metal shield, +1 Morningstar, Three holy symbols Male, outsider Fighter 2, Barbarian 2
(Erythnul), silver dagger, cold iron Morningstar, +2 CE Small outsider (Tanar’ri)
amulet of wisdom, +1 cloak of resistance Init +2; Senses Blindsight 40 ft., Scent; Listen +7,
Skills +4 to concentration when in casting Spot +7
defensively from combat casting Aura of Retribution 30 ft.
Languages (Telepathy)
AC 17, touch 14, flat-footed 17; Uncanny Dodge
VILARD DELTASAN CR 9 (Modifiers)
Male, human (Suel) wizard 9 hp 79 (8 HD); DR 5/good or cold iron; fast healing
CE Medium humanoid 5
Init +6; Senses Listen +0, Spot +0 Immune electricity, poison
Languages Resist Acid 10, Cold 10, Fire 10 SR 13
AC 12, touch 12, flat-footed 10 Fort +10, Ref +6, Will +6;
(Modifiers) Spd 30 ft.;
hp 47 (9 HD); Melee 2 claws +10 (2d3+1) and bite +5 (1d4)
Fort +5, Ref +7, Will +6 Base Atk +8; Grp +9
Spd 30 ft. in clothes (6 squares), base movement Abilities Str 12, Dex 16, Con 16, Int 7, Wis 10,
30 ft. Cha 7.
Melee mwk dagger +6 (1d4+1) 19-20 SQ Outsider Traits, Tanar’ri traits
Base Atk +4; Grp +5 Feats Improved Unarmed Strike, Improved
Attack Options sudden maximize Grapple, Iron Will, Toughness, Toughness
Combat Gear Potion of Blur Skills Hide +8, Listen +7, Search +3, Sense
Wizard Spells Prepared (CL 9th): Motive +3, Spot +7, Jump +2
5th–fell weak fell drain burning hands, fell drain Aura of Retribution- Always active in a 30’
fireball (DC 19) spread centered on the demon. Whenever the
4th–dimension door, fell weak fireball (DC 18) Jovoc takes damage from any source, every non
3rd–fell drain burning hands, fireball, gaseous form Tanar’ri with the area also take the same amount
(DC 17) of damage. A Fortitude save DC 15 halves the
2nd–fell weak burning hands, invisibility, mirror effect which is otherwise not mitigated by SR,
image, scorching ray (DC 16) resistances, DR or the like.
1st–alarm, burning hands, mage armor, magic Tanar’ri Traits- Immunity to electricity and poison.
missile,shield (DC 15) Resistance to Acid, Cold, and Fire 10. Telepathy
0- Uncanny Dodge- Retains Dex bonus to AC when
Abilities Str 12, Dex 14, Con 16, Int 18, Wis 10, flatfooted
Cha 8.
Feats Fell Drain, Fell Weakness, Improved
Initiative, Lightning Reflexes, Sudden Maximize,
True Believer.

KEO7-2 Mist Taken Page 25


APPENDIX 7 – ALL APLS

Spellbook: 0 – X; 1st – X; 2nd – X; 3rd – X; 4th –


ENCOUNTER X X; 5 – X; 6th – X; 7th – X; 8th – X; 9th – X.
th

Name, Gender Race ClassLevel: Size Type; CR Possessions: Possessions. AbbreviationNon-Core


X; HD XdY+Z; hp X; Init +X; Spd X ft.; AC X, touch Source of Item.
X, flat-footed X (+X source, +Y source); Base Description: Description.
Atk/Grp: +X/+Y; Atk +X melee (Dam plus Effects,
Source) or +Y ranged (Dam plus Effects, Source); ENCOUNTER X
Full Atk +X melee (Dam plus Effects, Source) or
Name, Gender Race ClassLevel: Size Type; CR
+Y ranged (Dam plus Effects, Source); SA X, Y, Z;
X; HD XdY+Z; hp X; Init +X; Spd X ft.; AC X, touch
SQ X, Y, Z; AL X; SV Fort +X, Ref +X, Will +X; Str
X, flat-footed X (+X source, +Y source); Base
X, Dex X, Con X, Int X, Wis X, Cha X. Non-Core
Atk/Grp: +X/+Y; Atk +X melee (Dam plus Effects,
Source of Creature/Prestige Class/Template, page
Source) or +Y ranged (Dam plus Effects, Source);
X.
Full Atk +X melee (Dam plus Effects, Source) or
Skills & Feats: Skills; Feats. AbbreviationNon-
+Y ranged (Dam plus Effects, Source); SA X, Y, Z;
Core Source of Feat.
SQ X, Y, Z; AL X; SV Fort +X, Ref +X, Will +X; Str
Ability (Ex/Sp/Su): Description.
X, Dex X, Con X, Int X, Wis X, Cha X. Non-Core
Languages: Languages.
Source of Creature/Prestige Class/Template, page
X Spells Known/Prepared (X/X/X, save DC =
X.
X + spell level): 0 – X; 1st – X; 2nd – X; 3rd – X; 4th –
Skills & Feats: Skills; Feats. AbbreviationNon-
X; 5th – X; 6th – X; 7th – X; 8th – X; 9th – X.
Abbreviation Core Source of Feat.
Non-Core Source of Spell.
Ability (Ex/Sp/Su): Description.
*Domain spell. Domains: X (Y), A (B).
Languages: Languages.
Spellbook: 0 – X; 1st – X; 2nd – X; 3rd – X; 4th –
X Spells Known/Prepared (X/X/X, save DC =
X; 5 – X; 6th – X; 7th – X; 8th – X; 9th – X.
th
X + spell level): 0 – X; 1st – X; 2nd – X; 3rd – X; 4th –
Possessions: Possessions. AbbreviationNon-Core
X; 5th – X; 6th – X; 7th – X; 8th – X; 9th – X.
Source of Item. Abbreviation
Non-Core Source of Spell.
Description: Description.
*Domain spell. Domains: X (Y), A (B).
Spellbook: 0 – X; 1st – X; 2nd – X; 3rd – X; 4th –
ENCOUNTER X X; 5 – X; 6th – X; 7th – X; 8th – X; 9th – X.
th

Name, Gender Race ClassLevel: Size Type; CR Possessions: Possessions. AbbreviationNon-Core


X; HD XdY+Z; hp X; Init +X; Spd X ft.; AC X, touch Source of Item.
X, flat-footed X (+X source, +Y source); Base Description: Description.
Atk/Grp: +X/+Y; Atk +X melee (Dam plus Effects,
Source) or +Y ranged (Dam plus Effects, Source);
Full Atk +X melee (Dam plus Effects, Source) or
+Y ranged (Dam plus Effects, Source); SA X, Y, Z;
SQ X, Y, Z; AL X; SV Fort +X, Ref +X, Will +X; Str
X, Dex X, Con X, Int X, Wis X, Cha X. Non-Core
Source of Creature/Prestige Class/Template, page
X.
Skills & Feats: Skills; Feats. AbbreviationNon-
Core Source of Feat.
Ability (Ex/Sp/Su): Description.
Languages: Languages.
X Spells Known/Prepared (X/X/X, save DC =
X + spell level): 0 – X; 1st – X; 2nd – X; 3rd – X; 4th –
X; 5th – X; 6th – X; 7th – X; 8th – X; 9th – X.
Abbreviation
Non-Core Source of Spell.
*Domain spell. Domains: X (Y), A (B).

KEO7-2 Mist Taken Page 26


DM AID: MAP #1 – ENCOUNTER FIVE

KEO7-2 Mist Taken Page 27


DM AID: MAP #2 – ENCOUNTER SIX

KEO7-2 Mist Taken Page 28


DM AID: NEW RULES
SCOUT BASE CLASS FROM COMPLETE ADVENTURER
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
st
1 +0 +0 +2 +0 Skirmish (+1d6), trapfinding
nd
2 +1 +0 +3 +0 Fast movement +10 ft., skirmish (÷1d6, +1 AC), trackless step
rd
3 +2 +1 +3 +1 Battle fortitude +1, uncanny dodge
th
4 +3 +1 +4 +1 Bonus feat
th
5 +3 +1 +4 +1 Evasion, skirmish (+2d6, +1 AC)
th
6 +4 +2 +5 +2 Flawless stride
th
7 +5 +2 +5 +2 Skirmish (+2d6, +2 AC)
th
8 +6/+1 +2 +6 +2 Camouflage, bonus feat
th
9 +6/+1 +3 +6 +3 Skirmish (+3d6, +2 AC)
th
10 +7/+2 +3 +7 +3 Blindsense 30 ft.
th
11 +8/+3 +3 +7 +3 Battle fortitude +2, fast movement +20 ft., skirmish (+3d6, +3 AC)
th
12 +9/+4 +4 +8 +4 Bonus feat
th
13 +9/+4 +4 +8 +4 Skirmish (+4d6, +3 AC)
th
14 +10/+5 +4 +9 +4 Hide in plain sight
th
15 +11/+6/+1 +5 +9 +5 Skirmish (+4d6, +4 AC)
th
16 +12/+7/+1 +5 +10 +5 Bonus feat
th
17 +12/+7/+1 +5 +10 +5 Skirmish (+5d6, +4 AC)
th
18 +13/+8/+3 +6 +11 +6 Free movement
th
19 +14/+9/+4 +6 +11 +6 Skirmish (+5d6, +5 AC)
20th +15/+10/+5 +6 +12 +6 Battle fortitude +3, blindsight 30 ft., bonus feat

Any force on the move, whether it’s an army or an adventuring group, needs information about what’s
ahead and what’s behind and, more important, time to prepare for battle. A scout can navigate difficult
terrain at good speed, and she specializes in seeing her foe before the opponent detects her presence. In
a dungeon or in the wild, a scout is seen only when she wants to be.
Adventures: Scouts adventure for numerous reasons. Many have a role in a military organization.
Whether serving as outriders for a large army or as foresters for a small border fort, these scouts venture
into the wilderness under orders. Although more common than other scouts, those attached to the military
are unlikely to have the time or permission necessary to undertake regular adventures. Instead,
adventuring scouts come from rural villages, having honed their skills over a lifetime of wandering the
woods. Others have left their military service behind and find themselves attracted to the adventuring
lifestyle. Many adventuring scouts begin their careers as guides hired to lead other adventurers through
the wilderness. Those who find the excitement and challenge of adventuring to their taste then seek out a
group of their own.
Characteristics: A scout has some training in weapons and a unique combat style that favors fast
movement and devastating attacks. She excels in performing during running battles, which allow her to
maximize her special fighting techniques and high movement rate. Although a scout can hold her own in
a fight she’s at her best before combat begins, when she can use her powers of stealth and observation
to find an enemy and give her companions accurate information about what they face. The scout is a

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backcountry expert, exceeding even the ranger’s ability to navigate rough terrain and lead a group of
companions through the wilderness.
The scout also excels in a dungeon environment, and she can find and disable traps as well as any
rogue. As a scout advances in level, her senses become amazingly acute, and she can eventually
operate normally even in total darkness
Alignment: Scouts can be of any alignment, and a scout’s alignment is often shaped more by her
personal background than from any training. The notable exceptions to this are the many scouts who
receive their training in a military organization – such scouts are carefully and rigorously taught, and are
almost always lawful in alignment. Outside of military organizations, more scouts are neutral than any
other alignment, but every alignment and philosophy is represented within the class.
Religion: Scouts have varied and individual takes on religion, and no single religion stands out as typical
of the class. Scouts occasionally pay homage to deities of nature, but these devotions are more a
personal choice on the part of an individual than any outgrowth of their training. Scouts don’t see nature
as a force in its own right, and this belief is one of the most profound differences between the scout and
the ranger classes. Where the ranger sees nature as something to be revered and protected, the scout
sees it as the terrain over which she must do her job. Although a scout might love nature for its beauty or
for the solitude she can find within it, she’ll never draw power from nature the way a ranger does.
Background: Many scouts receive military training and serve for a time as outriders for an army. They
perfect their techniques while trying to spot and hide from large groups of foes. The crucible of military
service turns out tough, independent scouts accustomed to working on their own or in small groups. Such
steady individuals make great additions to adventuring parties, and their expertise is often sought by
members of other classes. Other scouts come from a wide variety of backgrounds. Some train with
foresters and rangers serving a rural lord, and others simply grow up among the common folk of the
countryside, spending month after month exploring the wild in their leisure time. Scouts from such verse
backgrounds often take up adventuring to leave their home communities behind. Having exhausted the
potential for exploration in their home region, they seek wider variety of experience and wish to see a
broader portion of the world.
Races: Humans make excellent scouts. Their adaptable nature allows them to perfect a wider variety of
skills than most other races, and they make good use of the scout’s many abilities. Elves and halflings
are the most naturally gifted scouts; both races have produced nimble scouts with amazing abilities of
stealth and observation. While halflings have more innate talent for sneaking than elves do, the greater
speed of elf scouts gives them advantages of their own. Dwarves and gnomes make respectable
underground scouts, and the scout’s bonuses to speed offset one of these races’ greatest weaknesses.
Combined with the dwarves knack for operating in areas of earth and stone, scout training can._ urn
dwarves into impressive underground explorers—although most dwarves prefer a more straight-forward
approach to combat and dislike the skirmish fighting style of the scout.
Other Classes: Scouts work well with members of almost any other class. Skilled and adaptable, they
thrive when they can complement a slower and louder group of adventurers or soldiers. Scouts move
ahead of such a group for brief periods, stealthily checking the next room or forest clearing for foes, and
then circling back again to ensure that enemies are not sneaking up on the group from behind. When
combat is joined, however, the group remains as a stable base to which a scout can fall back when
pressed. Clerics, wizards, and others willing cast spells that enhance a scout’s mobility make her job
easier and are welcome companions in combat as well.
Conversely, a scout also welcomes a group made up entirely of stealthy characters such as rogues,
rangers, ninjas, and fellow scouts. This group moves much more quietly than a normal adventuring party,
and it is seldom surprised.
Role: A scout plays several roles in most adventuring groups. First and foremost, a scout excels at
detecting an enemy or creature before being detected herself. Whether moving well ahead of the group
or guarding the rear, a scout is the character most likely to discover a potential threat and be ready to act
in combat. Serving as a backup melee combatant or ranged expert in battle, she provides support for the

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more straightforward fighters in the group and confuses and distracts the enemy. A scout’s stealth and
trapfinding ability make her the natural choice for entering and searching dangerous areas.
GAME RULE INFORMATION
Scouts have the following game statistics.
Abilities: Dexterity helps scouts become stealthy and overcome their lack of access to heavy armor.
Wisdom also is important because it affects many skills, especially Spot and Listen, that most scouts
consider vital to their ability to survive in the wild and to detect enemies efficiently.
Alignment: Any. Scouts in military service are usually lawful.
Hit Die: d8.
Starting Gold: 5d4X10 gp.

CLASS SKILLS
A scout’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Sir), Craft (Int), Escape
Artist (Dex), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int),
Knowledge (nature) (Int), Listen (Wis),Move Silently (Dex), Ride (Dex), Search (Int), Speak Language
(n/a), Spot (Wis), Survival (Wis), Swim. (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier.

CLASS FEATURES
All of the following are class features of the scout.
Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, plus the handaxe,
throwing axe, short sword, and shortbow. Scouts are proficient with light armor, but not with shields.
Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals an
extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10
feet. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases
by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
The extra damage only applies against living creatures that have a discernible anatomy. Undead,
constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits
are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick
out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged
attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves
at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her
next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at
15th, and +5 at 19th level).
A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy
load. If she gains the skirmish ability from another class, the bonuses stack.
Trapfinding (Ex): A scout can use the Search skill to locate traps with a DC higher than 20, and she can
use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the
Player’s Handbook.
Battle Fortitude (Ex): At 2nd level, a scout gains a ÷1 competence bonus on Fortitude saves and
initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus
when wearing medium or heavy armor or when carrying a medium or heavy load.

KEO7-2 Mist Taken Page 31


Uncanny Dodge (Ex): Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger
before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the
Player’s Handbook.
Fast Movement (Ex): Starting at 3rd level, a scout’s gains a ÷10 foot enhancement bonus to her base
land speed. At 11th level, this bonus increases to ÷20 feet. See the monk class feature, page 41 of the
Player’s Handbook.
A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy
load.
Trackless Step (Ex): Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the
druid class feature, page 36 of the Player’s Handbook.
Bonus Feats: At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a scout gains
a bonus feat, which must be selected from the following list: Acrobatic, Agile, Alertness, Athletic, Blind-
Fight, Brachiation†, Combat Expertise, Danger Sense†, Dodge, Endurance, Far Shot, Great Fortitude,
Hear the Unseen†, Improved Initiative, Improved Swimming†, Iron Will, Lightning Reflexes, Mobility, Point
Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter†, Rapid Reload, Shot on the Run, Skill Focus,
Spring Attack, Track. She must meet all the perquisites for the feat.

New feat described in Chapter 3.
Evasion (Ex): Beginning at 5th level, a scout can avoid damage from certain attacks with a successful
Reflex save. See the monk class feature, page 41 of the Player’s Handbook.
Flawless Stride (Ex): Starting at 6th level, a scout can move through any sort of terrain that slows
movement such as undergrowth, rubble, and similar terrain) at her normal speed and without taking
damage or suffering any other impairment.
This ability does not let her move more quickly rough terrain that requires a Climb or Swim check to
navigate, nor can she move more quickly through terrain or undergrowth that has been magically
manipulated to impede motion.
A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy
load.
Camouflage (Ex): Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain. See
the ranger class feature, page 48 of the Player’s Handbook. She loses this benefit when wearing medium
or heavy armor hen carrying a medium or heavy load.
Blindsense (Ex): At 10th level, a scout gains the Blindsense ability out to 30 feet. This ability functions as
described on page 306 of the Monster Manual.
Hide in Plain Sight (Ex): Beginning at 14th level, a scout can use the Hide skill in natural terrain even
while being observed. See the ranger class feature, page 48 of the Player’s Handbook. A scout loses this
benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Free Movement (Ex): At 18th level and higher, a scout can slip out of bonds, grapples, and even the
effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except
that it is always active. A scout loses this benefit when wearing medium or heavy armor or when carrying
a medium or heavy load.
Blindsight (Ex): A 20th-level scout gains the blind-sight ability out to 30 feet. Her senses become so
acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most
kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to
discern it.

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NEW FEATS
Fell Drain [Metamagic] (Libris Mortis)-Any creature damaged by the spell gains a negative level

Fell Weak [Metamagic] (Libris Mortis)- Any creature damaged by the spell takes a -4 penalty to
strength for 1 minute. Multiple exposures to this ability do not stack, but will extend the time affected to 1
minute from the most recent damage dealt
.

NEW CREATURE
JOVAC DEMON CR 5
CE Small outsider (Tanar’ri)
Init +2; Senses Blindsight 40 ft., Scent; Listen +7, Spot +7
Aura of Retribution 30 ft.
Languages (Telepathy)
AC 16, touch 13, flat-footed 14
(Modifiers)
hp 38 (4 HD); DR 5/good or cold iron; fast healing 5
Immune electricity, poison
Resist Acid 10, Cold 10, Fire 10 SR 13
Fort +7, Ref +6, Will +4;
Spd 30 ft.;
Melee 2 claws +6 (2d3+1) and bite +1 (1d4)
Base Atk +4; Grp +1
Abilities Str 12, Dex 15, Con 16, Int 7, Wis 10, Cha 7.
SQ Outsider Traits, Tanar’ri traits
Feats Toughness, Toughness
Skills Hide +8, Listen +7, Search +3, Sense Motive +3, Spot +7
Aura of Retribution- Always active in a 30’ spread centered on the demon. Whenever the Jovoc takes
damage from any source, every non Tanar’ri with the area also takes the same amount of damage. A
Fortitude save DC 15 halves the effect which is otherwise not mitigated by SR, resistances, DR or the
like.
Tanar’ri Traits- Immunity to electricity and poison. Resistance to Acid, Cold, and Fire 10. Telepathy

KEO7-2 Mist Taken Page 33


CRITICAL EVENT SUMMARY: KEO7-02 MIST TAKEN

1. Did the heroes rescue the matriarch? Yes No

2. Did the heroes speak with Averyn and Reclusiarch Harnek BEFORE entering the cave?
Yes No

3. Did the Grimloks kill any hero, whether they were raised or not?
Yes No
If so, list player names/PC names here:

List any players who were NOT raised after the Grimloks killed them.

Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences,
results that may not fit the above, etc):

KEO7-2 Mist Taken Page 34

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