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Blade of Vengeance

The Burning of Undlin


While a group of hobgoblins and ogres caused a distraction by attacking the stables, Khordarg flew in low over the
trees. The elves failed to see her approach and her breath weapon turned Undlin from a home into a raging
inferno. Most of the elves fleeing the tree died in her next pass. The character’s parents and the other survivors
put up a valiant fight against the advancing humanoid hordes, slaying many with their magic and weapons. Seeing
this, Khordarg turned back to the tree; braving a lightning bolt she swooped in low. Frenzied by the smell of blood
she slashed right and left with her claws and rent mightily with her jaws until no elves remained alive in the vicinity
of the tree. Having sated her killing urge, Khordarg took to the wing to oversee the looting. Satisfied that all was
well, Khordarg gleefully headed for home followed by the majority of her raiders. A hobgoblin king was left to seek
out any elves that might he in hiding and he and his bodyguards are still here when the character arrives. None of
the monsters encountered in the vicinity of the tree know where Khordarg's lair is. Once the character arrives at
Undlin, the DM should keep a careful track of the time. If the character decides to observe the tree from hiding, all
the remaining raiders will head north-cast along the trail (area 1f), 1 hour later.

Undlin’s Inhabitants
There were 17 elves living at Undlin before the attack. Two lay dead at the bridge (area 1h), nine around the tree
(area 1d), two at the stables (area 1e) and two on the trail (area 1f). A count of the bodies will reveal that two elves
are missing; Corrunal (Legendary Far-Dreamer) and Thermahlian (Mage Mistress of Trees), The character's cousins.
They have already been taken to Khordarg's lair for her entertainment. During the exploration of the tree, The
character will discover a letter from great uncle Duindel (Sibling of the Cresent Glade), leading to Duindel’s forge
(area 2) and the next part of the adventure.

Approaching Undlin
At the start of the adventure, the character is riding along the southern trail towards Undlin (area 1).

1a. Homeward Bound


Adventuring has taken you far from home, to many strange and exotic lands. After facing many perils which
tempered you and increased your power, you longed to return to Undlin, the great tree where you were raised.
The journey has been uneventful and you are now winding your way along the forest track that leads to home. Up
ahead you see smoke curling lazily into the sky. Your mouth waters in expectation of home cooking and you urge
Starbrow on, eager to be home. Your nostalgic reverie is broken by a column of red flame shooting high into the
sky ahead. Black clouds billow up around it and soon the sky is filled with dark columns of smoke. Your heart leaps
in fear! Fire coming from the direction of home; none of your kin would have been so foolish as to allow a fire to
get out of hand. Undlin must he under attack. Leaning low over Starbrow's head, you urge her on. Responding to
your plea, she surges forwards, running swiftly along the track with your two dogs close on her heels. What were
only a few short miles before now seems like a never ending journey as you desperately urge Starbrow to greater
speeds. Her hooves thunder against the ground and her nostrils flare open. Up ahead a group of tall figures stand
in the middle of the track. Hearing your approach, they rapidly draw their weapons and turn their ugly, hobgoblin
faces in your direction.
There are four hobgoblins here. They will attempt to block the track in order to stop the character from passing. If
desired, the character will be able to make a charge attack and continue along the track past the hobgoblins. If
forced to do so, the hobgoblins will tell the elf about the other hobgoblins at the tree (area 1d).

Hobgoblins, War2 (4): CR 1; Medium Humanoid (Goblinoid); HD 2d8+6; hp 14; Init +2; Spd 30 ft.; AC 16,
touch 12, flat-footed 14, (+2 Dex, +3 Studded, +1 Light Wooden Shield); BAB +2; Grap +4; Atk Longsword +5 melee
(1d8+2/19-20) or Javelin +4 ranged (1d6+2/x2); Full Atk Longsword +5 melee (1d8+2/19-20) or Javelin +4 ranged
(1d6+2/x2); SQ Darkvision 60 ft.; AL LE; SV Fort +6, Ref +1, Will +1; Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 10 .
Skills & Feats: Hide +4(+2), Move Silently +8(+6); Weapon Focus (Longsword).
Possessions: Studded Leather Armor, Light Wooden Shield, Longsword, 3 Javelins, and Pouch w/11sp ea.

1b. First View of the Tree


You ride onwards to the wooded valley where your clan lives. From the top of the ridge above the valley, your
worst fears are confirmed. Undlin is blackened, and tongues of flame lick hungrily across its branches. The sound of
shouting and the clash of weapons carry to you on the breeze. Down the valley-side you gallop towards the bridge
that spans the river. To your horror, two ogres are sitting on the other side of the bridge, talking and laughing in
their foul speech.
Half a mile past the hobgoblins, the character will encounter two ogres on a bridge. The ogres are 30 yards away at
this point. As a result of the noise of the burning tree they will not hear the character’s approach, giving the elf 1
round of surprise. Near the ogres are the battered bodies of two elves, Evamemar (Honor Stag Strider) and Tyiateti
(Crystal Fire Eyes); a younger brother and sister of the character. The ogres have 300gp and 200gp respectively.
One of them has a small silver brooch in the form of a flying swan (3gp). The character will recognize this as the
brooch he had given to Tyiateti before leaving home. The elves' bodies have nothing of value on them.

Ogre, Brb1 (2): CR 4; Large Giant; HD 4d8+14 plus 1d12+5; hp 43; Init -1; Spd 50 ft. (40 Armored); AC 16,
touch 8, flat-footed 16, (-1 Size, -1 Dex, +5 Natural, +3 Large Hide Armor); BAB +4; Grap +13; Atk Large Greatclub
+9 melee (2d8+7) or Large Javelin +2 ranged (1d8+5); Full Atk Large Greatclub +9 melee (2d8+7) or Large Javelin +2
ranged (1d8+5); SQ Darkvision 60 ft., Low-Light Vision, Rage 1/day; AL CE; SV Fort +8, Ref +0, Will +1; Str 21, Dex 8,
Con 15, Int 6, Wis 10, Cha 7.
Skills and Feats: Climb +5, Listen +6, Spot +2, Survival +4; Toughness, Weapon Focus (Greatclub).
Rage (Ex): Once per day, an ogre barbarian can enter a state of fierce rage that last for 7 rounds. The
following changes are in effect as long as he rages: AC 14 (touch 6, flat-footed 14); hp 53; Atk Greatclub +11 melee
(2d8+10); SV Fort +10, Will +3; Str 25, Con 19; Climb +7. At the end of his rage, the ogre barbarian is fatigued for
the duration of the encounter.
Possessions: Large Hide Armor, Large Greatclub, 5 Large Javelins.

Undlin
The character will arrive at the tree too late to help the clan. Undlin is burning fiercely, allowing no access to its
upper branches. All magical items and useful equipment have either been carried off by the raiders or burned. The
smoke from the burning tree reduces vision to 60 feet while within the clearing making it impossible to see the
whole area at once. Occasionally the wind will clear a section of smoke allowing a clear view of the surrounding
area for 1-2 rounds. The DM should use this to aid the character by allowing potential enemies to be sighted,
rather than as a means of bringing them in to attack. The burnt grass around the tree is witness to the dragon’s
breath weapon. It should be apparent that something other than the hobgoblins and ogres was responsible for the
destruction here.

1c. Mounted Looters


The following encounter will occur when The character first enters the clearing, regardless of the direction from
which the tree is approached.
Smoke swirls thickly around you. Not only is Undlin burning, but the outlying buildings as well. Through the smoke
you catch glimpses of Undlin. It is badly blackened and scorched, and the ground by it smolders. A lump rises in
your throat for nowhere is there any sign of living elves. The only things that move are large shadowy shapes,
obscured by smoke. The wind blows the smoke away revealing two large wolves sniffing the air in your direction.
Two ugly goblins survey the woods from the wolves' backs. They motion to their hobgoblin companions and point
to where you are standing. Now is the time to act!
There are five hobgoblins with the goblins and dire wolves. They will all move towards the character; who can
attempt to evade this encounter by returning immediately to the woods. Otherwise the humanoids attack. Due to
the heavy smoke the goblins are not affected by the daylight. The humanoids have 119gp between them.
Hobgoblins, War2 (5): CR 1; Medium Humanoid (Goblinoid); HD 2d8+6; hp 14; Init +2; Spd 30 ft.; AC 16,
touch 12, flat-footed 14, (+2 Dex, +3 Studded, +1 Light Wooden Shield); BAB +2; Grap +4; Atk Longsword +5 melee
(1d8+2/19-20) or Javelin +4 ranged (1d6+2/x2); Full Atk Longsword +5 melee (1d8+2/19-20) or Javelin +4 ranged
(1d6+2/x2); SQ Darkvision 60 ft.; AL LE; SV Fort +6, Ref +1, Will +1; Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 10 .
Skills & Feats: Hide +4(+2), Move Silently +8(+6); Weapon Focus (Longsword).
Possessions: Studded Leather Armor, Light Wooden Shield, Longsword, 3 Javelins.

Goblin, War2 (2): CR ½; Small Humanoid (Goblinoid); HD 2d8+2; hp 11; Init +3; Spd 30 ft.; AC 17, touch 14,
flat-footed 14, (+1 Size, +3 Dex, +2 Leather Armor, +1 Light Wooden Shield); BAB +2; Grap -1; Atk Morningstar +4
melee (1d6+1/x2) or Javelin +6 ranged (1d4+1/x2); Full Atk Morningstar +4 melee (1d6+1/x2) or Javelin +6 ranged
(1d4+1/x2); SQ Darkvision 60ft.; AL NE; SV Fort +4, Ref +1, Will -1; Str 13, Dex 16, Con 13, Int 10, Wis 12, Cha 8.
Skills & Feats: Hide +5, Listen +3, Move Silently +5, Ride +4, Spot +3; Mounted Combat.
Possessions: Small Leather Armor, Small Light Wooden Shield, Small Morningstar, 3 Small Javelins.

Worg (2): CR 2; Medium Magical Beast; HD 4d10+8; hp 30; Init +2; Spd 50 ft.; AC 17, touch 12, flat-footed
15, (+2 Dex, +2 Natural, +3 Studded Barding); BAB +4; Grap +7; Atk Bite +7 melee (1d6+4); Full Atk Bite +7 melee
(1d6+4); SA Trip; SQ Darkvision 60ft., Low-Light Vision, Scent; AL NE; SV Fort +6, Ref +6, Will +3; Str 17, Dex 15,
Con 15, Int 6, Wis 14, Cha 10.
Skills and Feats: Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2; Alertness, Track.
Trip (Ex): A worg that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free
action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent
cannot react to trip the worg.
Skills: A worg has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on
Hide checks. *A worg has a +4 racial bonus on Survival checks when tracking by scent.

1d. The King of the Hobgoblins


The cracking and splintering sound of Undlin as it burns, allows The character to surprise the hobgoblins
Peering through the smoke you see the charred trunk of Undlin. Next to it, three big and burly hobgoblins stand
amongst the mutilated bodies of your clan. They are deep in conversation and have failed to notice you. Your
parents’ corpses lie amidst the remains of numerous goblins, hobgoblins and ogres; evidence of their valiant
deaths. The largest hobgoblin throws down a piece of parchment and turns round, his bright bloodstained cloak
flapping in the breeze. He heads in the direction of the stables followed by the other two and you notice your
mother’s bow and quiver slung across one of their backs.
The hobgoblin king and his bodyguards are heading for the stables where horses await them; once mounted they
will gallop north-east along the trail (area 1f) towards their lair in the northern hills. They are presently unaware of
the character's presence and will remain so unless the character attacks or otherwise draws their attention. The
King wears a gold coronet of elvish make (2,500gp) and is carrying 13 gems (3@500gp, 4@100gp, 6@10gp) and
97gp in his pouch. All these items have been looted from Aridil (Golden Maker), the character’s father. The
Bodyguards have 300gp each and one carries the character’s Mother’s bow.

Hobgoblin King, War5: CR 4; Medium Humanoid (Goblinoid); HD 5d8+15; hp 38; Init +2; Spd 30 ft.; AC 19,
touch 12, flat-footed 17, (+2 Dex, +4 Mwk Chain Shirt, +3 Heavy Wooden Shield); BAB +5; Grap +8; Atk +1
Longsword +10 melee (1d8+4/19-20x2); Full Atk +1 Longsword +10 melee (1d8+4/19-20x2); SQ Darkvision 60 ft.;
AL LE; SV Fort +7, Ref +2, Will +2; Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 10 .
Skills & Feats: Hide +6 (+5), Move Silently +6 (+5), Ride +8; Mounted Combat, Weapon Focus (Longsword).
Possessions: Mwk Chain Shirt, +1 Heavy Wooden Shield, +1 Longsword, Potion of Bull’s Strength.

Hobgoblin Bodyguards, War4 (2): CR 3; Medium Humanoid (Goblinoid); HD 4d8+12; hp 30; Init +2; Spd 30
ft.; AC 20, touch 13, flat-footed 18, (+2 Dex, +5 Breastplate Armor, +3 Heavy Wooden Shield); BAB +4; Grap +7; Atk
+1 Longsword +9 melee (1d8+4/19-20x2); Full Atk +1 Longsword +9 melee (1d8+4/19-20x2); SQ Darkvision 60 ft.;
AL LE; SV Fort +7, Ref +2, Will +2; Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 10 .
Skills & Feats: Hide +6(+5), Move Silently +5(+4), Ride +7; Mounted Combat, Weapon Focus (Longsword).
Possessions: Breastplate Armor, +1 Longsword, +1 Heavy Wooden Shield, (+2 Shortbow, 12 +1 Arrows).
Around the tree are the signs of Khordarg’s presence; the scorched ground, the burnt bodies, the deep wounds
inflicted on some of the elves and the footprints on the ground. There are nine dead elves around the tree. They
are the character’s mother, Thionna (Wing Keeper), and uncle Rualirr (Star Shine) bear deep slashes from the
dragon's claws. The character’s father, Ardil, has been badly mauled by the dragon's jaws. The other six show signs
of death by burning, and any non-magical equipment has been destroyed. There are three cousins; Jarthil (Dove
Wing), Feranis (Dawn Champion) and Erithar (Boar Friend), two aunts: Gaelila (Pegasus’ Gift) and Tyetha (Crystal
Healer) and an uncle; Firharlian (Master of Dark Wisdom). All of their bodies have been stripped of valuables. The
ground next to them bears the marks of Khordarg's large clawed footprints. The parchment dropped by the
hobgoblin king lies next to the bodies of the elves. It is a letter from Duindel, The character’s great uncle, to the
character’s father and mother. It is important that the character finds this letter.

1e. Stables
Outside the burning stables two hobgoblins hold the bridler of six horses. They are busily talking and are unaware
of your presence.
Two hobgoblins await their king by the burning stables. If attacked, the hobgoblins will shout to raise the alarm. If
the king and his bodyguards (area 1d) are still alive, they will arrive in 3 rounds.

Hobgoblins, War2 (2): CR 1; Medium Humanoid (Goblinoid); HD 2d8+6; hp 14; Init +2; Spd 30 ft.; AC 16,
touch 12, flat-footed 14, (+2 Dex, +3 Studded, +1 Light Wooden Shield); BAB +2; Grap +4; Atk Longsword +5 melee
(1d8+2/19-20) or Javelin +4 ranged (1d6+2/x2); Full Atk Longsword +5 melee (1d8+2/19-20) or Javelin +4 ranged
(1d6+2/x2); SQ Darkvision 60 ft.; AL LE; SV Fort +6, Ref +1, Will +1; Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 10 .
Skills & Feats: Hide +4(+2), Move Silently +8(+6); Weapon Focus (Longsword).
Possessions: Studded Leather Armor, Light Wooden Shield, Longsword, 3 Javelins.

Heavy Warhorse (6): CR 2; Large Animal; HD 4d8+12; hp 30; Init +1; Spd 50 ft.; AC 19, touch 10, flat-
footed 18, (-1 Size, +1 Dex, +4 Natural, +5 Chain Barding); BAB +3; Grap +11; Atk Hoof +6 melee (1d6+4); Full Atk 2
Hooves +6 melee (1d6+4) and Bite +1 melee (1d4+2); SQ Low-Light Vision, Scent; AL N; SV Fort +7, Ref +5, Will +2;
Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6.
Skills and Feats: Listen +5, Spot +4; Endurance, Run.
Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600
pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds.

The hobgoblins each have 10sp. The horses are saddled and ready to be ridden. The saddlebags all contain looted
treasure. Each one has 200gp and a similar amount of silver. One of them also contains an ivory stag statuette
(350gp) and a gold bowl encrusted with gems (1,500gp). The stables will burn down entirely in the next turn,
destroying all items in them. If they are searched later, the bodies of Saerothasar (Seeker of the Wood Gate) and
Fisdarala (Harmony of World’s Light), The character’s grandfather and grandmother will be discovered.

Following the Raiders


The main band of raiders has left a clear trail of its passage and the hobgoblin king and his bodyguards will travel
this way if they are able to.

1f. The Trail


The path taken by the raiders winds northeast through the woods; after 1 mile the bodies of two more elves will
be found.
Trampled grass and broken boughs indicate that a large force passed both ways recently along this path. The
ground bears the marks of large footprints and wolf tracks. Bloodstains streak the ground as though something
were being dragged along. Your worst fears are confirmed when you find a medallion which your brother Azaruil
always used to wear, lying by the side of the path. Further along you see two slender forms which can only be
elves, lying at the end of the bloody tracks.
The bodies are of the character’s brothers Azaruil (Noble Life) and Cormusdul (Legendary Glade Companion). They
have been dragged along the ground behind two Worgs. Once they were dead the goblins tired of the sport and
cut them loose. The straps of leather used to tie them are still around their wrists.

1g. End of the Trail


The trail continues for about 3 miles and ends on an area of broken ground next to a river. Here a Giant Draco
Lizard will glide out of the trees to attack The character.
The trail continues for some few miles to a hare rocky area where it disappears, lost against the hardness of the
rock. A movement to the left catches your eye; it looks like a dragon flying towards you, its jaw, full of razor sharp
teeth, opens as it swoops down.
The Giant Draco Lizard will dive at the character for its surprise round.

Draco Lizard: CR 2; Medium Animal; HD 4d8+16; hp 34; Init +2; Spd 30 ft., Fly 30 ft. (Clumsy); AC 15, touch
11, flat-footed 13, (-1 Size, +2 Dex, +3 natural); BAB +3; Grap +7; Atk Bite +7 melee (1d8+6); Full Atk Bite +7 melee
(1d8+6) SA Dive; SQ Low-Light Vision; AL N; SV Fort +9, Ref +5, Will +2; Str 19, Dex 15, Con 19, Int 1, Wis 12, Cha 2
Skills & Feats: Climb +7, Hide +10, Listen +4, Move Silently +7, Spot +4; Alertness, Great Fortitude
Dive (Ex): The Draco Lizard can make a Dive attack from at least 10 feet above causing double normal bite
damage and allowing it to begin a grapple without provoking an attack of opportunity.

Here the raiders headed along the river in order to obscure their trail. They cannot be followed beyond the river.
Moreover, if the character has followed the hobgoblin king to this point, she will lose his trail when the lizard
attacks and will be unable to pick it up again.

Vengeance is Mine
After searching the area of the tree, it should be apparent to the character that the burning was caused by
something more than the hobgoblins and their allies. The clues point strongly towards the work of a huge red
dragon, an opponent too tough for the character; some form of vengeance should be foremost in the character’s
mind at this point. The need for an ally to aid in the quest is called for and it is important that the character visits
Duindel for more information. If the character fails to make this connection, suggest it to her. Before The character
leaves for Duindel's tree read the following boxed description.
Saying farewell to your kin all those years ago was easy compared to now. Then, a life of Glorious adventure lay
ahead and home would always be there to return to. Having returned with expectations of a joyful homecoming,
you now face a painful farewell. Around you lie scattered your dead kin, fallen in battle against heinous foes. Their
spirits have already departed for brighter lands and now it is time for their mortal frames to return to the air and
earth. Slowly you feel the anger again rising in you. Those responsible for this slaughter and destruction will pay
dearly. The very woods echo to your cry. "Vengeance will be mine!"
The bodies of the elves should be burned and their ashes spread into the air. By the time the character finishes
this, night will have fallen and The character should rest and replenish spells here.

The Dymrak Forest


During this part of the adventure, the character is involved in a search for the elfin hero Galannor Nightflame. This
will lead to The Shining Isle. The character should first visit Duindel who will suggest that information be sought
from the hermit of the north (area 6). However, by the time the character reaches the hermit’s cave he will have
fled into hiding. The character will have to search for him and will find out about Galannor and the Shining Isle
along the way. Encounters are divided into two groups: Events and Set Encounters. Some of the Events represent
the spread of the forces of chaos from the Misty Hills and should encourage the character to make haste on the
quest; the others are provided to help the adventure along. The overall aim of this part of the adventure is for The
character to reach The Shining Isle by performing the ritual at the Shattered Pillars (area 20). In order to do so, The
character needs to know:
 That the pillars exist and where they can be found. The character may see the pillars at a distance (area
19), and the pixies (area 8) will also give a clue as to their location. The Cave of Visions (area 11) will show
the character what the pillars look like and, if the elf is able to give a description; the treants (area 14) will
give directions to them.
 The rhyme of Galannor. The shargugh (area 5) living near Oakendale (area 4) will tell The character the
rhyme. The burned book in the hermit’s home (area 6) also contains part of it.
 How to reach the Shining Isle. To reach the Shining Isle, The character has to be at the Shattered Pillars at
night and facing the pool of water. By wearing a wreath of starblooms (see below) and speaking the
rhyme of Galannor, The character will summon the silver ship and be taken to the Isle. The book in the
hermit’s cave (area 6) will give the character some information, and the treants (area 14) and pixies (area
8) will provide more clues.
 If the character makes poor progress on the quest, aid can be given through the reappearance of the
hermit who will explain to The character about the Shattered Pillars and the ritual for reaching the Shining
Isle.

Starblooms
Starblooms occur in encounter areas 14 and 20. They are small flowers that grow only in the Dymrak Forest. They
flower only at night. During daylight they appear as dead and shriveled flowers. At night they are wondrous to
behold. Each flower resembles a glowing star; the blooms consist of points of light which twinkle in the breeze.

Wandering Monsters
A check for wandering monsters should be made twice a day and once at night. A roll of 1 or 2 on 1d6 indicates
that an encounter has occurred. When determining exactly what has been encountered, 1d6 should be rolled and
the table below consulted. The wandering monsters numbered 7 to 10 come into use following the three ‘Spread
of Chaos’ Events which alter the type of die to be rolled.

Wandering Monsters
1. Dire Bear (1) 2. Giant Wasp (1d4+1)
3. Dire Wolf (1d4+4) 4. Dire Weasel (1d2)
5. Dire Boar (1d4+4) 6. Stirge (1d4+4)
7. Hobgoblins (1d6+3) 8. Gnolls (1d4+1 plus 1d2 Hyenas)
9. Ogre (1d2+2) 10. Troll (1)

Dire Bear: CR 7; Large Animal; HD 12d8+51; hp 102; Init +1; Spd 40 ft.; AC 17, touch 10, flat-footed 16, (-1
Size, +1 Dex, +7 Natural); BAB +9; Grap +23; Atk Claw +19 melee (2d4+10); Full Atk 2 Claws +19 melee (2d4+10)
and Bite +13 melee (2d8+5); SA Improved Grab; SQ Low-Light Vision, Scent; AL N; SV Fort +12, Ref +9, Will +9; Str
31, Dex 13, Con 19, Int 2, Wis 12, Cha 10.
Skills and Feats: Listen +10, Spot +10, Swim +13; Endurance, Diehard, Run, Power Attack, Weapon Focus
(Claw)
Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start
a grapple as a free action without provoking an attack of opportunity.

Giant Wasp: CR 3; Large Vermin; HD 5d8+10; hp 32; Init +1; Spd 20 ft., Fly 60 ft. (Good); AC 14, touch 10,
flat-footed 13, (-1 Size, +1 Dex, +4 Natural); BAB +3; Grap +11; Atk Sting +6 melee (1d3+6 plus Poison); Full Atk
Sting +6 melee (1d3+6 plus Poison); SA Poison; SQ Darkvision 60ft., Vermin Traits; AL N; SV Fort +6, Ref +2, Will +2;
Str 18, Dex 12, Con 14, Int -, Wis 13, Cha 11.
Skills and Feats: Spot +9, Survival +1*; Hover
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-
based.
Skills: Giant wasps have a +8 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival
checks to orient themselves.
Dire Wolf: CR 3; Large Animal; HD 6d8+18; hp 45; Init +2 Spd 50 ft.; AC 14, touch 11, flat-footed 12, (-1
Size, +2 Dex, +3 Natural); BAB +4; Grap +15; Atk Bite +11 melee (1d8+10); Full Atk Bite +11 melee (1d8+10); SA
Trip; SQ Low-Light Vision, Scent; AL N; SV Fort +8, Ref +7, Will +6; Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10.
Skills and Feats: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*; Alertness, Run, Track, Weapon
Focus (Bite).
Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a
free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent
cannot react to trip the dire wolf.
Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. *It also has a +4
racial bonus on Survival checks when tracking by scent.

Dire Weasel: CR 2; Medium Animal; HD 3d8; hp 13; Init +4; Spd 40 ft.; AC 16, touch 14, flat-footed 12, (+4
Dex, +2 Natural); BAB +2; Grap +4; Atk Bite +6 melee (1d6+3); Full Atk Bite +6 melee (1d6+3); SA Attach, Blood
Drain; SQ Low-Light Vision, Scent; AL N; SV Fort +3, Ref +7, Will +4; Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11.
Skills & Feats: Hide +8, Listen +3, Move Silently +8, Spot +5; Alertness, Stealthy, Weapon Finesse.
Attach (Ex): A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful
jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. An attached dire weasel
can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the
opponent must achieve a pin against the creature.
Blood Drain (Ex): A dire weasel drains blood for 1d4 points of Constitution damage each round it remains
attached.

Dire Boar: CR 4; Large Animal; HD 7d8+21; hp 52; Init +4; Spd 40 ft.; AC 15, touch 9, flat-footed 15, (-1
Size, +6 Natural); BAB +5; Grap +17; Atk Gore +12 melee (1d8+12); Full Atk Gore +12 melee (1d8+12); SA Ferocity;
SQ Low-Light Vision, Scent; AL N; SV Fort +8, Ref +5, Will +8; Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8.
Skills and Feats: Listen +8, Spot +8; Alertness, Endurance, Iron Will.
Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even
while disabled or dying.

Stirges: CR ½; Tiny Magical Beast; HD 1d10; hp 5; Init +4; Spd 10 ft., Fly 40 ft. (Average); AC 16, touch 16,
flat-footed 12, (+2 Size, +4 Dex); BAB +1; Grap -11 (+1 when attached); Atk Touch +7 melee (Attach); Full Atk Touch
+7 melee (Attach); SA Attach, Blood Drain; SQ Darkvision 60ft., Low-Light Vision; AL N; SV Fort +2, Ref +6, Will +1;
Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6.
Skills and Feats: Hide +14, Listen +4, Spot +4; Alertness, Weapon Finesse.
Attach (Ex): If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body.
An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12,
but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks (already figured into the Base
Attack/Grapple entry above). An attached stirge can be struck with a weapon or grappled itself. To remove an
attached stirge through grappling, the opponent must achieve a pin against the stirge.
Blood Drain (Ex): A stirge drains blood, dealing 1d4 points of Constitution damage in any round when it
begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to
digest the meal. If its victim dies before the stirge’s appetite has been sated, the stirge detaches and seeks a new
target.

Hobgoblins, War2: CR 1; Medium Humanoid (Goblinoid); HD 2d8+6; hp 14; Init +2; Spd 30 ft.; AC 16,
touch 12, flat-footed 14, (+2 Dex, +3 Studded, +1 Light Wooden Shield); BAB +2; Grap +4; Atk Longsword +5 melee
(1d8+2/19-20) or Javelin +4 ranged (1d6+2/x2); Full Atk Longsword +5 melee (1d8+2/19-20) or Javelin +4 ranged
(1d6+2/x2); SQ Darkvision 60 ft.; AL LE; SV Fort +6, Ref +1, Will +1; Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 10 .
Skills & Feats: Hide +4(+2), Move Silently +8(+6); Weapon Focus (Longsword).
Possessions: Studded Leather Armor, Light Wooden Shield, Longsword, 3 Javelins.

Gnoll, Rng2: CR 2; Medium Humanoid (Gnoll); HD 4d8+8; hp 26; Init +3; Spd 30 ft.; AC 19, touch 13, flat-
footed 16, (+3 Dex, +4 Chain Shirt, +2 Heavy Wooden Shield); BAB +3; Grap +7; Atk Battleaxe +8 melee (1d8+4/x3)
or Longbow +6 ranged (1d8+4/x3); Full Atk Battleaxe +8 melee (1d8+4/x3) or Longbow +6 ranged (1d8+4/x3) or
Longbow +4/+4 ranged (1d8+4/x3); SQ Darkvision 60 ft., Favored Enemy Elves +2; AL CE; SV Fort +8, Ref +6, Will
+1; Str 18, Dex 16, Con 15, Int 8, Wis 12, Cha 8 .
Skills & Feats: Listen +6, Spot +7, Survival +7; Point Blank Shot, Rapid Shot, Track, Weapon Focus
(Battleaxe).
Possessions: Chain Shirt Armor, Heavy Wooden Shield, Battleaxe, Longbow, 20 Arrows.

Hyena: CR 1; Medium Animal; HD 2d8+4; hp 13; Init +2; Spd 50 ft.; AC 14, touch 12, flat-footed 12, (+2
Dex, +2 Natural); BAB +1; Grap +3; Atk Bite +4 melee (1d6+3); Full Atk Bite +4 melee (1d6+3); SA Trip; SQ Low-Light
Vision, Scent; AL N; SV Fort +5, Ref +5, Will +1; Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6.
Skills and Feats: Hide +3*, Listen +4, Spot +2; Weapon Focus (Bite).
Trip (Ex): A hyena that hits with its bite attack can attempt to trip the opponent (+2 check modifier) as a
free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent
cannot react to trip the hyena.
Skills: *Hyenas have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.

Ogre, Brb1 (2): CR 4; Large Giant; HD 4d8+14 plus 1d12+5; hp 43; Init -1; Spd 50 ft. (40 Armored); AC 16,
touch 8, flat-footed 16, (-1 Size, -1 Dex, +5 Natural, +3 Large Hide Armor); BAB +4; Grap +13; Atk Large Greatclub
+9 melee (2d8+7) or Large Javelin +2 ranged (1d8+5); Full Atk Large Greatclub +9 melee (2d8+7) or Large Javelin +2
ranged (1d8+5); SQ Darkvision 60 ft., Low-Light Vision, Rage 1/day; AL CE; SV Fort +8, Ref +0, Will +1; Str 21, Dex 8,
Con 15, Int 6, Wis 10, Cha 7.
Skills and Feats: Climb +5, Listen +6, Spot +2, Survival +4; Toughness, Weapon Focus (Greatclub).
Rage (Ex): Once per day, an ogre barbarian can enter a state of fierce rage that last for 7 rounds. The
following changes are in effect as long as he rages: AC 14 (touch 6, flat-footed 14); hp 53; Atk Greatclub +11 melee
(2d8+10); SV Fort +10, Will +3; Str 25, Con 19; Climb +7. At the end of his rage, the ogre barbarian is fatigued for
the duration of the encounter.
Possessions: Large Hide Armor, Large Greatclub, 5 Large Javelins.

Troll, Rng6: CR 11; Large Giant; HD 6d8+6d8+72; hp 130; Init +1; Spd 30 ft.; AC 21, touch 10, flat-footed
20, (-1 Size, +1 Dex, +6 Natural, +5 +1 Chain Shirt); BAB +10; Grap +21; Atk Claw +16 melee (1d6+7) or +1 Vicious
Battleaxe +17 melee (2d6+2d6+8/x3) or Javelin +10 ranged (1d8+7); Full Atk 2 Claws +16 melee (1d6+7) and Bite
+11 melee (1d6+3) or or +1 Vicious Battleaxe +17 melee (2d6+2d6+8/x3) and Claw +12 melee (1d6+7) and Bite +12
melee (1d6+3) or Javelin +10/+5 ranged (1d8+7); SA Rend (2d6+10), Spells; SQ Darkvision 90 ft., Favored Enemy
Dwarves +4, Favored Enemy Elves +2, Low-Light Vision, Regeneration 5, Scent, Wild Empathy; AL CE; SV Fort +16,
Ref +8, Will +8; Str 25, Dex 12, Con 22, Int 10, Wis 15, Cha 10.
Skills and Feats: Knowledge (Nature) +6, Knowledge (Dungeoneering) +6, Listen +13, Move Silently +9,
Search +6, Spot +13, Survival +11 (+13); Alertness, Cleave, Endurance, Improved Natural Armor, Improved Two-
Weapon Fighting, Iron Will, Power Attack, Track, Two-Weapon Fighting.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh.
This attack automatically deals an additional 2d6+9 points of damage.
Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost
portion regrows in 3d6 minutes or creature can reattach the severed member instantly by holding it to the stump.
Solitary Hunting (Ex): A ranger who loses his faith also loses his most obvious blessing of nature: his
animal companion. In return, though, he becomes even more self-reliant. If you select this class feature; you do
not gain your animal companion; if you already have an animal companion it abandons you immediately. Your
favored enemy bonus now also applies to your attack rolls.
Spells Prepared (2; save DC = 12 + spell level): 1st – entangle, resist energy.
Possessions: +1 Chain Shirt, +1 Vicious Battleaxe, 10 Javelins.

Events
Unlike encounters which take place in specific areas, Events occur at specific times. There are two kinds of Events:
those which involve The character directly, and those which take place in the elf‘s absence and affect the other
inhabitants of the Dymrak Forest. Events involving the character personally are marked with an asterisk. The
Events which do not require the presence of The character should only be used if the elf is not in the area involved.
Otherwise the DM should postpone the Event until The character has left the affected area. If there is no location
specified in the description of an Event, then it can occur anywhere in the Dymrak Forest. There will only be one
Event per day at most, occurring in the order shown. Each Event has a number according to which day it occurs on.

*Day 3. Raven
The character will encounter a raven which will supply a clue.
A black raven watches you from a tree next to the track. Its head cocked to one side, it shuffles along the branch.
When it is directly over the middle of the path it stops and fixes you with a stare.
If the character speaks to the raven or gives it food it will speak in a cawing voice, “Seek the hooded one in the
cave of blue.” a reference to the bone golem in the Cave of Visions (area 11). It will then fly away in the direction
of the Cave of Visions.

*Day 5. Turpin the Centaur


At any convenient time during the day, the character will meet Turpin; an aggressive centaur given to feats of
gallantry. He could possibly be persuaded to accompany the character. When encountered he will challenge the
character to a duel.
The steady beat of hooves warns you of an approaching rider, but leaves you unprepared for what comes into
view. This is no ordinary horse and rider. From the body of a horse rises the torso of a strong man. His hand grasps
a stout lance and across his back is slung a bow and quiver. The creature stops and throws hack its head proudly. “I
am Turpin the centaur, ruler of the roads. None may pass without first battling me in single combat”. He looks
again at you and hastily adds, “Err, without spells that is, only weapons to he used. Do you agree to a jousting
competition?”
Turpin will add that the competition is to be the best of three charges (or passes); the one who inflicts the most
damage on the other to be considered the winner. Whether the character agrees or not, Turpin will charge. Turpin
has no wish to kill his opponent. If the character is badly wounded, Turpin will give the elf an opportunity to
surrender. In this event he will demand a magic item from the character; preferably the short bow +2 (from area
1d) if the character has it. If wounded to 8 hit points or less Turpin will drop his lance and surrender. If the
character has not cast any spells in the combat, Turpin will be impressed and will offer to join the quest. He will on
no account leave the forest tracks or enter the foothills and mountains to the north. Turpin will not accompany the
character if the elf cast any spells in the combat. He will insist that it was unfair and depart at the first opportunity.
Turpin has a hard belligerent exterior. At heart he is a reasonable the character and a loyal friend. His quick tongue
and hot temper could cause a few problems as he will be rude to anyone encountered. The DM can gain a lot of
entertainment by playing Turpin’s personality to the full; a loyal friend but prone to causing trouble.

Turpin, Rng7: CR 7; Large Monstrous Humanoid; HD 4d8+16 plus 7d8+28; hp 132; Init +5; Spd 50 ft.; AC
25, touch 15, flat-footed 20, (-1 Size, +5 Dex, +3 Natural, +5 +1 Chain Shirt Barding, +2 Heavy Wooden Shield, +1
Circlet of Protection +1); BAB +11; Grap +21; Atk +1 Lance +18 melee (2d6+7/x3) or +1 Composite Longbow +16
ranged (2d6+6/x3); Full Atk Lance +18/+13 melee (2d6+7/x3) or Composite Longbow +16/+11 ranged (2d6+6/x3);
SQ Darkvision 60 ft., Favored Enemy Goblinoids +4, Favored Enemy Monstrous Humanoid +2, Woodland Stride; AL
CG; SV Fort +9, Ref +14, Will +7; Str 22, Dex 20, Con 18, Int 10, Wis 12, Cha 10.
Skills and Feats: Hide +15(+13), Knowledge (Nature) +10, Listen +11, Move Silently +15(+13), Search +10,
Spot +11, Survival +13; Endurance, Manyshot, Rapid Shot, Ride-by-Attack, Point Blank Shot, Power Attack, Spirited
Charge, Track, Weapon Focus (Lance).
Solitary Hunting (Ex): A ranger who loses his faith also loses his most obvious blessing of nature: his
animal companion. In return, though, he becomes even more self-reliant. If you select this class feature; you do
not gain your animal companion; if you already have an animal companion it abandons you immediately. Your
favored enemy bonus now also applies to your attack rolls.
Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as
natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or
suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically
manipulated to impede motion still affect him.
Possessions: +1 Chain Shirt Barding, +1 Lance, +1 Composite Longbow (+6 Str), Heavy Wooden Shield, 20
Normal Arrows, 10 Cold Iron Arrows, 10 Alchemical Silver Arrows, Circlet of Protection +1.

*Day 7. Scorched Ground


The character will discover an area that bears witness to the devastation of Khordarg. The character will not find
anything of value here, but the DM should take the opportunity to instill a sense of urgency in the player. As the
adventure proceeds this event is repeated. Other areas will become devastated and they should be marked on
Map E as they occur. This Event will recur with the passage of time but with an ever-increasing degree of severity.
They should be describe, for example, the burnt and blackened ground; the once homely woodsman’s cottage that
has been reduced to smoldering embers; the piles of dead woodland creatures; and so on.

Day 9. Spread of Chaos


As time passes, the size and frequency of humanoid raiding parties into the Dymrak Forest increase. From now on
the DM should use 1d6+1 when rolling for Wandering Monsters.

*Day 10. Dragon Overhead


The character will spot Khordarg, the red dragon, flying over the Dymrak Forest some 1-3 miles away. The DM may
wish to use an extra “Scorched Ground” area (see above) if the character hurries to investigate.

*Day 11. Scorched Ground


See Day 7.

*Day 13. Black Horseman


At any convenient location (on a road or a bridge), the character will find the way blocked by a Black Horseman.
A figure dressed in black plate mail armor sits upon a huge black charger. A black pennant bearing a skull flutters
from a lance held firmly in a mailed fist. In one smooth motion the lance is lowered and the charger begins to
move towards you.
The Black Horseman will charge anyone in the way with his lance. He will then switch to his sword.

Black Horseman, Ftr8: CR 8; Medium Humanoid (Human); HD 8d10+16; hp 96; Init +5; Spd 30 ft. (20 ft.
Armored); AC 26, touch 11, flat-footed 25, (+1 Dex, +11 +2 Full Plate, +4 +2 Heavy Steel Shield); BAB +8; Grap +12;
Atk +1 Axiomatic Lance +15 melee (1d8+7 plus 2d6 vs Chaotic Foes/19-20x3) or +1 Keen Longsword +13 melee
(1d8+4/18-20x2); Full Atk +1 Axiomatic Lance +15/+10 melee (1d8+7 plus 2d6 vs Chaotic Foes/19-20x3) or +1 Keen
Longsword +13/+8 melee (1d8+4/18-20x2); AL LE; SV Fort +8, Ref +3, Will +4; Str 18, Dex 12, Con 14, Int 13, Wis 10,
Cha 10 .
Skills & Feats: Handle Animal +11, Ride +14; Greater Weapon Focus (Lance), Improved Critical (Lance),
Improved Initiative, Iron Will, Mounted Combat, Ride-by-Attack, Spirited Charge, Weapon Focus (Lance), Weapon
Specialization (Lance)
Possessions: +2 Full Plate Mail, +2 Heavy Steel Shield, +1 Axiomatic Lance, +1 Keen Longsword, Military
Saddle, Stone Horse, 20 Gems @ 50gp ea., Potion of Blur, Potion of Bull Strength.

*Day 14. Pixie Messenger


Provided that the character comes within 15 miles (five hexes) of the pixies’ dwelling (area 8), Rosemary the pixie
will be encountered. If this area is not entered today, this event should be postponed until the character reaches
it. Rosemary has been sent to try to find someone who can save the pixies and their home from destruction by a
vicious troll (see area 8). She will try to persuade the character to help her. If the character agrees, she will be
overjoyed and insist on escorting the elf to the pixie glade at once. The DM should now use encounter 8.

Day 16. Spread of Chaos


The increasing raids by evil humanoids means when rolling for wandering monsters use 1d6+3.

Day 17. Assault on Oakendale


The halfling village of Oakendale (area 4) is attacked by Khordarg’s mate, Histizt; two manticores; three ogres and
20 gnolls. After a short but bloody encounter the raiders are beaten off. Nevertheless, the village suffers grievous
casualties: 12 halflings are killed including Bella Fairtoe (see area 4a) and another 16 are badly injured. Nearly half
of the buildings in the village are burnt to some degree and the Foaming Flagon is completely destroyed.

*Day 18. Ambush


When the character gets within 15 miles (five hexes) of Doak Evergreen’s home (area 14), and provided that it has
not already been used, the encounter 13 “Ambush” should be used. If the character does not move into this area
today, the Event should be postponed until an appropriate time. If the encounter has already occurred there will
be no Event today.

*Day 19. Scorched Ground


See Day 7.

“Day 20. Dragon Attack


At any suitable moment during the day, the character will spot Histizt flying over the trees to attack. The dragon is
still wounded from his attack on Oakendale (see above), and will take 2 rounds to get within breath weapon range.
He will not surprise the character.

Histizt, Juvenile Red Dragon: CR 10; Large Dragon; HD 16d12+64; hp 168 (108 current); Init +0; Spd 40 ft.,
Fly 150 ft. (poor); AC 24, touch 9, flat-footed 24, (-1 Size, +15 Natural); BAB +16; Grap +29; Atk Bite +24 melee
(3d6+9); Full Atk Bite +24 melee (3d6+9) and 2 Claws +22 melee (1d8+4) and 2 Wings +22 melee (1d6+4) and Tail
Slap +22 melee (1d8+13); SA Breath Weapon, Spell-like Abilities, Spells; SQ Blindsense 60ft., Darkvision 120 ft.,
Immunity to Fire, Immunity Sleep and Paralysis, Low-Light Vision , Vulnerability to Cold; AL CE; SV Fort +14, Ref
+10, Will +12; Str 29, Dex 10, Con 19, Int 14, Wis 15, Cha 14.
Skills and Feats: Appraise +12, Bluff +11, Concentration +23, Diplomacy +6, Intimidate +21, Knowledge
(Arcana) +12, Knowledge (Local) +11, Listen +21, Search +11, Sense Motive +12, Spellcraft +23, Spot +21, Use
Magic Device +11; Flyby Attack, Cleave, Improved Natural Attack (Bite), Multi-attack, Power Attack, Wingover.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t
actually see still have total concealment against the dragon.
Breath Weapon (Su): A red dragon’s breath weapon is a 50ft. cone of fire (8d10, Reflex DC 22).
Immunities (Ex): All dragons have immunity to sleep and paralysis effects. Each variety of dragon has
immunity to one or two additional forms of attack no matter what its age, as given in its description.
Keen Senses (Ex): A dragon sees four times as well as a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Locate Object (Sp): A juvenile or older red dragon can use this ability as the spell of the same name, once
per day per age category.
Spells Known: (5/4) 0 – arcane mark, detect magic, dancing lights, mage hand, read magic; 1st – alarm,
divine favor, shocking grasp, shield.
Spells per day: (6/6; DC 12+Spell Level).

*Day 22. Dragon Overhead


See Day 10.

Day 23. Spread of Chaos


The increasing raids by evil humanoids means when rolling for wandering monsters use 1d4+6.

Day 25. Death on the Wing


Rhonda and Ragnal Redleaf (area 12) are both killed in one of Khordarg’s vicious attacks and their home destroyed.

Day 27. Death on the March


A raiding party of gnolls assails the flitterlings’ mushroom ring (area 10) destroying the fairy creatures and all of
their magical mushrooms.
Day 29. Death of the Pixies
Khordarg's two offspring, Fagtorx and Shalkmog, attack the pixie glade (area 8) killing all its inhabitants.

Day 31. Attack on the Treants


Khordarg and her minions find Doak's glade (area 14) and kill Watt Woodchip. Doak will now seek out the
character to join the quest. He will take 1d2 days to find the character but will never leave the Dymrak Forest.

Day 34. Destruction of Oakendale


This second assault on the halfling village (area 4) is led by Khordarg herself. The village is razed to the, ground and
a further 30 of the inhabitants killed (including Cadwallader (see area 4b).

*Day 35. The Hermit


If the character has not already visited the Shining lsle, Roark Melstoel, the hermit of the north, will be
encountered by The character at the earliest opportunity. Roark is druid and he will help the character piece
together all the information collected so far. He will also work out how to summon the silver ship (see area 20).

Roark Melstoel, Drd7: CR 7; Medium Humanoid (Human); HD 7d8+7 hp 39; Init +2; Spd 20 ft.; AC 17,
touch 13, flat-footed 14, (+3 Dex, +4 Armor); BAB +5; Grap +6; Atk Club +6 melee (1d6+1) or Sling +8 ranged
(1d4+1); Full Atk Club +6 melee (1d6+1) or Sling +8 ranged (1d4+1); SQ Animal Companion, Link with Companion,
Nature Sense, Resist Nature’s Lure, Share Spells, Trackless Step, Wild Empathy, Wild Shape (small or medium;
3/day); AL NG; SV Fort +6, Ref +4, Will +8; Str 12, Dex 14, Con 13, Int 10, Wis 17, Cha 10.
Skills and Feats: Concentration +15, Handle Animal +10, Knowledge (Nature) +10, Listen +13, Spellcraft
+10; Combat Casting, Scribe Scroll, Natural Spell
Possessions: +1 Hide Armor, Club, Sling w/20 bullets
Druid Spells Prepared (6/5/4/3/1; save DC 13 + spell level): 0 – Cure Minor Wounds x3, Detect Magic x2,
Light; 1st – Cure Light Wounds x2, Longstrider, Magic Stone, Shillelagh; 2 nd – Barkskin, Bull’s Strength, Delay Poison,
Spider Climb; 3rd – Cure Moderate Wounds, Neutralize Poison, Quench; 4th – Cure Serious Wounds.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a
Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her
Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude
of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be
able to study each other, which means that they must be within 30 feet of one another under normal conditions.
Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or
less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she
takes a -4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as
natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or
suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically
manipulated to impede motion still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be
tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-
like abilities of fey.
Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and
back again once per day. Her options for new forms include all creatures with the animal type. This ability
functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or
until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of
opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. Any gear
worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her
true form, any objects previously melded into the new form reappear in the same location on her body that they
previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at
the druid's feet. The form chosen must be that of an animal the druid is familiar with. A druid loses her ability to
speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she
can communicate normally with other animals of the same general grouping as her new form. (The normal sound a
wild parrot makes is a squawk, so changing to this form does not permit speech.)

Animal Companion (Ex): Tiger: CR 7; Large Animal; HD 6d8+18 hp 45; Init +2; Spd 40 ft.; AC 14, touch 11,
flat-footed 12, (-1 Size, +2 Dex, +3 Natural); BAB +4; Grap +14; Atk Claw +9 melee (1d8+6); Full Atk 2 Claws
+9 melee (1d8+6) and Bite +4 melee (2d6+3); SA Improved Grab, Pounce, Rake; SQ Low-light Vision,
Scent; AL N; SV Fort +8, Ref +7, Will +3; Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6.
Skills and Feats: Balance +6, hide +3, Listen +3, Move Silently +9, Spot +3, Swim +11; Alertness, Improved
Natural Attack (Bite), Improved Natural Attack (Claw)
Improved Grab (Ex): To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to
start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it
establishes a hold and can rake.
Pounce (Ex): If a tiger charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +9 melee, damage 1d8+3.
Skills: Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or
heavy undergrowth, the Hide bonus improves to +8.

Set Encounters
The Elfin Smith
The character will have no problem finding Duindel's forge. The character‘s great uncle chose to live apart from the
family long ago and has been engaged in making weapon and metal implements ever since. He is assisted in his
work by three gnomes. Duindel is knowledgeable about elfin lore and will advise the character to seek out the
hermit who lives to the north.

2. Duindel's Forge
The hammer of iron against iron comes from a wooden shed. A friendly gnomish face pops around the door to
greet you. At least this place is still safe, but for how long? Grimble the gnome runs up to you and makes a joke
about how much you have grown. His expression changes as he sees the grief etched into your face. His previously
happy face grows long as he mutters, “I will fetch Duindel for you.” Shaking his head he goes back into the forge.
Shortly Duindel appears and limps over to you. His silver hair, tied in a ponytail, bobs behind.
Duindel will listen attentively to the character’s tale and then take the elf to his home. In a chamber overlooking
the forest they will he served food by the gnomes and Duindel will come to the conclusion that the destruction
around the tree was the work of a red dragon. He will be profoundly disturbed by the news that evil humanoids
are in league with the dragon, indicating that all woodland creatures are in danger. He will fix the character with a
deep gaze and say 'You are our only hope. We must be avenged; the dragon and its spawn must be destroyed.
Alas, I fear that a lone elf seeking vengeance will find only death. Aid is required. Duindel will point out that the
appearance of a red dragon is a sign that the time has come to recall Galannor Nightflame to protect the Dymrak
Forest. Duindel will urge the character to do so but he does not know how this can be achieved. After musing over
this for a few minutes, he will suggest that the character visit the hermit to the north (area 6) that has spent a
lifetime studying the Dymrak Forest. Duindel will give directions to the hermit's cave via the halfling village of
Oakendale (area 4).

Duindel, Ftr4/Sor5: CR 9; Medium Humanoid (elf); HD 4d10-8 plus 5d4-10 hp 42; Init +0; Spd 30 ft.; AC 12,
touch 11, flat-footed 12, (+0 Dex, +1 Leather Apron, +1 Ring of Protection +1); BAB +6; Grap +7; Atk +2 Halberd +9
melee (1d10+1/x3) or Longbow +6 ranged (1d8+1/x3); Full Atk +2 Halberd +9/+4 melee (1d10+1/x3) or Longbow
+6/+1 ranged (1d8+1/x3); SQ Familiar (weasel), Low-Light Vision; AL CG; SV Fort +3, Ref +4, Will +6; Str 12, Dex 10,
Con 7, Int 15, Wis 12, Cha 18.
Skills and Feats: Concentration +3, Craft (Armorsmith) +12, Craft (Bowyer) +12, Craft (Weaponsmith) +12,
Knowlegde (Arcana) +7, Spellcraft +9; Combat Expertise, Craft Arms and Armor, Improved Trip, Skill Focus
(Armorsmith), Skill Focus (Bowyer), Skill Focus (Weaponsmith), Weapon Focus (Halberd).
Possessions: Leather Apron, +2 Halberd, Ring of Protection +1.
Spells Known: (6/5/3) 0 – detect magic, mage hand, mending, read magic; 1st – magic missile, magic
weapon, tenser’s floating disc, true strike, unseen servant; 2nd – resist energy, melf’s acid arrow, make whole.
Spells per day: (6/7/5; DC 14+Spell Level).

Duindel is old and walks with a limp; he will on no account join the character on an adventure. If pressed he will
send one of the gnomes with the character, but will he very reluctant to do so.

Grimble, Scrubton and Grubber, Ftr4: CR 4; Small Humanoid (Gnome); HD 4d10+8 hp 48; Init +3; Spd 20
ft. (15 Armored); AC 21, touch 12, flat-footed 20, (+1 Size, +1 Dex, +8 Full Plate, +1 Two-Weapon Defense); BAB +4;
Grap +2; Atk Mwk Gnome Hook Hammer +8 melee (1d6+1/x3 or 1d4+1/x4) or Mwk Heavy Crossbow +8 ranged
(1d10/19-20x2); Full Atk Mwk Gnome Hook Hammer +8 melee (1d6+1/x3 or 1d4+1/x4) or Mwk Heavy Crossbow
+6 ranged (1d10/19-20x2) or Mwk Gnome Hook Hammer +6/+6 melee (1d6+1/x3 or 1d4+1/x4); SQ Gnome Traits;
AL CG; SV Fort +6, Ref +2, Will +2; Str 12, Dex 16, Con 14, Int 13, Wis 12, Cha 10.
Skills and Feats: Craft (Armorsmith) +8 or Craft (Bowyer) +8 or Craft (Weaponsmith) +8, Handle Animal
+7, Ride +12; Combat Expertise, Improved Trip, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus
(Gnome Hook Hammer).
Possessions: Small Mwk Full Plate, Small Mwk Gnome Hook Hammer, Small Mwk Heavy Crossbow, 10
Bolts, Military Saddle, Warpony.

Before the character leaves, Duindel will make a present of his ring of protection +1. At the same time he will wish
the character luck on the quest saying "The future of the Dymrak Forest rests with you, you must restore Galannor
to the world in order to defeat the dragon and avenge your family. Without Galannor's aid we are doomed."
Sunlight cascades down through the leaves of the treess, bathing the ground in its warm light. Everywhere, on the
warm breeze, is the singing of birds and the chirp of insects. It is difficult to imagine that all this will be destroyed if
you are not successful, the green forest turned into a blackened waste land. The future of the Dymrak Forest rests
in your hands. You must not fail.

Oakendale
The halflings of Oakendale are friendly and the local store (4d) has most equipment. Approaching Oakendale, The
character will be robbed by sutan the shargugh. In the village the character will discover where Sutan can be found
and how to deal with him. If the character approaches Sutan correctly, the shargugh will recite the rhyme of
Galannor and return the stolen item.

3. First Encounter with the Shargugh


The character will encounter Sutan the shargugh upon first entering any of the six hexes surrounding Oakendale.
For the purposes of this encounter the shargugh will automatically gain surprise. He will leap onto the back of the
character’s horse and, if at all possible steal the ring of protection +1 given to the character by Duindel. If this is
hidden, Sutan will steal any magical item that comes to hand, for example the character’s dagger, a potion of
healing, the short bow +2, etc.
The track slopes gently down the hill and sunlight filters through the trees above. With a thump something lands
behind you. Spinning round, you see a small shaggy brown humanoid leaping from the back of your mount. Its
manic laugh is strangely distorted as it somersaults away and lands on its feet. It turns to look back at you, its deep
brown eyes full of mirth and its beard full of twigs. It turns on its heel and bolts into the undergrowth.
Being surprised, the character is unable to do anything other than watch the shargugh disappear into the woods.
After Sutan has fled, the character will notice the theft and is free to act. The shargugh will have used his ability to
travel via trees and will be over 600 yards away by now.

4. Village of Oakendale (Map 4)


The village of Oakendale is home to 50 halfling families. Next to the village is a shrine of Brindorhin run by Lina
Vauzel, a 5th level cleric. Oakendale is surrounded by fields where wheat, fruit and vegetables are grown. Unless
otherwise stated all normal halflings have the following statistics.

Tallfellow Halflings, War1: CR ½; Small Humanoid (Halfling); HD 1d8+1; hp 5; Init +3; Spd 20 ft. (20
Armored); AC 17, touch 14, flat-footed 14, (+1 Size, +3 Dex, +3 Small Studded Leather); BAB +1; Grap -2; Atk Small
Spear +3 melee (1d6+1/x3) or Small Halfling Sling Staff +7 ranged (1d6+1/x3); Full Atk Small Spear +3 melee
(1d6+1/x3) or Small Halfling Sling Staff +7 ranged (1d6+1/x3); SQ Halfling Traits; AL NG; SV Fort +4, Ref +4, Will +2
(+4 vs Fear); Str 12, Dex 17, Con 13, Int 10, Wis 12, Cha 10.
Skills and Feats: Listen +5, Spot +5; Weapon Focus (Halfling Staff Sling).
Possessions: Small Studded Leather Armor, Small Spear, Small Halfling Staff Sling, 10 bullets, Pouch
w/3d8gp, 2d8gp.

Each halfling dwelling is a simple affair consisting of a hearth, a kitchen and two bedrooms. They contain items
which might be found in a well provisioned country cottage.

The character’s Arrival


The halflings will welcome the character as soon as the elf arrives.
A sleepy village lies at the bottom of this valley. Neatly ordered fields and orchards surround small low houses.
The houses face onto a village green where a stone bridge crosses a stream. At one side of the green is a tavern, its
sign of a foaming flagon swings lazily in the breeze. Numerous halflings turn towards you with bright smiling faces
and a cry of ‘Bella’ comes from one of them. Shortly afterwards, a portly female Halfling comes out of the tavern
bearing a tray with a mug of foaming beer and a platter of mouth-watering food.
The halfling with the tray is Annabella ‘Bella’ Fairtoe, the landlady of the Foaming Flagon tavern (area 4a). She will
greet the character, making the elf feel very welcome and will offer food and ale for free. The character will be
invited into the tavern where eight halflings will gather round and ask for news.

4a. The Foaming Flagon


Bella is a plump middle-aged halfling, who is fond of wearing bright clothes. She has very warm personality and will
do her utmost to make The character at home. The Foaming Flagon is friendly and relaxed; most halflings gather
here in the evening to drink, tell stories, and sing and dance to the tunes of Healdon the Fiddler. Healdon is an old
halfling who helps Bella, doubling as a barman and entertainer. Most evenings he works behind the bar until dark,
when he takes out his fiddle and plays for the customers. The halflings are isolated in this area and know little of
what is happening elsewhere. Although they have seen smoke in the distance, they have assumed that it was
caused by woodsmen clearing the forest. Normally carefree folk, they will be shocked by the news of a red dragon
in the area. A room (1gp per night) and stabling (1sp) are available at the tavern.

Learning about the Shargugh


While in the Foaming Flagon, any enquiries about the shargugh will come to Bella’s attention who will gladly tell
the character all she knows about the creature. During the evening the character will notice Bella filling a tray with
food and a tankard of ale. She will carry this to the front door and leave it on the step for the shargugh. If The
character asks, Bella will explain that it is an offering for the shargugh ; a brown, furry man who visits the village at
night. The shargugh is considered by the halflings to be a good luck symbol, which occasionally carries out tasks
around the village such as sharpening sickles, mending horse traces and roofs. One night when she was young she
was walking by the brook and was surprised when the shargugh stepped out in front of her, “All wild and hairy! He
knew my name and said that I would prosper. He then disappeared, leaving only a ringing laugh behind. Since then
I have left food for him every night.” The character will recognize the shargugh as the creature from area 3. Bella
does not know where the shargugh lives and feels it would be unwise to molest him in the village, as it would be
bound to bring bad luck. Instead she will suggest that the character visits Cadwallader Gutzon, the village leader
(area 4b), as he is very knowledgeable. If the character tries to catch or talk to the shargugh in the village, Sutan
will not come to take the food.

4b. House of Cadwallader


The village leader, Cadwallader ‘Wally’ Gutzon, lives here with his family; his wife Petunia and their three children.
This house with its neat garden is the most impressive dwelling in the village. It is very large and obviously belongs
to a person of importance.
No matter when the character calls, Wally will be in his dressing gown and will have a pipe in his hand. He will offer
the character food and drink. If asked, Wally will say that the shargugh lives on Hookham Hill (area 5), adding that
he is shy and should be approached carefully. Some form of gift is required; food, drink or a trinket, preferably all
three. Wally will stress that no harm should come to the shargugh, for that would mean great ill for the area.

Cadwallader “Wally” Gutzon, Ftr5: CR 5; Small Humanoid (Halfling); HD 5d10+5; hp 32; Init +7; Spd 20 ft.
(15 Armored); AC 22, touch 14, flat-footed 19, (+1 Size, +3 Dex, +6 Small +1 Breastplate Armor, +2 Small Heavy
Wooden Shield); BAB +5; Grap +3; Atk Small +1 Longsword +10 melee (1d6+4/19-20x2) or Small Halfling Sling Staff
+10 ranged (1d6+2/x3); Full Atk Small +1 Longsword +10 melee (1d6+4/19-20x2) or Small Halfling Sling Staff +10
ranged (1d6+2/x3); SQ Halfling Traits; AL LG; SV Fort +6, Ref +5, Will +3 (+5 vs Fear); Str 14, Dex 16, Con 13, Int 10,
Wis 12, Cha 10.
Skills and Feats: Listen +6, Spot +6; Improved Initiative, Power Attack, Quickdraw, Weapon Focus
(Longsword), Weapon Specialization (Longsword).
Possessions: Small +1 Breastplate Armor, Small Heavy Wooden Shield, Small Halfling Staff Sling, 10
Bullets, Small +1 Longsword.

4c. Militia
This building is drab in comparison to the other halfling dwellings. No attempt has been made to decorate it.
Outside on a bench, two halflings are relaxing in the sun.
This building is the headquarters for the 10 halflings who make up the militia. There are two militia members here
at all times. In times of trouble, the 10 suits of chainmail and 10 shields kept in the building will be worn. Wally is
the head of the militia and will always lead them in battle.

Militia, Ftr2 (10): CR 2; Small Humanoid (Halfling); HD 2d10+2; hp 13; Init +7; Spd 20 ft. (15 Armored); AC
20, touch 13, flat-footed 18, (+1 Size, +2 Dex, +5 Small Chainmail Armor, +2 Small Heavy Wooden Shield); BAB +2;
Grap +0; Atk Small Longsword +6 melee (1d6+2/19-20x2) or Small Halfling Sling Staff +6 ranged (1d6+2/x3); Full
Atk Small Longsword +6 melee (1d6+2/19-20x2) or Small Halfling Sling Staff +6 ranged (1d6+2/x3); SQ Halfling
Traits; AL NG; SV Fort +5, Ref +4, Will +2 (+4 vs Fear); Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 10.
Skills and Feats: Listen +5, Spot +5; Improved Initiative, Quickdraw, Weapon Focus (Longsword).
Possessions: Small Chainmail, Small Heavy Wooden Shield, Small Halfling Staff Sling, 10 Bullets, Small
Longsword.

4d. General Store


The store is open from morning to early evening.
The sign that hangs from this building proclaims it as the general stoic. Outside, an overweight middle aged halfling
is sitting in a chair with his feet propped on a stool. Numerous barrels and household items surround him.
Pracard Futterkins' usual customers are local halflings and the goods on sale reflect this trade. Most of the
equipment listed in the Player’s Handbook is available here at a cost of 5% extra. The DM should use discretion in
deciding what exactly is available. For instance, catapults and boats are not stocked, but items such as rope and
spikes are. Pracard is jolly and is overly fond of ale and food. In the evening, he will be found dancing and drinking
in the Foaming Flagon.

4e. Shrine of Law


This wooden building set back among the trees, is different from the halfling dwellings elsewhere along the brook.
Its tall square structure and the presence of a cleric by the open doorway, proclaims it as a religious building.
Standing by the open doors is Lina Vauzel, a 5th level cleric. She and her two adepts have recently moved here at
the invitation of the village leader, Wally. Consequently they know little of the Dymrak Forest' people or
geography. They will not leave the village. Cure light wounds spells are freely available to any halfling in need; the
character will be charged per spell. The shrine is a simple affair lacking any ostentation. There is very little wealth
here as all money put into the collection box is spent on food and other essentials.

Lina Vauzel, Clr5: CR 5; Small Humanoid (Halfling); HD 5d8+5; hp 45; Init +2; Spd 20 ft. (15 Armored); AC
20, touch 12, flat-footed 19, (+1 Size, +1 Dex, +8 Small Full Plate Armor); BAB +3; Grap +0; Atk Small +2 Rapier +8
melee (1d4+3/18-20x2) or Small Halfling Sling Staff +7 Ranged (1d6+1/x3); Full Atk Small +2 Rapier +8 melee
(1d4+3/18-20x2) or Small Halfling Sling Staff +7 Ranged (1d6+1/x3); SQ Halfling Traits, Rebuke Undead 3/day; AL
LG; SV Fort +5, Ref +3, Will +7 (+9 vs Fear); Str 12, Dex 15, Con 12, Int 10, Wis 17, Cha 10.
Skills & Feats: Concentration +12, Listen +7, Spellcraft +7, Spot +7; Combat Casting, Improved Initiative,
Weapon Focus (Rapier).
Spells Prepared (5/4+1/3+1/2+1; save DC = 13 + spell level): 0 – detect magic, detect poison, light, read
magic, resistance; 1st – bless, command, shield of faith, [bonus free], true strike*; 2nd – hold person, spiritual
weapon, [bonus free], shield other*; 3rd – prayer, [bonus free], haste*; (*Domain Spell).
Domains: Family (1/day give 1 creature +4 dodge bonus to AC for 1 round/level), Time (gain Improved
Initiative feat).
Possessions: Small Full Plate Armor, Small +2 Rapier, Small Halfling Sling Staff, 10 Bullets.

Ida Cutler and Astra Smiemass, Clr2: CR 2; Small Humanoid (Halfling); HD 2d8+2; hp 11; Init +2; Spd 20 ft.
(15 Armored); AC 18, touch 12, flat-footed 17, (+1 Size, +1 Dex, +6 Small Banded Mail); BAB +1; Grap -2; Atk Small
Mwk Rapier +5 melee (1d4+1/18-20x2) or Small Halfling Sling Staff +5 Ranged (1d6+1/x3); Full Atk Small Mwk
Rapier +5 melee (1d4+1/18-20x2) or Small Halfling Sling Staff +5 Ranged (1d6+1/x3); SQ Halfling Traits, Rebuke
Undead 3/day; AL LG; SV Fort +5, Ref +3, Will +7 (+9 vs Fear); Str 12, Dex 15, Con 12, Int 10, Wis 17, Cha 10.
Skills & Feats: Concentration +10, Listen +7, Spellcraft +5, Spot +7; Combat Casting, Improved Initiative,
Weapon Focus (Rapier).
Spells Prepared (4/3+1; save DC = 13 + spell level): 0 – detect magic, light, read magic, detect poison; 1st
– bless, shield of faith, [bonus free], true strike*; (*Domain Spell)
Domains: Family (1/day give 1 creature +4 dodge bonus to AC for 1 round/level), Time (gain Improved
Initiative feat).
Possessions: Small Banded Mail Armor, Small Mwk Rapier, Small Halfling Sling Staff, 10 Bullets.

4f. Livestock
The halflings' livestock, consisting of 12 cows, 24 sheep, 5 horses and three goats graze in these two fields.

5. Hunt for the Shargugh


The shargugh lives on Hookham Hill. Following directions from Wally the Halfling, The character will be able to find
the hill.
The track winds its way up the steeply sloping hillside to where large oaks stand against the sky. A ringing laugh
draws your attention towards the branches of one of the trees. A brown face grins inanely from amongst the
foliage. It titters to itself and then begins to speak. "Staring eyes, wet with tears for the ones lost beyond the years
fated elf you will lose yourself." The sharguah laughs and darts along the branch and says: "The wheel revolves and
seasons change. Winter snow. Summer sun, fall of leaves and sprout of seeds. Elves may die, the sun does not, time
will show what you have not.''
The shargugh will await a reply or an action from the character. If food is offered, Sutan will cautiously move
towards it while keeping a close eye on the character. He will eat and drink greedily while watching the character.
At the first sign of danger, Sutan will pass into a tree and leave the area. If no food is offered, Sutan will wait;
ignoring the character for 2 turns and then wander away. After eating, Sutan will simply tell the character to wait
here. He will go to a broken tree stump and climb inside. After 5 minutes, Sutan will return with the item or items
stolen from the character, plus a magical lantern. The items are so well hidden that the character will be unable to
find them even if the tree trunk is entered. The shargugh will place these items in front of the character. The
lantern is made of brass and burns without oil. It lights upon command and illuminates the same area as a normal
lantern. It will burn until commanded to stop, but it cannot be used to start fire, as it gives out no heat. The
command words 'Shine' and 'Dark' are inscribed around its base and are only comprehensible with a read magic
spell. The shargugh will offer no explanation as to why he stole from the character, or how the lantern works.
Sutan will speak nonsense most of the time; throwing in the odd insult. Before the character leaves, Sutan will tell
the character the rhyme of Galannor.

The creature stares keenly into your face, all trace of mischief gone. Its eyes, so wild normally, take on a strange
intensity. "So long, so long. The years pass swiftly but I go on. It was said that one would come looking for a way to
other lands. Mark well these words.” “Before me lies the silver moon and stars encircle my brow, Let the hidden
way be open soon. Galannor Nightflame hear me now!' "Forgot not thaw words, lest your task go unfulfilled." Its
mischievous expression returns as it leaps into the lower branches of the tree.
Although its meaning may not be clear until more clues have been gathered, the rhyme of Galannor will be very
vivid to the character. The creature knows of the character’s destiny but will only allude to it. On no account will he
tell the character exactly what is likely to happen. The creature is very old, and was young when Galannor
Nightflame walked the woods. He will talk of Galannor and say he is gone from the world. The shargugh will
observe the character from the tree, speaking nonsense as before. He will eventually grow bored and depart.

Vanished Hermit
The hermit of the north, Roark Melstoel lives in a cave at the north-eastern edge of the woods. Just before the
character arrives here, the hermit will have been captured by a band of hobgoblins led by an ogre. A clear and easy
to follow trail leads north-east from the cave to area 7. The hermit has already escaped, however, and will not be
found by the character until Day 35. Examination of the trail will reveal that a large group of humanoids passed by
here recently.

6. Hermit’s Cave
When the character is half a mile away from the cave, smoke will be seen rising into the sky. When the elf reaches
the cave read the following.
Across a well cultivated garden, smoke belches from a cave mouth. Broken and trampled plants are evidence that
a struggle has taken place. The presence of a hobgoblin lying face down in the cave mouth further confirms this
impression.
Inside the cave, the character will find the hermit’s few personal possessions and furniture smoldering on the
floor. Next to the bed is a scorched leather-bound book which contains the legend of Galannor Nightflame, which
is the same tale as told by Duindel. The book also contained the means of summoning the silver ship at the
Shattered Pillars, but these pages are badly scorched and most of the writing has been obliterated. The last page
originally read:
“On a clear night when the moon is high, standing between the celestial pillars with starblooms around
the brow, the supplicant shall speak the following words.” “Before me lies the silver moon and stars encircle my
brow, Let the hidden way be open soon. Galannor Nightflame hear me now!”

7. Hobgoblin Camp
The trail leads from the hermit’s cave for 6 miles to where the hobgoblins and ogres have made their camp. The
camp is in turmoil and noise from it can be heard 300 yards away. The character will be able to sneak up on the
camp unseen.
A huge yellow-green ogre with bright orange blotches stands menacing a group of cowering hobgoblins.
Elsewhere, other hobgoblins nervously watch the proceedings, apparently afraid of the angry ogre. Evidently
annoyed, the ogre roars and savagely swings its club. With a splintering of bone it smashes into one of the
hobgoblins’ heads. With arms flailing the hobgoblin flies backwards into a tree and slumps to the floor.
The unfortunate hobgoblin is dead, leaving 18 hobgoblins and the ogre. After killing the hobgoblin, the ogre will
notice the character unless the elf has hidden among the trees. In the latter case the monsters will travel back to
the hermit’s cave in the hope that he has returned there. After that they will search the woods in a random
direction.

Ogre, Brb4: CR 7; Large Giant; HD 4d8+16 plus 4d12+16; hp 79; Init -1; Spd 50 ft. (40 Armored); AC 20,
touch 10, flat-footed 20, (-1 Size, +0 Dex, +6 Natural, +4 Large +1 Hide Armor, +1 Ring of Protection +1); BAB +7;
Grap +19; Atk Large +1 Greatclub +16 melee (2d8+13) or Large Mwk Javelin +7 ranged (1d8+8); Full Atk Large +1
Greatclub +16/+11 melee (2d8+13) or Large Mwk Javelin +7 ranged (1d8+8); SQ Darkvision 60 ft., Low-Light Vision,
Rage 2/day; AL CE; SV Fort +12, Ref +2, Will +2; Str 26, Dex 10, Con 18, Int 8, Wis 10, Cha 4.
Skills and Feats: Climb +13, Hide -6, Jump +17, Listen +6, Spot +2; Improved Natural Armor, Power Attack,
Weapon Focus (Greatclub)
Rage (Ex): Twice per day, an ogre barbarian can enter a state of fierce rage that last for 9 rounds. The
following changes are in effect as long as he rages: AC 18 (touch 8, flat-footed 18); hp 95; Atk Greatclub +18 melee
(2d8+15); SV Fort +14, Will +4; Str 30, Con 22; Climb +15, Jump +19. At the end of his rage, the ogre barbarian is
fatigued (-2 Strength, -2 Dexterity for the duration of the encounter.
Possessions: +1 Large Hide Armor, +1 Large Greatclub, 5 Large Mwk Javelins, Ring of Protection +1, 450gp.

There are 4 groups of hobgoblins in the clearing, these are marked on the map with letter codes. The numbers in
each group are: group A = 4; group B = 6; group C = 3 and group D = 5. They all have the following statistics.

Hobgoblins, War2: CR 1; Medium Humanoid (Goblinoid); HD 2d8+6; hp 14; Init +2; Spd 30 ft.; AC 16,
touch 12, flat-footed 14, (+2 Dex, +3 Studded, +1 Light Wooden Shield); BAB +2; Grap +4; Atk Longsword +5 melee
(1d8+2/19-20) or Javelin +4 ranged (1d6+2/x2); Full Atk Longsword +5 melee (1d8+2/19-20) or Javelin +4 ranged
(1d6+2/x2); SQ Darkvision 60 ft.; AL LE; SV Fort +6, Ref +1, Will +1; Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 10 .
Skills & Feats: Hide +4(+2), Move Silently +8(+6); Weapon Focus (Longsword).
Possessions: Studded Leather Armor, Light Wooden Shield, Longsword, 3 Javelins, 18sp ea.

Fairy Ring
This section of the adventure involves a group of pixies troubled by a troll. The character will become involved
either by meeting the pixies (area 8) or by the Event 14. If the character destroys the troll, they will mention the
Shattered Pillars and the flitterlings (area 10).

8. The Pixies
The air is filled with the sweet fragrance of many flowers. Above colorful petals, small delicate creatures fly on
gossamer wings. A soft cry goes up from the small creatures and they instantly disappear.
The invisible pixies will fly to encircle the intruder. Their leader, Tarragorn, will hover in front of the character and
reappear. He will welcome the elf to the glade in a friendly manner and invite the character to stay for dinner. A
small but splendid feast will be laid out on the ground consisting of nuts, berries, crushed petals and sweets made
from herbs and flowers. Distilled dew mixed with blackberry juice will be served in flowers to complete the meal.
During the meal, Tarragorn will say that he has heard of the character and the quest for the fabled hero Galannor,
pixie friend. Tarragorn also has some information that may help the character and he will trade this for a small
favor. He will explain how, a few months ago, a troll entered the woods. It killed many of the pixies. Tarragorn will
give directions to the house taken over by the troll (area 9) and urge the character to go there soon. He will warn
the character that the troll is both “mean and tricky” and that great care should be taken when dealing with it. If
the character has already encountered and killed the troll, Tarragorn will require proof; a visit to the empty house
to see the troll’s ashes will be sufficient. The character will be invited to stay the night and will be shown to a bed
of moss and leaves. There will be no wandering monsters at the pixies' glade. If the character does not deal with
the troll the next day, it will attack the glade the following night with its bugbear companions. If the elf kills and
destroys the troll, the pixies will thank the character profusely and be very pleased. Tarragorn will need reminding
of his promise, but once reminded he will tell the character of how the pixies of old watched Galannor sail along
the Greenflow in a beautiful silver boat. The place where the boat sailed from is not known, but the pixie legends
speak of the moon being reflected in a pool of water next to two tall pillars. These tales have been passed down
over the centuries and a lot of information has been lost in the retelling. They do know that Galannor was
wounded and never returned from the voyage. Tarragorn knows little more and if asked, will go into great detail
about the pixies' attire for the occasion: "shimmering spider silk robes, beautiful pearls and slippers made from fox
gloves." Before The character leaves, Tarragorn will remember the other piece of information he intended to tell
the character; the location of a magical mushroom ring (area 10).

9. The Troll's House


When the character arrives the troll is downstairs and two bugbears are upstairs asleep. Any loud noise will wake
them and they will descend the stairs 4 rounds later.
Behind a broken white fence, a once well-kept cottage shows signs of neglect. In places the thatch has fallen from
the roof, exposing the rafters underneath. The brightly painted window frames now hold only broken glass. A
polished wooden door hangs half torn from its hinges and large dirty footprints lead both into and out of the
house, past a pile of bleached hones.
This two-story house has been ransacked by the troll and the bones are the remains of the house's previous
inhabitants. The footprints are those of the troll and the bugbears. The strong smell of troll is very noticeable up to
10 yards from the house. An ivy-covered trellis against the south side of the house leads to an open upstairs
window. The character will be able to climb this without difficulty.

Ground Floor: contains simple furniture and a fire with cooking utensils. Most of the furniture lies smashed and
broken. Unless surprised, the troll will hide behind the front door when it hears anyone approach. A flight of stairs
leads up to the room with the sleeping bugbears.

Troll, Adp7: CR 10; Large Giant; HD 6d8+36 plus 7d6+42; hp 129; Init +2; Spd 30 ft.; AC 17, touch 11, flat-
footed 15, (-1 Size, +2 Dex, +6 Natural); BAB +7; Grap +17; Atk Claw +14 melee (1d8+7); Full Atk 2 Claws +14 melee
(1d8+7) and Bite +11 melee (1d6+4); SQ Darkvision 60 ft., Low-Light Vision, Regeneration 5, Scent; AL CE; SV Fort
+13, Ref +6, Will +8; Str 23, Dex 14, Con 23, Int 10, Wis 13, Cha 10 .
Skills & Feats: Concentration +16, Listen +10, Spellcraft +10, Spot +10; Cleave, Improved Natural Attack
(Claw), Multi-Attack, Power Attack, Weapon Focus (Claw).
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh.
This attack automatically deals an additional 2d6+9 points of damage.
Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost
portion regrows in 3d6 minutes or creature can reattach the severed member instantly by holding it to the stump.
Adept Spells Prepared (3/4/3; save DC 11 + spell level): 0 – touch of fatigue, touch of fatigue, touch of
fatigue; 1st – bless, cure light wounds, obscuring mist, [bonus free]; 2nd – invisibility, resist energy, [bonus free].
Possessions: Amulet of Mighty Fists +1.

First Floor: there are two sleeping bugbears in here. This room contains a large bed, a cot, and some adult
and children's clothing. Concealed behind a brick in the fireplace is a bag containing 300gp, 450sp, three 50gp
gems, a Potion of Invisibility and an Elixir of Invulnerability (new magic item).

Bugbear, Rog2 (2): CR 4; Medium Humanoid (Goblinoid); HD 3d8+6 plus 2d6+4; hp 30; Init +4; Spd 30 ft.;
AC 19, touch 14, flat-footed 15, (+4 Dex, +2 Leather Armor, +3 Natural); BAB +2; Grap +5; Atk Spear +5 melee
(1d8+4/x3) or Javelin +6 ranged (1d6+3/x2); Full Atk Spear +5 melee (1d8+4/x3) or Javelin +6 ranged (1d6+3/x2);
SA Sneak Attack 1d6; SQ Darkvision 60 ft., Evasion, Scent, Trapfinding; AL CE; SV Fort +3, Ref +10, Will +2; Str 16,
Dex 19, Con 14, Int 13, Wis 12, Cha 8 .
Skills & Feats: Bluff +7, Escape Artist +12, Hide +12, Jump +12, Listen +9, Move Silently +16, Spot
+9,Tumble +14; Combat Expertise, Improved Feint.
Evasion (Ex): A rogue can avoid even magical and unusual attacks with great agility. If she makes a
successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead
takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does
not gain the benefit of evasion.
Possessions: Leather Armor, Spear, 3 Javelins.

Boat House: this building contains two canoes. Three stirges live here and will attack when the door is
opened. Canoe: Large vehicle; Seaworthiness –3; Shiphandling +1; Speed oars 10 ft. (good); Overall AC 4; Hull hp
40 (hardness 5); Ram 1d6; Space 10 ft. by 5 ft.; Height 2 ft. (draft 2 ft.); Complement 4; Watch 1; Cargo 500
pounds; Cost 20 gp.

Striges (3): CR ½; Tiny Magical Beast; HD 1d10; hp 5; Init +4; Spd 10 ft., Fly 40 ft. (Average); AC 16, touch
16, flat-footed 12, (+2 Size, +4 Dex); BAB +1; Grap -11 (+1 when attached); Atk Touch +7 melee (Attach); Full Atk
Touch +7 melee (Attach); SA Attach, Blood Drain; SQ Darkvision 60ft., Low-Light Vision; AL N; SV Fort +2, Ref +6,
Will +1; Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6.
Skills and Feats: Hide +14, Listen +4, Spot +4; Alertness, Weapon Finesse.
Attach (Ex): If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body.
An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12,
but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks (already figured into the Base
Attack/Grapple entry above). An attached stirge can be struck with a weapon or grappled itself. To remove an
attached stirge through grappling, the opponent must achieve a pin against the stirge.
Blood Drain (Ex): A stirge drains blood, dealing 1d4 points of Constitution damage in any round when it
begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to
digest the meal. If its victim dies before the stirge’s appetite has been sated, the stirge detaches and seeks a new
target.

10. The Mushroom Ring


In the middle of a ring of brightly colored mushrooms grows a large red and blue spotted mushroom. The air
around it dances with tiny motes of light which change color as they move. A quiet, gentle melody drifts from the
ring, barely audible over the sound of your own breathing. Words drift through your mind; their meaning strange
and unclear, but fascinating.
The motes of light arc 120 flitterlings. Their song will affect the character as a charm monster spell. If the elf fails,
the flitterlings will continue singing fora few minutes longer then fly over to ask the character come questions. If
the elf makes the raving throw, the flitterlings will continue to sing while watching the character closely. Hostile
actions will cause them to hide in the red and blue mushroom. If the character attacks, the flitterlings will sing their
fear song. A friendly approach will cause the flitterlings to fly round and converse. In this case, the flitterlings will
speak in their hardy audible voices and ask why the character is here. Talk of the quest will make them nervous, for
they greatly fear the humanoids. They will offer the character some of the mushrooms, pointing out their
properties. Only one mushroom is required for the desired effect. There are 80 mushrooms in the ring, divided into
five types. The character can safely pick half of each type.
Flittering Mushrooms
Blue As Neutralize Poison spell (caster level 7) 6
Red As Haste spell (caster level 5) 6
Yellow As Arcane Eye spell (caster level 5) 4
Green As Cure Light Wounds spell (caster level 5) 10
Orange 3 provide nourishment for one creature/day 54

If the character picks only those mushrooms offered, they will grow back in a month. If the character tries to take
more, flitterlings will attack. Picking more will break the magic of the circle, killing all the mushrooms and the
flitterlings in 5 days.

Flitterlings (120): CR 1/5; Fine Fey; HD 1/3 d6; hp 1; Init +7; Spd 15 ft., Fly 60 ft. (Perfect); AC 25, touch 25,
flat-footed 18, (+8 Size, +7 Dex); BAB +0; Grap -16; Atk Fine Silver Rapier +7 melee (1); Full Atk Fine Silver Rapier +7
melee (1); SA Song; SQ Damage Reduction 10/Cold-Iron, Low-Light Vision, Spell Resistance 18; AL N; SV Fort +0, Ref
+9, Will +4; Str 1, Dex 24, Con 10, Int 14, Wis 15, Cha 16.
Skills and Feats: Escape Artist +11, Hide +31, Listen +8, Move Silently +15, Perform (Sing) +15, Sense
Motive +6, Spot +8, Tumble +11; Alertness, Dodge, Weapon Finesse.
Song (Su): A group of 50 flitterlings can create a song that has the same effect as a Charm Monster spell
on one opponent. Groups are also able to create song which has the same effect as a Fear spell. Both songs have a
range of 60 ft., and flitterlings are able to use each song once per day. The save DC’s for both songs are DC 17. The
save DC’s are Charisma-based.
Swarm Attacks (Ex): A group of 5 Flitterlings can attack together as one creature. They gain a +8 to hit for
the Aid Another action and do 1 point of damage to creatures with an AC or Natural armor bonus of +1 or higher.
All other creatures take 2 points of damage. If the swarm is attacked, after damage reduction, every point of
damage kills one flitterling to a maximum of 5 flitterlings per single attack.
11. Cave of Visions
This cave contains a magical pool which will reveal a vision to the character of the Shattered Pillars (area 20). The
cave is also the lair of an owlbear.

11a. Entrance
A pathway leads up to a dark passage into the rock. An old and rotted door lies halfway up the slope, its hinges
twisted and torn as though the door was ripped from the wall. A musty smell and scratching noises drift out of the
cave. A large hulking shape emerges and a deep growl issues from its throat as its heavy clawed hands reach
towards you.
Owlbear: CR 5; Large Magical Beast; HD 8d10+40; hp 84; Init +1; Spd 30 ft.; AC 16, touch 10, flat-footed
15, (-1 Size, +1 Dex, +6 natural); BAB +8; Grap +18; Atk Claw +13 melee (1d8+6); Full Atk 2 Claws +13 melee
(1d8+6) and Bite +11 melee (1d8+3); SA Improved Grab; SQ Scent; AL N; SV Fort +11, Ref +7, Will +3; Str 22, Dex
12, Con 21, Int 2, Wis 12, Cha 10.
Skills & Feats: Listen +9, Spot +9; Improved Natural Armor, Improved Natural Attack (Claw), Multi-attack.
Improved Grab (Ex): To use this ability, an owlbear must hit with a claw attack. It can then attempt to
start a grapple as a free action without provoking an attack of opportunity.

The owlbear’s lair is littered with the old bones and skulls of its animal and humanoid victims. The door on the
north-western wall is very old and rotten. A turn spent searching through the debris will reveal four 500gp gems
and an Arcane Scroll with Charm Monster, Magic Missile, Phantasmal Killer and Protection from Normal Missiles
@ 10th level.

11b. Web filled stairs


The stairs descend steeply to a dimly lit chamber. A thick web made by a colony of tiny spiders fills the entire
length of the stairs.
Dense, sticky webs fill the space beyond the door. Barely visible through the strands is a flight of worn steps
leading down.
A torch will quickly burn the webs away as per the Web spell and cause the spiders to scurry for cover in the roof
of the passage. The spiders will attack when the character passes under. A few pieces of jewelry can be found
among the webbing (a gold necklace 200gp, a gold armband 150gp and a platinum ring 300gp).

Monstrous Spider, Tiny: CR 1/4; Tiny Vermin HD ½ d8; hp 2; Init +3; Spd 20 ft. Climb 10 ft.; AC 15, touch
15, flat-footed 12, (+2 Size, +3 Dex); BAB +0; Grap -12; Atk Bite +5 melee (1d3-4 plus poison); Full Atk Bite +5 melee
(1d3-4 plus poison); SA Poison, Web; SQ Darkvision 60ft., Tremorsense 60ft., Vermin Traits; AL N; SV Fort +2, Ref
+3, Will +0; Str 3, Dex 17, Con 10, Int -, Wis 10, Cha 2.
Skills and Feats: Climb +11, Hide +15*, Jump -4*, Spot +4*; Weapon Finesse.
Poison (Ex): Injury, Fortitude DC 10, initial damage 1d2 Str, secondary damage 1d2 Str.
Web (Ex): 8/day, Range 10ft., Escape Artist DC 10, Break DC 14, HP 2 DR 5/-.
Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in
contact with the ground, or within any range in contact with the spider’s webs.
Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb
checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened.
Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.
*Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-
spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

11c. Pool of Visions


A pale blue light from the pool can be seen from the bottom of the stairs. Inside the chamber waits the guardian of
the pool, a bone golem.
A chamber at the foot of the stairs is bathed in a cool blue light from a clear pool in its center. Across the pool, a
hooded black figure sits on a carved chair. It leans slowly forward until its elbows rest on two double-bladed
swords lying across the chair arms. For a few moments it surveys you, seeming to look into your very soul. Then
from the dark recesses of its hood, a cracked and broken voice rasps, “What is your name?”
The bone golem will wait for an answer. Once one has been given, whether truthful or not, the golem will
continue, “Why have you come to this ancient place?” If both answers given by The character are truthful, the
bone golem will again speak, “A gift for the pool. Throw magic into its waters and a vision you shall see.” If The
character has answered the questions truthfully, then dropping any magical item into the pool or casting a spell of
1st level or higher into it will cause a vision to appear. Items dropped into the pool cannot be recovered. If The
character has answered either question falsely, the golem will rise from its throne while drawing back its hood. It
will grasp its two double-bladed swords and move to attack, saying, “Those who speak not the truth are fated to
die. Your time has come.” At this point the door at the top of the stairs will close with an ominous clunk. The
character will be unable to open it for the duration of the combat.

Bone Golem: CR 8; Large Construct; HD 11d10+30; hp 90; Init +6; Spd 30 ft.; AC 21, touch 11, flat-footed
19, (-1 Size, +2 Dex, 10 Natural); BAB +11; Grap +19; Atk Double Bladed Sword +15 melee (2d6+6); Full Double
Bladed Swords +13/+13 melee (2d6+6) and Off-Hand Double Bladed Swords +13/+13 melee (2d6+3); SA Bone
Prison; SQ Construct Traits, DR 10/Adamantine and Bludgeoning, Darkvision 60ft., Immunity to Magic, Low-Light
Vision; AL N; SV Fort +3, Ref +5, Will +3; Str 18, Dex 15, Con -, Int -, Wis 10, Cha 1
Skills and Feats: None
Bone Prison (Ex): As a standard action, make a ranged touch attack to hit a target within 30ft. These
bones magically duplicate and form a cage surrounding struck creatures. Each round, the cage makes a grapple
check. The target can escape the grapple normally, or can break out of the bones by dealing 15 points of damage
to the prison, which has the same AC, DR, and saves as the bone golem itself. Damage to the prison has no effect
on the golem. The golem can only have one bone prison active at a time. If it wishes to create a second one, it (or
some other creature) must first destroy the existing one.
Immunity to Magic (Ex): The Golem is immune to any spell or spell-like ability that allows SR. In addition,
certain spells and effects function differently against the creature, as noted below.
 Magical effects that heal living creatures slow a bone golem (as the slow spell) for 1d4 rounds (no
save).
 A magical attack that deals negative energy damage breaks any slow effect on the golem and
heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the
healing would cause the golem to exceed its full normal hit points, it gains any excess as
temporary hit points. A bone golem gets no saving throw against attacks that deal negative
energy damage.
 A raise dead, resurrection, or true resurrection spell negates its DR and immunity to magic for 1
minute.

The golem is unintelligent and is only capable of speaking a few phrases. Communication with it will be impossible
other than by answering its questions. If the golem is defeated, a vision will appear in the pool. This area bears a
powerful enchantment. Even if destroyed, the bone golem will always be here on subsequent visits. It will go
through the same routine each time.

The Vision
The pool will slowly swirl in a hypnotic pattern. To anyone watching, it will seem as though they are being drawn
into it. However, this is not the case and it is possible to look away from the pool at any time. If The character
continues to look, a vision of the Shattered Pillars at night (see area 20) will appear.

Herbalists
Ragnal and Rhonda Redleaf, the herbalists, live in a wooden shack with their pet worg Rabidty. When The
character first arrives here, their home will be attacked by a group of gnolls and a troll. The herbalists will tell The
character of the existence of the treant Doak Evergreen (area 14).

12. The Redleafs


A cultivated herb and vegetable garden lies behind a rickety fence. In the middle of the garden is a wooden shack.
A worg is stretched out on its porch and an old woman sits in a rocking chair. She draws thoughtfully on her pipe
and eyes you suspiciously. She mutters something to the worg who goes into the shack.

Rabidty: CR 2; Medium Magical Beast; HD 4d10+8; hp 30; Init +2; Spd 50 ft.; AC 17, touch 12, flat-footed
15, (+2 Dex, +2 Natural, +3 Studded Barding); BAB +4; Grap +7; Atk Bite +7 melee (1d6+4); Full Atk Bite +7 melee
(1d6+4); SA Trip; SQ Darkvision 60ft., Low-Light Vision, Scent; AL N; SV Fort +6, Ref +6, Will +3; Str 17, Dex 15, Con
15, Int 6, Wis 14, Cha 10.
Skills and Feats: Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2; Alertness, Track.
Trip (Ex): A worg that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free
action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent
cannot react to trip the worg.
Skills: A worg has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on
Hide checks. *A worg has a +4 racial bonus on Survival checks when tracking by scent.

Ragnal and Ronda Redleaf, Clr6: CR 6; Medium humanoid (human); HD 6d8+6; hp 32; Init +4; Spd 20 ft.;
AC 14, touch 10, flat-footed 14 (+4 Chain Shirt Armor); BAB +4; Grap +6; Atk Quarterstaff +6 melee (1d6+2); Full
Atk Quarterstaff +6 melee (1d6+2); SQ Turn undead 4/day; AL LG; SV Fort +6, Ref +2, Will +8; Str 14, Dex 10, Con
12, Int 13, Wis 17, Cha 10.
Skills & Feats: Craft (Alchemy) +12, Heal +14, Knowledge (Nature) +6, Knowledge (Religion) +6, Spellcraft
+10; Brew Potion, Self-Sufficient, Skill Focus (Craft/Alchemy)
Spells Prepared (5/4+1/4+1/3+1; save DC = 13 + spell level): 0 – detect magic, light, read magic,
resistance, detect poison,; 1st – cure light wounds, obscuring mist, shield of faith, [bonus free], entangle*; 2nd –
aid, cure moderate wounds, spiritual weapon, [bonus free], barkskin*; 3rd – cure serious wounds, prayer, [bonus
free], plant growth* (*Domain Spell)
Domains: Good (cast good spells at +1 caster level); Plant (Can rebuke or command plant creatures, add
Knowledge (Nature) to class skill list)
Possessions: Chain Shirt Armor, Quarterstaff.

Rhonda Redleaf will watch The character cautiously, and will not offer any form of greeting, although she will
respond to any given by The character. She will be guarded in her behavior while she waits for her husband to
appear. When Ragnal has arrived, Rhonda will relax a little and the Redleafs will both question The character.
While they are talking, the wolf will snarl, attracting the Redleafs' attention to where a group of gnolls led by a troll
are sneaking up to the fence

Troll: CR 6; Large Giant; HD 6d8+36; hp 63; Init +2; Spd 30 ft.; AC 16, touch 11, flat-footed 14, (-1 Size, +2
Dex, +5 Natural); BAB +4; Grap +14; Atk Claw +9 melee (1d6+6); Full Atk 2 Claws +9 melee (1d6+6) and Bite +4
melee (1d6+3); SQ Darkvision 60 ft., Low-Light Vision, Regeneration 5, Scent; AL CE; SV Fort +11, Ref +4, Will +3; Str
23, Dex 14, Con 23, Int 10, Wis 13, Cha 10 .
Skills & Feats: Listen +5, Spot +6; Alertness, Iron Will, Track
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh.
This attack automatically deals an additional 2d6+9 points of damage.
Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost
portion regrows in 3d6 minutes or creature can reattach the severed member instantly by holding it to the stump.
Possessions: 10gp

Gnoll, Rng2 (16): CR 2; Medium Humanoid (Gnoll); HD 4d8+8; hp 26; Init +3; Spd 30 ft.; AC 19, touch 13,
flat-footed 16, (+3 Dex, +4 Chain Shirt, +2 Heavy Wooden Shield); BAB +3; Grap +7; Atk Battleaxe +8 melee
(1d8+4/x3) or Longbow +6 ranged (1d8+4/x3); Full Atk Battleaxe +8 melee (1d8+4/x3) or Longbow +6 ranged
(1d8+4/x3) or Longbow +4/+4 ranged (1d8+4/x3); SQ Darkvision 60 ft., Favored Enemy Elves +2; AL CE; SV Fort +8,
Ref +6, Will +1; Str 18, Dex 16, Con 15, Int 8, Wis 12, Cha 8 .
Skills & Feats: Listen +6, Spot +7, Survival +7; Point Blank Shot, Rapid Shot, Track, Weapon Focus
(Battleaxe).
Possessions: Chain Shirt Armor, Heavy Wooden Shield, Battleaxe, Longbow, 20 Arrows, 20cp ea.

The Redleafs know nothing of the dragon and will be very concerned to hear that the forest is being despoiled. If
The character mentions the legend of Galannor, they will say that they heard something like it from an old treant
named Doak Evergreen. They will give directions to Doak's home (area 14) via the crossroads (area 13). Rhonda
and Ragnal are too old for adventuring and will not accompany The character. If necessary, they will use their cure
light wounds spells to heal The character’s wounds. Just before leaving, The character will be given a pouch by
Rhonda, containing a fourteen day supply of curing herbs. These alchemical herbs speed healing allowing anyone
who uses them to recover lost hit points over the course of thirty minutes as if they rested for the day. They can
only be used once per day per person.

The Treants
The two treants which live in this part of the Dymrak Forest will provide The character with a partial interpretation
of the rhyme of Galannor. While travelling along the track not far from the trcants' glade, The character will be
attacked by a hand of gnolls and will be aided by the treant Doak Evergrern.

13. Ambush
The rustle of leaves and the singing of birds raise your spirits as you travel along this narrow path. A sharp crack of
a snapping twig warns you that all is not well. Movements to the right and left confirm this, as, gnolls burst howling
from the undergrowth, brandishing swords.
The 12 gnolls will move to surround The character, cutting off any escape and will then viciously attack.

Gnoll, Rng2 (16): CR 2; Medium Humanoid (Gnoll); HD 4d8+8; hp 26; Init +3; Spd 30 ft.; AC 19, touch 13,
flat-footed 16, (+3 Dex, +4 Chain Shirt, +2 Heavy Wooden Shield); BAB +3; Grap +7; Atk Battleaxe +8 melee
(1d8+4/x3) or Longbow +6 ranged (1d8+4/x3); Full Atk Battleaxe +8 melee (1d8+4/x3) or Longbow +6 ranged
(1d8+4/x3) or Longbow +4/+4 ranged (1d8+4/x3); SQ Darkvision 60 ft., Favored Enemy Elves +2; AL CE; SV Fort +8,
Ref +6, Will +1; Str 18, Dex 16, Con 15, Int 8, Wis 12, Cha 8 .
Skills & Feats: Listen +6, Spot +7, Survival +7; Point Blank Shot, Rapid Shot, Track, Weapon Focus
(Battleaxe).
Possessions: Chain Shirt Armor, Heavy Wooden Shield, Battleaxe, Longbow, 20 Arrows, 20cp ea.

After 2 rounds (or earlier if the character is in danger of being killed) Doak will arrive and animate two trees to
attack the gnolls. In the following round Doak will join the fight. If the gnolls' morale fails Doak will attempt to stop
any escaping by animating trees in their path.

Doak Evergreen, Treant: CR 9; Huge Plant; HD 12d8+72; hp 126; Init -1; Spd 30 ft.; AC 20 (-2 Size, -1 Dex,
13 Natural), touch 7, flat-footed 20; BAB +9; Grap +27; Atk Slam +19 melee (2d6+10); Full Attack 2 Slams +19
melee (2d6+10); SA Animate Trees, Double damage against objects, trample 2d6+15; SQ Damage Reduction
10/Slashing, Low-Light Vision, Plant Traits, Vulnerability to Fire; AL NG; SV Fort +12, Ref +5, Will +9; Str 30, Dex 8,
Con 22, Int 12, Wis 16, Cha 12.
Skills and Feats: Diplomacy +3, Hide +14*, Intimidate +7, Knowledge (Nature)+6, Listen +8, Sense Motive
+8, Spot +8, Survival +8 (+10 aboveground); Cleave, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack.
Animate Trees (Sp): A treant can animate trees within 180 feet at will, controlling up to two trees at a
time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a
treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or
moves out of range. The ability is otherwise similar to Liveoak (caster level 12th). Animated trees have the same
vulnerability to fire that a treant has.
Double Damage against Objects (Ex): A treant that makes a full attack against an object or structure deals
double damage.
Trample (Ex): Reflex DC 26 half. The save DC is Strength based
Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.
Doak Evergreen is an ancient Treant with a long green beard, who has lived in the Dymrak Forest all his life. After
the combat, Doak will introduce himself, speaking very slowly and deeply, and will invite the character to his home
(area 14). Doak is adorned in starblooms which appear to be dead flowers. If asked why he is wearing them, he will
merely say that all will be revealed with the setting of the sun. He will speak little on the way back to his home.

14. Doak's Glade


This glade will only be discovered if Doak is with the character. It is well hidden, accessible only by secret paths.
Having been here once, the character will always be able to find the way back. While travelling along Doak's secret
paths, the ell's movement rate is unaffected. Living here with Doak is a young treant; Watt Woodchip. When the
character arrives, Watt will be busy cultivating some young shoots.
A well laid out garden lies under the branches of a majestic oak tree. Hundreds of small plants stand in neat rows.
A slender treant is bending over some saplings. A gentle, yet deep rumbling comes from the treant as it caresses
the young plants. Hearing you approach, it straightens up so that it towers above you. Although not as tall as Doak,
it stands over 10 feet high.

Watt Woodchip, Treant: CR 8; Huge Plant; HD 5d8+15; hp 37; Init -1; Spd 30 ft.; AC 17 (-1 Size, -1 Dex, 9
Natural), touch 8, flat-footed 17; BAB +3; Grap +12; Atk Slam +8 melee (2d6+5); Full Attack 2 Slams +8 melee
(2d6+5); SA Animate Trees, Double damage against objects, trample 2d6+7; SQ Damage Reduction 10/Slashing,
Low-Light Vision, Plant Traits, Vulnerability to Fire; AL NG; SV Fort +9, Ref +0, Will +6; Str 21, Dex 8, Con 17, Int 12,
Wis 16, Cha 12.
Skills and Feats: Diplomacy +3, Hide -5*, Intimidate +6, Knowledge (Nature)+6, Listen +6, Sense Motive
+6, Spot +6, Survival +8 (+10 aboveground); Iron Will, Power Attack.
Animate Trees (Sp): A treant can animate trees within 180 feet at will, controlling up to two trees at a
time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a
treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or
moves out of range. The ability is otherwise similar to Liveoak (caster level 12th). Animated trees have the same
vulnerability to fire that a treant has.
Double Damage against Objects (Ex): A treant that makes a full attack against an object or structure deals
double damage.
Trample (Ex): Reflex DC 17 half. The save DC is Strength based
Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.

The two treants will explain that they are engaged in growing young trees with which to replant the Dymrak
Forest. This is something they have done for centuries. Recently their work has been increased by the wanton
destruction of the humanoids and the burning of areas by the dragon. The usefulness of the treants depends on
what information the character has already collected. They have heard of Galannor but do not know where he is or
what became of him. The treants know most areas of the Dymrak Forest and will give directions to any encounter
area which the character describes to them. For example, they know the location of the Shattered Pillars (area 20)
but not their significance. Doak will also be able, to interpret the first two lines of the rhyme of Galannor.

"Before me lies the silver moon, and stars encircle my brow"

After some thought Doak will say that the stars must refer to starblooms and the moon must be reflected in a pool
or mirror. He does not know where this could be or what the other lines refer to. He will explain that starblooms
only flower at night and are very beautiful. If there at night, the character will be able to see the ones worn by
Doak in all their glory. The treants main concern is with growing things and the well-being of the Dymrak Forest.
They will be as helpful as possible within their limits. Doak will suggest that the Circle of Dreams (area 16) be
visited, unless the character has already been there. A visit to the herbalists (area 12) will also be suggested. They
will not travel with the character for fear of their nursery being discovered in their absence. On Day 31 Doak will
begin searching for the character (see Event 31). He will not leave Dymrak Forest and if the character is in the
Misty Hills, Doak will be unsuccessful in his search.
Circle of Dreams
Karelia the faedorne (new monster) will send a white stag to lead the character to the Circle of Dreams, where
Galannor Nightflame will appear.

15. The Great White Stag


The white stag will he encountered the first time the character enters any of the hexes marked 15.
Upon a rock stands a great stag with a coat as white as the purest cloud. Its high antlers are held proudly as it
watches you with intelligent brown eyes. With a majestic shake of its head, it leaps down from the rock and starts
to walk away. It stops, turns its head and gazes at you. After a moment the stag walks a few more paces and again
stops to look at you.
If attacked, the stag will bolt. Should one of these hexes he entered later, the stag will reappear and again attempt
to lead the character. If the character follows the stag, read the following description.

The stag leads you deeper into the wood. A path appears ahead of the stag, as hushes and undergrowth part
before it. Behind, the way is blocked by brambles and undergrowth.
The stag will lead the character by the most direct route to the Circle of Dreams (area 16). Wherever this path
crosses the Greenflow, the following encounter will occur.

Ogre Bridge
You follow the stag to where a log bridge crosses the river. Standing on the log is a monstrous figure dressed in
plate mail and wielding a massive flail. The creature is over nine feet tall and its armor, bowed out in front to
accommodate its huge paunch, adds to its fearsome aspect. With a growl the creature lumbers and clanks towards
you, its flail dragging on the ground behind it. Nimbly the stag leaps the river; it turns and watches you as though
judging your actions.
The stag has led the elf here to test the character’s ability in combat and magic. It will take the ogre 1 round to
close.

Ogre, Ftr1: CR 3; Large Giant; HD 4d8+14 plus 1d10+3; hp 40; Init -1; Spd 30 ft., (20 Armored); AC 20 (-1
Size, -1 Dex, 5 Natural, +7 Large Half-Plate Armor ), touch 8, flat-footed 20; BAB +4; Grap +13; Atk Large Heavy Flail
+9 melee (2d6+7/19-20x2); Full Atk Large Heavy Flail +9 melee (2d6+7/19-20x2); SA -; SQ Darkvision 60ft., Low-
Light Vision; AL CE; SV Fort +8, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.
Skills and Feats: Climb +6, Listen +2, Spot +2; Power Attack, Toughness, Weapon Focus (Flail).
Possessions: Large Half-Plate Armor, Large Heavy Flail.

The ogre’s armor is crude in workmanship. The ogre has no treasure. After the ogre is defeated the white stag will
nod its head in satisfaction and continue to lead the character onwards.

16. Circle of Dreams


The stag leads you to an ancient and weathered stone circle. Most of the large stones have toppled and broken,
but a few still point proudly to the sky. Ivy clings to both standing and fallen stones and in the center is a large,
granite slab covered in oak leaves. The stag leaps onto the slab and stamps its front foot. The beast then shimmers
and begins to slowly fade away. Soon it is gone; only the stones and the oaken slab remain.
The stag has returned to the Shining Isle. On the slab are a cloak of oak leaves and a crown of holly, laid out on a
bed of oak leaves. If the cloak and crown are worn while within the circle, the character will fall into a deep
slumber and enter the land of dreams. If the items are taken out of the circle nothing will occur. If the items are
worn by the character read the following.

The stones seem to move. Where there were previously only a few stones standing, there are now only a few
fallen ones. As you watch, these slowly rise upwards until the circle is whole. The stones start to rotate, each one
moving smoothly round the circle. The spinning grows faster and faster until the stones blur into one. The urge to
rest comes upon you and your eyes feel heavy as you sink down onto the oak leaves.
The character will fall into a deep slumber and dream. In the dream it will appear as if the character has just
awoken in the circle.

You awake on the bed of leaves still clothed in the woodland garb. It is dark and the stars shine brightly overhead.
It is impossible to tell how long you have slept. All is quiet within the circle, nothing stirs, no wind, no chirp of
insects or call of birds. At the edge of the circle a misty insubstantial figure appears. It is the figure of an elf and it
moves towards you, seemingly drifting across the ground. When 15 feet away it stops and throws hack its hood
revealing an elvish face framed by long dark hair. Around his brow is a gold circlet, set with a red gem. The figure
bows, “Greetings blood of my blood, I am Galannor Nightflame. Time moves like a river and no one can stop its
flow. I am beyond my natural span and appear to you in dreamtime. Each age requires a new hero, and you have
proven yourself to be the hero of this age. Take this circlet; it will protect you on your quest. Other items await you
on the Shining Isle.” Galannor quickly fades away and you find yourself lying on the rock slab in the circle.
The character has now awoken from the dream; the circle is as it was when first entered, except that the cloak and
crown have disappeared. Galannor’s gold circlet is still in the character’s possession. It has an apparent value of
500gp and acts as a Ring of Major Energy Resist (Fire).

Scenes of Destruction
Encounter areas 17 and 18 are the ruined settlements of Granitgape and Scrubton, mentioned by Duindel in his
letter.

17. Granitgape
The clan of dwarves of Granitgape stronghold has been exterminated by Khordarg and her minions. The stronghold
is in ruins, the great halls have been torn down and the corridors are blocked with rubble. The main entrance is
scorched and the great stone doors lie shattered on the ground; the tunnel behind goes for only 20 feet before
being blocked. Although it would be possible to clear this rubble, the character should he discouraged from doing
so. No amount of searching will reveal another entrance to the stronghold.

18. Scrubton
The human hamlet of Scrubton is destroyed; burnt to the ground by Khordarg. All that remains are the charred
timbers of the wooden buildings and the bones of the inhabitants.

Shattered Pillars
From the Shattered Pillars Galannor Nightflame was taken to the Shining Isle by Karelia the faedorne. Here the
ceremony to summon the silver ship must be performed. Once summoned, the ship will carry the character to the
Shining Isle. Until they were struck by lightning and shattered many years ago, the pillars were taller and complete.
Even so, they are still 60 feet tall.

19. View of Shattered Pillars


During the daytime, the tops of the Shattered Pillars can be seen rising above the surrounding trees.
From this hillside you can see the river Greenflow, winding its way through the Dymrak Forest. In the distance, by a
bend in the river, two green fingers poke upwards from the woods into the clear blue sky.
If these areas are visited at night, the pillars will be visible as a dim glow (see area 20) shining through the trees in
the distance.

20. Shattered Pillars


During the day the pillars appear to be nothing more than carved, ivy-covered rock. At night the runes inscribed on
their surface pulsate and glow under the light of the moon.

Day Time
If the character approaches the Pillars during the day read the following description.
The singing of the birds and the gentle lapping of the river carries to you. Ahead, the tops of two ivy-covered
columns thrust skywards. The way to these pillars is blocked by many sharp and vicious brambles that rustle in the
breeze.
The brambles are 30 feet thick and will animate to prevent the character from reaching the pillars, unless wearing
the circlet of Galannor (see area 16). If the circlet is worn, the brambles will part to let the character pass. Any
brambles destroyed will grow hack in 2 hours.

Heightened Wall of Thorns Trap: CR 7; spell; spell trigger; automatic reset; spell effect (heightened wall of thorns,
15th level druid, No Save) Search DC -; Disable Device DC -.
If the pillars arc examined, the character will see they are covered with carvings of moons, stars and comets.
Fragments of rock lie around the base of the pillars; some still bear traces of worn engravings. Between the pillars
and the river bank lays a 20-foot-diamcter rock pool. It is 1 foot deep and contains weeds and a few water insects.

Night Time
At night the whole scene is different. Under the light of the moon the pillars pulsate and glow, and the area is free
of brambles.
All around is a thick, dense, shimmering mist. It slowly fades to reveal two tall pillars glowing in the rays of the
moon. Stars and comets seem to swim across their surface, leaving trails of light behind. Around the base of the
pillars, amazing flowers sway in the strangely warm air, giving the impression that the ground is a reflection of
the star spangled heavens.
At night, this mystic spot appears in its full glory. The pillars stand 90 feet tall and their carvings are alive with
magic. The moon always shines overhead, regardless of its normal cycle and is reflected in the now crystal clear
pool. The flowers are starblooms. The character must stand between the pillars and look down on the pool while
wearing a wreath of starblooms. The silver ship can then be summoned by speaking the rhyme of Galannor.

“Before me lies the silver moon and stars encircle my brow. Let the hidden way be open soon, Galannor
Nightflame, hear me now!”

When the character has done this they can proceed to the Shinning Isle.

The Shinning Isle


The Shinning Isle is home to Karelia, the faedorne of the Dymrak Forest. It is here that Galannor Nightflame was
taken after his battle with Gorkalk. The Isle floats in the sky over the Dymrak Forest and is only visible at night
when it appears as a star. The Isle is enchanted and dispel magic, fly or levitate spells will function there unless cast
by a creature native to the Isle. Speaking the Rhyme of Galannor at the Shattered Pillars (area 20) while wearing a
wreath of Starblooms, summons the silver ship that will take the character to the Shinning Isle. On the Shinning
Isle, two tests await the character. Once passed, the character will be given Galannor’s sentient sword and other
magical items by Karelia.

The Silver Ship


After the character has performed the ceremony at the Shattered Pillars read the following description.
As you finish speaking, the pillars glow white and stars shoot up into the sky. The pillars fade, losing their radiance
and all goes still. From the direction of the river comes a gentle lapping sound and a clear blue light bobs towards
you. Soon a high-prow silver boat appears, its bow cutting through the mist like a knife, while a blue stone set high
in the prow bathes the pillars in its glow. Its deep blue sail comes into view bearing a shining silver moon against a
background of twinkling stars. The ship turns and draws up to the river bank. The mist clings to its sides and mast
making it difficult to see if anyone is aboard.
The silver ship is 30 feet long and has a single-mast. If the character does not board, it will remain until dawn and
then slide back into the mist. If the elf walks towards the ship, the character will suddenly be teleported aboard it.
Only the character will be transported, and any companions will have to wait by the pillars for the elf to return.
Stars on the Water
The ship contains no items of interest. A magical barrier surrounds the ship and prevents the character from
leaving it during the voyage.
You find yourself standing in the prow of the magnificent ship gliding smoothly through the mist. The haze slowly
clears to reveal the heavens above and the reflection of stars on the water. Strangely, the ship’s prow does not
part the water and the deck is unnaturally steady underfoot. A bright object appears in the water ahead of you and
grows into a bright multi-hued comet trailing millions of stars in its wake. In wonder, you watch it fly by with the
realization that you are sailing no normal river. The stars beneath your ship are indeed stars!

The Silver Shore


In front, a pale shimmering disc gradually, grows larger; around it swirl clusters of stars in long lazy arcs. The disc
continues to grow and the ship’s prow cuts into it. Mist swirls around you and only the blue stone is visible. Slowly
the mists fall behind, revealing a beach of golden sand ahead, washed by crystal blue waves. Across the beach, the
rich smell of flowers and trees floats to you from a lush green wood.
The character has arrived on the Shining Isle where it is daytime. The silver ship will beach itself and wait until the
character fulfills the quest here. Once beached, the magical barrier around the ship is lowered, and the character
will be able to leave the ship.

S1. The Silver Path


When the character arrives, a magical silver path will appear, leading from the ship to the silver warrior (area S2).
The sun dances on a reflection in the woods. A wave of silver breaks through the trees. Once clear of the wood, the
wave falls and flows towards you leaving a silver pathway in its wake.
The path is solid and leads to the silver warrior (see below). A magical wall of force, similar to the one surrounding
the silver ship, prevents the character from leaving the path.

S2. The Silver Warrior


Following the silver path you are soon walking through the woods. Without warning the path ahead twists and
bulges, and a creature clad in silver armor springs up out of it. In a clear voice it says: “(Character’s Name)! You
have come seeking the treasure of Galannor. To prove yourself worthy you must first defeat me.” The creature
rapidly fades from view leaving only the sound of its approaching footsteps.
The silver warrior has become invisible and is closing to attack. The character has one round in which to act before
it attacks. A See Invisibility spell will reveal where the silver warrior is. If the warrior is defeated, both it and its gear
will melt into the silver path.

Silver Warrior (1): CR 5; Medium Outsider (Native); HD 7d8+21; hp 52; Init +7; Spd 30 ft., (30 Armored);
AC 22 (+3 Dex, +1 Natural, +8 Mithral Full Plate Armor ), touch 13, flat-footed 19; BAB +7; Grap +10; Atk +1 Mithral
Longsword +12 melee (1d8+5/19-20x2); Full Atk +1 Mithral Longsword +12/+7 melee (1d8+5/19-20x2); SA Spell-
Like Abilities; SQ Darkvision 60ft.; AL N; SV Fort +8, Ref +7, Will +10; Str 16, Dex 14, Con 16, Int 16, Wis 22, Cha 16.
Skills and Feats: Bluff +13, Diplomacy +19, Hide +14 (+12), Intimidate +15, Jump +15 (+13), Knowledge
(Nobility) +13, Listen +15, Move Silently +14 (+12), Sense Motive +15, Spot +12, Tumble +14 (+12); Improved
Initiative, Stealthy, Weapon Focus (Longsword).
Spell-Like Abilities: At will – Greater Invisibility; Caster level 12th.
Possessions: Mithral Full Plate Armor, +1 Mithral Longsword.

If defeated by the warrior, the character will not be killed, but given a second chance. The character will be
returned to the Shattered Pillars (area 20) at zero hit points remaining.

S3. Bridge of Change


The shining path you have been following comes to an abrupt end between two silver pillars, whose surfaces are
alive with intricate tracings of iridescent golden threads. A bottomless gulf yawns at your feet just a step beyond
the towering columns. The chasm stretches away to either side, for as far as you can see, and as you peer
downwards you see only the sheer rock walls; for the gulf is seemingly bottomless. On the far side you can make
out another pair of pillars glinting in the rays of the sun.
The pillars are 50 feet tall and are the supports of an invisible suspension bridge spanning the 60 foot wide chasm.
The chasm is bottomless and should the character fall into it, they will die. The walls of the chasm are smooth and
sheer and impose a -40 to all climb checks. To cross the gulf, the character must first discover the invisible bridge
(by the use of magic or just plain old investigation, I.E feeling for it.) However, the bridge will always point the
character towards the start when the middle is reached. This will happen so quickly and smoothly that the
character will not notice it. The only way to cross the bridge is to walk to the middle then walk backwards to the
other side. If the character is having difficulty working this out, have them make a DC 20 Intelligence check to gain
a few hints.

S4. The Silver Glade


The magical items of Galanor are watched over here by Karelia the Faedorne.
The silver pathway leads into a grove dominated by a tall silver tree. The sunlight dances on its leaves reflecting a
dazzling array of colors. In front of the tree stands a woman no less impressive than the tree itself. She wears a
golden dress and a silver headband set with a blue stone adorns her golden hair. In a soft yet strong voice she
speaks “Welcome (Character’s name), as the descendant of Galannor Nightflame you have won the right to claim
what is yours.” She turns and waves her hand towards the tree. Buds appear and bright green fruits rapidly grow
from them. In an instant they ripen and hang heavy upon the silver boughs. “These were once Galannor’s, now
they are yours.”
There are five fruits which resemble large read apples six inches in diameter. Once the character plucks them they
will grow and split apart to reveal their contents.
1. A medium sized suit of +3 Elven Chainmail
2. A +2 Mithral Heavy Shield
3. A Cloak of Elvenkind
4. A Pair of Boots of Elvenkind
5. Scorbane (New Magic Item)

Karelia the Faedorne: CR 3; Medium Outsider (Native); HD 11d8+33; hp 121; Init +3; Spd 30 ft., (30
Armored); AC 24 (+5 Dex, +1 Natural, +8 Celestial Armor ), touch 15, flat-footed 19; BAB +11; Grap +18; Atk +3
Wounding Dagger of Speed +21 melee (1d4+10/19-20x2); Full Atk +3 Wounding Dagger of Speed +21/+16 melee
(1d4+10/19-20x2) or +3 Wounding Dagger of Speed +19/+19/+14/+14/+9/+9 melee (1d4+10/19-20x2); SA -; SQ
Darkvision 60ft.; AL N; SV Fort +10, Ref +12, Will +13; Str 25, Dex 20, Con 16, Int 22, Wis 22, Cha 24.
Skills and Feats: Bluff +20, Concentration +16, Diplomacy +25, Hide +18, Knowledge (Arcana) +19,
Knowledge (Nobility) +19, Knowledge (Planes) +19, Listen +19, Move Silently +18, Sense Motive +19, Spellcraft +21,
Spot +19, Tumble +18, Use Magic Device +20; Greater Spell Focus*, Greater Two-Weapon Fighting, Improved Two-
Weapon Fighting, Power Attack, Spell Focus*, Two-Weapon Fighting.
Spells Known: (9/7/7/6/4/3) 0 – arcane mark, daze, detect magic, dancing lights, ghost sound, mage hand,
mending, prestidigitation, read magic; 1st – charm person, color spray, comprehend languages, protection from
evil, shield, sleep, silent image; 2nd – detect thoughts, hypnotic pattern, invisibility, minor image, misdirection, see
invisibility, resist energy; 3rd – displacement, fly, haste, lightning bolt, major image, vampiric touch; 4th – greater
invisibility, hallucinatory terrain, phantasmal killer, shadow conjuration; 5 th – persistent image, shadow evocation,
teleport.
Spells per day: (6/8/8/8/7/5; DC 17 (20 Illusion) + Spell Level)
Possessions: Celestial Armor, +3 Wounding Dagger of Speed x2.

Karelia will advise the character to wear the magical items. Scorbane will inform the character of its powers and, if
asked, will identify the other magic items. Karelia will then direct the character’s attention to the tree, where she
will cast an illusion showing the attack on Undlin and a view of the dragon’s lair.
The silver tree changes until it resembles Undlin as you remember it. The sun is shining and members of your
family are going about their everyday business. A cry from your brother Astarise directs attention to the stables,
where a group of ogres and hobgoblins are charging towards your grandparents. Swiftly your kin arm themselves
and move to battle the monsters. Before they reach the stables, a huge red dragon sweeps past Undlin, its black
shadow blotting out the light. The dragon breathes and Undlin bursts unto flame. Black smoke swirls into the sky
as your kin desperately flee the burning tree. The scene shifts. By the ruin of smoking Undlin, hobgoblins strip your
family of their magic and wealth. The view again changes and you are overlooking the Dymrak Forest. Ahead, the
red dragon flies towards the mountains. After a short period it swoops upwards over the Misty Hills toward a cliff
shaped like a huge carved skill. It settles into an eye socket and disappears into the cliff. The eyes are black and
impenetrable; but you feel the emanation of evil and a sleepless watchfulness. The vision dims and the silver tree
again dominate the glade.
Karelia will say that, as Galannor’s descendant, it is the character’s task to slay Khordarg and all of her line. Armed
with Scorbane and equipped with Galannor’s magical items, the character should be able to penetrate Khordarg’s
lair and slay her. The route will be very clear in the character’s mind and the Hidden Trail to Khordarg’s lair cannot
be followed easily. Karelia will cryptically say that a silver steed will later come to the character. She is referring to
the griffon at area K8. Karelia will then walk with the character back to the ship, stressing that time is of the utmost
importance.

The Return
If the character has not visited the Circle of Dreams (area 16), the silver ship will go there and then fade away;
otherwise it will return to the Shattered Pillars.

New Magic Items


Scorbane: +2 Dragon Bane Mithral Longsword; AL N; Int 17, Wis 18, Cha 20; Speech, 60 ft. Darkvision and
Hearing; Ego Score 20.
Languages: Draconic, Elvish, Ignan, Thyatian;
Lesser Powers: Detect Magic at will, Read Magic at will, Cure Light Wounds 3/day, Detect Secret Doors
3/day, Find Traps 3/day;
Special Purpose: Slay Red Dragons;
Dedicated Power: Double damage against Red Dragons (x3 on a Critical Hit);
Description: Scorbane’s blade is inscribed with an enameled red dragon and the hilt is in the form of a
dragon’s head. At Scorbane’s pommel, a magical green gem is clenched in the dragon’s teeth.
Personality: Scorbane is proud of its abilities and expects respect even from its owner. It will always seek
to kill chaotic and lawful dragons, subduing only if forced. When the character gains Scorbane, it is without a
scabbard and will insist that one is found or made for at as soon as possible. It will always crave the finest gems for
the adornment of its scabbard and demand that the character discard any magical swords already possessed. If its
demands are denied, Scorbane will sulk and be surly in its attitudes denying the character the use of its dedicated
power. Given the opportunity, Scorbane will point out to others how niggardly the character is in treating it as
though it were nothing more than a normal sword. However, if Scorbane is well treated, (I.E. the character gives in
to its demands and flatters its ego), Scorbane’s vanity will be appeased and it will be a willing tool, eager to aid in
the character’s quest.
Strong Evocation; CL 15th; Craft Magic Arms and Armor, summon monster I, wish; Price 128, 415 gp.

The Misty Hills


While in the Misty Hills, the Character’s movement rate is reduced to half normal. After seeing the vision on the
Shining Isle the Character will be able to journey through the mists to the lair of Khordarg.

Wandering Monsters
While the Character is in the Misty Hills, check twice each day and once each night for wandering monsters. A roll
of 1-3 on 1d6 indicates that an encounter has occurred. Then roll a 1d6 and consult the table below. Encounters
occur at a distance of 2d4x10 ft.
Wandering Monsters
1. Dire Bear (1d2) 4. Gnolls (1d4+1 plus 1d2 Hyenas)
2. Dire Lion (1d2) 5. Ogres (1d2+2)
3. Dire Wolf (1d4+4) 6. Trolls (1)

Dire Bear: CR 7; Large Animal; HD 12d8+51; hp 102; Init +1; Spd 40 ft.; AC 17, touch 10, flat-footed 16, (-1
Size, +1 Dex, +7 Natural); BAB +9; Grap +23; Atk Claw +19 melee (2d4+10); Full Atk 2 Claws +19 melee (2d4+10)
and Bite +13 melee (2d8+5); SA Improved Grab; SQ Low-Light Vision, Scent; AL N; SV Fort +12, Ref +9, Will +9; Str
31, Dex 13, Con 19, Int 2, Wis 12, Cha 10.
Skills and Feats: Listen +10, Spot +10, Swim +13; Endurance, Diehard, Run, Power Attack, Weapon Focus
(Claw)
Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start
a grapple as a free action without provoking an attack of opportunity.

Dire Lion: CR 5; Large Animal; HD 8d8+24; hp 60; Init +2; Spd 40 ft.; AC 15, touch 11, flat-footed 13, (-1
Size, +2 Dex, +4 Natural); BAB +6; Grap +17; Atk Claw +13 melee (1d6+7); Full Atk 2 Claws +13 melee (1d6+7) and
Bite +7 melee (1d8+3); SA Improved Grab, Pounce, Rake 1d6+3; SQ Low-Light Vision, Scent; AL N; SV Fort +9, Ref
+8, Will +7; Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10.
Skills and Feats: Hide +2*, Listen +7, Move Silently +5, Spot +7; Alertness, Run, Weapon Focus (Claw).
Improved Grab (Ex): To use this ability, a dire lion must hit with its bite attack. It can then attempt to start
a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a
hold and can rake.
Pounce (Ex): If a dire lion charges, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +12 melee, damage 1d6+3.
Skills: Dire lions have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy
undergrowth, the Hide bonus improves to +8.

Dire Wolf: CR 3; Large Animal; HD 6d8+18; hp 45; Init +2 Spd 50 ft.; AC 14, touch 11, flat-footed 12, (-1
Size, +2 Dex, +3 Natural); BAB +4; Grap +15; Atk Bite +11 melee (1d8+10); Full Atk Bite +11 melee (1d8+10); SA
Trip; SQ Low-Light Vision, Scent; AL N; SV Fort +8, Ref +7, Will +6; Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10.
Skills and Feats: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*; Alertness, Run, Track, Weapon
Focus (Bite).
Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a
free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent
cannot react to trip the dire wolf.
Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. *It also has a +4
racial bonus on Survival checks when tracking by scent.

Gnoll, Rng2: CR 2; Medium Humanoid (Gnoll); HD 4d8+8; hp 26; Init +3; Spd 30 ft.; AC 19, touch 13, flat-
footed 16, (+3 Dex, +4 Chain Shirt, +2 Heavy Wooden Shield); BAB +3; Grap +7; Atk Battleaxe +8 melee (1d8+4/x3)
or Longbow +6 ranged (1d8+4/x3); Full Atk Battleaxe +8 melee (1d8+4/x3) or Longbow +6 ranged (1d8+4/x3) or
Longbow +4/+4 ranged (1d8+4/x3); SQ Darkvision 60 ft., Favored Enemy Elves +2; AL CE; SV Fort +8, Ref +6, Will
+1; Str 18, Dex 16, Con 15, Int 8, Wis 12, Cha 8 .
Skills & Feats: Listen +6, Spot +7, Survival +7; Point Blank Shot, Rapid Shot, Track, Weapon Focus
(Battleaxe).
Possessions: Chain Shirt Armor, Heavy Wooden Shield, Battleaxe, Longbow, 20 Arrows.

Hyena: CR 1; Medium Animal; HD 2d8+4; hp 13; Init +2; Spd 50 ft.; AC 14, touch 12, flat-footed 12, (+2
Dex, +2 Natural); BAB +1; Grap +3; Atk Bite +4 melee (1d6+3); Full Atk Bite +4 melee (1d6+3); SA Trip; SQ Low-Light
Vision, Scent; AL N; SV Fort +5, Ref +5, Will +1; Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6.
Skills and Feats: Hide +3*, Listen +4, Spot +2; Weapon Focus (Bite).
Trip (Ex): A hyena that hits with its bite attack can attempt to trip the opponent (+2 check modifier) as a
free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent
cannot react to trip the hyena.
Skills: *Hyenas have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.

Ogre, Brb1: CR 4; Large Giant; HD 4d8+14 plus 1d12+5; hp 43; Init -1; Spd 50 ft. (40 Armored); AC 16,
touch 8, flat-footed 16, (-1 Size, -1 Dex, +5 Natural, +3 Large Hide Armor); BAB +4; Grap +13; Atk Large Greatclub
+9 melee (2d8+7) or Large Javelin +2 ranged (1d8+5); Full Atk Large Greatclub +9 melee (2d8+7) or Large Javelin +2
ranged (1d8+5); SQ Darkvision 60 ft., Low-Light Vision, Rage 1/day; AL CE; SV Fort +8, Ref +0, Will +1; Str 21, Dex 8,
Con 15, Int 6, Wis 10, Cha 7.
Skills and Feats: Climb +5, Listen +6, Spot +2, Survival +4; Toughness, Weapon Focus (Greatclub).
Rage (Ex): Once per day, an ogre barbarian can enter a state of fierce rage that last for 7 rounds. The
following changes are in effect as long as he rages: AC 14 (touch 6, flat-footed 14); hp 53; Atk Greatclub +11 melee
(2d8+10); SV Fort +10, Will +3; Str 25, Con 19; Climb +7. At the end of his rage, the ogre barbarian is fatigued for
the duration of the encounter.
Possessions: Large Hide Armor, Large Greatclub, 5 Large Javelins.

Troll, Rng6: CR 11; Large Giant; HD 6d8+6d8+72; hp 130; Init +1; Spd 30 ft.; AC 21, touch 10, flat-footed
20, (-1 Size, +1 Dex, +6 Natural, +5 +1 Chain Shirt); BAB +10; Grap +21; Atk Claw +16 melee (1d6+7) or +1 Vicious
Battleaxe +17 melee (2d6+2d6+8/x3) or Javelin +10 ranged (1d8+7); Full Atk 2 Claws +16 melee (1d6+7) and Bite
+11 melee (1d6+3) or or +1 Vicious Battleaxe +17 melee (2d6+2d6+8/x3) and Claw +12 melee (1d6+7) and Bite +12
melee (1d6+3) or Javelin +10/+5 ranged (1d8+7); SA Rend (2d6+10), Spells; SQ Darkvision 90 ft., Favored Enemy
Dwarves +4, Favored Enemy Elves +2, Low-Light Vision, Regeneration 5, Scent, Wild Empathy; AL CE; SV Fort +16,
Ref +8, Will +8; Str 25, Dex 12, Con 22, Int 10, Wis 15, Cha 10.
Skills and Feats: Knowledge (Nature) +6, Knowledge (Dungeoneering) +6, Listen +13, Move Silently +9,
Search +6, Spot +13, Survival +11 (+13); Alertness, Cleave, Endurance, Improved Natural Armor, Improved Two-
Weapon Fighting, Iron Will, Power Attack, Track, Two-Weapon Fighting.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh.
This attack automatically deals an additional 2d6+9 points of damage.
Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost
portion regrows in 3d6 minutes or creature can reattach the severed member instantly by holding it to the stump.
Solitary Hunting (Ex): A ranger who loses his faith also loses his most obvious blessing of nature: his
animal companion. In return, though, he becomes even more self-reliant. If you select this class feature; you do
not gain your animal companion; if you already have an animal companion it abandons you immediately. Your
favored enemy bonus now also applies to your attack rolls.
Spells Prepared (2; save DC = 12 + spell level): 1st – entangle, resist energy.
Possessions: +1 Chain Shirt, +1 Vicious Battleaxe, 10 Javelins.

Set Encounters
Misty Hill encounters start whenever the Character crosses the line of mist.

21. The Misty Hills


Mist rolls slowly down the hillside; its tendrils roil around the trees cloaking them in white. Underfoot the ground
slopes upwards and soon the trees thin out. Without them the landscape is transformed into a white wonderland
where rocks and bushes loom out of the mist at you.
If the faedorne on the Shining Isle has not yet been visited, the Character will automatically become lost upon
entering the hills. After wandering aimlessly for 1d6 hours the Character will return to the Dymrak, near where the
hills were first entered. Once the faedorne has been visited, the Character will be able to travel through the mist to
Khordarg’s lair, by following the Hidden Trail.

22. Wyvern
A clattering of rocks draws your attention to a mist-shrouded outcrop where a vague lizard-like creature is
Peering down at you. With a lumbering motion the monster sweeps out from the rock, and flies towards you with
outstretched wings. Its tail swishes revealing a deadly sting. Closing fast is a wyvern!
The Wyvern will reach the Character in 2 rounds. It will not attack with its tail in the first round of combat. On top
of the outcrop is a human skeleton in rusted chainmail. Next to it are 18 +2 Arrows, a +1 Vicious Dagger and a
Masterwork Short bow.

Wyvern (1): CR 3; Large Dragon; HD 10d12+50; hp 115; Init +0; Spd 20 ft., Fly 60ft. (Poor); AC 19, touch 8,
flat-footed 19, (-2 size, +11 natural); BAB +10; Grap +26; Atk Sting +16 melee (1d6+8) or Talon +16 melee (2d6+8)
or Bite +16 melee (2d8+8); Full Atk Sting +16 melee (1d6+8) and Bite +14 melee (2d8+8) and 2 Wings +14 melee
(1d8+4) and 2 Talons +14 melee (2d6+8); SA Poison, Improved Grab; SQ Darkvision 60 ft., Immunity to Sleep and
Paralysis, Low-Light Vision, Scent; AL N; SV Fort +12, Ref +7, Will +8; Str 27, Dex 10, Con 20, Int 6, Wis 12, Cha 9.
Skills & Feats: Hide +5, Listen +16, Move Silently +13, Spot +19; Ability Focus (Poison), Alertness, Flyby,
Hover, Multi-attack.
Improved Grab (Ex): To use this ability, a wyvern must hit with its talons. It can then attempt to start a
grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a
hold and stings.
Poison (Ex): Injury, Fortitude DC 22, initial and secondary damage 2d6 Con. The save DC is Constitution-
based.
Skills: Wyverns have a +3 racial bonus on Spot checks.

The Lair of Khordarg


Khordarg’s lair is a system of natural caves and passages. The skull face was painstakingly carved out of the rock by
dwarven slaves at the order of Khordarg’s great grandfather Gorkalk. There are two ways into the lair; through the
skull’s eye sockets or via a natural rock fault behind the manticore’s lair. The eye sockets are 200 ft. above the
ground level and a humanoid army is camped in the valley below. Within Khordarg’s lair and the caverns leading to
the valley, passages are 20 ft. high and caverns range from 30 to 40 ft. high.

K1. Concealed Entrance


You enter a rocky and wooded valley which rises steadily towards the mountains until, after three miles, the mist
thins and disappears. Further on, sheer rock walls block your passage. As you wonder what to do, a band of gnolls
appears from a clump of trees and bushes a hundred or so yards ahead. Unaware of your presence, they make
their way down the valley.
The Character has surprised the gnolls. The boulders, trees and bushes here provide excellent cover and the
Character will be able to hide until the gnolls pass. The gnolls each have 10 gp. If the place where the gnolls
emerged is inspected, the Character will discover the concealed entrance to the caves. Entry into the caves with
any comrades is a risky business. If the Character attempts to take any of his companions, Scorbane will be very
scathing of the idea and suggests that the Character goes alone. The valley provides excellent cover negating any
wandering monster rolls while in the area.

Gnoll, Rng2 (16): CR 2; Medium Humanoid (Gnoll); HD 4d8+8; hp 26; Init +3; Spd 30 ft.; AC 19, touch 13,
flat-footed 16, (+3 Dex, +4 Chain Shirt, +2 Heavy Wooden Shield); BAB +3; Grap +7; Atk Battleaxe +8 melee
(1d8+4/x3) or Longbow +6 ranged (1d8+4/x3); Full Atk Battleaxe +8 melee (1d8+4/x3) or Longbow +6 ranged
(1d8+4/x3) or Longbow +4/+4 ranged (1d8+4/x3); SQ Darkvision 60 ft., Favored Enemy Elves +2; AL CE; SV Fort +8,
Ref +6, Will +1; Str 18, Dex 16, Con 15, Int 8, Wis 12, Cha 8 .
Skills & Feats: Listen +6, Spot +7, Survival +7; Point Blank Shot, Rapid Shot, Track, Weapon Focus
(Battleaxe).
Possessions: Chain Shirt Armor, Heavy Wooden Shield, Battleaxe, Longbow, 20 Arrows.
Hyena (6): CR 1; Medium Animal; HD 2d8+4; hp 13; Init +2; Spd 50 ft.; AC 14, touch 12, flat-footed 12, (+2
Dex, +2 Natural); BAB +1; Grap +3; Atk Bite +4 melee (1d6+3); Full Atk Bite +4 melee (1d6+3); SA Trip; SQ Low-Light
Vision, Scent; AL N; SV Fort +5, Ref +5, Will +1; Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6.
Skills and Feats: Hide +3*, Listen +4, Spot +2; Weapon Focus (Bite).
Trip (Ex): A hyena that hits with its bite attack can attempt to trip the opponent (+2 check modifier) as a
free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent
cannot react to trip the hyena.
Skills: *Hyenas have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.

K2. Orc Sentries


Behind the bushes, a passage leads into the rock. From it comes the harsh babble of foul orcish voices and
occasionally, echoing grunts and shouts.
Two orc sentries stand talking at the intersection of the passage. The orcs each have 8 gp. By them is a large drum
which they will beat two rounds after being attacked or after noticing an intruder. If the drum is beaten, the
monsters from areas K3 and K4 will come to investigate.

Orc, Rng4 (2): CR 4; Medium Humanoid (Orc); HD 4d8+8; hp 40; Init +3; Spd 30 ft.; AC 19, touch 13, flat-
footed 16, (+3 Dex, +5 +1 Chain Shirt, +1 Two-Weapon Defense); BAB +4; Grap +8; Atk Mwk Orc Double Axe +10
melee (1d8+4/x3) or Javelin +7 ranged (1d6+4); Full Atk Mwk Orc Double Axe +10 melee (1d8+4/x3) or Mwk Orc
Double Axe +8/+8 melee (1d8+4/x3) or Javelin +7 ranged (1d6+4); SQ Darkvision 60 ft., Favored Enemy Elves +2,
Light Sensitivity; AL CE; SV Fort +5, Ref +7, Will +1; Str 18, Dex 16, Con 13, Int 8, Wis 10, Cha 8.
Skills & Feats: Climb +11 (+10), Listen +7, Spot +7, Survival +7, Swim +11 (+9); Endurance, Track, Two-
Weapon Defense, Two-Weapon Fighting, Weapon Focus (Orc Double Axe).
Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
Solitary Hunting (Ex): A ranger who loses his faith also loses his most obvious blessing of nature: his
animal companion. In return, though, he becomes even more self-reliant. If you select this class feature; you do
not gain your animal companion; if you already have an animal companion it abandons you immediately. Your
favored enemy bonus now also applies to your attack rolls.
Possessions: +1 Chain Shirt Armor, Mwk Orc Double Axe, 5 Javelins.

K3. Orc Barracks


A large group of orcs are struggling to get a good view of the room where four ogres are cheering excitedly. As
angry roars rises as an ogre flings one of the orcs across the chamber. As the others fall back in fear, you see two
rats, tied together by their tails, fighting on a dirty and dilapidated table.
One of the rats will kill the other in two rounds. There are thirty orcs and 4 ogres in here gambling on the outcome.
On the table are their combined stakes of 2,400 sp, 750 gp, two 50gp Pearls. The rest of the room contains dirty
sleeping furs.

Orc, Brb1 (30): CR 1; Medium Humanoid (Orc); HD 1d12+3; hp 9; Init +1; Spd 30 ft.; AC 16, touch 11, flat-
footed 15, (+1 Dex, +5 Chain Mail); BAB +1; Grap +5; Atk Falchion +6 melee (2d4+6/18-20x2) or Javelin +2 ranged
(1d6+4); Full Atk Falchion +6 melee (2d4+6/18-20x2) or Javelin +2 ranged (1d6+4); SQ Darkvision 60 ft., Favored
Enemy Elves +2, Light Sensitivity; AL CE; SV Fort +5, Ref +1, Will +0; Str 18, Dex 13, Con 16, Int 8, Wis 10, Cha 8 .
Skills & Feats: Climb +8 (+3), Intimidate +3, Listen +4; Weapon Focus (Falchion).
Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
Rage (Ex): Once per day, an orc barbarian can enter a state of fierce rage that last for 8 rounds. The
following changes are in effect as long as he rages: AC 14 (touch 9, flat-footed 13); hp 11; Atk Falchion +8 melee
(2d4+9); SV Fort +7, Will +2; Str 22, Con 20; Climb +10 (+5). At the end of his rage, the ogre barbarian is fatigued for
the duration of the encounter.
Possessions: Chain Mail Armor, Falchion, 5 Javelins.

Ogre, Brb1 (4): CR 4; Large Giant; HD 4d8+14 plus 1d12+5; hp 43; Init -1; Spd 50 ft. (40 Armored); AC 16,
touch 8, flat-footed 16, (-1 Size, -1 Dex, +5 Natural, +3 Large Hide Armor); BAB +4; Grap +13; Atk Large Greatclub
+9 melee (2d8+7) or Large Javelin +2 ranged (1d8+5); Full Atk Large Greatclub +9 melee (2d8+7) or Large Javelin +2
ranged (1d8+5); SQ Darkvision 60 ft., Low-Light Vision, Rage 1/day; AL CE; SV Fort +8, Ref +0, Will +1; Str 21, Dex 8,
Con 15, Int 6, Wis 10, Cha 7.
Skills and Feats: Climb +5, Listen +6, Spot +2, Survival +4; Toughness, Weapon Focus (Greatclub).
Rage (Ex): Once per day, an ogre barbarian can enter a state of fierce rage that last for 7 rounds. The
following changes are in effect as long as he rages: AC 14 (touch 6, flat-footed 14); hp 53; Atk Greatclub +11 melee
(2d8+10); SV Fort +10, Will +3; Str 25, Con 19; Climb +7. At the end of his rage, the ogre barbarian is fatigued for
the duration of the encounter.
Possessions: Large Hide Armor, Large Greatclub, 5 Large Javelins.

K4. Dice Game


Squatting on the floor by a pile of loot are five ugly brutes. A large Hill Giant is drinking from a barrel, watched
enviously by three ogres. Meanwhile, unseen by the others, a sly Troll is nimbly helping itself to the treasure.
The group is gambling, with their stakes and dice on the floor. The troll has just stolen five 100 gp Garnets. One of
the ogres will accuse the giant of stealing his gems and a fight will break out between the ogres and the giant.
Once the fight starts, the troll will grab the remaining 13 gems (three 500 gp Topaz, ten 50 gp Peridots) and head
for the army camp where it will hide in the throng. After the fight, the survivors will chase the Troll leaving 1,032
gp on the floor. The barrel contains cheap wine.

Hill Giant: CR 7; Large Giant; HD 12d8+48; hp 102; Init -1; Spd 40 ft. (30 ft. Armored); AC 20, touch 8, flat-
footed 20, (-1 Size, -1 Dex, +9 Natural, +3 Hide); BAB +9; Grap +20; Atk Greatclub +16 melee (2d8+10) or Slam +15
melee (1d4+7) or Rock +8 ranged (2d6+7); Full Atk Greatclub +16/+11 melee (2d8+10) or 2 Slams +15 melee
(1d4+7) or Rock +8 ranged (2d6+7); SA Rock Throwing; SQ Low-Light Vision, Rock Catching; AL CE; SV Fort +12, Ref
+3, Will +4; Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7.
Skills & Feats: Climb +7, Jump +7, Listen +3, Spot +6; Awesome Blow, Improved Bull Rush, Power Attack,
Improved Sunder, Weapon Focus (Greatclub).
Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack
rolls when throwing rocks. A giant of at least large size can hurl rocks weighing 40 to 50 pounds each (Small
objects) up to five range increments. The size of the range increment varies with the giant’s variety. A Huge giant
can hurl rocks of 60 to 80 pounds (Medium objects).
Rock Catching (Ex): A giant of at least large size can catch Small, Medium, or Large rocks (or projectiles of
similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a
free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a
magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the
attack in order to make a rock catching attempt.

Troll, Rog4: CR 7; Large Giant; HD 6d8+42 plus 4d6+28; hp 111; Init +6; Spd 30 ft.; AC 19, touch 11, flat-
footed 19, (-1 Size, +2 Dex, +5 Natural, +3 Mwk Studded Leather); BAB +7; Grap +18; Atk Claw +13 melee (1d6+7);
Full Atk 2 Claws +13 melee (1d6+7) and Bite +8 melee (1d6+3); Space/Reach 10 ft./10 ft.; SA Rend 2d6+10, Sneak
Attack +2d6; SQ Darkvision 60 ft., Evasion, Low-Light Vision, Penetrating Strike, Regeneration 5, Scent, Uncanny
Dodge; AL CE; SV Fort +13, Ref +8, Will +4; Str 24, Dex 14, Con 24, Int 6, Wis 9, Cha 6.
Skills & Feats: Climb +14, Hide +14 (+10), Listen +3, Move Silently +11, Sleight of Hand +11, Spot +4,
Tumble +9, Use Rope +11; Deft Hands, Improved Initiative, Skill Focus (Hide), Stealthy.
Sneak Attack (Ex): If a rogue can catch an opponent when he is unable to defend himself effectively from
his attack, he can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time his target
would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the
rogue flanks his target
Evasion (Ex): If a Rogue makes a successful Reflex saving throw against an attack that normally deals half
damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing light
armor or no armor. A helpless rogue does not gain the benefit of evasion.
Penetrating Strike (Ex): Creatures that have immunity to extra damage from sneak attacks are a bane to
rogues everywhere. Particularly in ancient tombs where undead are common, rogues must rely on their wits to
survive. You have spent a significant amount of time studying this problem and have learned ways to harm even
such resilient opponents. Whenever you flank a creature that is immune to extra damage from sneak attacks, you
still deal extra damage equal to half your normal sneak attack dice. This benefit does not apply against creatures
that cannot be flanked, nor against foes that are otherwise denied their Dexterity bonus to AC or flat-footed but
not flanked.
Uncanny Dodge (Ex): A rogue can react to danger before his senses would normally allow him to do so.
He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker.
However, he still loses her Dexterity bonus to AC if immobilized. If a rogue already has uncanny dodge from a
different class she automatically gains improved uncanny dodge instead.

Ogre, Brb1 (3): CR 4; Large Giant; HD 4d8+14 plus 1d12+5; hp 43; Init -1; Spd 50 ft. (40 Armored); AC 16,
touch 8, flat-footed 16, (-1 Size, -1 Dex, +5 Natural, +3 Large Hide Armor); BAB +4; Grap +13; Atk Large Greatclub
+9 melee (2d8+7) or Large Javelin +2 ranged (1d8+5); Full Atk Large Greatclub +9 melee (2d8+7) or Large Javelin +2
ranged (1d8+5); SQ Darkvision 60 ft., Low-Light Vision, Rage 1/day; AL CE; SV Fort +8, Ref +0, Will +1; Str 21, Dex 8,
Con 15, Int 6, Wis 10, Cha 7.
Skills and Feats: Climb +5, Listen +6, Spot +2, Survival +4; Toughness, Weapon Focus (Greatclub).
Rage (Ex): Once per day, an ogre barbarian can enter a state of fierce rage that last for 7 rounds. The
following changes are in effect as long as he rages: AC 14 (touch 6, flat-footed 14); hp 53; Atk Greatclub +11 melee
(2d8+10); SV Fort +10, Will +3; Str 25, Con 19; Climb +7. At the end of his rage, the ogre barbarian is fatigued for
the duration of the encounter.
Possessions: Large Hide Armor, Large Greatclub, 5 Large Javelins.

K5. Army of the Dragon


The muffled sound of many voices echoes from the walls ahead. Around the corner, the passage ends at a valley
full of humanoids. Groups of gnolls, ogres, bugbears and hill giants sit around their tribal standards, sharpening
weapons and preparing for war. It is impossible to tell how far the army stretches across the valley, for your view is
blocked by their sheer numbers. Towering above the horde is a huge skull carved out of the far rock wall. Its empty
eye sockets seem to glare at you, aware of your presence.
There are approximately three thousand humanoids camped in this valley; tribes of hobgoblins, orcs, gnolls,
bugbears, ogres, trolls and giants. More are constantly arriving to swell the horde and on Day 42 they will leave to
attack Greenheight. The Character will recognize the skull as the same one seen while on the Shining Isle (see area
S4). The eye sockets are not actually watching the Character, but give a strong impression of doing so. The
Character should be discouraged from attempting to cross the valley by pointing out how closely the humanoids
are camped together and the height of the skull above the ground. Even if the Character made it across the valley,
the cliff below the skull is nearly impossible to scale. Should the Character attempt to sneak by, check every round
to see if the Character is seen. If seen, the humanoids will raise the alarm and attack. Five rounds after the attack
starts Khordarg will arrive.

K6. Bluffing Magic User


Across the room, a wild-eyed woman faces you. A layer of filth and grime covers her once white robes. In her
hands she holds a wand, “Stay back or I’ll let you have it,” she screams.
Mynra Myrtle was captured at Scrubton and was charmed by Khordarg. She holds a Rod of Enemy Detection.
Mynra has detected the Character’s presence and cast her defensive spells. The Rod’s command word “Dimaz” is
inscribed (DC 15 Search) in the design of the rod. Mynra will wave the Rod threateningly to try to get the Character
to leave. If this fails, Mynra will throw the Rod at the Character and cast her Mirror Image spell. She will then
attempt to flee up the stairs to the ledge above. The room contains a bed and a table with her spell book upon it. A
golden tapestry (1,500 gp), showing Gorkalk burning a village, covers the north wall and conceals a staircase
leading up to the cliff face. Around Mynra’s neck is a gold medallion (250 gp).

Mynra Myrtle, Wiz6: CR 6; Medium Humanoid (Human); HD 6d4+14; hp 36; Init +2; Spd 30 ft. (30
Armored); AC 20, touch 12, flat-footed 18, (+2 Dex, +4 Mage Armor, +4 Shield Spell); BAB +3; Grap +3; Atk
Quarterstaff +3 melee (1d6/x2) or +1 Dagger +4 Melee (1d4+1/19-20x2) or Mwk Light Crossbow +6 ranged
(1d8/19-20x2); Full Atk Quarterstaff +3 melee (1d6/x2) or +1 Dagger +4 Melee (1d4+1/19-20x2) or Mwk Light
Crossbow +6 ranged (1d8/19-20x2); AL LG; SV Fort +3, Ref +4, Will +5; Str 10, Dex 14, Con 13, Int 17, Wis 10, Cha
12.
Skills & Feats: Concentration +14, Decipher Script +12, Escape Artist +6.5, Knowledge (Arcana) +12,
Knowledge (Planes) +12, Spellcraft +14; Combat Casting, Empower Spell, Energy Substitution, Scribe Scroll,
Toughness.
Spells Known: 0 – All; 1st – enlarge person, expeditious retreat, mage armor, magic missile, protection
from evil, ray of enfeeblement, shocking grasp, shield; 2 nd – mirror image, resist energy, scare, scorching ray, web;
3rd – blink, dispel magic, fireball, lightning bolt.
Spells Prepared (4/4/4/3; save DC 13 + spell level): 0 – acid splash, detect magic, disrupt undead, read
magic; 1st – mage armor, [unprepared], shield, [bonus free]; 2nd – [unprepared], [unprepared], [bonus free]; 3rd –
[unprepared], [unprepared], [bonus free].
Possessions: Quarterstaff, +1 Dagger, Mwk Light Crossbow, 10 bolts, Rod of Enemy Detection.

K7. View of the Enemy


You are on a ledge overlooking a large valley. Its far side is dominated by the skull visage you saw while on the
enchanted isle. The ground in front of the skull is teeming with humanoids. Hundreds of banners and standards
rise above the throng, giving some semblance of order to the combined forces of chaos. As you watch a band of
gnolls enters the valley from one of the many gully’s that lead into it. Time is fast running out. To your right, the
ledge continues around the mountain.
The ledge is two hundred feet above the valley floor. There are approximately three thousand humanoids camped
in this valley (see area K5).

K8. Hill Giant


A loud belch attracts your attention to a boulder, from which comes the strong smell of decaying meat and stale
sweat. A moment later a giant peers over the rock, rubs his blood-shot eyes and stares at you with a stupid
expression.
This hill giant is supposed to be on guard but has been sleeping instead. The giant will automatically notice the
Character and will rush to attack, taking I round to close to melee. He has no treasure. The height of the cliff and
the noise from the valley below (area K5) stops this combat from being seen or heard by Khordarg's army.

Hill Giant, Ftr2: CR 9; Large Giant; HD 12d8+48 plus 2d10+10; hp 123; Init -1; Spd 40 ft. (30 ft. Armored);
AC 26, touch 8, flat-footed 26, (-1 Size, -1 Dex, +10 Natural, +8 Full Plate); BAB +11; Grap +22; Atk Great Sword +18
melee (3d6+10/19-20x2) or Slam +16 melee (1d4+7) or Rock +10 ranged (2d6+7); Full Atk Great Sword +18 melee
(3d6+10/19-20x2) or Slam +16 melee (1d4+7) or Rock +10 ranged (2d6+7); SA Rock Throwing; SQ Low-Light Vision,
Rock Catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7.
Skills & Feats: Climb +9, Jump +9, Listen +3, Spot +6; Awesome Blow, Improved Bull Rush, Improved,
Initiative, Improved Natural Armor, Improved Sunder, Power Attack, Weapon Focus (Great Sword).
Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack
rolls when throwing rocks. A giant of at least large size can hurl rocks weighing 40 to 50 pounds each (Small
objects) up to five range increments. The size of the range increment varies with the giant’s variety. A Huge giant
can hurl rocks of 60 to 80 pounds (Medium objects). The range increment is 120 feet for a hill giant’s thrown rocks.
Rock Catching (Ex): A giant of at least large size can catch Small, Medium, or Large rocks (or projectiles of
similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a
free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a
magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the
attack in order to make a rock catching attempt.
Possessions: Mwk Large Full Plate, Mwk Large Great Sword.

After two rounds, a silvery-white griffon (see New Monsters) will arrive and attack the giant. The griffon has been
sent by Karelia the faedorne. Around its neck is a gold band set with a blue gem (500 gp). The Character will
recognize this as being similar to the headband worn by Karelia. After the combat, the griffon will squat down on
the ground next to the Character so that it can easily be mounted. If the Character does not do so, Scorbane will
sarcastically point out that this is the aid promised by the faedorne and to spurn it would be very foolish. Scorbane
will insist that the Character climbs onto the griffon's back. If the Character does so, the griffon will spread its
wings and fly towards the manticore's cave (K9). The Character will not be able to direct the griffon during its
flight.

K9. Manticore Attack


The griffon carries you swiftly upwards until you are flying high above the dragon's army. Ahead are the eye
sockets leading to the dragon's lair. Your mount veers off and flies around the mountain, away from the hordes
below. After a short while the griffon turns again and heads for a cave in the rock fare. Soon a ledge comes into
view. A maned human head poker out of a cave followed by a lion's body. Its bat-like wings flap noisily as it takes
to the air.
At this point, the bulk of the mountain prevents the Character from being seen by the monsters below. The
manticore is 250 yards away and will fire its tail spikes (range 180 ft.) as soon as the Character is in range. Half will
be aimed at the Character, the other half at the griffon.

Manticore: CR 5; Large Magical Beast; HD 9d10+36; hp 85; Init +3; Spd 30 ft., Fly 50 ft. (Clumsy); AC 18,
touch 12, flat-footed 16, (-1 Size, +3 Dex, +6 Natural); BAB +9; Grap +18; Atk Claw +13 melee (2d4+5) or 6 Spikes
+12 ranged (1d8+2/19-20x2); Full Atk 2 Claws +13 melee (2d4+5) and Bite +11 melee (1d8+2) or 6 Spikes +12
ranged (1d8+2/19-20x2); SA Spikes; SQ Darkvision 60 ft., Low-Light Vision, Scent; AL LE; SV Fort +10, Ref +9, Will
+4; Str 20, Dex 16, Con 19, Int 7, Wis 12, Cha 9.
Skills & Feats: Listen +5, Spot +9*, Survival +5; Flyby Attack, Hover, Multi-Attack, Track, Weapon Focus
(Spikes).
Spikes (Ex): With a snap of its tail, a manticore can let loose a volley of six spikes as a standard action
(make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must
be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24-hour period.
Skills: *Manticores have a +4 racial bonus on Spot checks.

The griffon will attack until the manticore is driven off or slain or if wounded below 12 hit points, the griffon will
carry the Character to the manticore's cave. The cave contains only the manticore's bedding. At the back of the
cave is a crack which is just wide enough to allow the Character to crawl through. The griffon will wait in the cave
for the Character to return. If the Character has been weakened by the preceding combats, Scorbane will suggest
that this is a good place to rest in order to recover used spells and lost hit points.

K10. Rock Fault


This crack is a natural rock fault which soon widens to allow the Character to stand up. At the point shown, an 8-
foot section of the floor is unsafe and will collapse if stood upon. The Character will take 2d6 points of falling
damage. If the Character is using Scorbane to search for traps, this section of floor will automatically be
discovered. It can easily be avoided by jumping across it. The pit created by the collapse is 11 feet deep and the
Character will need to make a DC 15 Climb check to scale its rough walls. When the Character reaches the point
marked *, read the following description:
Loud hissing and rhythmic scraping come from up ahead. A bright red, scaly tail swings lazily past the end of the
passage.
The illusion is of Khordarg asleep with her tail is swishing back and forth at the end of the rock fault. The source of
the illusion is the Ace of Hearts of a Deck of Illusions. If the opportunity is taken to prepare for the forthcoming
combat, the Character will not be disturbed. The illusion of Khordarg will continue to sleep until the elf leaves the
rock fault alerting the real Khordarg to their presence.

K11. Khordarg’s and Histizt’s Lair


Coiled around a huge mound of treasure is the powerful form of your enemy, the red dragon. The hiss of its breath
echoes loudly in this confined space. Across the room, your cousin Thermahlian hangs from chains set into the
wall. Slowly the dragon moves, an eyelid opens and a baleful eye glares at you.
Khordarg will use her breath weapon first. In subsequent rounds, decide which of her attack forms (breath, melee
or spells) is the most appropriate. After 4 rounds, the two young dragons (see area K12) will arrive and join the
fight. Thermahlian is chained to the wall and is unable to help the Character. She and Corrunal (the Character’s
other cousin) were carried here by Khordarg. The chains are Adamantine Masterwork Manacles (HD 20 HP 40; DC
35 Escape Artist, DC 30 Break check)) locked with a Superior Lock (DC 40 Open Locks) the Character will be unable
to open them normally. Corrunal has been eaten by Khordarg, and Thermahlian is weak from ill-treatment. She
requires a day’s rest before being able to walk without aid.

Khordarg, Young Adult Red Dragon: CR 13; Huge Dragon; HD 19d12+95; hp 218; Init +0; Spd 40 ft., Fly
150 ft. (poor); AC 32, touch 8, flat-footed 32, (-2 Size, +24 Natural); BAB +19; Grap +37; Atk Bite +27 melee
(3d8+10); Full Atk Bite +27 melee (3d8+10) and 2 Claws +25 melee (2d6+5) and 2 Wings +25 melee (1d8+5) and
Tail Slap +25 melee (2d6+15); SA Breath Weapon, Crush (2d8+15, DC 24), Spell-like Abilities, Spells; SQ Blindsense
60ft., Damage Reduction 5/Magic, Darkvision 120 ft., Immunity to Fire, Immunity Sleep and Paralysis, Low-Light
Vision, Spell Resistance 19, Vulnerability to Cold; AL CE; SV Fort +20, Ref +14, Will +18; Str 31, Dex 10, Con 21, Int
14, Wis 15, Cha 14.
Skills and Feats: Appraise +12, Bluff +11, Concentration +23, Diplomacy +10, Intimidate +22, Knowledge
(Arcana) +12, Knowledge (Local) +11, Listen +23, Search +23, Sense Motive +18, Spellcraft +23, Spot +23, Use
Magic Device +11; Ability Focus (Breath Weapon), Blind-Fighting, Flyby Attack, Hover, Improved Natural Attack
(Bite), Multi-attack, Power Attack, Wingover.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t
actually see still have total concealment against the dragon.
Breath Weapon (Su): A red dragon’s breath weapon is a 50ft. cone of fire (10d10, Reflex DC 24).
Crush (Ex): This special attack allows a flying or jumping dragon of at least Huge size to land on opponents
as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three
or more size categories smaller than the dragon. A crush attack affects as many creatures as can fit under the
dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC 24) or be pinned, automatically
taking bludgeoning damage (2d8+15) during the next round unless the dragon moves off them. If the dragon
chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush
each round if they don’t escape.
Damage Reduction (Ex): Young adult and older dragons have damage reduction. Their natural weapons
are treated as magic weapons for the purpose of overcoming damage reduction.
Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The
ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a
radius of 150 ft. are subject to the effect if they have fewer HD than the dragon. A potentially affected creature
that succeeds on a Will save (DC 21) remains immune to that dragon’s frightful presence for 24 hours. On a failure,
creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6
rounds. Dragons ignore the frightful presence of other dragons.
Immunities (Ex): All dragons have immunity to sleep and paralysis effects. Each variety of dragon has
immunity to one or two additional forms of attack no matter what its age, as given in its description.
Keen Senses (Ex): A dragon sees four times as well as a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Locate Object (Sp): A juvenile or older red dragon can use this ability as the spell of the same name, once
per day per age category.
Spell Resistance (Ex): As dragons age, they become more resistant to spells and spell-like abilities, as
indicated in the variety descriptions.
Spells Known: (6/5/3) 0 – arcane mark, detect magic, dancing lights, guidance, mage hand, read magic; 1st
– alarm, divine favor, entropic shield, shocking grasp, shield; 2nd – mirror image, ray of enfeeblement, resist
energy.
Spells per day: (6/7/5; DC 12+Spell Level).

K11a. Khordarg’s and Histizt’s Hoard


 Coins
o 1,200 pp
o 4,200 gp
o 21,000sp
 Gems
o 6 Star Sapphires (1,100 gp ea.)
o 6 Emeralds (1,000 gp ea.)
o 6 Star Rubies (900 gp ea.)
o 2 Amethysts (130 gp ea.)
o 3 Jade (80 gp ea.)
o 1 Onyx (70 gp)
o 3 Malachite (12 gp ea.)
o 4 Obsidian (7 gp ea.)
 Art Objects
o Golden Scepter with three large Emeralds (12,500 gp)
o White Dragonhide Scabbard with Sapphires (5,000 gp)
o Diamond Necklace (5,000 gp)
o Silver Circlet with Large Opal (3,000 gp)
o Onyx Figurine on a Jet base (2,850 gp)
o Gold and Silver Pendant with large Pearl (1,500gp)
 Magic Items
o Scarab of Protection (8 charges)
o Bag of Holding Type IV
o Wand of Fireballs (12 charges CW “Fraztle”)
o +1 Shock Throwing Axe
o Ring of Feather Falling
o Incense of Meditation
o Potion of Bear’s Endurance
o Potion of Lesser Restoration
o Potion of Protection from Arrows
o Arcane Scroll of Hold Person
o Arcane Scroll of Tasha’s Hideous Laughter and Levitate
o Arcane Scroll of Hold Portal

K12. Young Dragons


The young dragons, Fastorx and Stalkmog, are coiled together in this small cavern.

Fastorx and Stalkmog, Very Young Red Dragon: CR 5; Large Dragon; HD 10d12+30; hp 95; Init +0; Spd 40
ft., Fly 150 ft. (poor); AC 18, touch 8, flat-footed 18, (-1 Size, +9 Natural); BAB +10; Grap +19; Atk Bite +14 melee
(2d6+5); Full Atk Bite +14 melee (2d6+5) and 2 Claws +12 melee (1d8+5) and 2 Wings +12 melee (1d6+5) and Tail
Slap +12 melee (1d8+7); SA Breath Weapon; SQ Blindsense 60ft., Darkvision 120 ft., Immunity to Fire, Immunity
Sleep and Paralysis, Low-Light Vision, Vulnerability to Cold; AL CE; SV Fort +10, Ref +7, Will +8; Str 21, Dex 10, Con
17, Int 12, Wis 13, Cha 12.
Skills and Feats: Appraise +11, Bluff +9, Intimidate +11, Knowledge (Local) +9, Listen +14, Search +14,
Sense Motive +11, Spot +14, Use Magic Device +11; Flyby Attack, Multi-attack, Power Attack, Wingover.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t
actually see still have total concealment against the dragon.
Breath Weapon (Su): A red dragon’s breath weapon is a 50ft. cone of fire (4d10, Reflex DC 18).
Immunities (Ex): All dragons have immunity to sleep and paralysis effects. Each variety of dragon has
immunity to one or two additional forms of attack no matter what its age, as given in its description.
Keen Senses (Ex): A dragon sees four times as well as a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.

K12a. Fastorx’s and Stalkmog’s Hoard


 Coins
o 2,000 gp
o 7,000 sp
o 20,000 cp
 Gems
o 15 Pearls (100 gp ea.)
 Art Objects
o Three Matching Engraved Gold Armbands (750 gp ea.)
 Magic Items
o Javelin of Lightning
o Bead of Force
o Necklace of Fireballs Type III
o 2 Potions of Flying
o Potion of Bull Strength
o Arcane Scroll of Magic Circle from Evil

K13. The Eye Sockets


These passages are two-hundred feet above the ground level and are watched by Khordarg. Any sound or visible
movement along them will automatically alert Khordarg and she will come to investigate.

Death of Khordarg
If Khordarg is slain, her death cry will echo out across the valley. This will panic the army and it will begin to flee
the area. The Hill Giants and Trolls aided by the Ogres try to stop them but without Khordarg’s strong leadership
the army will soon degenerate into numerous squabbling groups as the larger monsters being to argue among
themselves.

A New Beginning
On returing to the Emerals after slaying Khordarg, the character will be greeted by Doak Evergreen and a small
group of eight elves. The elves are distant kin from the Greenheight Clan. They will explain that they have come to
Undlin to help restore the tree. Doak will interrupt and say he has visited Undlin and discovered that the tree is
alive. Given care and attention it will be possible to restore the damage. The elves will gladly become followers of
whoever is going to be the next Undlin Clan leader.
After your fight against the dragon it feels good to be back in the Emerlas. The gentle sound of elven voices come
to you, accompanied by the deep rumbling of Doak Evergreen. Soon you see a group of elves rushing towards you,
their arms outstretched in a joyful greeting.

New Monster
Fey Griffon: CR 5; Large Fey; HD 7d10+21; hp 59; Init +2; Spd 30 ft., Fly 80 ft. (Good); AC 18, touch 13, flat-
footed 14, (-1 size, +4 Dex, +5 natural); BAB +7; Grap +14; Atk Bite +11 melee (2d6+3); Full Atk Bite +11 melee
(2d6+3) and 2 Claws +9 melee (1d4+1); SA Pounce, Rake 1d6+2; SQ Damage Reduction 5/Cold Iron, Darkvision 60
ft., Evasion, Low-Light Vision, Resist Cold, Fire and Electricity 10, Scent; AL N; SV Fort +8, Ref +7, Will +5; Str 16, Dex
19, Con 16, Int 7, Wis 13, Cha 10.
Skills & Feats: Hide +10, Jump +17, Listen +11, Move Silently +13, Spot +15; Iron Will, Multi-Attack,
Weapon Finesse.
Pounce (Ex): If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +9 melee; damage 1d6+2.
Spell-Like Abilities: 3/day – dancing lights; 1/day – deep slumber, entangle, faerie fire, glitterdust, major
image.
Skills: Fey Griffons have a +4 racial bonus on Jump and Spot checks and a +4 racial bonus on saves against
mind-affecting effects.

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