Blade of Vengeance Conversion
Blade of Vengeance Conversion
Blade of Vengeance Conversion
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).
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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).
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.