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The Corrupted
A Therran Scenario for 6 PCs of levels 8-10

 

Summary:

The PCs must collect an item for the alienist Hagistre as part of a bargain to convince the mage to direct them to the demon they seek. This item is held by the fey'ri of the Blanthil Forest.

Assumptions:

The PCs are in the employ of House Riverine.

Location:

Far Coast, Dwillingir

Historical Date:

N.S. 32, Summer

DM's Introduction:

The events of this scenario follow directly on the heels of the scenarios entitled "The Tower of the Mage" and "Ruins of Evil." In "The Tower of the Mage", the PCs sought an audience with the mysterious mage Hagistre in order to determine the location of a demon named F'harikk'il who was mentioned on a piece of parchment the PCs had recovered from Ragyfir's castle near Lake Cald. Having made their way through Hagistre's strange and deadly obstacle course of eight trials and finally meeting the mage firsthand, the PCs were assigned two tasks in exchange for the mage offering to locate F'harrik'il and transporting the PCs to his home plane.

The scenario assumes that the events in the scenario "Bank Shot", "The Tower of the Mage", and "Ruins of Evil" have taken place. Specifically, it assumes the PCs have managed to obtain the documents of Ragyfir from the scenario, including the strange piece of paper scribed as follows:

If the PCs have not been involved in the events of "Bank Shot", "The Tower of the Mage", or "Ruins of Evil", then the DM can still use this scenario quite easily. The PCs can simply be hired by the strange and reclusive mage Hagistre to recover the item in return from some favour that better fits the DM's campaign or simply in exchange for a reward. It is left to the DM to determine what would be a suitable reward.

DMs are also referred to the "Mercur Papers" document in the DM Only section of the Therra website. That provides essential background data that places information presented in this introduction into greater context. DMs

Note: This scenario is the second in the last sequence of events that is intended to finish the Riverine campaign. As such, DMs should be aware that, as befits the end of a campaign, encounters are more dangerous. In addition, important secrets of the Riverine campaign are revealed herein.

Background:

The Soul of Nemis:

The full details of Nemis and his current plight are related in the scenario "Bank Shot". Nemis was a ranking wizard in the Onlor mage guild called "Blood and Thought". Nemis had been given possession of an artifact, the Crystal of the Ebon Flame, by the great silver dragon loremaster Octonneor de Lurgente. The dragon had been a guardian of the artifact, deigning to keep it from mortal hands to avoid the mischief and misery that could be perpetrated by the crystal. But when he went to war to fight the final battles against the Deceiver, though he hid his lair and protected his hoard, he did not feel comfortable leaving the artifact behind unattended. So he gave the artifact over to Nemis, a mage whose guild the dragon had friendly relations. Nemis was charged with warding the crystal until the dragon should return from war.

Octonneor did return, but gravely wounded and suffering from exhaustion. Needing to rest and rejuvenate and fearing he was too weak to protect the artifact, he bade it remain with Nemis.

Somehow the drow matron N'araktheel learned of the location of the crystal. And wanting its power for her own ambitions, she used the services of various fiends to learn of the wards and protections surrounding the Blood and Thought guildhall, Nemis, and the artifact. The drow matron then made an arrangement with a particularly brutal human mercenary named Ragyfir and his band known as the Splintered Arrows. She had the demon F'harikk'il provide Ragyfir with a gem of great power. This gem, shaped like a small star, could be thrust into the spine of Nemis and, in doing so, trap the mage, body, mind, and soul within the gem. Once done, and with the crystal successfully in the hands of N'araktheel, the demon offered to split the prize of Nemis within the gem into three pieces. One piece, Nemis' intellect, would go to Ragyfir, giving him control over the mage's arcane powers. Such ability would turn Ragyfir from a potent fighter to a potent fighter/wizard. A second piece, containing Nemis' body, would be given to N'araktheel, as a trophy and plaything for her amusement. The third piece, Nemis' soul, would be given to F'harikk'il as payment for his services.

For fiends, souls are currency and food. The consumption of a soul is a thing of immense pleasure for a fiend, and the more powerful the soul, the more delectable the experience. But souls are also valuable as currency, for ownership of a soul implies status and power, like a nobleman flaunting his luxuries. In addition, this particular soul is valuable to the PCs, since Ragyfir cannot access or utilize Nemis' intellect without the bearer of Nemis' soul allowing it to happen. In fact, the PC s seek Nemis' soul gem not only to free Nemis, but to deny Ragyfir access to his wizardly powers.

F'harikk'il eventually turned the soul gem over to a glabezru named Razkurig'il, who was his overlord. This glabezru kept the gem for a time, for he had encountered the PCs years earlier (in the scenario entitled "The Tower of Tharikthiril") and has followed their career since. But eventually the glabezru needed to settle a debt with a nalfeshnee named Exteriryx. This nalfeshnee is the current holder of Nemis' soul, which he retains as a piece of his wealth and status. What Exteriryx does not know is that the PCs are close allies of Curinax, the Riverine House Mage. Curinax' long lost lover, Shannon, was captured by Exteriryx and she dwells in thrall with him still.

The Tower:

The Tower of the Mage has been just outside the walls of Dwilingir for over 175 years. It was built in the year 5371 AD by a young conjurer of some repute named Hagistre. Hagistre had made quite a name for himself in the Brotherhood of the Rose, a conjurer's guild headquartered in the Vosh-Gerr region. Even at the early age of 30, Hagistre was already considered a master conjurer, knowledgeable about the various planes of existence and able to summon and master an amazing variety of fiends and extraplanar entities. Indeed, the wizard was known for his insatiable appetite for knowledge and esoteric lore.

However, Hagistre became bored with study of the planes. In his explorations, he came across tantalizing hints of something that might exist beyond the planes, even beyond the seas of chaos that lap at the outer shores of existence. Obsessed with this knowledge, and thinking it worthy of his intellect, he began to explore what he came to call the Outre Realm or the Far Realm. It is a realm where chaos itself originates, a realm of twisted possibilities and outrageous notions rejected by the cosmos. Study of this strange realm proceeded slowly, and Hagistre was continually bothered by the demands of his guild, civilization in general, and worried that rival mages would try to seize upon his work and take the glory of its initial explorations for themselves.

And so the wizard determined to find a place where he could conduct his work in peace. A place near enough to some semblance of civilization, so that he could dwell in a place of law and order and not subject to the dangers of the wilderness, and also a place where he could procure materials both exotic and mundane when necessary, but still a place removed from the prying eyes of nobles and mages. Eventually, Hagistre determined that Dwillingir was the place that met his needs. The mage came to the Far Coast and by means both fair and not so fair managed to purchase a small hillock of land just outside of the town for his own. His tower was built quickly (some say too quickly) and the mage then began to conduct his exploration of the Far Realm.

At first Hagistre emerged from his tower from time to time, to do shopping, order supplies, or to simply parley with other local wizards. But eventually, his obsession with his task, and his growing, almost paranoid jealousy of his explorations coupled with the suspicions of the townsfolk prompted the wizard to step forth from his tower less and less often, until he finally simply stopped leaving altogether.

Since then, the tower has been the subject of many rumours and innuendos. From time to time strange shapes are seen landing on the top of the tower at night. At other times, strange lights are seen coming from the tower, despite the lack of windows. Even earth tremors and other possibly natural phenomenon are attributed to the owner of the tower. Indeed, the owner himself is subject to rumour. Normal humans do not live for over 200 years. Some townsfolk speculate that the wizard (few remember his name) died long ago. Others agree but believe an apprentice now dwells there, having carried on the will of his master, or perhaps several in a line of apprentices. Others think the wizard is not human. Perhaps a long lived elf or half elf or even an outsider of some sort.

Hagistre is certainly no longer human. He is an alienist of great power, perhaps the most accomplished alienist in all of Therra. Certainly others have tried to tap and explore the mad washings of the Far Realms, but but none of transcended time and his own body in his metaphysical journeys of exploration and discovery. To this time, he has managed to evade the fate destined eventually for such a high level alienist. The powers of the Far Realm have not come for him...yet. And so, he has managed to stay alive and living even after all of these years.

Hagistre does not like intrusion. He is already somewhat paranoid, though not irredeemably so, but certainly does not wish to have his actions or experiments observed. In addition, many of his procedures are very dangerous and very dependent upon circumstances, such as the stars being perfectly aligned. Interruptions can decimate his progress for years at a time, and can endanger both himself and his surroundings. As such, he has set an amazing variety of guardians and wards to keep out intruders. However, Hagistre is not entirely gone from the world yet. He recognizes that there might be those who have a real and urgent need of him. So he has set ways for the strong and clever and persistent to pass his wards and eventually make their way to meet him. Hagistre figures that anyone brave or stupid enough to test themselves against his guardians and succeed is certainly worthy of an audience. Casual intrusions are kept away and only urgent requests are allowed to bother him.

In addition, the time needed for intruders to navigate his wards allows Hagistre to hopefully interrupt his experiments at a non-dangerous time and to allow the wizard time to prepare defenses in case the intruders should prove hostile.

And so, the wizard set his tower as a test for those who come a-calling. Supplicants must use their prowess and intellect to pass the various extra-dimensional wards placed by the eccentric and possibly mad mage. The PCs proved equal to the task, and met the eccentric mage.

The First Task:

The PCs pled their need to Hagistre, who agreed to research the location of the fiend F'harrik'il and transport the PCs to the fiend's demi-plane if they would obtain two items for him, to aid him in his strange area of study...the Far Realms. The first item was a powerful scrying crystal owned by the maug Orcus. The Heroes of the Gem had encountered this crystal in the Final Tower of Flupnir just preceding the War of the Gem, and subsequently, Orcus' minions had transported the crystal back to his castle in Mordasht. There, Orcus was defeated and dragged into Slumber by the awakened gods, and the castle itself and Orcus' minions were then sundered by the assembled forces of good. The crystal, however, remained hidden in the extensive dungeons of Orcus, until it was found by a lich-priestess of Orcus who returned to his dungeons to rebuild the maug's power base on Therra.

Hagistre laid a geas upon the PCs and teleported them to a place he had scryed just outside of the ruins of Orcus' castle. He also gave them a silver rod by which they could teleport back to his tower...but only if they had the crystal.

The PCs managed to find their way into the dungeons below the castle ruins, and there they defeated the lich-priestess and her vampire minions. Gaining the crystal, they teleported back to Hagistre's Tower. The mage was delighted to have the crystal, and bade the PCs rest and recover, as their second and final task remained.

The Current Situation:

The PC have had time to rest. They are now summoned to Hagistre's audience chamber to receive the second task.

Part One - The Second Task:

Hagistre's Audience:

Hagistre's chamber is a space too big to be in his tower. In fact, it seems to go on forever, a 10 ft high pillared stone hall that proceeds out of sight in all directions except behind the PCs, where the doors have now closed.

Seated on a throne some 50 ft away from the PCs is Hagistre the mage, an elderly bearded man in rune-embroidered robes that are smudged with dirt. His eyes radiate a strange blue light (from his permanent arcane sight spell), and a translucent shroud of force ripples over his body (his epic shroud of protection spell). The hood of his cloak is pulled down over his brow, but a bottom lid of a third eye in the middle of his forehead can just be glimpsed. The man's beard and hair is unkempt, and his eyes wide and darting. His impression is instantly one of a sort of mad genius. Hagistre's form crackles with various defensive spells, and there are several wands tucked into his belt and a staff in his hand.

Jevris will snap his fingers and unseen servants will arrive carrying trays of victuals and drinks and set them before the PCs. Then the construct will bow and Hagistre and the PCs.

JEVRIS CR 2
LN Medium construct
Init +0; Senses darkvision 60 ft, low-light vision; Listen -2, Spot -2
Languages Common, High Imperial

AC 14, touch 10, flat-footed 14; Combat Expertise
hp 37 (3 HD)
Fort +1, Ref +1, Will -1

Spd 30 ft (6 squares)
Melee slam +5 (1D6+4)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +5

Abilities Str 16, Dex 10, Con -, Int 13, Wis 6, Cha 12
SQ construct traits
Feats Combat Expertise, Skill Focus (profession [butler])
Skills Diplomacy +7, Knowledge (arcana) +7, Profession (butler) +7
Possessions expensive kaftan robe, whisk broom, handkerchief

Hagistre will inquire as to whether the PCs were comfortable and rested. Assuming all is well, he will proceed. Hagistre is prone to cackle madly when amused, as he will at several times during his speeches. He will also, when excited, froth at the mouth and spray spittle as he talks.

I must say again to you all...Well Done! Well Done indeed! The crystal you have recovered is very powerful and will be intrumental in allowing me to peer directly into the Far Realm. But there is another item I need. You see, even with the crystal, attempting to pierce the veils of space and time to see into the Far Realm is an immense and daunting task. It requires that there be certain cosmological weaknesses in the fabric of reality that only happen when various planar alignments are correct. Such things are difficult to predict, and could happen only rarely, if ever.

But I have determined that there is a means by which I could use the crystal you have obtained to punch through into the Far Realm at any time I desire! What's required is a physical link or manifestation of the Far Realm. If I had such a thing in my possession, then the mystic link between it and the place of its origin would form a sort of guideline that I could use to peer into the Far Realm.

Now you know that I am one of the first of Therra to study the Far Realm, and I will be the first ever to glimpse it when my device is completed, but that does not mean the Far Realm has not ever visited Therra. Indeed there are rare and ancient accounts of such visitations. These usually involve some sort of essence of the Far Realm making its way to Therra and possessing a creature. I call such creatures pseudonatural creatures.

In any event, I have come across an account of just such a creature, in the descriptions of the battles of the forces of the Deceiver against the original elven queendom in the Blanthil Forest. What do you know of that conflict?

Hagistre will take a sip of wine that suddenly appears in a goblet in his hand and let the PCs answer. Once he has heard, he will continue.

When the Deceiver first tricked the gods into Slumber, he determined to make war on the free folk. And the first of his hammer blows fell upon the elves, for they were the closest to his realm at Mordasht, and they were also the most learned and powerful of the free folk, able to wield magic because of the fey blood in their veins. And so his forces attacked the Blanthil Elves.

Now you all know of the drow...elves corrupted by the maug Lolth to betray their kin. But there is also a lesser known group of elves that betrayed their queen and served the Deceiver. These are the fey'ri. They are a product of breeding between elves and succubi and incubi. Which maug bred them is not known, though some suspect Demogorgon himself. But unlike some of the half-fiend breeds you may find on Therra today, these were not merely a physical breeding. The fey'ri were a whole and complete merging of their two natures into a single and powerful whole.

The fey'ri appear as elves, but with bat wings, a long pointed tail, fiery red eyes, and fine scales on their bodies. They are all, from the least to the most, sorcerers. Even the weakest among them is a fair to middling mage, and the most powerful among them have magics that can shake the foundations of Therra...or so it is said.

In any event, it was the fey'ri that breached the elven high magic that guarded the queen's palace and laid it to waste. And it was they who blasted the queen's guard, so that the drow could slay the queen and her family.

After the elves were driven from Blanthil, Lolth led her elves underground. But the fey'ri remained, and were left to serve as war mages in the armies of Demogorgon. Even now, Queen Imerika battles the fey'ri, for her forces press upon the ruins of the ancient queen's palace, and it is said that the fey'ri have claimed those ruins for their own, and contest the queen's forces fiercely.

In the account I found, it appears a powerful fey'ri sorcerer must have managed to summon some of the essence of the Far Realms, for the fey'ri, in their assault on the queen's palace, had with them a green dragon that exhibited characteristics that suggest to me that it was a pseudonatural creature, for in the midst of battle tentacles would erupt from its form, and a mass of ooze and strange structures would spill from its body, and the beast's eyes were described by those who faced it and survived as "deep unto the depths of madness itself, like looking into a bottomless chasm."

This creature exists still, for when I read the account of it, I despaired that such a creature that roamed millenia ago would now be dead and buried. But apparently the essence of the Far Realms is outside of time itself and does not age or die! My divinations have determined that the psuedonatural dragon lives still. Even more fortunate, it does not age, which means even now, it is still the same age and size it was all those years ago.

I have scryed the beast just once...and just for a moment, for even then it sensed me and, I fear, the fey'ri might have as well. But it lives still, the size of a young adult green dragon I think. In the background of my scry I glimpsed the base of a tower with carvings that suggested upraised swords with flowers twined around the blades. More research tuned up a tower in Blanthil that was once the primary training ground for the elite elven warriors known as bladesingers.

That is where I wish you to go. To go to this tower and locate the pseudonatural dragon. I need at least one vial of his blood. Three would be better. Yes, quite a bit better. And if you can manage an eyeball or two, that would be excellent! But I must have at least a full vial of its blood. That will allow me to link to the Far Realms and peer into it using the crystal.

As before, I will teleport you near the place. I have a friend amongst the elven rangers in the Blanthil who serve Queen Imerika. I asked my friend, at no small risk to his own life, to get as close to the tower as he could. Once he was as close as he dared, I scryed him and studied the lay of the land. I can teleport you to that spot.

I do not know what happened to my friend. He endeavoured to try to get closer still, against my urgings. The last sending I had with him said that he had scouted the tower and grounds and he believed there were no more than a couple of fey'ri there. He said there were tanarukks a plenty though, but that he was going to try to get some blood of the dragon by himself.

Alas! I never heard from him again. That was several years ago. No telling what the situation is now, but I think it is likely the beast is thereabouts.

Do you have any questions?

That is Hagistre's second of two tasks. He will answer questions the PCs might have, the most common of which are summarized below.

Q: What are the powers of this pseudonatural dragon?

A: Well aside from the normal capabilities of a young adult green dragon, such as acid breath, it can apparently take a horrific form that is likely to be highly unsettling. It will also be highly resistant to magic, which is why they used it against the elves.

Q: Other than their sorcery, what powers do the fey'ri have?

A: The fey'ri retain most of the abilities of their elven parentage. They also can change their shape to other humanoid forms like their succubus parentage. Beyond that, they are known to have a wide variety of demonic powers that seem to vary from fey'ri to fey'ri. Some accounts I have read suggest they can read minds, cloud minds, drain the soul, and teleport from place to place. How much of this is their demonic heritage and what might be metamagicked sorcery is unknown to me.

Q: What are tanarukks?

A: They are a cross breeding between orcs and demonlings. They are fiercer than orcs, and resistant to fire and spells. It is said they can conrol flames as well.

Q: Can we keep what we find?

A: Certainly. My only claim is on the blood. Of course, I would be willing to purchase any interesting items you might find should I find them desirable. But you have all claim on everything but the blood.

Q: Do we have to leave immediately?

A: No. If you need some time to prepare you may stay here. I will not let you leave the tower, except to begin your quest, and I will lay a strong geas on all of you to complete the quest. If you need any special materials, I will try to get them for you.

Q: Will we be able to rest there without running afoul of the geas?

A: Most certainly. As long as you are resting in order to be able to continue your quest in the most expeditious manner, you shall not be punished.

Q: What was your ranger friend's name?

A: Enmistil. I fear he is dead by now, may the gods placate his soul.

Q: This forest is far to the north. Will we need to protect ourselves from the cold?

A: No. Galasiria herself laid her will upon the forest, and its climate is always mild and sylvan.

Hagistre will let the PCs rest here for up to a week to prepare. If the PCs need something, they can pay Hagistre and he will summon a being to go purchase the item from Dwillingir. He will not procure anything that cannot be purchased in Dwillingir. He will also send messages to people in Dwillingir as long is such messages do not divulge the nature of his studies or the details of the PCs' quest.

If the PCs wish to include an additional person in this quest (e.g. a PC that did not take part in the previous scenario or a cohort that is not present), Hagistre will summon an outsider most appropriate to that person's alignment and request the outsider to invite the person to teleport to the tower to join with the PCs. Hagistre will give the outsider a small rod that serves to to the tower the person who concentrates on it.

Once everyone is present and ready to go, Hagistre will pronounce extended geases (from arcane scrolls he has scribed) on every PC. These last for 42 days. He will then present the PCs with a single silver rod (similar to the one that the outsider summoned to retrieve any extra PCs was given) and instruct the PCs to each drip a drop of blood onto the rod. Hagistre will inform the PCs that this rod is now keyed to the PCs and when grasped by one of them and concentrated upon, will teleport the PCs back to this tower. The rod will only function if the crystal is touched to it, and it will only transport those who are within 20 ft of the rod. The rod only works once and radiates strong conjuration magic. It is an epic form of the refuge spell created by Hagistre (see Hagistre's refuge below).

Then, when the PCs are ready, Hagistre will cast a greater mass teleport spell (which he has memorized in place of his foresight spell) on the PCs, sending them to the arrival point southeast of the Bladesong Tower ruins in the eastern portion of the Blanthil Forest. Hagistre will inform the PCs that they will arrive some miles to the southeast of the ruins. If asked why he is having them arrive a distance from the ruins, he will state that the location is the closest to the ruins that he was able to scry his ranger friend.

If for some reason the PCs and their gear weigh enough that it would take multiple castings to teleport them to the site, then Hagistre will memorize additional castings of the spell in place of his other 9th level spells as needed.

HAGISTRE CR 21
Male human conjurer 11/alienist 10
N Medium outsider (augmented humanoid, native)
Init +1; Senses darkvision 60 ft; Listen +18 (+20 when familiar within reach), Spot +18 (+20 when familiar within reach)
Languages Common, Abyssal, Aquan, Auran, Celestial, Draconic, High Imperial, Ignan, Infernal, Morakki, Terran


AC 30, touch 14, flat-footed 29; +4 luck bonus against aberrations
hp 108 (21 HD); DR 10/magic
Resist acid 10, electricity 10
Fort +13, Ref +11, Will +20; evasion, +4 luck bonus against aberrations

Spd 30 ft (6 squares)
Melee staff of conjuration +12/+7 (1D6+1)
Space 5 ft; Reach 5 ft
Base Atk +10; Grp +11
Special Actions summon alien
Combat Gear staff of conjuration (30 charges, unseen servant, summon swarm, stinking cloud, minor creation, cloudkill, summon monster VI), wand of orb of force (CL 7th, 28 charges), wand of power word pain (CL 10th, 42 charges), wand of acid arrow (CL 8th, 19 charges), potion of cure serious wounds (CL 5th), potion of fox's cunning (CL 3rd), potion of protection from arrows (10/magic, CL 3rd)
Wizard Spells Prepared (CL 21 [25 vs aberrations], +12 melee touch, +12 ranged touch)
Epic (3/day) - extended peripety*, Hagistre's refuge, shroud of protection*
9th - black blade of disaster (DC 28), foresight, gate, mage's disjunction, summon monster IX, time stop
8th - maze, mind blank*, power word stun, summon monster VIII, superior invisibility
7th -antimagic ray, banishment, body of war, greater teleport, summon monster VII, synostodweomer
6th - acid storm (DC 25), disintegrate (DC 23), greater dispel magic, seal portal, summon monster VI, true seeing
5th - arc of lightning (DC 24), dismissal (DC 22), feeblemind (DC 22), hold monster (DC 22), summon monster V, telekinesis (DC 22)
4th - dimension door, lesser globe of invulnerability, lower spell resistance (DC 21), orb of fire (DC 23), polymorph, solid fog
3rd - clairaudience/clairvoyance, dispel magic (x2), displacement, fly, repair serious damage, slow (DC 20)
2nd - alter self, detect thoughts (DC 19), earthbind (DC 19), empowerment, glitterdust (DC 21), mirror image, resist energy
1st - benign transposition, expeditious retreat, magic missile (x2), moment's brilliance, protection from evil, shield
0 - caltrops (x2), detect poison, mage hand, mending
Permanent - arcane sight, comprehend languages, read magic
Barred Schools evocation and necromancy

Abilities Str 12, Dex 13, Con 14, Int 25, Wis 14, Cha 10
SQ alien blessing, alien transcendence, familiar benefits (Alertness, empathic link, scry on familiar 1/day), insane certainty, mad certainty, metamagic secret, summon familiar (pseudonatural toad named Revbargg), timeless body
Feats Augment Summoning, Combat Casting, Epic Spellcasting, Greater Spell Focus (conjuration), Greater Spell Penetration, Planar Touchstone (Sargasso of Entropy, +1 bonus to Fort saves), Scribe Scroll, Spell Focus (conjuration), Spell Penetration, Sudden Maximize, Sudden Silent, Sudden Still
Skills Appraise +9, Bluff +0 (-10 against nonpseudonatural creatures), Concentration +26, Craft (alchemy) +18, Decipher Script +20, Diplomacy +0 (-10 against nonpseudonatural creatures), Gather Information +15, Knowledge (arcana) +30, Knowledge (geography) +9, Knowledge (history) +12, Knowledge (planes) +30, Listen +18, Spellcraft +30, Spot +18
Possessions
combat gear, cloak of resistance +3, ring of protection +3, amulet of natural armour +3, ring of evasion, bracers of exit, cerulean sign headband +4 (+4 luck bonus to AC and saves and caster level checks to penetrate SR against aberrations), blessed book, spell component pouch, masterwork potion belt, embroidered robes.
Spellbook
spells prepared plus access to a massive library of spells specializing in conjuration that includes most conjuration spells through level 9, and a large number of spells from other non-barred schools; also includes a unique 9th level spell researched by Hagistre: 9 - greater mass teleport

Alien Blessing (Ex) Hagistre gains a +1 insight bonus on all saving throws, but he permanently loses 2 points of Wis.

Alien Transcendence (Su) Hagistre, because of long association with alien entities and intense study of insane secrets, transcends his mortal form and becomes an alien creature. His type changes to outsider. Additionally, he gains DR 10/magic and resistance to acid 10 and electricity 10.

Upon achieving alien transcendence, Hagistre has undergone a minor physical change, a third eye in the middle of his forehead. Hagistre can hide this abnormality in a hood, but the eye is not under his control and sometimes moves, twitches, opens, or otherwise animates of its own accord. This applies a -4 penalty on Disguise checks Hagistre makes to conceal his true nature.

Anyone who shares Hagistre's predilection for study of the Far Realms immediately recognizes his transcendent nature and Hagistre gains a +2 circumstance bonus on all Cha-based skill checks and ability checks when interacting with such beings. He gains a +2 circumstance bonus on Intimidate checks involving any other creatures to whom he reveals his abnormal nature.

Insane Certainty (Ex) Hagistre's mad certainty has crystallized into a truly chilling mania. He gains an additional 3 hit points, but his mental facilities continue to degrade. His penalty on Bluff, Diplomacy, and Handle Animal checks made to influence nonpseudonatural creatures increases to -10.

Mad Certainty (Ex) Hagistre's certainty in the power of entities beyond the reach of normal space and time lend him an unnatural fortitude, granting him an additional 3 hit points. However, constantly dwelling on such beings is mentally corrosive, and his mind had begun to fracture. Hagistre takes a -4 penalty on all Bluff, Diplomacy, and Handle Animal checks made to influence non pseudonatural creatures.

Summon Alien Whenever Hagistre would use any summon monster spell to summon a celestial or fiendish creature, he instead summons a pseudonatural version of that creature. Hagistre has given up the ability to summon nonpseudonatural creatures with a summon monster spell.

Timeless Body (Ex) Hagistre has learned the secret of perpetual youth. He no longer takes ability penalties for aging and cannot be magically aged. Ability score bonuses from aging still accrue, and any penalties he might have already taken remain in place.

* indicates a spell that is already cast

REVBARGG, PSEUDONATURAL TOAD FAMILIAR CR n/a
N Diminutive outsider (augmented animal, native)
Init +1; Senses low-light vision; Listen +18, Spot +18


AC 25, touch 15, flat-footed 24; improved evasion
hp 54 (21 HD); DR 10/magic
Resist acid 15, electricity 15; SR 31
Fort +6, Ref +7, Will +16

Spd 5 ft (1 square)
Melee touch +12 (no damage)
Space 1 ft; Reach 0 ft
Base Atk +11; Grp -6
Atk Options true strike 1/day

Abilities Str 1, Dex 12, Con 11, Int 15, Wis 14, Cha 4
SQ amphibious, alternate form, familiar benefits (empathic link, deliver touch spells, improved evasion, share spells, speak with amphibians, speak with master)
Feats Alertness
Skills
Hide +21, Listen +18, Spot +18

Alternate Form (Su) As a standard action, Revbargg can take the form of a grotesque, tentacled mass. Despite the alien appearance, his abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against Revbargg when he is in this alternate form.

True Strike (Su) Once per day, Revbargg can gain a +20 insight bonus on a single attack roll. In addition, he suffers no miss chance against a target that has concealment or total concealment when making this attack.

Mass Teleport, Greater

Conjuration (Teleportation)
Level: Sor/Wiz 9

This spell functions like mass teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you and the subjects of the spell disappear and simply reappear in your original location. Interplanar travel is not possible.

Extended Peripety

Abjuration
Spellcraft DC: 29
Components: V, S
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 24 hours
To Develop: 252,000 gp; 5 days; 10,080 XP. Seed: reflect (DC 27).
Factor: +100% duration (+2 DC).

Ranged attacks targeted against the character rebound on the original attacker. Any time during the duration, five attacks are automatically reflected back on the original attacker; the character decides which attacks before damage is rolled. The reflected attack rebounds on the attacker using the same attack roll. Once five attacks are so reflected, the spell ends.

Hagistre's Refuge

Conjuration (Teleportation)
Spellcraft DC: 27
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Object touched
Duration: Permanent until discharged
To Develop: 171,000 gp; 4 days; 6,840 XP. Seed: transport (DC 27).
Factor: +9 minute casting time (-18 DC), material component (-2 DC), multiple subjects (+20 DC).

This spell is an epic version of the refuge spell. You create powerful magic in a small silver rod. This rod contains the power to instantly transport its attuned possessor any others attuned to it across any distance within the same plane to your abode. Once the rod is transmuted, you must give it willingly to a creature or creatures who must attune themselves to the rod by spilling a drop of blood upon it.

To make use of the item, one of those attuned to the item speaks the command word at the same time that it rends or breaks the item (a standard action). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the character’s heavy load) are instantly transported to your abode. Any other attuned creatures within 20 ft of the rod, and their possessions, are also transported. No other creatures are affected (aside from a familiar that is touching the subject).

A maximum of 10 creatures may be attuned to the rod.

The caster may, at the time of transmutation, also cast a geas/quest spell into the rod, thereby setting a condition only upon which the rod may be activated. Such condition can include completion of a task, possession of a certain item, etc.

Material Component:

A silver rod intricately carved with runes and studded with gems worth 3,000 gp.

Shroud of Protection

Conjuration (Creation, Force)
Spellcraft DC: 32
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: 24 hours (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 288,000 gp; 6 days; 11,520 XP. Seed: armor (DC 14). Factor: +9 additional armor bonus (+18 DC).

A translucent shroud of force surrounds the subject of shroud of protection, providing a +13 armor bonus to Armour Class. Unlike mundane armour, shroud of protection entails no armour check penalty, arcane spell failure chance, or speed reduction. Because shroud of protection is made of force, incorporeal creatures can't bypass it the way they do normal armour.

Part Two - The Region of Blanthil:

Arrival:

Refer to the Blanthil Environs Map below for a larger scale overview of the surrounding area, including the spot at which the PCs will arrive.

The Blanthil Forest:

The Blanthil Forest is an ancient and massive forest that is or was the homeland of the elves. During the time of Demogorgon's rule the forest became a horrific, warped place of madness where the demonlord remade the natural beauty into a mockery of its once glorious past. Since Demogorgon's fall and imprisonment in Slumber, the elves, under Queen Imerika, have sought to reclaim the ancient homeland. She established a temporary capital in the northeast portion of the forest, nearest to the Kingdom of Slumber in order to receive aid and support from the other Heroes of the Gem. Since that time, the elves have been steadily fighting to reclaim the rest of the Blanthil. It has been a slow and bloody process, for even though Demogorgon was imprisoned and the Deceiver defeated, evil creatures had taken root in the western part of the forest for over 4,000 years. Even the eastern verges had been corrupted for over 1,500 years. However, the long-lived elves do not despair at the slow pace of the reclamation, as they tend to think in terms of centuries rather than years.

The area surrounding the Bladesong Tower is located in the central portion of the Blanthil. On the large scale Jerranq Political map it is located where the "n" in Blanthil is printed.

The forest is tall, with various varieties of oaks, elms, and willows towering to immense heights. The areas of the Blanthil Environs Map that do not show trees are still forested. They are just less forested than the deep forests. Treat the non-tree areas of the map as sparse forest. Treat the hills as being sparse forest as well. The portion of the tree area on the maps within 2 miles of the non-tree areas should be generally considered medium forest, while the deeper tree areas are treated as dense forest. Of course, there will be plenty of variations within these broad regions.

The rivers are fairly large for forest rivers, though there are countless streams and creeks throughout the forest. Most of these drain into the Lake of Dreams. Of the three main rivers shown on the Blanthil Environs Map, the two in the northeast flow into the Lake of Dreams, while the river to the southwest flows out of the lake.

Travel Through the Forest:

Travel through the forest is as indicated in the DMG. Overland movement is 24 miles per day for speed 30 ft and 16 miles per day for speed 20 ft. These rates are halved for travel through the forest, and halved again due to the twisted and dangeous nature of the forest, so the PCs can cover 6 or 4 miles per day depending upon their speed. In addition, it takes a DC 15 Survival check to avoid getting lost, with the check being made every hour.

As the PCs travel, it should become readily apparent that this part of the forest is corrupt. The air is oppressive, and those of good ilk proceeding through the Woods will be constantly ill at ease. Elves of good alignment will feel it worse, for they are tied to this land and its twisting and taintedness will gnaw at an elf from the inside, making him sick and depressed. All elves suffer a -1 penalty to all rolls while within the Woods. This includes attack, damage, skill checks, saves, etc.

The trees of the forest are black and drip a foul smelling sap. Their trunks are warped and twisted in such a way as if the trees themselves were being tortured and weep in pain. But this misery of the trees is crossed with a brooding malevolence that emanates from the trees themselves. It is as if the trees have undergone a horrendous ordeal and it has warped them into insanity and malign rot.

The undergrowth is wild and frequently pierced with thorns, some of which drip with acid or poison. Occasionally, the vague shape of forms can be discerned in the trunks of trees or even the faces of boulders. It is as if elves or spirits of the wood were entrapped within these things and are now preserved in a rictus of agony.

Movement through the Woods is quite arduous and slow. The air, though not as cold as the surrounding lands, is not the idyllic sylvan climate it once was. A chill, bitter wind now whistles through the trees, producing a sound that is a cross between a sigh and a moan. It can be often noted that the leaves and trees often sway in directions differing from that of these chill zephyrs.

The party should consume its own food. Foraging or hunting is dangerous, as almost all of the plants and animals herein are tainted. The fruits and nuts are unlike any seen in the lands to the south. Assume a rather large chance that any fruits or nuts tested taste horrible or cause sickness, incapacitation, or death. Any supposedly normal animals captured (such as squirrels or deer) will be found to either be mutated in some fashion, or bear evil markings (such as two red eyes on the fur on the back) or some other sign of taint. If consumed, they are likely to cause sickness or death to good aligned folk. Some of the monsters found on the wandering encounter chart are edible. This will be noted in their descriptions.

Water is also tainted. It can sustain life, but protracted consumption of native water will cause a person to eventually come under the effects of a bane spell until such taint is purged from the system (requiring several days of drinking untainted water).

A DC 10 Knowledge (nature) check will determine that the water and food here is tainted. There is also a lingering aura of evil throughout the whole area.

Map Features:

Bladesong Tower:

This is the initial goal of the PCs. It is where bladesingers were trained in ancient times, and now is the demesne of the fey'ri masters of the pseudonatural green dragon. Refer to Part Three of the scenario for further details.

Cave of the Dragon:

The pseudonatural green dragon Kannoxinidril dwells in this cave. Refer to Part Four of the scenario for further details.

Lake of Dreams:

This lake is placid, but its waters are tainted as described above. It is also quite deep, and was known in Elvish as the Lake of Dreams because it was said that if you went to exact center of the lake and dropped a gift into the waters and made a wish, the wish would come true. Now, the lake is "haunted" by fiendish giant constrictor water snakes bred by Demogorgon that aggressively hunt the surface of the lake, its depths, and the shoreline.

FIENDISH GIANT CONSTRICTOR CR 7
NE Huge magical beast (extraplanar)
Init +3; Senses darkvision 60 ft, scent; Listen +9, Spot +9


AC 15, touch 11, flat-footed 12
hp 63 (11 HD); DR 5/magic
Resist cold 10, fire 10; SR 16
Fort +8, Ref +0, Will +4

Spd 20 ft (4 squares), climb 20 ft (4 squares), swim 20 ft (4 squares)
Melee bite +13 (1D8+10)
Space 15 ft; Reach 10 ft
Base Atk +8; Grp +23
Atk Options improved grab, smite good 1/day (+11 damage)
Special Actions constrict 1D8+10

Abilities Str 25, Dex 17, Con 13, Int 3, Wis 12, Cha 2
Feats Alertness, Endurance, Skill Focus (hide), Toughness
Skills
Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16

Constrict (Ex) On a successful grapple check, a fiendish giant constrictor snake deals 1D8+10 points of damage.

Improved Grab (Ex) To use this ability, a fiendish giant constrictor snake 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 constrict.

Megerith's Glade:

This is the area where the PCs will arrive from Hagistre's Tower.

It is a small glade about 100 yards in diamater that is open to the sun. The plants of the glade seem almost healthy, much less corrupted than the rest of the region.

Unbeknownst to the PCs, this is the remnants of a hidden glade that was preserved from corruption through the War of the Gem by six of kholiathra, sylvan guardian spirits. These kholiathra aided the Heroes of the Gem and led them to fight the essence of evil, from which the weapons and arms of the great elven hero Hilathinil Barvirol were recovered. The remains of the elven hero were removed from the cave of the essence of evil and were relocated to this glade, buried under the roots of a towering oak that has since been burned and chopped down. The glade was named after one of the kholiathra, though no one knows enough to actually call the glade by name.

The glade of the kholiathra finally succumbed to the evil of the forest, in the decade after the Deceiver went into Slumber. The kholiathra faded with their glade, and now the place is normal, albeit less corrupted than the surrounding land. The hero's remains are still buried under the charred trunk of the oak. Megerith has survived as a ghost who now haunts the region near the glade (see Planned Encounters below).

Ruins of Othsilios:

The town of Othsilios was a large ancient elven town that had both the traditional wood elf tree dwellings and the grey elf ground dwellings. It was sacked during the ancient wars, and is now a haunted place because of the corrupted high elven magic that is still active there. A DC 25 Knowledge (history) check or Knowledge (local - Blanthil) check will allow the PC to know some of the facts surrounding the ruins.

The ruins are a place of great danger, and are not detailed in this scenario, though they can be used by the DM to craft a later, high level scenario. Should the PCs attempt to enter the place, the DM should describe the ruined town as being surrounded by a strange, prismatic globe. A DC 30 Knowledge (arcana) check can determine that some sort of epic magic is at work, and a DC 35 Knowledge (arcana) check will further reveal that the magic is high elven magic. A DC 40 Knowledge (arcana) check will reveal that the magic is corrupted in some fashion and is likely to be highly dangerous. Allow elves a +4 circumstance bonus to these checks (half elves gain a +2 bonus instead).

Should the PCs enter the globe, they will step inside to a scene of madness. Blood drips from the trees, and sulphurous smoke rises from the ruined buildings. Screams sound everywhere, pleading for mercy or crying out in pain in Ancient Elven. Strokes of lightning lance through the air, and bones fly through the air as if tossed by raving ghouls.

The PCs will see hundreds of bones in the air, and those near the PCs begin to congeal and form together. This process takes 4 rounds, as the bones become the shape of a huge serpentine creature whose form is composed of interlocking bones and whose head is the skull of some unnamed and long-dead beast.

The entity is a boneyard, one quite probably beyond the ability of the PCs to defeat. Nevertheless, this is merely the first and easiest entity that prowls the ruins of Othsilios, and hopefuly it is enough to deter the PCs. The boneyard cannot leave the sphere surrounding the town.

BONEYARD CR 14
CE Huge undead
Init +6; Senses darkvision 60 ft; Listen +25, Spot +25
Languages Elven, Abyssal, Terran


AC 30, touch 10, flat-footed 28; Dodge
hp 127 (17 HD); DR 10/-; fast healing 10
Immune cold
SR 24
Fort +7, Ref +9, Will +15

Spd 20 ft (4 squares), fly 60 ft (good) (12 squares)
Melee bite +16 (2D8+15/19-20 plus bone subsumption)
Space 15 ft; Reach 10 ft
Base Atk +8; Grp +26
Atk Options Combat Reflexes, improved grab

Abilities Str 31, Dex 14, Con -, Int 18, Wis 20, Cha 18
SQ inescapable craving, undead traits
Feats Combat Reflexes, Dodge, Great Fortitude, Improved Critical (bite), Improved Initiative, Improved Toughness, Lightning Reflexes
Skills
Balance +22, Climb +30, Hide +22, Jump +30, Listen +25, Move Silently +22, Search +24, Spot +25

Bone Subsumption (Su) Whenever a boneyard successfully bites a foe, the victim must make a DC 22 Fort save (except for undead victims, which make Will saves). One a failed save, the victim's bones begi to melt away from the body to meld with the form of the boneyard. The victim takes 2D4 points of damage to Con, Dex, and Str. This ability works only on creatures that possess a skeletal structure (so it works on many undead, but is useless against constructs, elementals, oozes, and plants).

Improved Grab (Ex) To use this ability, a boneyard must hit a Large or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can try to utterly subsume all the bones in the victim's body.

Inescapable Craving A boneyard has an insecapable craving for bones, which it satisfies by using its bone subsumption ability.

Summon Skeletons (Su) A boneyard can summon undead creatures from its own bones 1/day: 1D4+2 troll skeletons or 1D3+1 young adult red dragon skeletons. The undead arrive in 1D10 rounds and serve for 1 hour or until they are reabsorbed back into the boneyard.

Utter Subsumption (Su) If a boneyard wins a grapple check after using its mproved grab ability, it attempts to pin the target on its next action. A boneyard that begins a turn with a victim still pinned and that makes one more successful grapply check automatically tears every bone from the victim's body, instantly killing the victim.

TROLL SKELETON CR n/a
NE Large undead
Init +7; Senses darkvision 60 ft; Listen +0, Spot +0

AC 14, touch 12, flat-footed 11
hp 39 (6 HD); DR 5/bludgeoning
Immune cold
Fort +2, Ref +5, Will +5

Spd 30 ft (6 squares)
Melee 2 claws +8 (1D6+6) and bite +3 (1D6+3)
Space 10 ft; Reach 10 ft
Base Atk +3; Grp +13

Abilities Str 23, Dex 16, Con -, Int -, Wis 10, Cha 1
SQ undead traits
Feats Improved Initiative

YOUNG ADULT RED DRAGON SKELETON CR n/a
NE Huge undead (fire)
Init +5; Senses darkvision 60 ft; Listen +0, Spot +0

AC 12, touch 9, flat-footed 11
hp 123 (19 HD); DR 5/bludgeoning
Immune cold, fire
Fort +6, Ref +7, Will +8

Spd 40 ft (8 squares)
Melee bite +17 (2D8+10) and 2 claws +12 (2D6+5) and 2 wings (1D8+5) and tail slap +12 (2D6+15)
Space 15 ft; Reach 10 ft
Base Atk +9; Grp +27

Abilities Str 31, Dex 12, Con -, Int -, Wis 10, Cha 1
SQ undead traits
Feats Improved Initiative

Should the PCs continue to insist on investigating the ruins, the DM should throw increasingly difficult and dangerous encounters at them until they leave or perish.

Tanarukk Camp:

This compound is home to a tribe of tanarukks. There are a total of 150 tanrukk's dwelling in this camp, which is surrounded by a 5 ft earthen berm and a pallisade wall some 10 ft high. Within, in wooden huts covered with mud and wattle is the tribe. There are 60 male warriors, 60 females, and 30 young (half of which are old enough to fight). The entire camp is approximately 200 ft in diameter, and a large hut in the center houses a shrine to Demogorgon. A large, twisted and black tree in the center of the camp has a hollow cut into its trunk that leads down into a set of caves that houses the chief of the tribe.

At any time, at least 20 male warriors are out on patrol or hunting. DMs should keep track of any tanarukk encountered as wandering encounters and slain by the PCs. Should word of the PCs' presence in the region get back to Agummursh, he may decide to mount a war party, which would consist of at least 30 male warriors, as well as the chief and the thrall of Demogorgon.

Should the PCs raid the encampment, the DM should assume they have approximately 1500 gp in coins and other precious items. This treasure will be bulky to carry, and there are no other magic items in the encampment except for those carried by the leaders.

TANARUKK WARRIORS (60) CR 3
Male tanarukk Barbarian 1
CE Medium outsider (native)
Init +1; Senses darkvision 60 ft; Listen +9, Spot +9
Languages Abyssal, Orc

AC 18, touch 11, flat-footed 17
hp 41 (6 HD)
Resist fire 10; SR 15
Fort +7, Ref +5, Will +3

Spd 30 ft (6 squares)
Melee battleaxe +9/+4 (1D8+3) and bite +3 (1D6+1)
Ranged javelin +7/+2 (1D6+2)
Space 5 ft; Reach 5 ft
Base Atk +6; Grp +8
Special Actions control flame 2/day, rage 1/day
Combat Gear battleaxe, javelins (4)

Abilities Str 15, Dex 12, Con 12, Int 11, Wis 8, Cha 6
SQ illiteracy, orc blood (as half-orc)
Feats Alertness, Improved Toughness, Weapon Focus (battleaxe)
Skills
Climb +10, Hide +9, Intimidate +6, Jump +4, Listen +9, Move Silently +9, Search +8, Spot +9, Survival +3
Possessions combat gear, studded leather armour

Control Flame (Su) Twice per day, a tanarukk can cause any non- magical flame within a 10 ft radius to either diminish to coals or flare to the brightness of daylight and double its normal radius of illumination. This magical effect does not change the heat or fuel consumption of the fire. The ability lasts for 5 minutes.

TANARUKK FEMALES (60) CR 2
CE Medium outsider (native)
Init +1; Senses darkvision 60 ft; Listen +9, Spot +9
Languages Abyssal, Orc

AC 15, touch 11, flat-footed 14
hp 22 (5 HD)
Resist fire 10; SR 14
Fort +4, Ref +5, Will +3

Spd 20 ft (4 squares)
Melee battleaxe +8 (1D8+3) and bite +2 (1D6+1)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +7
Special Actions control flame 1/day
Combat Gear battleaxe

Abilities Str 15, Dex 12, Con 11, Int 11, Wis 8, Cha 6
SQ orc blood (as half-orc)
Feats Alertness, Weapon Focus (battleaxe)
Skills
Climb +10, Hide +9, Intimidate +6, Jump +4, Listen +9, Move Silently +9, Search +8, Spot +9
Possessions combat gear

Control Flame (Su) Twice per day, a tanarukk can cause any non- magical flame within a 10 ft radius to either diminish to coals or flare to the brightness of daylight and double its normal radius of illumination. This magical effect does not change the heat or fuel consumption of the fire. The ability lasts for 5 minutes and is at caster level 5.

TANARUKK YOUTHS (15) CR 1
CE Medium outsider (native)
Init +1; Senses darkvision 60 ft; Listen +9, Spot +9
Languages Abyssal, Orc

AC 15, touch 11, flat-footed 14
hp 9 (2 HD)
Resist fire 10; SR 14
Fort +3, Ref +4, Will +2

Spd 20 ft (4 squares)
Melee battleaxe +4 (1D8+3) and bite -1 (1D6+1)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4
Special Actions control flame 1/day
Combat Gear battleaxe

Abilities Str 14, Dex 12, Con 11, Int 11, Wis 8, Cha 6
SQ orc blood (as half-orc)
Feats Alertness
Skills
Climb +6, Hide +6, Intimidate +3, Jump +4, Listen +6, Move Silently +6, Search +3, Spot +6
Possessions combat gear

Control Flame (Su) Twice per day, a tanarukk can cause any non- magical flame within a 10 ft radius to either diminish to coals or flare to the brightness of daylight and double its normal radius of illumination. This magical effect does not change the heat or fuel consumption of the fire. The ability lasts for 5 minutes and is at caster level 5.

The spiritual leader of the tribe is Graxxzug, a thrall of Demogorgon.

GRAXXZUG CR 9
Male tanarukk Barbarian 2/Cleric 3 (Demogorgon)/Thrall of Demogorgon 2
CE Medium outsider (native)
Init +1; Senses darkvision 60 ft; Listen +12, Spot +12
Languages Abyssal, Orc


AC 21, touch 11, flat-footed 21; uncanny dodge
hp 81 (12 HD)
Resist fire 10; SR 21
Fort +11, Ref +6, Will +9

Spd 30 ft (6 squares)
Melee mwk battleaxe +14/+9 (1D8+4) and bite +7 (1D6+1)
Ranged javelin +10/+5 (1D6+3)
Space 5 ft; Reach 5 ft
Base Atk +9; Grp +12
Special Actions control flame 1/day, hypnosis 1/day, rage 1/day, rebuke undead (2/day), touch of fear 3/day
Combat Gear masterwork battleaxe, javelins (4), wand of sound burst (CL 3, 31 charges), potion of cure light wounds (CL 1)
Spell Prepared (CL 4 [CL 5 evil spells], melee touch +11, ranged touch +10)
2nd - blindness/deafness
(d) (DC 14), cure moderate wounds, elation, summon monster II
1st - bless, cure light wounds, doom
(d) (DC 13), protection from good, shield of faith
0 - detect magic, detect poison, guidance, no light, resistance
Domains Corruption (1/day attack object ignoring hardness), Evil (evil spells +1 caster level)

Abilities Str 16, Dex 12, Con 12, Int 12, Wis 14, Cha 6
SQ orc blood (as half-orc)
Feats Alertness, Improved Toughness, Thrall to Demon, Weapon Focus (battleaxe), Willing Deformity
Skills
Climb +10, Concentration +10, Diplomacy +0, Hide +9, Intimidate +12, Jump +5, Knowledge (arcana) +3, Knowledge (planes) +3, Knowledge (religion) +5, Listen +12, Move Silently +9, Search +9, Sense Motive +7, Spot +12, Survival +9
Possessions combat gear, chain shirt, spell component pouch, unholy symbol to Demogorgon, unholy water (4)

Control Flame (Su) Twice per day, a tanarukk can cause any non- magical flame within a 10 ft radius to either diminish to coals or flare to the brightness of daylight and double its normal radius of illumination. This magical effect does not change the heat or fuel consumption of the fire. The ability lasts for 5 minutes and is at caster level 5.

Hypnosis (Sp) Once per day, a thrall of Demogorgon can produce an effect identical to that of the hypnotism spell (caster level 2), except that it functions as a gaze attack with a range of 30 ft. The save to resist is a DC 10 Will save.

Touch of Fear (Sp) Three times per day, a thrall of Demogorgon can use an effect identical to that of a cause fear spell (caster level 2) except the range is touch. The save to negate the fear is a DC 10 Will save.

The chief of the tribe is a fearsome barbarian/sorcerer named Agummursh the Painful.

AGUMMURSH THE PAINFUL CR 10
Male tanarukk Barbarian 6/Sorcerer 4
CE Medium outsider (native)
Init +2; Senses darkvision 60 ft; Listen +12, Spot +9
Languages Abyssal, Orc

AC 16, touch 12, flat-footed 16; improved uncanny dodge, trap sense +2, uncanny dodge
hp 117 (15 HD)
Resist fire 10; SR 21
Fort +12 (+16 against poison), Ref +9, Will +9; +1 to saves vs spells or effects by good creatures, trap sense +2

Spd 30 ft (6 squares)
Melee +1 battleaxe +17/+12/+7 (1D8+5) and bite +11 (1D6+1)
Ranged javelin +15/+10/+5 (1D6+2)
Space 5 ft; Reach 5 ft
Base Atk +13; Grp +16
Special Actions control flame 1/day, rage 2/day
Combat Gear +1 battleaxe, javelins (4), wand of burning hands (CL 5, 16 charges), potion of cure serious wounds (CL 5), potions of cure moderate wounds (2) (CL 3), scrolls of dispel magic (2) (CL 5), scrolls of fireball (2) (CL 5)
Sorcerer Spells Known (CL 4, melee touch +16, ranged touch +15):
2nd (4/day) - scorching ray
1st (7/day) - mage armour, magic missile, shield
0 (6/day) - acid splash, detect magic, disrupt undead, ray of frost, read magic, resistance
Spell-Like Abilities (CL 15):
3/day - protection from good
1/day - bane (DC 19)

Abilities Str 16, Dex 14, Con 14, Int 11, Wis 8, Cha 14
SQ orc blood (as half-orc)
Feats Alertness, Fiendish Bloodline, Fiendish Heritage, Healing Flames, Improved Toughness, Weapon Focus (battleaxe)
Skills
Climb +11, Concentration +8, Hide +10, Intimidate +13, Jump +10, Listen +12, Move Silently +10, Search +8, Spellcraft +2, Spot +9, Survival +8, Swim +7
Possessions combat gear, spell component pouch, masterwork potion belt, scroll case

Control Flame (Su) Twice per day, a tanarukk can cause any non- magical flame within a 10 ft radius to either diminish to coals or flare to the brightness of daylight and double its normal radius of illumination. This magical effect does not change the heat or fuel consumption of the fire. The ability lasts for 5 minutes and is at caster level 5.

The Journey:

It is approximately 6 miles from the arrival point to the Bladesong Tower. However, that assumes the PCs walk directly to the tower from Megerith's Glade. Given that they only know they are southeast of the Tower, they may have to do a bit of investigating.

There is a 25% chance per three hours of an encounter in the region if the PCs are travelling. If stationary, this chance drops to 25% per six hours, and if somewhat concealed, the chance drops to 25% per twelve hours. If an encounter is indicated, the DM should roll the encounter chance again and if another encounter is indicated, then that means another encounter takes place during the period in question. If further consecutive encounter chances are indicated, then still more encounters occur during the period in question. It is up to the DM to space multiple encounters within a given period, whether the encounters are simultaneous or spaced randomly apart.

DMs should note that some norally extraplanar creatures are considered native in this region. These represent the corruption of natural creatures and plants into normally extraplanar forms.

D100 

Result 
01-05 Abrian
06-15 Animal
16-18 Behir
19-20 Bodak
21-23 Bonespear
24-28 Bugbear
29-31 Chaos Beast 
32-33 Dragon
34-38 Elemental
39-43 Fhorge
44-48 Nymph
 49-58 Plant
59-63 Sprite
64-68 Tanarukk
69-73 Troll
74-78 Undead
 79-80 Unicorn
81-90 Vermin
91-95 Vorr
96-00 Yeth Hound

Encounter Descriptions:

Abrian (average EL 10):

These evil, flightless birds are mutated from graceful creatures related to peacocks that used to roam the Blanthil in happier times. They are now very aggressive, hoping their superior numbers will prove telling. The abrians encountered here are native to Therra.

An encounter will be with 2-20 of these creatures.

ADVANCED ABRIAN CR 3
CE Large outsider (native)
Init +2; Senses darkvision 60 ft, low-light vision; Listen +4, Spot +7
Languages Abyssal


AC 15, touch 11, flat-footed 13; Dodge
hp 43 (5 HD)
Resist sonic 10
Fort +7, Ref +6, Will +1

Spd 50 ft (10 squares)
Melee beak +12 (1D4+6/19-20, x3) and kick +5 (2D6+3)
Space 10 ft; Reach 10 ft
Base Atk +5; Grp +11
Atk Option augmented critical
Special Actions shriek

Abilities Str 22, Dex 14, Con 16, Int 7, Wis 11, Cha 10
Feats Dodge, Weapon Finesse
Skills
Hide +0, Listen +4, Move Silently +4, Spot +7

Augmented Critical (Ex) An abrian's beak threatens a critical hit on a natural attack roll of 19-20. On a successful critical hit with a beak attack, it deals triple damage.

Shriek (Su) The shriek of a lone abrian is supernaturally loud and distressing. An abrian can shriek as a standard action. Anyone within 20 ft of a shrieking abrian must make a Fort save (DC 12) or be dazed for 1 round. If at least 4 abrians are shrieking within 20 ft of a target, the target is also deafened for 1D6 minutes if it fails the save. If 8 or more abrians are shrieking within 20 ft of a target, the target takes 1D10 points of sonic damage as well if it fails the save. An abrian is immune to its own shriek, as well as the shrieks of other abrians.

Animal (EL varies):

These represent a variety of animals to be found native to the area. Such animals are generally shy of other non-animals, and are especially so in this dangerous land. As such, no statistics are presented for these creatures, as it is not expected that the PCs will interact with them except, perhaps, to hunt or gain information (e.g. speak with animals) or to use magic to recruit them as allies. If an animal encounter is indicated, the DM can decide what type of animal is encountered and how many.

Behir (average EL 9):

These horrid creatures wander the woods seeking prey. Their territory is often marked by lightning struck and burnt trees and undergrowth. They will be encountered singly or in pairs (1D2).

BEHIR CR 8
N Huge magical beast
Init +1; Senses darkvision 60 ft, low-light vision, scent, Track; Listen +4, Spot +4
Languages Common


AC 20, touch 9, flat-footed 19
hp 94 (9 HD)
Immune electricity
Fort +11, Ref +7, Will +5

Spd 40 ft (8 squares), climb 15 ft (3 squares)
Melee bite +15 (2D4+12)
Space 15 ft; Reach 10 ft
Base Atk +9; Grp +25
Atk Options Cleave, improved grab, Power Attack
Special Actions breath weapon, constrict 2D8+8, rake 1D4+4, swallow whole

Abilities Str 26, Dex 13, Con 21, Int 7, Wis 14, Cha 12
Feats Alertness, Cleave, Power Attack, Track
Skills
Climb +16, Hide +5, Listen +4, Spot +4, Survival +2

Breath Weapon (Su) 20 ft line, once every 10 rounds, damage 7d6 electricity, Ref DC 19 half.

Constrict (Ex) A behir deals 2D8+8 points of damage with a successful grapple check. It can make six rake attacks against a grappled foe as well.

Improved Grab (Ex) To use this ability, a behir must hit a creature of any size 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 it establishes a hold and can attempt to constrict the opponent or swallow the opponent in the following round.

Rake (Ex) Six claws, attack bonus +15 melee, damage 1D4+4.

Swallow Whole (Ex) A behir can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check. A behir that swallows an opponent can use its Cleave feat to bite and grab another opponent.

A swallowed creature takes 2D8+8 points of bludgeoning damage and 8 points of acid damage per round from the behir’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A behir’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Bodak (average EL 11):

These are the bodies and spirits of ancient elves and other mortals of goodly nature who were overcome by the vilest of evil magicks, usually maug-spawned. They are now thoroughly twisted and corrupted. Bodaks only roam at night, spending the daylight hiding in lightless dens. Encounters will be with 1D4 of the creatures.

BODAK CR 8
CE Medium undead (extraplanar)
Init +6; Senses darkvision 60 ft; Listen +11, Spot +11
Languages Elven


AC 20, touch 12, flat-footed 18; Dodge
hp 58 (9 HD); DR 10/cold iron
Immune electricity
Resist acid 10, fire 10
Vulnerable sunlight
Fort +3, Ref +5, Will +7

Spd 20 ft (4 squares)
Melee slam +6 melee (1D8+1)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +5
Special Actions death gaze

Abilities Str 13, Dex 15, Con -, Int 6, Wis 12, Cha 12
SQ undead traits
Feats Alertness, Dodge, Improved Initiative, Weapon Focus (slam)
Skills
Listen +11, Move Silently +10, Spot +11

Death Gaze (Su) Death, range 30 ft, Fort DC 15 negates. Humanoids who die from this attack are transformed into bodaks 24 hours later.

Vulnerability to Sunlight (Ex) Bodaks loathe sunlight, for its merest touch burns their impure flesh. Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature.

Bonespear (EL 12):

These horrid creatures are warped insects once indigenous to the Blanthil. They are not evil, but they are quite aggressive and dangerous. Fortunately, they are almost always encountered singly. The bonespears here are native to Therra.

BONESPEAR CR 12
N Large vermin
Init +3; Senses darkvision 60 ft; Listen +1, Spot +1


AC 27, touch 12, flat-footed 24
hp 127 (15 HD); fast healing 5
Resist fire 10, sonic 10; SR 23
Fort +3, Ref +5, Will +7

Spd 40 ft (8 squares)
Melee 2 horns +16 (2D6+6 plus poison) and bite +11 (2D6+3)
Ranged 2 horns +13 (2D6+6 plus poison)
Space 10 ft; Reach 5 ft
Base Atk +11; Grp +21
Atk Options attach, horns
Special Actions drag

Abilities Str 22, Dex 17, Con 19, Int -, Wis 12, Cha 10
SQ immobile stance, vermin traits


Attach (Ex) If a bonespear hits with a horn attack, the horn buries itself in its target, held in place by numerous barbs on the horn's surface. Each round thereafter that a creature remains impaled by a horn, it takes additional horn damage automatically and incurs a cumulative -1 circumstance penalty on attack rolls, saves, and skill checks. On the bonespear's turn in subsequent rounds, it attempts to drag its prey closer (see below).

A single attack with a slashing weapon against a tendon (made as an attempt tto sunder a weapon) that deals at least 15 points of damage severs a horn from its tendon. A creature impaled by a severed horn takes 1D6 points of damage per round automatically ntil the horn is removed. Removing a horn (a full-round action) deals 2D8 points of damage to the victim, but if the character removing the horn makes a successful DC 20 Heal check, this damage is reduced to 1D4 points.

Drag (Ex) After spearing a victim, a bonespear attempts to drag the victim closer on the bonespear's turn in each subsequent round. This activity resembles the bull rush maneuver, except that the bonespear drags its victim 10 ft closer +1 ft for each point by which its Str check exceeds the victim's. The bonespear gains a +4 bonus on its drag check if it is set in its immobile stance.

A bonespear can draw in a creature from a distance of 10 ft or less and bite with a +4 bonus on its attack rolls in the same round.

Horns (Ex) Most encounters with a bonespear begin when it fires its two horns. If a horn misses its intended target, it is quickly reeled in. Reeling in a horn is a full-round action. Each horn has a range of 60 ft (no range increment). A bonespear will always try to ht a single target with both horns, but is capable of attaching to two different targets at the same time.

Immobile Stance (Ex) At will, a bonespear can make itself virtually immobile by anchoring itself to the surrounding terrain with its six large, strong feet. In this stance, the bonespear receives a +20 bonus on opposed Str checks to resist a bull rush or to otherwise be moved, and it cannot be overrun. This ability does not stack with the bonus for having more than two legs. This ability can be activated or deactivated as a free action.

Poison (Ex) A bonespear delivers its poison (Fort DC 25 negates) with each successful horn attack. Initial and secondary damage for the first horn is 2D4 Dex. Initial and secondary damage for the second horn is 2D4 Str.

Bugbear (average EL 12):

These are tough beings, inured to the hazards of these woods. While these bugbears (or their sires) once served as troops in the maug armies, they are now divided into small clans that scratch and scrape the forest for survival.

Encounters will be with a marauding band of bugbears, patrolling their territory or hunting for food or loot. There will be 1D10+10 warriors plus 1D3 scouts and a war leader.

BUGBEAR WARRIOR CR 3
Male bugbear Warrior 2
CE Medium humanod (goblinoid)
Init +1; Senses darkvision 60 ft, scent; Listen +4, Spot +4
Languages Goblin, Common

AC 17, touch 11, flat-footed 16
hp 32 (5 HD)
Fort +6, Ref +4, Will +1

Spd 30 ft (6 squares)
Melee morningstar +7 (1D8+2)
Ranged longbow +5 (1D8)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +6
Combat Gear morningstar, longbow, arrows (20)

Abilities Str 15, Dex 12, Con 14, Int 10, Wis 10, Cha 9
Feats Alertness, Weapon Focus (morningstar)
Skills Climb +3, Hide +4, Jump +4, Listen +4, Move Silently +6, Spot +4, Swim +4
Possessions leather armour, light wooden shield

BUGBEAR SCOUT CR 5
Male bugbear Ranger 2/Rogue 1
CE Medium humanod (goblinoid)
Init +1; Senses darkvision 60 ft, scent, Track; Listen +8, Spot +9
Languages Goblin, Common

AC 18, touch 12, flat-footed 16
hp 38 (6 HD)
Fort +6, Ref +10, Will +1

Spd 30 ft (6 squares)
Melee morningstar +7 (1D8+2)
Ranged composite longbow +6 (1D8+2) or
Ranged composite longbow +4/+4 (1D8+2)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +6
Atk Options sneak attack +1D6
Combat Gear morningstar, composite longbow (+2 Str bonus), arrows (20)

Abilities Str 15, Dex 14, Con 14, Int 10, Wis 10, Cha 9
SQ combat style (archery), favoured enemy (humanoid [orc] +2), trapfinding, wild empathy +1
Feats Alertness, Combat Reflexes, Rapid Shot, Track, Weapon Focus (morningstar)
Skills Climb +7, Hide +4, Jump +3, Listen +8, Move Silently +6, Spot +9, Survival +5, Swim +3
Possessions leather armour, light wooden shield

BUGBEAR WAR LEADER CR 8
Male bugbear Ranger 3/Rogue 3
CE Medium humanod (goblinoid)
Init +1; Senses darkvision 60 ft, scent, Track; Listen +8, Spot +9
Languages Goblin, Common

AC 20, touch 12, flat-footed 18; trap sense +1
hp 56 (8 HD)
Fort +7, Ref +11, Will +3; evasion, trap sesnse +1

Spd 30 ft (6 squares)
Melee mwk morningstar +12/+7 (1D8+3)
Ranged composite longbow +9/+4 (1D8+3) or
Ranged composite longbow +7/+7/+2 (1D8+3)
Space 5 ft; Reach 5 ft
Base Atk +7; Grp +10
Atk Options sneak attack +2D6
Combat Gear masterwork morningstar, composite longbow (+3 Str bonus), arrows (20)

Abilities Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12
SQ combat style (archery), favoured enemy (humanoid [orc] +2), trapfinding, wild empathy +1
Feats Alertness, Combat Reflexes, Endurance, Rapid Shot, Track, Weapon Focus (morningstar)
Skills Climb +7, Hide +6, Jump +3, Listen +8, Move Silently +8, Search +8, Spot +9, Survival +7, Swim +3, Tumble +10
Possessions studded leather armour, heavy wooden shield

Chaos Beast (EL 7):

These are normal beasts of the forest that have been warped horribly by the chaos that has taken over the forest. They are insane with pain and corruption and, though not evil themselves, are likely to attack out of simple delirium.

CHOAS BEAST CR 7
CN Medium outsider (chaotic, extraplanar)
Init +5; Senses darkvision 60 ft; Listen +11, Spot +11


AC 16, touch 11, flat-footed 15; Dodge, Mobility
hp 44 (8 HD)
Immune critical hits, transformation
SR 15
Fort +7, Ref +7, Will +6

Spd 20 ft (4 squares)
Melee 2 claws +10 (1D3+2 plus corporeal instability)
Space 5 ft; Reach 5 ft
Base Atk +8; Grp +10

Abilities Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10
Feats Dodge, Improved Initiative, Mobility
Skills Climb +13, Escape Artist +12, Hide +12, Jump +9, Listen +11, Search +11, Spot +11, Survival +0 (+2 following tracks), Tumble +14, Use Rope +1 (+3 with bindings)


Corporeal Instability (Su) A blow from a chaos beast against a living creature can cause a terrible transformation. The creature must succeed on a DC 15 Fort save or become a spongy, amorphous mass. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils.

An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dex score by 4. Soft or misshapen feet and legs reduce speed to 10 ft or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

Each round the victim spends in an amorphous state causes 1 point of Wis drain from mental shock. If the victim’s Wis score falls to 0, it becomes a chaos beast.

A victim can regain its own shape by taking a standard action to attempt a DC 15 Cha check. A success reestablishes the creature’s normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful.

Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction (a separate restoration is necessary to restore any drained points of Wis).

Immune to Transformation (Ex) No mortal magic can permanently affect or fix a chaos beast’s form. Effects such as polymorphing or petrification force the creature into a new shape, but at the start of its next turn it immediately returns to its mutable form as a free action.

Dragon (average EL 8):

There are two varieties of dragons that lair here: green dragons (01-10) and greenspawn razorfiends (11-00).

Dragon:

Encounters with a green dragon will be with a juvenile dragon looking to establish itself in new territory or simply hunting far from home. The dragon will likely stalk the PCs, trying to judge the right moment to conduct an ambush. If severely threatened, it will flee to its far away home.

JUVENILE GREEN DRAGON CR 8
LE Large dragon (air)
Init +0; Senses blindsense 60 ft, darkvision 120 ft, keen senses, low-light vision; Listen +17, Spot +19
Aura frightful presense
Languages Draconic, Common, Auran


AC 22, touch 9, flat-footed 22
hp 133 (14 HD)
Immune acid, magic sleep effects, paralysis
Fort +12, Ref +9, Will +11

Spd 40 ft (8 squares), swim 40 ft (8 squares), fly 150 ft (poor) (30 squares)
Melee bite +17 (2D6+4) and 2 claws +12 (1D8+2) and 2 wings (1D6+2) and tail slap +12 (1D8+6)
Space 10 ft; Reach 5 ft (10 ft with bite)
Base Atk +14; Grp +22
Atk Options Power Attack
Special Actions
breath weapon
Sorcerer Spells Known (CL 1, melee touch +18, ranged touch +14):
1st (4/day) - protection from good, shield
0 (5/day) - detect magic, disrupt undead, ghost sound (DC 12), resistance

Abilities Str 19, Dex 10, Con 17, Int 14, Wis 15, Cha 14
SQ water breathing
Feats Awaken Frightful Presence, Combat Expertise, Flyby Attack, Power Attack, Wingover
Skills Bluff +7, Climb +12, Concentration +17, Diplomacy +12, Hide +12, Intimidate +16, Knowledge (arcana) +7, Kowledge (nature) +7, Listen +17, Search +14, Sense Motive +15, Spellcraft +19, Swim +12


Breath Weapon (Su) 40 ft cone, 8D6 acid, Ref DC 20 half. Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1D4 rounds later.

Frightful Presence (Ex) A green 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 35 ft are subject to the effect if they have HD 13 or fewer. A potentially affected creature that succeeds on a DC 19 Will save 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.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light.

Water Breathing (Ex) A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Greenspawn Razorfiend:

These left overs from the War of the Gem now haunt the Blanthil, hunting singly or in pairs (1D2). They are expert hunters, and will tend to concentrate their attacks, whether Spring Attack or breath weapon, on a designated foe until that foe falls.

GREENSPAWN RAZORFIEND CR 7
LE Large magical beast (dragonblood)
Init +7; Senses darkvision 60 ft, low-light vision; Listen +8, Spot +9
Languages Draconic


AC 19, touch 12, flat-footed 16
hp 85 (10 HD); DR 5/magic
Immune acid, magic sleep effects, paralysis
Fort +10, Ref +10, Will +5

Spd 50 ft (10 squares), swim 50 ft (10 squares); Spring Attack
Melee 2 wingblades +15 (2D6+6/18-20/x3) and bite +10 (1D8+3)
Space 10 ft; Reach 5 ft (10 ft with bite)
Base Atk +10; Grp +20
Atk Options augmented critical
Special Actions
breath weapon

Abilities Str 22, Dex 17, Con 16, Int 5, Wis 15, Cha 12
SQ Tiamat's blessng (acid), water breathing
Feats Dodge, Improved Initiative, Mobility, Spring Attack
Skills Jump +22, Listen +8, Spot +9, Swim +14


Breath Weapon (Su) 20 ft cone, once every 1D4 rounds, 5D6 acid damage, Ref DC 18 half.

Tiamat's Blessing (acid) (Su) All spawn of Tiamat within 5 ft of a greenspawn razorfiend gain immunity to acid.

Water Breathing (Ex) A greenspawn razorfiend can breathe underwater indefinitely and can freely use its breath weapon while submerged.

Elemental (EL 8):

The corruption of the land has resulted in the spontaneous formation of earth elementals from time to time. However, these elementals are all corrupted, evil, and quite aggressive. Often, they will lie in wait underground and then burst up to attack. These elementals are solitary.

CORRUPTED LARGE EARTH ELEMENTAL CR 8
NE Large aberration (augmented elemental, earth, extraplanar)
Init -2; Senses darkvision 60 ft; Listen +5, Spot +4
Languages Terran


AC 21, touch 7, flat-footed 21
hp 84 (8 HD); DR 5/-; fast healing 4
Immune acid
Fort +12, Ref +0, Will +1

Spd 20 ft (4 squares); earth glide
Melee 2 slams +14 (3D8+9 plus disruptive attack)
Space 10 ft; Reach 10 ft
Base Atk +6; Grp +21
Atk Options Cleave, disruptive attack, earth mastery, Great Cleave, Power Attack
Special Actions
push

Abilities Str 29, Dex 6, Con 23, Int 6, Wis 9, Cha 9
SQ elemental traits
Feats Cleave, Great Cleave, Power Attack
Skills Listen +5, Spot +4


Disruptive Attack (Su) The corrupted earth elemental deals 4 additional points of vile damage when it touches uncorrupted, living, corporeal nonoutsiders.

Earth Glide (Ex) A corrupted earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing corrupted earth elemental flings the elemental back 30 ft, stunning the creature for 1 round unless it succeeds on a DC 15 Fort save.

Earth Mastery (Ex) A corrupted earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls (these modifiers are not included in the statistics block).

Push (Ex) A corrupted earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in earth mastery, above, also apply to the elemental’s opposed Str checks.

Fhorge (EL 9):

These fierce hunters are mutated dire boars. They only congregate to mate, otherwise roaming the forest attacking anything that looks edible. The fhorges here are native to Therra.

FHORGE CR 9
N Large animal
Init +4; Senses low-light vision, scent, Track; Listen +10, Spot +9


AC 17, touch 9, flat-footed 17
hp 112 (12 HD); ferocity
Fort +13, Ref +8, Will +6

Spd 40 ft (8 squares)
Melee bite +19 (1D8+13/19-20)
Space 10 ft; Reach 5 ft
Base Atk +9; Grp +22
Atk Options double damage on charge, improved grab, rage, worry 1D8+13

Abilities Str 29, Dex 10, Con 21, Int 2, Wis 15, Cha 10
Feats Improved Critial (bite), Improved Initiative, Toughness, Track, Weapon Focus (bite)
Skills Hide -4, Listen +10, Spot +9


Double Damage on Charge (Ex) A fhorge does double damage if it charges.

Ferocity (Ex) A fhorge is such a tenacious combatant that it contiues to fight without penalty even while disabled or dying.

Improved Grab (Ex) If a fhorge hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it also worries on the same round. Each successive grapple check it makes during successive rounds automatically deals worry damage.

Rage (Ex) A fhorge that takes damage in combat flies into a berserk rage on its next turn and bites madly until either it or its opponent is dead. a fhorge cannot end its rage voluntarily.

Worry (Ex) A fhorge that successfully gets a hold on an opponent with its improved grab ability shakes the victim violently back and forth. This attack deals bite damage each round until the victim breaks free, the fhorge is slain, or the victim dies.

Nymph (EL 9) or Dryad (average EL 8):

These once kindly or at least reclusive creatures are now evil and corrupted by Demogorgon. What's more, many of these are descended from fiendish matings between minions of Demogorgon and fey. There is an equal chance to encounter a nymph or a dryad. The former will always be encountered singly, often in a pool of water. The latter will be found in groups of 1-4.

CORRUPTED NYMPH CR 9
CE Medium aberration (augmented fey)
Init +2; Senses darkvision 60 ft, low-light vision; Listen +12, Spot +12
Aura blinding beauty
Languages Sylvan, Abyssal, Common


AC 19, touch 15, flat-footed 17; unearthly grace
hp 39 (6 HD); DR 5/magic; fast healing 3
Immune acid
Fort +8, Ref +10, Will +10

Spd 30 ft (6 squares), swim 20 ft (4 squares)
Melee dagger +8 (1D4+2) or
Melee claw +8 (1D4+2 plus disruptive attack)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +5
Atk Options
Special Actions stunning glance
Combat Gear
dagger
Druid Spells Prepared (CL 7, melee touch +5, ranged touch +5):
4th - arc of lightning (DC 17)
3rd - call lightning (DC 16), cure moderate wounds, protection from energy
2nd - barkskin, flaming sphere, heat metal, hold animal (DC 15)
1st - cure light wounds, entangle (DC14), longstrider, produce flame, web walking
0 - cure minor wounds, detect magic, flare, guidance, light, resistance
Spell-Like Abilities (CL 7):
1/day - dimension door

Abilities Str 14, Dex 15, Con 16, Int 16, Wis 15, Cha 17
SQ wild empathy +10
Feats Combat casting, Dodge, Weapon Finesse
Skills Concentration +12, Diplomacy +5, Escape Artist +11, Handle Animal +12, Heal +11, Hide +11, Listen +11, Move Silently +11, Ride +4, Sense Motive +11, Spot +11, Swim +10, Use Rope +2 (+4 with bindings)
Possessions combat gear, spell component pouch


Blinding Beauty (Su) This ability affects all humanoids within 30 ft of a corrupted nymph. Those who look directly at a corrupted nymph must succeed on a DC 20 Fort save or be blinded permanently as though by the blindness spell. A corrupted nymph can suppress or resume this ability as a free action.

Disruptive Attack (Su) The corrupted nymph deals 3 additional points of vile damage when it touches uncorrupted, living, corporeal nonoutsiders.

Stunning Glance (Su) As a standard action, a wrathful corrupted nymph can stun a creature within 30 ft with a look. The target creature must succeed on a DC 20 Fort save or be stunned for 2D4 rounds.

Unearthly Grace (Su) A corrupt nymph adds her Cha modifier as a bonus on all her saving throws, and as a deflection bonus to her AC (the statistics block already reflects these bonuses).

CORRUPTED DRYAD CR 5
CE Medium fey
Init +3; Senses darkvision 60 ft, low-light vision; Listen +8, Spot +8
Languages Sylvan, Abyssal, Common, Elven


AC 21, touch 14, flat-footed 17
hp 22 (4 HD); DR 5/cold iron; fast healing 2
Fort +5, Ref +7, Will +5

Spd 30 ft (6 squares)
Melee dagger +8 (1D4+2) or
Melee claw +8 (1D4+2 plus disruptive attack)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +7
Atk Options
Special Actions stunning glance
Combat Gear
dagger
Spell-Like Abilities (CL 6):
At will - entangle (DC 13), speak with plants, tree shape
3/day - charm person (DC 13), deep slumber (DC 15), tree stride
1/day - suggestion (DC 15)

Abilities Str 14, Dex 17, Con 15, Int 14, Wis 13, Cha 16
SQ tree dependent, wild empathy +10
Feats Combat casting, Dodge, Weapon Finesse
Skills Escape Artist +10, Handle Animal +10, Hide +10, Knowledge (nature) +11, Listen +8, Move Silently +10, Ride +5, Spot +8, Survival +8, Use Rope +3 (+5 with bindings)
Possessions combat gear

Disruptive Attack (Su) The corrupted dryad deals 2 additional points of vile damage when it touches uncorrupted, living, corporeal nonoutsiders.

Three Dependent (Su) Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4D6 hours. A dryad’s oak does not radiate magic.

Plant (EL varies):

A variety of dangerous plants dwell in the Blanthil, most of them a result of the millenia of corruption that has infused the region.

Roll on the following table:

Roll

Result
01-10 Assassin Vine
11-30 Bloodthorn
31-39 Hangman Tree
 40-42 Ironmaw
43-52 Memory Moss
53-61 Quickwood
62-70 Scythe Tree
71-75 Tendriculos
76-80 Treant
81-00 Twig Blight

Assassin Vine (average EL 9):

These dangerous vines grow throughout the forest. A DC 20 Spot, Survival, or Knowledge (nature) check will allow a PC to identify an assassin vine before it attacks. They grow in groups of 1D3.

ADVANCED ASSASSIN VINE CR 7
N Huge plant
Init +0; Senses blindsight 30 ft, low-light vision


AC 17, touch 8, flat-footed 17
hp 152 (16 HD)
Immune electricity
Resist cold 10, fire 10
Fort +15, Ref +5, Will +6

Spd 5 ft (1 square)
Melee slam +19 (1D8+13)
Space 15 ft; Reach 15 ft (30 ft with vine)
Base Atk +12; Grp +25
Atk Options constrict 1D8+13, improved grab
Special Actions entangle

Abilities Str 28, Dex 10, Con 20, Int -, Wis 13, Cha 9
SQ camouflage, plant traits

Camouflage (Ex) Since an assassin vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.

Constrict (Ex) An assassin vine deals 1D6+13 points of damage with a successful grapple check.

Entangle (Su) An assassin vine can animate plants within 30 ft of itself as a free action (Ref DC 19 partial). The effect lasts until the vine dies or decides to end it (also a free action). The ability is otherwise similar to entangle (caster level 4).

Improved Grab (Ex) To use this ability, an assassin vine must hit with its slam 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 constrict.

Bloodthorn (EL 7):

Although bloodthorns are extraplanar plants normally found in wastelands, Demogorgon had many of these brought to Therra to populate the forest. The ones found in this area are now quite large and very dangerous. Only one such plant is encountered at a time.

BLOODTHORN CR 7
N Huge plant
Init +3; Senses low-light vision


AC 18, touch 11, flat-footed 15
hp 172 (15 HD)
Fort +15, Ref +8, Will +6

Spd 0 ft (0 squares)
Melee 4 tendrils +18 (2D6+9)
Space 15 ft; Reach 15 ft
Base Atk +15; Grp +28
Atk Options blood drain, improved grab

Abilities Str 28, Dex 16, Con 25, Int -, Wis 12, Cha 2
SQ plant traits

Blood Drain (Ex) If a bloodthorn grabs an opponent, it begins draining blood. It deals 1D4 points of Con damage with each successful grapple check. If the opponent wins a grapple chheck, one of the bloodthorn's tentacles comes loose from the opponent's body. The resulting wound continues to lose blood for 1 additional round.

Improved Grab (Ex) If a bloodthorn hits an opponent that is at least one size category smaller than itself with at least two tendril attacks, it deals normal damage for each tendril and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can use its blood drain ability. Each successive grapple check it makes during successive rounds automatically deals tendril damage and drains blood.

Hangman Tree (average EL 8):

These dangerous trees lurk singly or in pairs (1D2), and will attack by dropping nooses and releasing their spore cloud.

HANGMAN TREE CR 7
NE Huge plant
Init +3; Senses blindsight 60 ft; Listen +7, Spot +7
Languages Common


AC 20, touch 7, flat-footed 20
hp 76 (8 HD)
SR 19
Vulnerable electricity, paralyzed by cold, slowed by darkness
Fort +11, Ref +1, Will +5

Spd 10 ft (2 squares)
Melee 4 vines +12 (1D6+8)
Space 15 ft; Reach 15 ft
Base Atk +6; Grp +22
Atk Options constrict, improved grab
Special Actions hallucinatory spores, swallow whole

Abilities Str 27, Dex 8, Con 20, Int 6, Wis 12, Cha 10
SQ plant traits
Feats Alertness, Improved Initiative, Iron Will
Skills Hide -6*, Listen +7, Spot +7

Constrict (Ex) A hangman tree deals 1D6+8 points of damage with a successful grapple check against an opponent one size smaller. Because it seizes its victims by the neck, a creature in the hangman tree's grasp cannot speak or cast spells with verbal components.

Hallucinatory Spores (Ex) As a standard action, a hangman tree can release a cloud of spores in a 50 ft radius spread. Creatures in the area must succeed on a DC 19 Will save or believe the tree to be of some ordinary sort (or to be a treant or other such friendly tree creature).

An affected creature becomes passive for 2D6 minutes and refuses to attack the hangman tree during this time. This is a mind-affecting compulsion effect. An affected creature can attempt a new Will save (DC 19, +1 per previous save attempt) each round. A creature that makes its save cannot be affected by the hallucinatory spores of that hangman tree for one day.

Improved Grab (Ex) To use this ability, the hangman tree must hit an opponent with a vine attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the hangman tree wins the grapple check, it establishes a hold and can constrict or attempt to swallow its prey.

Swallow Whole (Ex) A hangman tree can try to swallow a grabbed opponent of two size categories smaller than itself by making a successful grapple check. Once inside, the opponent takes 2D6+8 points of crushing damage per rouund from the hangman tree's trunk. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the trunk (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge hangman tree's interior can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Vulnerabilities (Ex) Cold-based effects paralyze a hangman tree as if by a hold person spell. Spells that generate darkness (such as darkness or deeper darkness) slow a hangman tree (as the slow spell) for 1 round per caster level.

* +16 racial bonus to Hide in forested areas.

Ironmaw (EL 13):

These horrors are thankfully rare in the region, though since they are capable of slow movement, some do migrate into the area.

Anyone entering into the territory of an ironmaw (defined as within 300 ft) may make a DC 20 Survival check to notice that there are no animals or birds in the area. Furthermore, the ground will show signs of the remains of small animals, including bits of bones, fur, and feather.

If the PCs do not heed these signs, then they will have to spot the ironmaw before they come within range. Otherwise, the tree will attack. Fortunately, these plants are not very smart, and will tend to attack the moment a single victim comes within reach (60 ft) rather than waiting for multiple victims to come closer, so that they cannot escape.

IRONMAW CR 13
NE Huge plant
Init -1; Senses low-light vision; Listen +14, Spot +13
Languages Abyssal


AC 25, touch 7, flat-footed 25
hp 126 (12 HD); DR 15/magic and slashing
Immune cold, electricity
Resist acid 10, sonic 10; SR 30
Vulnerable electricity, paralyzed by cold, slowed by darkness
Fort +14, Ref +3, Will +5

Spd 10 ft (2 squares)
Melee 4 tendrils +17 (2D6+10/19-20 plus illness plus wounding) and bite +12 (1D8+5)
Space 15 ft; Reach 15 ft (60 ft with tendril)
Base Atk +9; Grp +27
Atk Options attach, Cleave, Great Cleave, Power Attack, tendrils
Special Actions engulf

Abilities Str 30, Dex 9, Con 23, Int 4, Wis 13, Cha 14
SQ plant traits
Feats Alertness, Cleave, Great Cleave, Improved Critical (tendril), Power Attack
Skills Hide +6*, Listen +14, Spot +13

Attach (Ex) If an ironmaw hits with a tendril attack, the tendril, in addition to dealing normal damage, attaches to the opponent's body. A tendril draws a stuck opponent 10 ft closer in each subsequent round (no attack of opportunity) unless the opponent breaks free, which requires an Escape Artist check (DC 25) or a Str check (DC 26). An ironmaw can draw in a creature within 15 ft of itself and bite with a +4 attack bonus in that round. An ironmaw can draw a creature into its space and attempt to engulf it as well.

A tendril can be severed by a single attack with a slashing weapon (made as an attempt to sunder a weapon) dealing at least 13 points of damage.

Engulf (Ex) As a standard action, an ironmaw can attempt to engulf a Large or smaller creature that enters its space. The victim of the attack can make an attack of opportunity, but if it does, it is not entitled to a save. A victim that does not attempt an attack of opportunity must make a Ref save (DC 15) or be engulfed; on a success, the victim is pushed back or aside (but not freed from the attachedtendrils). An engulfed creature takes 2D6+10 points of bludgeoning damage within an ironmaw's trunk each round and must hold its breath or begin to suffocate.

Illness (Ex) An ironmaw's tendrils can sap an opponent's health. Anyone caught by a tendril must succeed on a Fort save (DC 22) or take 1D6 points of Con damage.

Tendril (Ex) An ironmaw can attack with its four tendrils from up to 60 ft away. Anyone struck by a tendril takes damage, loses blood, may suffer illness, and risks being drawn toward the ironmaw's trunk.

Wounding (Ex) A wound resulting from an ironmaw's tendril attack bleeds for an additional 3 points of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 6 points of amage per round, and so on). The bleeding can be stopped only by a Heal check (DC 10) or the application of any cure spell or other healing spell (heal, healing circle, or the like).

* +15 racial bonus to Hide in wooded areas.

Memory Moss (CR 5):

Patches of memory moss grow throughout the Blanthil. Created by the great magical energies tossed around the forest during the wars between the Deceiver and the elves, the moss still remains to feed on memories.

The moss appears as a 1 ft square patch of black moss that grows on tree trunks or limbs. It usually is found off the ground, out of reach of most ground-based creatures. Assume a given patch of moss is 6D10 ft up a tree.

When a living creature moves within 60 ft of a patch, it attacks by attempting to steal that creature's memory. It can target a single creature each round. A targeted creature must succeed on a DC 16 Will save or lose all memories from the last 24 hours. Spellcasters lose all spells prepared within the last 24 hours.

Once a memory moss steals memories, it does not attack again for one day. Any creature who loses its memories acts as if affected by a confusion spell (caster level 8) for the next 1D4 hours. Lost memories can be regained by eating the memory moss that absorbed them. Doing so requires a DC 13 Fort save, failure resulting in being nauseated for 1D6 minutes and suffering 1D4 points of Con damage.

A creature that eats the memory moss temporarily gains the memories currently stored therein. Such creatures can even cast spells if the memory moss has stolen these from a spellcasting creature. Any non-spellcaster that attempts to cast a spell gained in this way must succeed on a Concentration check (DC 10 + spell level) or the spell fizzles away. Of course, they also need any required material components or focuses. After 24 hours, any memories gained from eating the moss that are not the creature's own memories are lost.

Fire and cold kills a single patch of memory moss.

When first encountered, there is a 25% chance that the memory moss has eaten within the last day and does not attack by stealing memories. In such a case, there is a 5% chance that the moss has consumed the memories of a spellcaster. If so, the moss contains 2D4 spells determined randomly. When a living creature moves within 60 ft of a sated memory moss with spells, it assumes a vaguely humanoid form and casts the stolen spells at its targets. The moss casts these spells as a sorcerer of the minimum level necessary to cast the stolen spell.

A patch of memory moss cannot easily be transported. The entire trunk portion of limb would need to be taken to keep the moss intact.

Quickwood (EL 8):

Quickwoods are not evil, and in fact, have dwelt in the Blanthil since before the Deceiver's forces invaded. However, they have thrived in an environment that lacks coordination to keep them at bay, and where there is plenty of prey. They prefer human and elven flesh, and given the rarity of both in these parts, a quickwood encountered will be very eager to attack PCs of those races.

QUICKWOOD CR 8
N Huge plant
Init +3; Senses darkvision 120 ft, low-light vision, remote sensing, tremorsense 60 ft; Listen +11, Spot +11
Aura fear
Languages Sylvan, Elven


AC 17, touch 7, flat-footed 17
hp 66 (7 HD)
Immune electricity, fire (see below)
Fort +10, Ref +1, Will +4

Spd 10 ft (2 squares)
Melee 7 roots +13 (grapple) and bite +7 (2D6+13)
Space 15 ft; Reach 15 ft (60 ft with root)
Base Atk +5; Grp +22
Atk Options grasping roots

Abilities Str 29, Dex 8, Con 21, Int 12, Wis 15, Cha 12
SQ plant traits
Feats Alertness, Improved Initiative, Weapon Focus (root)
Skills Hide -2*, Listen +11, Move Silently +3, Search +6, Spot +11

Fear Aura (Su) If a quickwood is targeted by a spell (excluding area spells) and it makes its save against the spell’s effects, it takes no damage and absorbs some of the spell’s energy and releases it as a fear effect (as a free action) in a 10 ftt radius per level of the spell. Affected creatures must succeed on a DC 18 Will save or be affected as by a fear spell (caster level 7).

Grasping Roots (Ex) If a quickwood hits with a root attack, it can 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 drags the foe 30 ft closer each subsequent round (provoking no attack of opportunity). A quickwood can draw in a creature within 15 ft of itself and bite with a +4 attack bonus in the same round. A root has hardness 2 and 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a quickwood’s root does not provoke an attack of opportunity. If the root is currently grappling a target, the quickwood takes a –4 penalty on its opposed attack roll to resist the sunder attempt. Severing a root deals no damage to a quickwood.

Immunity to Fire (Ex) A quickwood can perspire as a free action; this grants it immunity to fire for one hour. Afterwards, it must wait one minute before using this ability again.

Remote Sensing (Su) As a standard action, a quickwood can use a normal oak tree within 360 ft as a magical sensor to view its surroundings. This ability is similar to a clairaudience/clairvoyance spell and allows a quickwood to see (including with darkvision) and hear through a sensor. A quickwood does not need line of sight to establish a sensor. A quickwood can establish a new magical sensor in another tree within range as a free action, though it can never have more than 7 sensors at one time. A quickwood with multiple sensors can switch between them as a free action.

An oak tree utilized as a magical sensor takes on a human-like visage (similar to a quickwood). A successful DC 20 Spot check allows a character to notice the tree’s visage.

* +16 racial bonus to Hide in forested areas.

Scythe Tree (average EL 9):

These horrific plants roam the region, looking especially for dryads to consume. Being intelligent, they sometimes congregate and hunt in small packs, seeking to surround prey.

SCYTHE TREE CR 6
CE Huge plant
Init -1; Senses blindsight 30 ft, low-light vision; Listen +12, Spot +12
Languages Scythe Tree, Treant

AC 20, touch 7, flat-footed 20
hp 51 (6 HD); DR 10/slashing
Vulnerable fire
Fort +9, Ref +1, Will +5

Spd 20 ft (4 squares)
Melee 4 scythe branches +10 (2D4+8/19-20)
Space 15 ft; Reach 15 ft
Base Atk +4; Grp +20
Atk Options Power Attack

Abilities Str 27, Dex 8, Con 19, Int 12, Wis 12, Cha 12
SQ improved critical, plant traits
Feats Alertness, Iron Will, Power Attack
Skills Hide +0, Listen +12, Spot +12

* +12 racial bonus to Hide in forested areas.

Tendriculos (EL 9):

These dangerous plants are not evil, but roam the landscape searching for prey. They are always hungry and always hunt alone.

ADVANCED TENDRICULOS CR 8
N Huge plant
Init +0; Senses low-light vision; Listen +3, Spot +3


AC 18, touch 8, flat-footed 17
hp 168 (16 HD); regeneration 10
Fort +16, Ref +5, Will +6

Spd 20 ft (4 squares)
Melee bite +19 (2D8+9) and 2 tendrils +14 (1D8+4)
Space 15 ft; Reach 15 ft
Base Atk +12; Grp +29
Atk Options improved grab, Power Attack
Special Actions swallow whole/paralysis

Abilities Str 28, Dex 10, Con 23, Int 3, Wis 8, Cha 3
SQ plant traits
Feats Alertness, Improved Natural Armour, Improved Natural Attack (tendril), Iron Will, Power Attack, Stealthy
Skills Hide +9, Listen +3, Move Silently +4, Spot +3


Improved Grab (Ex) To use this ability, a tendriculos must hit a creature at least one size smaller than itself 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 try to swallow the opponent in the following round. A tendriculos can also use its improved grab ability on a tendril attack. If it wins the grapple check, it establishes a hold, picks up the opponent, and transfers it to the mouth as a free action, automatically dealing bite damage.

Regeneration (Ex) Bludgeoning weapons and acid deal normal damage to a tendriculos. A tendriculos that loses part of its body mass can regrow it in 1D6 minutes. Holding the severed portion against the mass enables it to reattach instantly.

Swallow Whole/Paralysis (Ex) A tendriculos can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant’s mass, the opponent must succeed on a DC 24 Fort save or be paralyzed for 3D6 rounds by the tendriculos’s digestive juices, taking 2D6 points of acid damage per round. A new save is required each round inside the plant. A swallowed creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to the plant’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the tendriculos’s interior (AC 14). Once the creature exits, the plant’s regenerative capacity closes the hole; another swallowed opponent must cut its own way out. A tendriculos’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Treant (EL 10):

While most treants of the Blanthil were of good alignment and fought and perished in the wars against the Deceiver, a few were not completely pure of heart, and in the despair of seeing their beloved forest despoiled, some snapped and went over to the side of evil. Demogorgon's minions infused these treants with fiendish blood, turning them into despicable parodies of their former lives. Some of these still roam the area, now tending to their corrupt and twisted woodlands. They hate and despise goodly folk for cowards, abandoning their forests to evil. and now they seek revenge upon their once allies.

HALF-FIEND TREANT CR 10
NE Huge outsider (native)
Init +1; Senses darkvision 60 ft, low-light vision; Listen +14, Spot +14
Languages Treant, Abyssal, Common, Sylvan


AC 21, touch 7, flat-footed 21
hp 73 (7 HD); DR 10/slashing, 5/magic
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 18
Vulnerable fire
Fort +11, Ref +3, Will +7

Spd 30 ft (6 squares), fly 30 ft (average) (6 squares)
Melee 2 slams +14 (2D6+11) and bite +9 (2D6+5)
Space 15 ft; Reach 15 ft
Base Atk +5; Grp +24
Atk Options double damage against objects, Improved Sunder, Power Attack, smite good 1/day (+8 damage)
Special Actions animate trees, trample 2D6+16
Spell-Like Abilities (CL 8):
3/day - darkness, poison (DC 14)
1/day - desecrate, unholy blight (DC 16)

Abilities Str 33, Dex 12, Con 23, Int 16, Wis 16, Cha 14
SQ plant traits
Feats Improved Sunder, Iron Will, Power Attack
Skills Bluff +7, Diplomacy +4, Hide +0*, Intimidate +13, Knowledge (nature) +14, Knowledge (planes) +8, Listen +14, Move Silently +6, Sense Motive +14, Spot +14, Survival +14 (+16 aboveground), Tumble +6

Animate Trees (Sp) A half-fiend treant can animate trees within 180 ft 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 ft and fights as a treant in all respects. Animated trees lose their ability to move if the half-fiend treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12). Animated trees have the same vulnerability to fire that a normal treant has.

Double Damage Against Objects (Ex) A half-fiend treant or animated tree that makes a full attack against an object or structure deals double damage.

Trample (Ex) As a full-round action, a half-fiend treant can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The half-fiend treant merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling half-fiend treant's space is subject to the trample attack. If a target’s space is larger than 5 ft, it is only considered trampled if the half-fiend treant moves over all the squares it occupies. If the half-fiend treant moves over only some of a target’s space, the target can make an attack of opportunity against the half-fiend treant at a -4 penalty. A half-fiend treant that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.

A trample attack deals 2D6+16 points of bludgeoning damage.

Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt DC 24 Reflex saves to take half damage.

A half-fiend treant can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

* +16 racial bonus to Hide in forested areas.

Twig Blight (average EL 7):

These small creatures are a constant nuisance in the area. They tend to swarm in packs, seeking blood to supplement their nourishment from the sun. Twig blights will be encountered in groups of 3D6.

ADVANCED TWIG BLIGHT CR 1
CE Small plant
Init +1; Senses low-light vision; Listen +2, Spot +2
Languages Sylvan

AC 15, touch 12, flat-footed 14
hp 16 (3 HD); DR 5/bludgeoning or slashing
Fort +4, Ref +2, Will +1

Spd 20 ft (4 squares)
Melee 2 claws +2 (1D3-1 plus poison)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp -3

Abilities Str 8, Dex 13, Con 12, Int 5, Wis 11, Cha 4
SQ plant traits
Feats Dodge, Stealthy
Skills Hide +8, Listen +2, Move Silently +4, Spot +2

Poison (Ex) A twig blight delivers its poison (Fort DC 11) with each successful claw attack. The initial damage is 1 point of Str; there is no secondary damage.

Sprite (average EL 9):

Most sprites of the Blanthil either perished in the ancient wars, fled south with the elves, or exiled themselves to the Seelie Realm. However, a few were captured and corrupted through vile rituals or demonic temptations, and these became corrupted sprites. These now wander the regions in small bands, seeking creatures both good and evil to harrass. As their victims are often evil and not of a mind to indulge in humour, so these sprites have given their sense of humour a nasty twist, and their jokes are likely to be harmful if not downright deadly. An encounter will be with a band of 1D6 corrupted pixies. These creatures are well aware of their physical frailties and will avoid melee and avoid bunching up so that they cannot be slain en masse. If captured or threatened, they can most certainly be made to cooperate with their captors, and tend to be very knowledgeable of the surrounding forest.

CORRUPTED PIXIE CR5
NE Small fey
Init +3; Senses low-light vision; Listen +9, Spot +9
Languages Sylvan, Abyssal, Common


AC 19, touch 14, flat-footed 16; Dodge
hp 6 (1 HD); DR 10/cold iron; fast healing 1
SR 15
Fort +2, Ref +5, Will +3

Spd 20 ft (4 squares), fly 60 ft (good) (12 squares)
Melee shortsword +4 (1D4) or
Melee claw +4 (1D3 plus disruptive attack)
Ranged longbow +4 (1D6 or memory loss or sleep)
Space 5 ft; Reach 5 ft
Base Atk +0; Grp -4
Atk Options greater invisibility, special arrows
Combat Gear shortsword, longbow, arrows (16), memory loss arrows (6), sleep arrows (6)
Spell-Like Abilities (CL 8):
1/day - lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 10), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only)

Abilities Str 11, Dex 16, Con 15, Int 16, Wis 13, Cha 14
Feats Alertness, Dodge, Weapon Finesse
Skills Bluff +6, Concentration +6, Escape Artist +7, Hide +7, Listen +9, Move Silently +7, Ride +7, Search +9, Sense Motive +5, Spot +9
Possessions combat gear, 3D6 sp, 2D6 gp, 1D6 pp, 1D4 gems worth 50 gp each

Disruptive Attack (Su) The corrupted pixie deals 1 additional point of vile damage when it touches uncorrupted, living, corporeal nonoutsiders.

Greater Invisibility (Su) A corrupted pixie remains invisible even when it attacks. This ability is constant, but the corrupted pixie can suppress or resume it as a free action.

Special Arrows (Ex) Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep.

Memory Loss

An opponent struck by this arrow must succeed on a DC 18 Will save or lose all memory. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle.

Sleep

Any opponent struck by this arrow, regardless of HD, must succeed on a DC 18 Fort save or be affected as though by a sleep spell.

Tanarukk (average EL 9):

Most of the tanarukks encountered as wandering encounters will be from the encampment noted on the Blanthil Environs Map. This will be a patrol of 2D6 tanarukks usually looking for food or someone to rob. The tanarukks have not seen a human or elf in a long time, and so tend to regard both races as weak and as intruders. If met with fierce resistance, they will flee, trying to make it back to the encampment to warn their fellows.

TANARUKK WARRIOR CR 3
Male tanarukk Barbarian 1
CE Medium outsider (native)
Init +1; Senses darkvision 60 ft; Listen +9, Spot +9
Languages Abyssal, Orc

AC 18, touch 11, flat-footed 17
hp 41 (6 HD)
Resist fire 10; SR 15
Fort +7, Ref +5, Will +3

Spd 30 ft (6 squares)
Melee battleaxe +9/+4 (1D8+3) and bite +3 (1D6+1)
Ranged javelin +7/+2 (1D6+2)
Space 5 ft; Reach 5 ft
Base Atk +6; Grp +8
Special Actions control flame 2/day, rage 1/day
Combat Gear battleaxe, javelins (4)

Abilities Str 15, Dex 12, Con 12, Int 11, Wis 8, Cha 6
SQ illiteracy, orc blood (as half-orc)
Feats Alertness, Improved Toughness, Weapon Focus (battleaxe)
Skills
Climb +10, Hide +9, Intimidate +6, Jump +4, Listen +9, Move Silently +9, Search +8, Spot +9, Survival +3
Possessions combat gear, studded leather armour

Control Flame (Su) Twice per day, a tanarukk can cause any non- magical flame within a 10 ft radius to either diminish to coals or flare to the brightness of daylight and double its normal radius of illumination. This magical effect does not change the heat or fuel consumption of the fire. The ability lasts for 5 minutes.

Troll:

Encounters will be with normal trolls (01-35) or forest trolls (36-00).

Troll (average EL 8):

These will be bands of 1D4 trolls out for hunting and sport. Like most of their ilk, they will attack first and ask questions after gnawing on your bones.

TROLL CR 5
CE Large giant
Init +2; Senses darkvision 90 ft, low-light vision, scent, Track; Listen +5, Spot +6
Languages Giant


AC 16, touch 11, flat-footed 14
hp 63 (6 HD); regeneration 5
Fort +11, Ref +4, Will +3

Spd 30 ft (6 squares)
Melee 2 claws +9 (1D6+6) and bite +4 (1D6+3)
Space 10 ft; Reach 10 ft
Base Atk +4; Grp +14
Special Actions rend 2D6+9

Abilities Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Feats Alertness, Iron Will, Track
Skills
Listen +5, Spot +6

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. The creature can reattach the severed member instantly by holding it to the stump.

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.

Forest Troll (average EL 10):

More prevalent and dangerous en masse than their larger cousins, forest trolls are experts at sniping and hit and run tactics. They will attack from the trees with javelins, and then climb or leap down to attack victims physically. In general, half of the band will rush to attack, while the other throw javelins. When one of the melee attackers is severely injured, he will back out of combat and climb a tree and take the place of a javelin thrower, thereby allowing his fast healing to kick in. An encounter with forest trolls will be a hunting bad of 2D8 trolls.

FOREST TROLL CR 4
CE Medium giant
Init +7; Senses darkvision 90 ft, low-light vision, scent, Track; Listen +5, Spot +5
Languages Giant

AC 18, touch 13, flat-footed 15
hp 47 (5 HD); fast healing 5
Fort +9, Ref +4, Will +1

Spd 30 ft (6 squares), climb 20 ft (4 squares)
Melee 2 claws +6 (1D4+3 plus poison) and bite +1 (1D4+1)
Ranged javelin +6 (1D6+3 plus poison)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +6
Combat Gear javelins (12)

Abilities Str 17, Dex 16, Con 21, Int 11, Wis 11, Cha 6
Feats Improved Initiative, Track
Skills
Climb +11, Hide +6 (+8 in jungle or forest settings), Listen +5, Spot +5, Survival +5
Possessions combat gear

Poison (Ex) Injury, Fort DC 17, initial and secondary damage 1D6 Con. Forest trolls create their own special poison made from their saliva to coat their javelins.

Undead:

Various undead roam the forest, a result of the ancient battles that took place here. Roll on the following chart to determine the type of undead encountered.

Roll

Result
01-05 Allip
06-25 Cursed Spirit
26-35 Ghost
36-55 Ghoul
56-60 Groaning Spirit
61-65 Huecuva
66-78 Shadow
79-83 Spectre
84-93 Wight
94-00 Wraith

Allip (EL 5):

These spirits are the souls of elves of ancient times who killed themselves out of despair as the Deceiver attacked. Some are the souls of elves that betrayed their kin to serve the Deceiver and then regretted it. They are mad with rage and will attack any living beings encountered.

ADVANCED ALLIP CR 5
NE Medium undead (incorporeal)
Init +5; Senses darkvision 60 ft; Listen +8, Spot +8
Aura babble


AC 15, touch 15, flat-footed 14; Dodge, Mobility
hp 78 (12 HD)
Fort +4, Ref +7, Will +8

Spd fly 30 ft (perfect) (6 squares); Spring Attack
Melee incorporeal touch +6 (1D4 Wis drain)
Space 5 ft; Reach 5 ft
Base Atk +6; Grp -

Abilities Str -, Dex 13, Con -, Int 12, Wis 11, Cha 18
SQ incorporeal traits, madness, turn resistance +2, undead traits
Feats Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spring Atttack
Skills
Hide +16, Intimidate +17, Listen +15, Search +15, Spot +15, Survival +0 (+2 following tracks)

Babble (Su) An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 ft of the allip must succeed on a DC 20 Will save or be affected as though by a hypnotism spell for 2D4 rounds. This is a sonic mind-affecting compulsion effect.

Madness (Su) Anyone targeting an allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1D4 points of Wis damage.

Wisdom Drain (Su) An allip causes 1D4 points of Wis drain each time it hits with its incorporeal touch attack. On each such successful attack, it gains 5 temporary hit points.

Cursed Spirit (average EL 8):

These are the remnants of elves, orcs, and other humanoids that died in the ancient battles of Blanthil. They appear in groups of 1D6 and have a hatred of all living things.

ADVANCED CURSED SPIRIT CR 4
CE Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft; Listen +9, Spot +9
Aura curse
Languages Elven or Orc or Goblin


AC 14, touch 14, flat-footed 12; Dodge, Mobility
hp 48 (7 HD)
Fort +2, Ref +4, Will +4

Spd fly 30 ft (perfect) (6 squares)
Melee incorporeal touch +5 (1D8+2)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp -

Abilities Str -, Dex 14, Con -, Int 9, Wis 8, Cha 14
SQ incorporeal traits, undead traits
Feats Dodge, Mobility, Toughness
Skills
Intimidate +11, Listen +9, Spot +9

Accursed Touch (Su) A cursed spirit adds its Cha modifier to damage dealt by its incorporeal touch attack.

Cursed Aura (Su) The taint of loss surrounds a cursed spirit. Adjacent enemy creatures take a -2 penalty on all saves.

Ghost (average EL 8):

Ghosts roam the forest, troubled spirits of both elves and evil humanoids, that have not gone to rest. Because ghosts vary so widely, three different groups are given. A DM should roll 1D3 to determine the alignment of a given group (1 = good, 2 = neutral, 3 = evil). Evil ghosts will tend to be evil humanoid soldiery, though sometimes the embittered spirit of elves, including some of the betrayers could be involved.

A DM should then roll 1D3 to determine the composition (1 = mob of 1D12, 2 = gang of 1D4, 3 = solitary).

Good ghosts will likely either just speak with the PCs (assuming they are not evil) or perhaps ask for a favour. They could be convinced to briefly aid the PCs, though they will not stray too far from their place of concern.

Neutral ghosts will likely want a favour in return for any aid or information.

Evil ghosts will likely attack the PCs without question.

Assume ghosts, if attacked on the Ethereal Plane, have normal equipment, weapons, and armour.

The examples given below are all for evil ghost encounters (the ones most likely to result in combat with the PCs). The DM is encouraged to modify future ghostly encounters to provide variety and to reflect the alignment of other ghostly encounters.

The first is a mob of lower level ghosts, likely a contingent or unit of ancient soldiery. These will be encountered in groups of 1D12. The example given below is an evil troop of ghostly orcs.

ORC GHOST CR 3
Male ghost orc Warrior 1
CE Medium undead (incorporeal)
Init +0; Senses darkvision 60 ft, light sensitivity; Listen +9, Spot +9
Aura horrific appearance
Languages Orc


AC 11, touch 11, flat-footed 11
hp 7 (1 HD)
Fort +2, Ref +0, Will -2

Spd fly 30 ft (perfect) (6 squares)
Melee incorporeal corrupting touch +1 (1D6)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp -

Abilities Str -, Dex 11, Con -, Int 8, Wis 7, Cha 10
SQ incorporeal traits, manifestation, rejuvenation, turn resistance +4, undead traits
Feats Alertness
Skills
Hide +8, Listen +9, Search +7, Spot +9

Light Sensitivity (Ex) Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

Horrific Appearance (Su) Any living creature within 60 ft that views a ghost must succeed on a DC 10 Fort save or immediately take 1D4 points of Str damage, 1D4 points of Dex damage, and 1D4 points of Con damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.

Manifestation (Su) A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon. A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Rejuvenation (Su) In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2D4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20+1) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

The second is a gang of mid level ghosts, likely a band of marauding creatures. These will be encountered in groups of 1D4. The example given below is an evil band of ghostly ogres.

OGRE GHOST CR 5
Male ghost ogre
CE Large undead (incorporeal)
Init -1; Senses darkvision 60 ft, low-light vision; Listen +10, Spot +10
Aura horrific appearance
Languages Giant


AC 9, touch 9, flat-footed 9
hp 29 (4 HD)
Fort +4, Ref +0, Will +1

Spd fly 30 ft (perfect) (6 squares)
Melee incorporeal corrupting touch +3 (1D6)
Space 10 ft; Reach 10 ft
Base Atk +3; Grp -
Special Actions corrupting gaze

Abilities Str -, Dex 8, Con -, Int 6, Wis 10, Cha 11
SQ incorporeal traits, manifestation, rejuvenation, turn resistance +4, undead traits
Feats Toughness, Weapon Focus (greatclub)
Skills
Hide +3, Listen +10, Search +6, Spot +10

Corrupting Gaze (Su) A ghost can blast living beings with a glance, at a range of up to 30 ft. Creatures that meet the ghost’s gaze must succeed on a DC 12 Fort save or take 2D10 points of damage and 1D4 points of Charisma damage.

Horrific Appearance (Su) Any living creature within 60 ft that views a ghost must succeed on a DC 12 Fort save or immediately take 1D4 points of Str damage, 1D4 points of Dex damage, and 1D4 points of Con damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.

Manifestation (Su) A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon. A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Rejuvenation (Su) In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2D4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20+4) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

The third is a lone higher level ghost, likely a war leader or spellcaster. The example given below is an evil elven bladesinger apprentice who hailed from the Bladesong Tower and betrayed his order.

GHALISTIRIL CR 8
Male ghost elf Fighter 5/Sorcerer 1/Bladesinger 1
NE Medium undead (incorporeal)
Init +4; Senses darkvision 60 ft, low-light vision; Listen +10, Spot +10
Languages Elven, Common, Draconic


AC 19, touch 19, flat-footed 15; +1 bonus to AC when wielding a longsword, Dodge, Mobility
hp 46 (7 HD)
Immune magical sleep effects
Fort +4, Ref +7, Will +5; +2 racial bonus against enchantment spells or effects

Spd fly 30 ft (perfect) (6 squares)
Melee +1 longsword +12/+7 (1D8+3)
Space 5 ft; Reach 5 ft
Base Atk +6; Grp -
Special Actions deathsong, malevolence, telekinesis
Combat Gear +1 longsword
Sorcery Spells Known (CL 2, melee touch +10, ranged touch +10):
1st (5/day) - mage armour, shield
0 (6/day) - daze (DC 15), detect magic, disrupt undead, ray of cold, resistance

Abilities Str -, Dex 18, Con -, Int 14, Wis 10, Cha 20
SQ incorporeal traits, manifestation, notice secret or concealed doors when within 5 ft, rejuvenation, turn resistance +4, undead traits
Feats Combat Casting, Combat Expertise, Dodge, Mobility, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills
Balance +8, Climb +5, Concentration +8, Hide +12, Intimidate +7, Jump +5, Listen +10, Perform (dance) +7, Perform (sing) +7, Search +12, Spot +10, Tumble +8
Possesssions combat gear, spell component pouch*

Deathsong (Su) 1/day, the ghost can sing a hollow dirge for 1 to 4 rounds (at the ghost's discretion). The song causes all living beings within 90 ft to become panicked for 10 rounds unless they make a successfull DC 18 Will save. The song also creates a 10 ft radius field that cancels all enchantment effects for the duration of the song plus 6 rounds afterward. Any physical attacks made by the ghost while singing a deathsong deals triple normal damage.

Malevolence (Su) Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 20). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.

Manifestation (Su) A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon. A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Rejuvenation (Su) In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2D4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20+4) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

Telekinesis (Su) A ghost can use telekinesis (DC 18) as a standard action (caster level 12). When a ghost uses this power, it must wait 1D4 rounds before using it again.

* Ghostly equipment manifests with the ghost, but isn't actually possessed by the ghost. Such equipment is actually with the physical remains of the ghost. The ghost's magic weapon has a 50% miss chance against corporeal opponents when manifested.

Ghoul (average EL 8):

Packs of ghouls roam the woods, seeking fresh meat to sate their undying hunger. Encounters will be with 1D3+1 ghasts leading a pack of 2D6 ghouls.

GHOUL CR 1
CE Medium undead
Init +2; Senses darkvision 60 ft; Listen +2, Spot +7
Languages Elven or Orcish or Common


AC 14, touch 12, flat-footed 12
hp 13 (2 HD)
Fort +0, Ref +2, Will +5

Spd 30 ft (6 squares)
Melee bite +2 (1D6+1 plus paralysis and ghoul fever ) and 2 claws +0 (1D3 plus paralysis)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2

Abilities Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
SQ turn resistance +2, undead traits
Feats Multiattack
Skills
Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7

Ghoul Fever (Su) Disease - bite, Fort DC 12, incubation period 1 day, damage 1D3 Con and 1D3 Dex.

An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 HD or more rises as a ghast, not a ghoul.

Paralysis (Ex) Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fort save or be paralyzed for 1D4+1 rounds. Elves have immunity to this paralysis.

GHAST CR 3
CE Medium undead
Init +3; Senses darkvision 60 ft; Listen +2, Spot +8
Aura stench
Languages Elven or Orcish or Common


AC 17, touch 13, flat-footed 14
hp 29 (4 HD)
Fort +1, Ref +4, Will +6

Spd 30 ft (6 squares)
Melee bite +5 (1D8+3 plus paralysis and ghoul fever ) and 2 claws +3 (1D4+1 plus paralysis)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +5

Abilities Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
SQ turn resistance +2, undead traits
Feats Multiattack, Toughness
Skills
Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8

Ghoul Fever (Su) Disease - bite, Fort DC 15, incubation period 1 day, damage 1D3 Con and 1D3 Dex.

An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 HD or more rises as a ghast, not a ghoul.

Paralysis (Ex) Those hit by a ghast’s bite or claw attack must succeed on a DC 15 Fort save or be paralyzed for 1D4+1 rounds. Even elves can be affected by this paralysis.

Stench (Ex) The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 ft must succeed on a DC 15 Fort save or be sickened for 1D6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Groaning Spirit (EL 7):

These dangerous creatures are the spirits of the more powerful and malevolent female elves who led the revolt against the elven queen and sided with Lolth. Some of these died and were cursed by their own betrayal to become groaning spirits. They now hate themselves for their misdeeds, evil creatures for seducing them to the side of evil, and goodly creatures for abandoning them to such a horrific fate.

GROANING SPIRIT CR 7
CE Medium undead (incorporeal)
Init +7; Senses Blind-Fight, darkvision 60 ft, sense living; Listen +15, Spot +15
Aura fear, unnatural aura
Languages Elven, Common


AC 17, touch 17, flat-footed 14
hp 45 (7 HD)
Immune cold, electricity
SR 20
Vulberable dispel evil (see below)
Fort +2, Ref +5, Will +8

Spd 30 ft (6 squares), fly 30 ft (perfect) (6 squares)
Melee incorporeal touch +6 (1D8 plus chill touch)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp -
Special Actions keening

Abilities Str -, Dex 17, Con -, Int 16, Wis 16, Cha 18
SQ incorporeal traits, turn resistance +4, undead traits
Feats Ability Focus (keening), Alertness, Blind-Fight, Improved Initiative
Skills
Bluff +14, Hide +13, Intimidate +14, Listen +15, Search +13, Sense Motive +13, Spot +15

Chill Touch (Su) Damage caused by the groaning spirit's touch attack is considered negative energy and sends a chilling cold through an opponent's body. Any creature touched by succeed on a DC 17 Fprt save or suffer 1 point of Str drain.

Groaning spirits are the bane of other undead, and any undead they touch (except other groaning spirits) must succeed on a DC 17 Will save or flee in fear for 2D6 rounds.

Fear Aura (Su) Anyone viewing a groaning spirit must succeed on a DC 17 Will save or flee in terror for 1D6+4 rounds. Whether or not the save is successful, a creature is immune to the fear aura of that groaning spirit for one day.

Keening (Su) 1/day, at night only, a groaning spirit can release a death wail audible to a range of 1 mile. All creatures within 30 ft that hear this must make a successful DC 19 Will save or be affected as per the wail of the banshee spell. Those that make their save still take 3D6+7 points of damage.

Sense Living (Su) A groaning spirit can sense all living creatures up to 5 miles away.

Unnatural Aura (Su) Both wild and domesticated animals can sense the unnatural presence of a groaning spirit at a distance of 30 ft. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Vulnerability (Ex) If a spellcaster uses dispel evil (the second effects requiring a touch attack) against a groaning spirit, the creature must succeed on a Will save or die immediately.

Huecuva (average EL 10):

Thankfully rare, even in these evil woodlands, the gods cursed those rare elven clerics and paladins who failed their vows, whether by cowardice or lack of vigilance. Once slain, these beings arose as huecuvas, with a burning hatred of all life, but especially desirous of vengeance against goodly priests.

Encounters with huecuvas will be with 1D12 huecuvas. Of these, 1 will be a cleric leader, while the rest will be fallen paladins or lesser priests.

HEUCUVA PRIEST CR 7
Female huecuva elven Cleric 5 (Galasiria)
CE Medium undead
Init +3; Senses darkvision 60 ft, low-light vision; Listen +8 (+9 in forests), Spot +8 (+9 in forests)
Aura evil
Languages Elven, Sylvan


AC 22, touch 13, flat-footed 19
hp 36 (5 HD); DR 10/silver
Fort +4, Ref +4 , Will +8

Spd 30 ft (6 squares)
Melee slam +4 (1D6+1 plus huecuva blight) or
Melee mwk longsword +5 (1D8+1)
Ranged longbow +6 (1D8)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp + 4
Special Actions rebuke undead (6/day, +2 bonus)
Combat Gear masterwork longsword, longbow, arrows (20)
Cleric Spell Prepared (CL 5 [CL 6 evil spells], melee touch +4, ranged touch +6):
3rd - blindness/deafness (DC 17), dispel magic, magic circle against good
(d)
2nd - desecrate
(d), hold person (DC 16), resist energy, silence (DC 16)
1st - command (DC 15), doom (DC 15), entropic shield, protection from good
(d), shield of faith
0 - detect magic, guidance, no light, resistance (2)
Domains Death (death touch), Evil (+1 caster level for evil spells)

Abilities Str 12, Dex 16, Con -, Int 7, Wis 18, Cha 16
SQ undead traits
Feats Combat Casting, Forester, Toughness
Skills
Concentration +6, Heal +8, Hide +5 (+6 in forests), Knowledge (religion) +4, Listen +8 (+9 in forests), Move Silently +5 (+6 in forests), Search +0, Spellcraft +2, Spot +8 (+9 in forests), Survival +6
Possessions combat gear, chain shirt, light steel shield, spell component pouch, desecrated holy symbol to Galasiria

Death Touch (Su) A huecuva priest may use a death touch once per day. The death touch is a supernatural ability that produces a death effect. The huecuva priest must succeed on a melee touch attack against a living creature (using the rules for touch spells). When it touches, roll 5D6. If the total at least equals the creature’s current hit points, it dies (no save).

Huecuva Blight (Su) Victims hit by a huecuva's slam attack must succeed on a DC 15 Fort save or fall prey to the disease called huecuva blight. The incubation period is 1 day; at the end of that time, the disease deals 1D2 Str and Con damage. An infected victim must make a save each day thereafter or take another 1D2 points of Str and Con damage. The effects of huecuva blight are cumulative each day until the victim reaches 0 Con (and dies), makes two successful saves, or receives magical treatment (such as a remove disease spell).

HEUCUVA PRIEST CR 4
Male huecuva elven Cleric 2 (Galasiria)
CE Medium undead
Init +3; Senses darkvision 60 ft, low-light vision; Listen +6, Spot +6
Aura evil
Languages Elven, Sylvan


AC 21, touch 13, flat-footed 18
hp 16 (2 HD); DR 10/silver
Fort +3, Ref +3 , Will +7

Spd 30 ft (6 squares)
Melee slam +2 (1D6+1 plus huecuva blight) or
Melee longsword +2 (1D8+1)
Ranged longbow +4 (1D8)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp + 2
Special Actions rebuke undead (5/day, +2 bonus)
Combat Gear longsword, longbow, arrows (20)
Cleric Spell Prepared (CL 2 [CL 3 evil spells], melee touch +2, ranged touch +4):
1st - command (DC 15), doom (DC 15), protection from good
(d), shield of faith
0 - detect magic, guidance, no light, resistance
Domains Death (death touch), Evil (+1 caster level for evil spells)

Abilities Str 12, Dex 16, Con -, Int 7, Wis 18, Cha 15
SQ undead traits
Feats Combat Casting, Toughness
Skills
Concentration +5, Heal +6, Knowledge Religion +3, Listen +6, Spellcraft +1, Search +0, Spot +6, Survival +7
Possessions combat gear, studded leather, light steel shield, spell component pouch, desecrated holy symbol to Galasiria

Death Touch (Su) A huecuva priest may use a death touch once per day. The death touch is a supernatural ability that produces a death effect. The huecuva priest must succeed on a melee touch attack against a living creature (using the rules for touch spells). When it touches, roll 2D6. If the total at least equals the creature’s current hit points, it dies (no save).

Huecuva Blight (Su) Victims hit by a huecuva's slam attack must succeed on a DC 13 Fort save or fall prey to the disease called huecuva blight. The incubation period is 1 day; at the end of that time, the disease deals 1D2 Str and Con damage. An infected victim must make a save each day thereafter or take another 1D2 points of Str and Con damage. The effects of huecuva blight are cumulative each day until the victim reaches 0 Con (and dies), makes two successful saves, or receives magical treatment (such as a remove disease spell).

HEUCUVA PALADIN CR 4
Male huecuva elven Paladin 2 (fallen)
NE Medium undead
Init + 2; Senses darkvision 60 ft, low-light vision; Listen +2, Spot +2
Languages Elven, Sylvan

AC 22, touch 12, flat-footed 18
hp 16 (2 HD); DR 10/silver
Fort +3, Ref +2 , Will +3

Spd 30 ft (6 squares)
Melee slam +4 (1D6+1 plus huecuva blight) or
Melee longsword +5 (1D8+2)
Ranged longbow +4 (1D8)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp + 4
Special Actions smite good 1/day (+4 attack, +2 damage)
Combat Gear longsword, longbow, arrows (20)

Abilities Str 14, Dex 14, Con -, Int 7, Wis 16, Cha 18
SQ undead traits
Feats Combat Casting, Toughness
Skills
Concentration +5, Heal +6, Knowledge Religion +3, Spellcraft +1, Survival +7
Possessions combat gear, chain shirt, heavy steel shield, desecrated holy symbol to Meredros

Huecuva Blight (Su) Victims hit by a huecuva's slam attack must succeed on a DC 13 Fort save or fall prey to the disease called huecuva blight. The incubation period is 1 day; at the end of that time, the disease deals 1D2 Str and Con damage. An infected victim must make a save each day thereafter or take another 1D2 points of Str and Con damage. The effects of huecuva blight are cumulative each day until the victim reaches 0 Con (and dies), makes two successful saves, or receives magical treatment (such as a remove disease spell).

Shadow (average EL 8):

Shadows roam the forest, taking refuge from the sun under the canopy. They attack the living voraciously. Encounters will be with a pack of 1D10 shadows (01-50) or a single greater shadow (51-00).

SHADOW CR 3
CE Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft; Listen +7, Spot +7


AC 13, touch 13, flat-footed 11; Dodge
hp 19 (3 HD)
Fort +1, Ref +3, Will +4

Spd fly 40 ft (good) (8 squares)
Melee incorporeal touch +3 (1D6 strength damage)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp -

Abilities Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13
SQ create spawn, incorporeal traits, turn resistance +2, undead traits
Feats Alertness, Dodge
Skills
Hide +8*, Listen +7, Search +4, Spot +7

Create Spawn (Su) Any humanoid reduced to Str 0 by a shadow becomes a shadow under the control of its killer within 1D4 rounds.

Strength Damage (Su) The touch of a shadow deals 1D6 points of Strength damage to a living foe. A creature reduced to Str 0 by a shadow dies. This is a negative energy effect.

* A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.

GREATER SHADOW CR 8
CE Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft; Listen +9, Spot +9


AC 14, touch 14, flat-footed 12; Dodge, Mobility
hp 58 (9 HD)
Fort +3, Ref +5, Will +7

Spd fly 40 ft (good) (8 squares); Spring Attack
Melee incorporeal touch +6 (1D8 strength damage)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp -

Abilities Str -, Dex 15, Con -, Int 6, Wis 12, Cha 14
SQ create spawn, incorporeal traits, turn resistance +2, undead traits
Feats Alertness, Dodge, Mobility, Spring Attack
Skills
Hide +14*, Listen +9, Search +6, Spot +9

Create Spawn (Su) Any humanoid reduced to Str 0 by a greater shadow becomes a shadow under the control of its killer within 1D4 rounds.

Strength Damage (Su) The touch of a greater shadow deals 1D8 points of Strength damage to a living foe. A creature reduced to Str 0 by a greater shadow dies. This is a negative energy effect.

* A greater shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.

Spectre (average EL 9):

These malign spirits might resemble elves, orcs, or other humanoids. They will be encountered in groups of 1D3, but only at night, lairing inside of caves and crypts during the day.

SPECTRE CR 7
LE Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft; Listen +14, Spot +14
Aura unnatural aura
Languages Elven and/or Common and/or Orc


AC 15, touch 15, flat-footed 13
hp 45 (7 HD)
Fort +2, Ref +5, Will +7

Spd 40 ft (8 squares), fly 80 ft (perfect) (16 squares)
Melee incorporeal touch +6 (1D8 plus energy drain)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp -

Abilities Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
SQ create spawn, incorporeal traits, sunlight powerlessness, turn resistance +2, undead traits
Feats Alertness, Blind-Fight, Improved Initiative
Skills
Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks)

Create Spawn (Su) Any humanoid slain by a spectre becomes a spectre in 1D4 rounds. Spawn are under the command of the spectre that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Energy Drain (Su) Living creatures hit by a spectre’s incorporeal touch attack gain two negative levels. The DC is 15 for the Fort save to remove a negative level. For each such negative level bestowed, the spectre gains 5 temporary hit points.

Sunlight Powerlessness (Ex) Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and can take only a single move action or standard action in a round.

Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 ft. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Wight (average EL 8):

These gory hunters usually roam in small packs of 1D12, seeking to overwhelm foes and consume their souls. They attack by stealth and ambush.

WIGHT CR 3
LE Medium undead
Init +1; Senses Blind-Fight, darkvision 60 ft; Listen +10, Spot +10
Languages Common or Elven or Orc


AC 15, touch 11, flat-footed 14
hp 26 (4 HD)
Fort +1, Ref +2, Will +5

Spd 30 ft (6 squares)
Melee slam +3 (1D4+1 plus energy drain)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +3

Abilities Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
SQ create spawn, undead traits
Feats Alertness, Blind-Fight
Skills
Hide +8, Listen +10, Move Silently +16, Spot +10

Create Spawn (Su) Any humanoid slain by a wight becomes a wight in 1D4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Energy Drain (Su) Living creatures hit by a wight’s slam attack gain one negative level. The DC is 14 for the Fort save to remove a negative level. For each such negative level bestowed, the wight gains 5 temporary hit points.



Wraith (average EL 9):

These malign spirits hunt the woods for souls, often at the behest of a dread wraith lurking in some forgotten temple or crypt. They will be encountered groups of 1D6.

WRAITH CR 5
LE Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft; Listen +12, Spot +12
Aura unnatural aura
Languages Common, Infernal


AC 15, touch 15, flat-footed 12
hp 32 (5 HD)
Fort +1, Ref +4, Will +6

Spd fly 60 ft (good) (12 squares)
Melee incorporeal touch +5 (1D4 plus 1D6 constitution drain)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp -

Abilities Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
SQ create spawn, incorporeal traits, daylight powerlessness, turn resistance +2, undead traits
Feats Alertness, Blind-Fight, Combat Reflexes, Improved Initiative
Skills
Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks)

Constitution Drain (Su) Living creatures hit by a wraith’s incorporeal touch attack must succeed on a DC 14 Fort save or take 1D6 points of Constitution drain. On each such successful attack, the wraith gains 5 temporary hit points.

Create Spawn (Su) Any humanoid slain by a wraith becomes a wraith in 1D4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Daylight Powerlessness (Ex) Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.

Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 ft. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Unicorn (average ECL 8):

One of Demogorgon's foulest deeds was to corrupt a herd of unicorns from being the symbol of purity and goodness to an icon of evil and vileness. He bred the unicorns with demons and the breeding ran true, so that these so-called black unicorns are now a breed unto themselves. Ruthlessly hunted by Queen Imerika's elves, they are sometimes used as mounts by the more powerful and charismatic evil leaders of the forest. In this region, they tend to run wild in small groups. 1D6 black unicorns will be encountered, and they will likely attack intruders to the area who seem to be weak. They will likely attack even strong-seeming groups to test their mettle, relying on their teleport ability to escape from danger.

ADVANCED BLACK UNICORN CR 4
CE Large magical beast
Init +3; Senses darkvision 60 ft, low-light vision; Listen +15, Spot +15
Languages Common


AC 18, touch 12, flat-footed 15
hp 74 (7 HD)
Fort +10, Ref +8, Will +7

Spd 60 ft (12 squares)
Melee horn +12 (1D8+5) and bite +9 (1D8+2) and 2 hooves +9 (1D4+2)
Space 10 ft; Reach 5 ft
Base Atk +7; Grp +16

Abilities Str 20, Dex 17, Con 21, Int 14, Wis 21, Cha 28
Feats Alertness, Improved Natural Armour, Multiattack, Weapon Focus (horn)
Skills
Intimidate +15, Listen +15, Move Silently +11, Spot +15, Survival +11

Inflict Light Wounds (Sp) Three times per day, a black unicorn can inflict light wounds by making a successful melee touch attack with its horn, dealing 1D8+4 points of damage. It can also use this ability when making a regular attack, but in this case a successful melee attack roll is required to inflict any damage.

Teleport (Su) Black unicorns can use greater teleport (as the spell) once per day, taking themselves and their riders to any known location. They often use this ability to flee from a combat that is going against them, sometimes to the chagrin of their riders.

Vermin:

Various monstrous or giant vermin roam the forest. Unfortunately for the PCs, these are not only inherently dangerous, but they have been warped by the land into fiendish versions.

Roll

Result
01-10 Bombardier Beetle
11-30 Centipede
31-40 Praying Mantis
41-70 Spider
71-85 Stag Beetle
86-00 Wasp

Bombardier Beetle (average EL 9):

These giant beetles travel in "clicks" of 1D4+1. They are quite aggressive.

FIENDISH ADVANCED GIANT BOMBARDIER BEETLE CR 5
NE Large magical beast
Init -1; Senses darkvision 60 ft; Listen +0, Spot +0

AC 16, touch 8, flat-footed 16
hp 51 (6 HD); DR 5/magic
Resist cold 5, fire 5; SR 11
Fort +9, Ref +1, Will +2

Spd 30 ft (6 squares)
Melee bite +8 (1D6+5)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +13
Atk Options smite good 1/day (+6 damage)
Special Actions acid spray

Abilities Str 21, Dex 8, Con 18, Int 3, Wis 10, Cha 9
SQ vermin traits

Acid Spray (Ex) When attacked or disturbed, the creature can release a 10 ft cone of acidic vapor once per round. Those within the cone must succeed on a DC 15 Fort save or take 1D6+2 points of acid damage.

Centipede (EL 8):

These massive creatures are solitary hunters, slaying anything smaller than they.

FIENDISH GARGANTUAN MONSTROUS CENTIPEDE CR 8
NE Gargantuan magical beast
Init +2; Senses darkvision 60 ft; Listen +0, Spot +4

AC 18, touch 8, flat-footed 16
hp 66 (12 HD); DR 10/magic
Resist cold 10, fire 10; SR 17
Fort +9, Ref +6, Will +4

Spd 40 ft (8 squares)
Melee bite +11 (2D8+9 plus poison)
Space 20 ft; Reach 15 ft
Base Atk +9; Grp +27
Atk Options smite good 1/day (+12 damage)

Abilities Str 23, Dex 15, Con 12, Int 3, Wis 10, Cha 2
SQ vermin traits
Skills Climb +14, Hide -2, Spot +4

Poison (Ex) A fiendish monstrous centipede has a poisonous bite, Fort 17, 1D8 Dex damage initial and secondary.

Praying Mantis (EL 8):

These dangerous creatures hunt alone, and are adept at hiding in foliage.

FIENDISH ADVANCED GIANT PRAYING MANTIS CR 8
NE Huge magical beast
Init -2; Senses darkvision 60 ft; Listen +2, Spot +6


AC 15, touch 6, flat-footed 15
hp 114 (12 HD); DR 10/magic
Resist cold 10, fire 10; SR 17
Fort +13, Ref +2, Will +6

Spd 20 ft (4 squares), fly 40 ft (poor) (8 squares)
Melee claws +16 (2D6+9) and bite +11 (1D8+4)
Space 15 ft; Reach 10 ft
Base Atk +9; Grp +26
Atk Options improved grab, smite good 1/day (+12 damage)

Abilities Str 28, Dex 6, Con 20, Int 3, Wis 14, Cha 11
SQ vermin traits
Skills Hide -6*, Spot +6


Improved Grab (Ex) To use this ability, a fiendish giant praying mantis must hit with its claws attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack (at its full +16 attack bonus).

* Because of its camouflage, the Hide bonus increases to +12 when a mantis is surrounded by foliage.

Spider (average EL 9):

Encounters will be with 1D10 large spiders (01-50), or a single huge spider (51-00). They make extensive use of webbing.

FIENDISH ADVANCED LARGE MONSTROUS SPIDER CR 4
NE Large magical beast
Init +3; Senses darkvision 60 ft, tremorsense 60 ft; Listen +0, Spot +4


AC 14, touch 12, flat-footed 11
hp 39 (7 HD); DR 5/magic
Resist cold 5, fire 5; SR 12
Fort +6, Ref +5, Will +2

Spd 30 ft (6 squares), climb 20 ft (4 squares)
Melee bite +6 (1D8+3 plus poison)
Space 10 ft; Reach 5 ft
Base Atk +5; Grp +11
Atk Options smite good 1/day (+7 damage)

Abilities Str 15, Dex 17, Con 12, Int 3, Wis 10, Cha 2
SQ vermin traits
Skills Climb +11, Hide +3*, Move Silently +3*, Spot +4


Poison (Ex) A fiendish monstrous spider has a poisonous bite. Fort 13, 1D6 Str damage initial and secondary.

Tremorsense (Ex) A fiendish monstrous spider can detect and pinpoint any creature or object within 60 ft in contact with the ground, or within any range in contact with the spider’s webs.

Web (Ex) Fiendish monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 ft, with a range increment of 10 ft, and is effective against targets up to Huge size. An entangled creature can escape with a DC 13 Escape Artist check or burst it with a DC 17 Str check.

Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5 ft section has 12 hit points, and sheet webs have damage reduction 5/—.

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

* Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

FIENDISH ADVANCED HUGE MONSROUS SPIDER CR 9
NE Huge magical beast
Init +3; Senses darkvision 60 ft, tremorsense 60 ft; Listen +0, Spot +4


AC 16, touch 11, flat-footed 13
hp 98 (15 HD); DR 10/magic
Resist cold 10, fire 10; SR 20
Fort +11, Ref +7, Will +4

Spd 30 ft (6 squares), climb 20 ft (4 squares)
Melee bite +15 (2D6+7 plus poison)
Space 15 ft; Reach 10 ft
Base Atk +11; Grp +24
Atk Options smite good 1/day (+15 damage)

Abilities Str 20, Dex 17, Con 14, Int 3, Wis 10, Cha 2
SQ vermin traits
Skills Climb +13, Hide -1*, Move Silently +3*, Spot +4


Poison (Ex) A fiendish monstrous spider has a poisonous bite. Fort 16, 1D8 Str damage initial and secondary.

Tremorsense (Ex) A fiendish monstrous spider can detect and pinpoint any creature or object within 60 ft in contact with the ground, or within any range in contact with the spider’s webs.

Web (Ex) Fiendish monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 ft, with a range increment of 10 ft, and is effective against targets up to Huge size. An entangled creature can escape with a DC 16 Escape Artist check or burst it with a DC 20 Str check.

Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5 ft section has 14 hit points, and sheet webs have damage reduction 5/—.

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

* Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Stag Beetle (average EL 9):

These dangerous vermin roam in "clicks" of 1D3.

FIENDISH ADVANCED GIANT STAG BEETLE CR 6
NE Large magical beast
Init +0; Senses darkvision 60 ft; Listen +0, Spot +0


AC 19, touch 9, flat-footed 19
hp 85 (10 HD); DR 5/magic
Resist cold 10, fire 10; SR 15
Fort +11, Ref +3, Will +3

Spd 20 ft (4 squares)
Melee bite +12 (4d6+9)
Space 10 ft; Reach 5 ft
Base Atk +7; Grp +17
Atk Options smite good 1/day (+10 damage)
Special Actions trample 2D8+3

Abilities Str 23, Dex 10, Con 18, Int 3, Wis 10, Cha 9
SQ vermin traits

Trample (Ex) As a full-round action, a fiendish stag beetle can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The fiendish stag beetle merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling fiendish stag beetle's space is subject to the trample attack. If a target’s space is larger than 5 ft, it is only considered trampled if the fiendish stag beetle moves over all the squares it occupies. If the fiendish stag beetle moves over only some of a target’s space, the target can make an attack of opportunity against the fiendish stag beetle at a -4 penalty. A fiendish stag beetle that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.

A trample attack deals 2D8+3 points of bludgeoning damage.

Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt DC 19 Reflex saves to take half damage.

A fiendish stag beetle can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Wasp (average EL 9):

Wasps will be encountered in flights of 1D8. They are voracious hunters and will swarm over their prey, stinging until their prey is unable to move.

FIENDISH ADVANCED GIANT WASP CR 6
NE Large magical beast
Init +1; Senses darkvision 60 ft; Listen +0, Spot +9


AC 14, touch 10, flat-footed 13
hp 52 (8 HD); DR 5/magic
Resist cold 10, fire 10; SR 13
Fort +8, Ref +3, Will +4

Spd 20 ft (4 squares), fly 60 ft (good) (12 squares)
Melee sting +9 (1D3+6 plus poison)
Space 10 ft; Reach 5 ft
Base Atk +6; Grp +14
Atk Options smite good 1/day (+8 damage)

Abilities Str 18, Dex 12, Con 14, Int 3, Wis 14, Cha 11
SQ vermin traits
Skills Spot +10, Survival +2*

Poison (Ex) Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex.

* Fiendish giant wasps have a +4 racial bonus on Survival checks to orient themselves.

Vorr (average EL 10):

These evil canines are possibly warped versions of wolves or wild dogs. Whatever their ancestry, they are now quite dangerous and thoroughly evil. They enjoy harassing and tormenting their prey, using pack tactics to run their prey ragged and thoroughly terrify them. Vorr will be encountered inn packs of 3D4. They will use their shadow jump ability to surround prey

VORR CR 4
CE Medium outsider (chaotic, evil, native)
Init +3; Senses darkvision 60 ft, scent; Listen +8, Spot +8


AC 16, touch 13, flat-footed 13
hp 19 (3 HD)
Fort +5, Ref +6, Will +3

Spd 40 ft (8 squares)
Melee bite +6 (2D4+3) and 2 claws +1 (1D3+1)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +6
Atk Options sneak attack +2D6, trip

Abilities Str 16, Dex 17, Con 14, Int 7, Wis 11, Cha 14
SQ shadow form
Skills Hide +9, Listen +8, Move Silently +9, Search +4, Spot +8, Survival +6*

Shadow Form (Su) Once per day, a vorr can assume the form of a living shadow for up to 10 minutes. While in shadow form, the vorr can move at normal speed on any surface, including walls and ceilings, and even across liquids. It can be detected by effects that detect thoughts, life, or presences (including true seeing); otherwise, a vorr gains a +15 circumstance bonus on Hide checks. While in shadow form, a vorr gains DR 15/magic ad is immune to blindness, critical hits, damage to ability scores from nonmagical attacks, deafness, disease, drowning, poison, and stunning. It takes half damage from fire and acid.

Shadow Jump (Su) A vorr can travel between shadows as if by a dimension door spell. The starting and ending point of the jump must be in shadow and must be at least 10 ft apart. This is a standard action, and can be used for a total of 60 ft per day.

Trip (Ex) A vorr that hits withh a bite attack can attempt to trip the opponent 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 vorr.

* Vorrs have a +8 racial bonus on Survival checks when tracking by scent.

Yeth Hound (average EL 9):

Like vorr, these creatures are likely decended from wolves native to the forest. They are now thoroughly warped, and it may be that they are the spirits of dead wolves, though they do not exhibit any undead characteristics. The yeth enjoy terrorizing their victims, breaking up cohesive groups of prey, and then hunting down individual members for sport and food. Yeth hounds will be encountered in packs of 2D8.

YETH HOUND CR 3
NE Medium outsider (evil, native)
Init +6; Senses darkvision 60 ft, scent; Listen +11, Spot +11


AC 20, touch 12, flat-footed 18
hp 19 (3 HD); DR 10/silver
Fort +5, Ref +5, Will +5

Spd 40 ft (8 squares), fly 60 ft (good) (12 squares); flight
Melee bite +6 (1D8+4)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +6
Atk Options trip
Special Actions bay

Abilities Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Skills Listen +11, Spot +11, Search +7, Survival +11 (+13 following tracks)*

Bay (Su) When a yeth hound howls or barks, all creatures except other evil outsiders within a 300 ft spread must succeed on a DC 11 Will save or become panicked for 2D4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same hound’s bay for 24 hours.

Flight (Su) A yeth hound can cease or resume flight as a free action.

Trip (Ex) A yeth hound that hits with its bite attack can attempt to trip the opponent 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 yeth hound. .

* A yeth hound has a +4 racial bonus on Survival checks when tracking by scent

Planned Encounters:

The following are two planned encounters that the DM should run as the PCs journey from the glade to the Bladesong Tower ruins.

Encounter #1 - Megerith's Shade:

The kholiathra Megerith has faded away since the time over three decades ago when the Heroes of the Gem met her. As the last bit of her land fell under the corrupting influence of evil, her connection to the land was severed. Megerith's partners, five other kholiathra, faded away entirely, to the afterlife. But Megerith, ever the stubborn one, remained as a ghost, determined to guard the remains of the elven hero buried in her glade until the forces of good reclaimed the area.

Megerith is usually in her glade, and she will watch from the Ethereal Plane as the PCs appear. She will be able to hear the PCs, though she only speaks Elven and Sylvan. She will also observe their initial actions, try to identify them from any items they carry or insignia they wear. Unless the PCs somehow attempt to dig up the elven hero's remains, she will not manifest in her glade, content to observe.

When the PCs leave the glade, she will follow, still unmanifested, in order to try to get an idea as to where they are heading. Nevertheless, unless the PCs somehow appear evil to her or in league with the forces of evil, she will eventually take a chance and manifest before them before the get more than a half mile from the glade.

She appears as a translucent kholiathra, meaning she appears as a humanoid female with no identifiable body parts below the head, just flat, featureless limbs and a torso. Her head has a kindly face, wide eyes, and long, flowing hair that seems to waft and flitter of its own accord, as if buoyed by errant breezes.

Kholiathra are elven guardian spirits born into physical bodies. They typically assign themselves to an elf of noble blood or of great potential, and it is a sing of much honour and respect for an elven hero to have one or more kholiathra guarding him. Beyond their warding activities, the kholiathra love to sing and dance and are rather ignorant of sophisticated civilized ways or of complicated political intrigue and machinations. They are a simple race with a love of goodness and beauty.

MEGERITH CR 5
Female ghost kholiathra
NG Medium undead (incorporeal)
Init +6; Senses darkvision 60 ft, low-light vision; Listen +8, Spot +8
Aura luck/unluck
Languages Sylvan, Elven


AC 27, touch 27, flat-footed 21; Dodge, Mobility
hp 20 (3 HD)
SR 14
Fort +5, Ref +13, Will +9

Spd fly 90 ft (perfect) (18 squares)
Melee handblade +8 (1D8+1)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp -
Special Actions chill ray, telekineses

Abilities Str 10, Dex 22, Con -, Int 14, Wis 14, Cha 24
SQ greater invisibility, magical radiance, manifestation, rejuvenation, turn resistance +4, undead traits
Feats Dodge, Mobility, Weapon Finesse
Skills
Knowledge (nature) +8, Listen +8, Perform (dance) +12, Perform (sing) +12, Sense Motive +8, Spot +8, Survival +8, Tumble +12

Chill Ray (Su) Up to 12 times per day, Megerith can attack with a ray of cold light. The ray affects a single creature within 90 ft; Megerith must make a ranged touch attack for the ray. The ray deals 2D6 points of Con damage. In addition, the target must make a DC 18 Will save or be affected as if by a slow spell for 3 rounds (caster level 5).

Greater Invisibility (Su) Megerith has the ability to use greater invisibility at will (caster level 12).

Handblade (Ex) Megerith can form her hand and arm into a blade, which acts in all ways as a +1 longsword. It is a free action to form the blade or to change from blade to hand. When manifested and attacking a corporeal foe, the handblade has a 50% miss chance.

Luck/Unluck (Su) Megerith emanates an aura of luck and unluck in a 20 ft radius. All allies designated by Megerith within this radius receive a +2 luck bonus to attack rolls, saves, and checks. All enemies designated by Megerith receive a -2 penalty to attack rolls, saves, and skill checks. In addition, Megerith receives a +4 luck bonus to armour class and saves as a result of her own aura.

Magical Radiance (Su) Megerith can at will cause all magic items within 60 ft to glow with a cold, white radiance. The items illuminate a 5 ft radius and glow for 2D4x10 minutes.

Manifestation (Su) Megerith dwells on the Ethereal Plane and, as an ethereal creature, she cannot affect or be affected by anything in the material world. When Megerith manifests, she partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested Megerith can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested Megerith can pass through solid objects at will, and her own attacks pass through armor. A manifested Megerith always moves silently. A manifested Megerith can strike with its touch attack or with her handblade. A manifested Megerith remains partially on the Ethereal Plane, whereshe is not incorporeal. A manifested Megerith can be attacked by opponents on either the Material Plane or the Ethereal Plane. Megerith’s incorporeality helps protect her from foes on the Material Plane, but not from foes on the Ethereal Plane.

Megerith has two home planes, the Material Plane and the Ethereal Plane. She is not considered extraplanar when on either of these planes.

Rejuvenation (Su) In most cases, it’s difficult to destroy Megerith through simple combat: The "destroyed" spirit will often restore itself in 2D4 days. Even the most powerful spells are usually only temporary solutions. When Megerith would otherwise be destroyed, she instead returns to her old haunts with a successful level check (1d20+3) against DC 16. As a rule, the only way to get rid of Megerith for sure is to determine the reason for her existence and set right whatever prevents her from resting in peace.

Telekinesis (Su) Megerith can use telekinesis as a standard action (caster level 12). When Megerith uses this power, she must wait 1D4 rounds before using it again.

Megerith will greet the PCs in Elven and hope that she can communicate with them. If not, she will simply smile at them for a time and then leave, occasionally manifesting at her glade if the PCs are present to see if they can now communicate with them.

Assuming she can speak to the PCs, she will greet them, and remark that she has not seen such a group in these evil parts of the forest for many years...not since Morg and his companions passed this way.

Megerith will happily tell of her role in the Quest of the Gem, explaining how she and her sisters urged the Heroes of the Gem to fight and defeat a horrible evil essence that had slain the great elven hero Hilathinil Barvirol. The Heroes then took the hero's arms and armour and marched off to defeat the Deceiver. She doesn't know how it turned out, and she will be overjoyed to hear of their success. However, she will wonder why the forest remains evil. She will ask why Princess Imerika has not kept her promise to cleanse the woods. At this she will begin to cry.

Assuming the PCs can calm her down, Megerith can try to answer any questions they might have. Some of the most likely ones are listed below:

Q: What happened to you and the other kholiathra?

A: My sisters departed when the mystic glade we were guarding was finally overtaken by the corruption of the land. They passed on, but I remained.

Q: Why have you remained as a ghost?

A: To watch over the remains of the hero until the place where he is buried is cleansed of the taint of evil and his remains cannot be defiled.

Q: Would you like us to take the remains and move them to a safer spot, perhaps to Queen Imoerika's lands?

A: No. He should be buried near to where he fell. I would rather Queen Imerika keep her oath and cleanse the forest.

Q: We seek a pseudonatural green dragon. Do you know where it might be?

A: No. I do not leave the vicinity of my glade. I've seen no dragons or the like near the glade except for the razorfiends, a type of green dragon that roam these woods.

Q: Was a ranger camped here for a time a couple of years ago? What happened to him. Where did he go?

A: Yes, his name was Enmistil I believe, and he was a kindly and learned elf. He camped here for a time and went to scout the Tower. He never returned.

Q. Where is the tower?

A. The Bladesong Tower is to the north by northwest of here, perhaps six miles. It is on the eastern shore of the Lake of Dreams, where the river flows into it. And it sits in the shadow of the hills to its north.

Q: What dangers are there in this area?

A: Many, for the forest is twisted and evil. Many dangerous plants are here, as well as fey that have succumbed to evil. Even animals and insects have become evil. There are the walking dead as well. And the razorfiends. There are also tanarruks, demonic orcs, in the region. In fact, the ranger said they have some sort of fort or lair halfway between here and the tower.

There are also the Ruins of Othsilios, along the southwest shore of the Lake of Dreams. Do not go there! Stay far from that accursed place! If you enter that place, you will not return. Even the ranger had heard of that place and stayed away from it!

She will answer other questions as the DM thinks appropriate. Remember though that she does not roam more than a half mile from her glade, and even then rarely. She knows nothing of the fey'ri at the Bladesong Tower specifically, though she knows about fey'ri in general. She can also explain that the tower was where elven bladesingers were trained in ancient times. If asked about the cave where the Heroes of the Gem defeated the essence of evil, she can direct the PCs to that location. There is nothing of interest there, other than the fact that it is a historic site. The cave is 5 miles to the southeast of the glade.

Encounter #2 - The Mindbender (EL 11):

In a small forest pool fed by a small forest stream, that lies somewhat to the south of the Bladesong Tower, dwells a glaistig, a blood-sucking and capricious water fey. This glaistig is tied to her pool, and has as her allies to will-o'-wisps to serve her as mobile agents and to lure passersby into the radius of her song. She also has a small coterie of khaastas that she has charmed.

The encounter will start with the will-o'-wisps. The PCs will see a ghostly light flicker between the trees off to the north by northeast. The light will at frust appear as if it might be a torch or lantern, but then changes hue to a pearly green hue. Meanwhile, just caught on the edge of hearing, the PCs will catch a whisper of an entreaty in Elven:

We know what you seek. Come with us and you shall find the way.

Of course, the will-o'-wisps do not know what the PCs seek. They merely whisper a generic enticement, since most sentient creatures seek something in their lives, even if not currently.

The wisps will then float just in sight of the PCs, trying to lure them to the glaistig's pool. Should the PCs begin to follow, one of the wisps will dash ahead invisibly to warn the glaistig that potential victims are approaching.

Refer to the Glaistig Glade below. Each square is 5 ft, and north is to the top of the map. The trees with the wider trunks are consdiered massive trees, while the thin trunked trees are considered standard trees. The light green patches are considered light undergrowth, while the dark green patches are heavy undergrowth. A small stream, no more than 3 ft wide and 2 ft deep, flows from the northeast into the pool. The pool itself is 30 ft deep at its center, with steeply sloping mud sides.

The khaastas will hide at the places indicated on the map, amidst the tree trunks and foliage. The will-o'-wisp that dashed ahead will also wait at the place indicated on the map, while the glaistig will be submerged just under the water at the place indicated. The PCs will, if following the wisp, arrive from the southwest.

The DM should assume that the khaastas have taken 10 on their Hide checks. With their +4 Hide check modifier and their -5 armour check penalty and the +5 circumstance bonus for heavy brush that results in a Hide check of 14. This is further modified by the distance between the khaastas and the PCs, and the DM should impose quadruple the Spot penalty for distances beyond 10 ft due to the many trees in the area.

When the PCs approach to within about 75 ft of the pool (just off the map), the luring wisp will whisper loudly in Elven:

Here we are!

This alerts the glaistig that victims are approaching. The glaistig then target the first PC she sees with her beguiling song, just keeping her eyes and head above the surface of the water. When the song begins, the luring wisp will go invisible and hover over the glaistig. Meanwhile, the khaasta and the other will-o'-wisp will wait, not seeking to harm or hinder anyone beguiled by the song, but instead alert for other allies. If allies of the beguiled attempt to appraoch the pool or assist the victim, then they will attack from hiding, the khaasta first using their ranged weapons and then closing in for the kill. The will-o'-wisp will also come to the attack, darting in and out and especially attacking spellcasters. Meanwhile, the second wisp, hovering over the glaistig, will act as a reserve, coming into the combat only if needed (for example, if there is more than one spellcaster to suppress).

The glaistig will continue to sing, moving back into the middle of the pond to entice her victim into the water. There she will grab the victim and attempt to suck his blood, dragging him under to the bottom of the pond if possible. The glaistig has not fed in some time, and is very hungry and not interested in taking a companion. She could consume her khaasta, but prefers warm blooded creatures.

Like all of her kind, the glaistig is very vain about her goat legs, and will attempt to hide them under her flowing robes. If her legs are mentioned, she is likely to fly into a rage.

WILL-O'-WISPS (2) CR 6
CE Small aberration (air)
Init +13; Senses Blind-Fight, darkvision 60 ft; Listen +17, Spot +17
Languages Auran, Elven


AC 29, touch 29, flat-footed 20; Dodge
hp 40 (9 HD)
Immune magic
Fort +3, Ref +12, Will +9

Spd fly 50 ft (perfect) (10 squares)
Melee shock +16 touch attack (2D8 electricity)
Space 5 ft; Reach 5 ft
Base Atk +6; Grp -3

Abilities Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12
SQ natural invisibility
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse
Skills
Bluff +13, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3 (+5 following tracks)

Immunity to Magic (Ex) A will-o’-wisp is immune to most spells or spell-like abilities that allow spell resistance, except magic missile and maze.

Natural Invisibility (Ex) A startled or frightened will-o’-wisp can extinguish its glow, effectively becoming invisible as the spell.

CHARMED KHAASTAS (4) CR 3
CE Medium monstrous humanoid (reptilian)
Init +1; Senses darkvision 60 ft; Listen +0, Spot +3
Languages Abyssal, Common, Draconic

AC 23, touch 11, flat-footed 22
hp 19 (3 HD)
Fort +3, Ref +4, Will +3

Spd 20 ft (4 squares)
Melee scimitar +7 (1D6+4) and bite +2 (1D4+2)
Ranged composite longbow (1D8+2)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +7
Atk Options Point Blank Shot, Power Attack
Combat Gear scimitar, composite longbow (+2 Str bonus)

Abilities Str 18, Dex 13, Con 14, Int 13, Wis 10, Cha 11
Feats Point Blank Shot, Power Attack
Skills
Climb +7, Handle Animal +3, Hide +4, Intimidate +3, Ride +3, Spot +3, Survival +3
Possessions combat gear, breastplate, light steel shield

GLAISTIG MINDBENDER CR 8
Female glaistig Sorcerer 5
CN medeium fey
Init +3; Senses low-light vision; Listen +10, Spot +9
Languages Sylvan, Common, Elven


AC 21, touch 15, flat-footed 18
hp 66 (11 HD); DR 5/cold iron
Resist cold 10, fire 10
Fort +6, Ref +9, Will +14

Spd 30 ft (6 squares), swim 50 ft (10 squares)
Melee dagger of venom +6 (1D4+1 plus poison [CL 5] 1/day) and bite +0 (1D6)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +5
Special Actions beguiling song, blood drain
Combat Gear dagger of venom
Sorcerer Spells Known (CL 5, melee touch +5, ranged touch +8):
2nd (6/day) - daze monster (DC 20), touch of idiocy (DC 19)
1st (8/day) - charm person (DC 19), disguise self, mage armour, magic missile
0 (6/day) - daze (DC 18), detect magic, ghost sound (DC 17), prestidigitation, resistance, touch of fatigue (DC 17)
Spell-Like Abilities (CL 8):
At will - dancing lights, fog cloud, hypnotism (DC 18), suggestion (DC 20)
1/day - water breathing

Abilities Str 10, Dex 16, Con 16, Int 12, Wis 17, Cha 24
SQ water breathing, water symbiosis
Feats Ability Focus (beguiling song), Alertness, Iron Will, Spell Focus (enchantment)
Skills
Bluff +17, Concentration +13, Diplomacy +15, Disguise +14 (+16 acting), Escape Artist +10, Hide +6, Intimidate +16, Knowledge (nature) +5, Listen +10, Move Silently +9, Sense Motive +13, Spot +9, Swim +17, Use Rope +3 (+5 with bindings)
Possessions combat gear, bracers of armour +2, ring of protection +2


Beguiling Song (Su) A glaistig can attempt to beguile creatures with its song. A glaistig sings, targeting a single creature it can see within 300 yards of the body of water to which it is linked (see Water Symbiosis below). This is a sonic charm effect, and the creature must be able to hear the glaistig for it to take effect. The targeted creature must make a DC 22 Will save. A creature that successfully saves cannot be affected again by the same galistig's song for 24 hours.

Failure indicates the creature is beguiled and moves toward the glaistig, taking the most direct route available. If that path leads into a dangerous area (such as very deep or fast-moving water), the beguiled creature gets a second save. if that save is successful, the beguiling effect is broken, and that creature cannot be affected by that glaistig's song for 24 hours.

A glaistig that desires a companion often moves out of the water and bestows water breathing upon its beguiled victim so it can take him underwater. A beguiled creature takes no actions other than to defend himself (thus a victim cannot run away or attack, but takes no defensive penalties). A beguiled victim that movies within 5 ft of the glaistig must make a DC 22 Will save or be charmed, as by the charm monster spell cast by an 8th level caster. A creature that successfully saves cannot be affected again by the same glaistig's song for 24 hours. The beguiling effect continues so long as the glaistig sings. A glaistig does not need to continue singing to keep a victim charmed.

A glaistig can use its beguiling song both above and below the water. Most glaistigs move into deep water, forcing a beguiled victim to move toward them. If these unlucky creatures fail their second save, they usually drown.

Blood Drain (Ex) A glaistig can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1D4 points of Con drain each round the pin is maintained.

Water Breathing (Ex) A glaistig can breath either water or air.

Water Symbiosis (Su) Each glaistig is mystically bound to a body of water or a waterway as small as a pond or as large as a lake or river. A glaistig cannot move more than 300 yards away from its body of water and still breathe normally. If a glaistig strays farther away, it must hold its breathe or immediately start to suffocate. Once a glaistig has moved beyond the boundary of its connection, it cannot breathe normally until it has immersed itself in its body of water.

Treasure: In addition to the magic items possessed by the glaistig, she has a number of items buried in the chest at the bottom of the pond. The chest is buried under several inches of bottom mud, requiring a DC 30 Search check to locate. The chest is unlucked, but made of steel and only partilaly rusted. It is certainly not watertight from cursory inspection.

Within is a +1 handaxe with an iron handle decorated in the shape of a serpentine demon (a wastrilith for anyone making a DC 30 Knowledge [planes] check), 320 gp, 6 small diamond chips worth 150 gp each, and 3 pearls worth 100 gp each.

Part Three - Bladesong Tower:

The Bladesong Tower was, in ancient times, the center of that Elven style of combat known as bladesinging. It was here that, according to legend, Galasiria lay with Aghorrit and learned from him the art of warfare, and it was here that the first bladesinger, Thayivier Ansalil, built his tower in order to have a place to teach other worthies his newfound art. When the forces of evil assaulted the Blanthil, the Bladesong Tower was one of the primary goals of the foul hordes of the Deceiver. The fey'ri themselves assaulted the place, and slew a great many of the teachers and students in residence, though not after a determined defense of the place by the bladesingers who sought to keep the tomb of Ansalil from being defiled.

Over the millenia, the Tower lost its significance, as the bulk of the fey'ri took up residence in the Palace of the Elf Queen. However, the Tower was used as an outpost to keep watch over the pseudonatural dragon that the fey'ri have kept around all these years as a servant and slave. The Tower is claimed by a pair of fey'ri who are called the Watchers of the Green. This is an honourary position handed down to worthy fey'ri to hold the Bladesong Tower and to keep and maintain the dragon Kannoxinidril. The two fey'ri are currently a mated couple, and they command a coterie of gargoyles as well as a band of tanarukks, some dominated bugbears, and the dominated elven ranger Emnistil who initially scouted the Tower for Hagistre.

The Tower has not been fully repaired as an intentional affront to the ancient elves of Blanthil and to the bladesingers.

The dragon does not live in the Tower. Instead, it dwells in a cave to the west, across the Lake of Dreams. The fey'ri maintain the key to the wards that keep the dragon imprisoned in its cave and occasionally take the beast out to excercise it, keep it trained for battle, and to practice riding the beast.

The Tower:

Refer to the Bladesong Tower Map below.


The structure of the Tower and its attendent keep sit by the shore of a large lake, where two rotting wooden piers stretch like fingers into the placid waters. To the north, rolling hills tumble down towards the vale of the Tower, and a stream flows swiftly past the structure, emptying into the lake. The forest canopy thins out as it approaches the Tower, but there is still a congregation of trees and shrubs that proceed right up to the walls of the place.

The Tower itself is comprised of cunningly-fitted cut grey granite, with no evidence of mortar showing in its construction. The imposing curtain walls are crenellated, with merlons that appear to bear carvings of various sylvan creatures and fighting elves on their outer faces. However, almost every square inch of the walls are covered in various vines, ivy, and creepers that have overgrown the structure, giving the whole an emerald hue and a rippling texture as errant breezes play along the growths. The walls reach 30 ft above the forest floor, with the exception of the northeastern portion, where a spur of the highlands reaches down to meet the keep and extend into the courtyard. Here the walls are shorter as they meet the rising landscape, but the builders have compensated for this by thickening the curtain wall to meet any concentrated assault from that quarter.

The Tower shows signs of damage, including a collapsed corner to the southwest and appears to breach into the central courtyard. In addition, the eastern wall bears several breaches, and a gatehouse to the south is entirely missing its portals, with its rusted iron portcullis apparently corroded into place in the raised position. The rest of the structure also bears countless instances of damage, including dents, gouges, cracks, and scorch marks.

The Tower proper is a cylindrical structure 50 ft in diamater that rises a full 60 ft above the 30 ft tall walls. The top of the tower is battlemented, though many of the merlons have been smashed or are altogether missing, and is decorated with emerald carvings of humanoid creatures set just below the battlements. A steel pole rises from the center of the top of the tower, likely once bearing a pennon of some sort, but now starkly bare. The Tower bears carved bands of musical notes and crossed swords at varying intervals up its length, and several crossletted arrow slits pierce high up along the Tower.

Wisps of smoke seem to rise from both the gatehouse and the tower.


Climbing up the walls should be fairly easy (DC 15), given the presence of the vines and ivy. The walls themselves are superior masonry, reinforced by ancient elven techniques to give them a hardness of 8 and 180 hp per 1 ft of thickness. The curtain walls are a full 5 ft thick, except along the northeastern hillside where they widen to 15 ft thick. Exterior walls of hollow structures (such as the gatehouse or tower) are a full 3 ft thick. Interior walls are made of the same masonry, but are only 1 ft thick.

Unless otherwise stated, all doors are iron doors with nested hinges (hardness 10, 60 hp, break DC 28 if locked).

All double lines shown through walls are arrow slits. Arrow slits are crossletted (meaning crossbows can be fired through them) and provide +8 to AC, +4 to Ref saves, and grant the improved evasion class feature. The opening is about 1 ft wide, and each arm of the cross is about 2 f5 long; narrow enough to only allow Tiny or smaller creatures through them. Small creatures must succeed on a DC 30 Escape Artist check to squeeze through, while Medium creatures would need a DC 35 Escape Artist check to squeeze through.

The stream to the south of the Tower is swiftly flowing and cold, and is approximately 20 ft wide and just as deep.

The green shaded areas represent heavy undergrowth. Smaller trees are standard trees, and the larger ones represent massive trees. Contour lines represent 5 ft of elevation.

Although no apparent from ground level outside of the keep, the walls are crenellated on both sides, facing out and facing in toward the courtyard.

1. Gatehouse (EL 10)


The gatehouse to the keep has certainly seen better days, and it is evident that the ancient assault of the place concentrated much of its fury on the gatehouse. The walls are chipped and battered and in many places cracked with hairline fractures that run up and down the walls, making it difficult to discern between these fractures and the winding ivy stems and tendrils that also crawl along the walls. Smoke seems to be rising out of the back of the gatehouse and drifting up into the sky.

The structure is 40 ft tall, rising 10 ft above the level of the curtain walls surmounting it.

The gatehouse is missing its gates, and only the twisted remains of great iron hinges remain to display the size of the valves that once warded the interior. An iron portcullis has apparently rusted shut in the open position, and now sits atop the 10 ft square entry that leads into the gatehouse.

The gatehouse looks to be two stories tall, with crossletted arrow slits piercing both levels. The roof is crenellated, though many of the merlons are battered or broken off entirely.

On the lintel of the archway just above the rusted portcullis, partilly obscured by the ivy, is a relief of two crossed swords above a harp, with a wand set horizontally below the harp.

Wisps of smoke seem to curl from the top of the gatehouse.


The emblem above the archway is the insignia of the ancient bladesingers. A DC 30 Knowledge (nobility and royalty) check or a DC 25 Knowledge (history) check will reveal this information, with elves gaining a +4 circumstance bonus to these checks.

Refer to the descriptions of areas 1B-1E for details regarding how the denizens of the gatehouse will react to approaching intruders.

Arrow slits and murder holes grant those behind them a +8 bonus to AC, +4 to Ref saves, and the improved evasion class feature.

A. Gateway


This passageway is 10 ft wide and 10 ft tall and proceeds all the way through the gatehouse, exposing a grass-covered courtyard beyond. Arrow slits flank the passageway, which floor shows signs of its original cobblestone flooring amid the grass and other shrubs that have grown up through the floor.

Two iron doors, bearing some signs of corrosion, flank the northernmost 5 ft of the passageway, and these are both closed. In addition to the raised iron portcullis over the southern archway, another stands similarly raised over the northern archway leading into the courtyard. It too appears to be rusted and bent to the east, as if by some great force.



The ceiling of the passageway is black with ancient scorchmark, should anyone examine the ceiling. In addition, a DC 15 Spot check will reveal a series of murder holes covering the ceiling, with at least 4 such holes every 5 ft square.

A DC 15 Track check of the floor will turn up signs of frequent and recent passage along the gateway, as evidenced by broken grass blades, scuffed cobble stones, and an occasional booted medium humanoid footprint.

Developments: The guards in areas 1B, 1C, and 1D will react to any intruders they encounter in the gateway. Specifically, the guards in 1D will pour boiling oil into the gateway on intruders before peppering them with arrows. The guards will pour the oil even if their own fellows are in the gateway, counting on their resistance to fire to protect them.

B. West Room (EL 6)


This long, narrow room is 10 ft wide and 10 ft tall and smells of sweat and offal. In the northern portion, a crude wooden table and two chairs sits, with the gory remains of some bloody slab of meat set upon it. Two fur pallets lie near the table, along with a smoldering coal brazier. Arrow slits pierce the room, and a set of stone stairs leads up into the ceiling along the western wall. The stairs are open to the interior of the room, and a barrel sits beside the stairs.

To the south, trash, bones, and dung sit in the southern portion of the room, with maggots and flies buzzing around the area.



This chamber serves as a guard post for the fey'ri masters of the Tower.

The iron door leading into the place is barred from this side with a stout iron bar (hardness 10, 60 hp, break DC 28).

A small crate set near the table contains 100 arrows and 24 cold iron arrows.

The barrel holds strong liquor made from local plants, and several dirty wooden mugs sit nearby.

Creatures: Two tanarukk soldiers are on guard duty here. Both are awake at night, and during the day one is usually asleep (80% chance). Since they have the Endurance feat, these guards sleep in their chainmail. The guards have been trained in battle tactics by the fey'ri, and so will act more cleverly than their more feral ilk.

TANARUKK SOLDIERS (2) CR 4
Male tanarukk Barbarian 1/Fighter 1
CE Medium outsider (native)
Init +1; Senses darkvision 60 ft; Listen +11, Spot +11
Languages Abyssal, Orc

AC 20, touch 11, flat-footed 19
hp 48 (7 HD)
Resist fire 10; SR 15
Fort +7, Ref +5, Will +4

Spd 20 ft (4 squares)
Melee mwk battleaxe +12/+7 (1D8+4) and bite +5 (1D6+1)
Ranged composite longbow +8/+3 (1D8+3)
Space 5 ft; Reach 5 ft
Base Atk +7; Grp +10
Special Actions control flame 2/day, rage 1/day
Combat Gear masterwork battleaxe, composite longbow (+3 Str bonus), arrows (20), cold iron arrows (6)

Abilities Str 16, Dex 12, Con 14, Int 11, Wis 10, Cha 6
SQ illiteracy, orc blood (as half-orc)
Feats Alertness, Endurance, Power Attack, Weapon Focus (battleaxe)
Skills
Climb +10, Hide +9, Intimidate +6, Jump +4, Listen +11, Move Silently +9, Search +8, Spot +11, Survival +4
Possessions combat gear, chainmail, belt pouch, 45 sp, 22 gp.

Control Flame (Su) Twice per day, a tanarukk can cause any non- magical flame within a 10 ft radius to either diminish to coals or flare to the brightness of daylight and double its normal radius of illumination. This magical effect does not change the heat or fuel consumption of the fire. The ability lasts for 5 minutes.

Tactics: The guards here will sound the alarm whenever they spot intruders. There is no formal alarm device; the guards will just bellow at the top of their lungs, which is loud enough to alert not only the rest of the gatehouse, but the occupants of the Tower as well. Usually the awake guard is sitting at the table, not particularly alert for intruders, though he can see into the gateway through the arrow slit as well as inside the courtyard.

The tanarukk will rely on their arrow slits to protect them from counter attacks as they shoot their arrows at intruders as they approach the gatehouse. Once intruders enter the gateway, one tanrukk will emerge to do battle in melee while the other continues to pepper the intruders with arrows.

C. East Room (EL 6)


This long, narrow room is 10 ft wide and 10 ft tall and smells of sweat and offal. In the northern portion, a crude wooden table and two chairs sits, with the gory remains of some bloody slab of meat set upon it. Two fur pallets lie near the table, along with a smoldering coal brazier. Arrow slits pierce the room, and a set of stone stairs leads up into the ceiling along the eastern wall. The stairs are open to the interior of the room, and a barrel sits beside the stairs.

To the south, trash, bones, and dung sit in the southern portion of the room, with maggots and flies buzzing around the area.



This chamber serves as a guard post for the fey'ri masters of the Tower.

The iron door leading into the place is barred from this side with a stout iron bar (hardness 10, 60 hp, break DC 28).

A small crate set near the table contains 100 arrows and 24 cold iron arrows.

The barrel holds strong liquor made from local plants, and several dirty wooden mugs sit nearby.

Creatures: Two tanarukk soldiers are on guard duty here. Both are awake at night, and during the day one is usually asleep (80% chance). Since they have the Endurance feat, these guards sleep in their chainmail. The guards have been trained in battle tactics by the fey'ri, and so will act more cleverly than their more feral ilk.

TANARUKK SOLDIERS (2) CR 4
Male tanarukk Barbarian 1/Fighter 1
CE Medium outsider (native)
Init +1; Senses darkvision 60 ft; Listen +11, Spot +11
Languages Abyssal, Orc

AC 20, touch 11, flat-footed 19
hp 48 (7 HD)
Resist fire 10; SR 15
Fort +7, Ref +5, Will +4

Spd 20 ft (4 squares)
Melee mwk battleaxe +12/+7 (1D8+4) and bite +5 (1D6+1)
Ranged composite longbow +8/+3 (1D8+3)
Space 5 ft; Reach 5 ft
Base Atk +7; Grp +10
Special Actions control flame 2/day, rage 1/day
Combat Gear masterwork battleaxe, composite longbow (+3 Str bonus), arrows (20), cold iron arrows (6)

Abilities Str 16, Dex 12, Con 14, Int 11, Wis 10, Cha 6
SQ illiteracy, orc blood (as half-orc)
Feats Alertness, Endurance, Power Attack, Weapon Focus (battleaxe)
Skills
Climb +10, Hide +9, Intimidate +6, Jump +4, Listen +11, Move Silently +9, Search +8, Spot +11, Survival +4
Possessions combat gear, chainmail, belt pouch, 45 sp, 22 gp.

Control Flame (Su) Twice per day, a tanarukk can cause any non- magical flame within a 10 ft radius to either diminish to coals or flare to the brightness of daylight and double its normal radius of illumination. This magical effect does not change the heat or fuel consumption of the fire. The ability lasts for 5 minutes.

Tactics: The guards here will sound the alarm whenever they spot intruders. There is no formal alarm device; the guards will just bellow at the top of their lungs, which is loud enough to alert not only the rest of the gatehouse, but the occupants of the Tower as well. Usually the awake guard is sitting at the table, not particularly alert for intruders, though he can see into the gateway through the arrow slit as well as inside the courtyard.

The tanarukk will rely on their arrow slits to protect them from counter attacks as they shoot their arrows at intruders as they approach the gatehouse. Once intruders enter the gateway, one tanrukk will emerge to do battle in melee while the other continues to pepper the intruders with arrows.

D. Upper Level (EL 6)


This chamber is some 30 ft tall, with vaulted buttresses supporting the high ceiling overhead. These butresses are carved to resemble water nymphs frolicking amidst waves and foam, though these scenes are marred by cracks and chips.

Two stone stairways emerge from below in the southwest and southeast, while a narrow stone spiral staircase winds up to an iron trap door in set into the ceiling. Crossletted arrow slits pierce every wall of the chamber, while the central floor area is likewise pierced with many murder holes, sufficient to drop substances into the gateway below or to shoot arrows or crossbows. The holes are not big anough to use thrown weapons of any sort.

To the north, two iron cauldrons rest on iron frames, under which wood fires blaze. The smoke from these two fires wafts out of the two northern arrow slits. Set on the floor near these fires is an iron anvil and some blacksmithing tools.

Four fur pallets lie against the eastern wall, while a table and two crude chairs occupy the floor nearest the spiral staircase. Three barrels rest near the table. Grisly trophies, including the skins of various animals and other creatures, and the heads of several humanoids (including several bugbears and an elf male) are spiked into the walls. Slabs of unidentifiable meat lie carelessly strewn around the room, many infested with wriggling maggots. A weapon rack set against the south wall holds half a dozen battle axes and a like number of composite longbows.



This large chamber serves as the main guardroom of the tanarukks that dwell in the gatehouse.

The two iron cauldrons to the north have boiling oil in them.

A crate under the table holds 100 arrows and 24 cold iron arrows.

The barrels contain strong liquor made from local plants, though one holds stale rain water, and several dirty wooden mugs sit nearby.

The iron trap door at the top of the spiral staircase is locked by a stout iron bar (hardness 10, 60 hp, break DC 28). The tanarukks within this chamber will open the bar only in response to a particular pattern of knocks from above.

Creatures: Two tanarukk soldiers dwell in this chamber, taking turns with the two on the roof. At any time, one of the guards here is awake, while the other is usually asleep (90% chance). However, the tanarukks sleep in their armour, due to their Endurance feat, so they can be ready for combat on very short notice. The awake tanarukk is not officially on guard duty, and so is likely to be occupied with eating, drinking, or otherwise relaxing.

TANARUKK SOLDIERS (2) CR 4
Male tanarukk Barbarian 1/Fighter 1
CE Medium outsider (native)
Init +1; Senses darkvision 60 ft; Listen +11, Spot +11
Languages Abyssal, Orc

AC 20, touch 11, flat-footed 19
hp 48 (7 HD)
Resist fire 10; SR 15
Fort +7, Ref +5, Will +4

Spd 20 ft (4 squares)
Melee mwk battleaxe +12/+7 (1D8+4) and bite +5 (1D6+1)
Ranged composite longbow +8/+3 (1D8+3)
Space 5 ft; Reach 5 ft
Base Atk +7; Grp +10
Special Actions control flame 2/day, rage 1/day
Combat Gear masterwork battleaxe, composite longbow (+3 Str bonus), arrows (20), cold iron arrows (6)

Abilities Str 16, Dex 12, Con 14, Int 11, Wis 10, Cha 6
SQ illiteracy, orc blood (as half-orc)
Feats Alertness, Endurance, Power Attack, Weapon Focus (battleaxe)
Skills
Climb +10, Hide +9, Intimidate +6, Jump +4, Listen +11, Move Silently +9, Search +8, Spot +11, Survival +4
Possessions combat gear, chainmail, belt pouch, 45 sp, 22 gp.

Control Flame (Su) Twice per day, a tanarukk can cause any non- magical flame within a 10 ft radius to either diminish to coals or flare to the brightness of daylight and double its normal radius of illumination. This magical effect does not change the heat or fuel consumption of the fire. The ability lasts for 5 minutes.

Tactics: When the alert is sounded, these tanarukks will peer out the arrow slits to spot the intruders, unless they have reason to believe that the gateway has already been breached. In the former case, they will shoot arrows at approaching targets. In the latter case, or whenever the gateway is breached, they will heft the iron cauldrons (a single tanarukk can lift one as a heavy load with both hands) and drop them onto intruders in the gateway through the murder holes. Each cauldron has enough oil to cover 10 square feet of floor in the gateway. Those within the area suffer 1D10 fire damage as the hot oil scalds skin and burns hair. A DC 15 Ref save results in half damage. Furthermore, anyone wearing anything flammable or with fur or hair who fails the save must make a DC 15 Ref save or catch on fire (refer to the DMG for details).

Once the oil drops, in the next round, the tanarukks will drop a bit of ember from the two fires through the murder holes and onto the spilt oil, igniting the entire area as if hit by alchemist's fire. All within suffer 1D6 damage on the round of ignition and another 1D6 on the next round before the oil burns away.

Finally, the entire process will fill the gateway with smoke on the second round of ignition. Treat as if the entire gateway were filled with an obscuring mist spell for 10 rounds thereafter.

Once the oil has been ignited, the tanarukks will head to the northern arrow slits to shoot at anyone who has made it through the gateway and into the courtyard.

E. Roof (EL 6)


The roof of the gatehouse is surrounded by a 3 ft high battlement, with merlons rising another 3 ft if not shattered or broken.

An iron trap door sits in the northwestern corner of the roof.



The trap door leads to area 1D, and is barred from the other side (refer to area 1D for details).

Creatures: Two tanarukk soldiers patrol the roof, keeping an alert watch in all directions. Being fairly hunched, their heads do not reach too far over the battlements, even between the merlons. As such, it is very difficult to spot them from ground level (+4 circumstance bonus to Hide checks). The tanarukks are attempting to remain hidden, and so the DM can assume they have taken 10 on their Hide checks, for a total check of +19 (+23 from below).

TANARUKK SOLDIERS (2) CR 4
Male tanarukk Barbarian 1/Fighter 1
CE Medium outsider (native)
Init +1; Senses darkvision 60 ft; Listen +11, Spot +11
Languages Abyssal, Orc

AC 20, touch 11, flat-footed 19
hp 48 (7 HD)
Resist fire 10; SR 16
Fort +7, Ref +5, Will +4

Spd 20 ft (4 squares)
Melee mwk battleaxe +12/+7 (1D8+4) and bite +5 (1D6+1)
Ranged composite longbow +8/+3 (1D8+3)
Space 5 ft; Reach 5 ft
Base Atk +7; Grp +10
Special Actions control flame 2/day, rage 1/day
Combat Gear masterwork battleaxe, composite longbow (+3 Str bonus), arrows (20), cold iron arrows (6)

Abilities Str 16, Dex 12, Con 14, Int 11, Wis 10, Cha 6
SQ illiteracy, orc blood (as half-orc)
Feats Alertness, Endurance, Power Attack, Weapon Focus (battleaxe)
Skills
Climb +10, Hide +9, Intimidate +6, Jump +4, Listen +11, Move Silently +9, Search +8, Spot +11, Survival +4
Possessions combat gear, chainmail, belt pouch, 45 sp, 22 gp.

Control Flame (Su) Twice per day, a tanarukk can cause any non- magical flame within a 10 ft radius to either diminish to coals or flare to the brightness of daylight and double its normal radius of illumination. This magical effect does not change the heat or fuel consumption of the fire. The ability lasts for 5 minutes.

Tactics: If the soldiers spot intruders, they will bellow at the top of their lungs, sounding the alarm. This will alert not only the occupants of the gatehouse, but almost certainly those in the Tower as well. The soldiers will then shoot at intruders with their bows until such intruders are out of sight. If intruders enter the gateway, they will remain at their post and attempt to shoot enemies leaving the gateway either into the courtyard or fleeing outside of the keep. Should they hear sounds of fighting in area 1D, they will attempt to knock on the trap door to get the guards in 1D to open the bar and let them in. Otherwise, they can climb down the ivy and attempt to enter the gateway from below to lend their weight to repel intruders.

2. Collapsed Barbican (EL 10)


This corner structure of the keep walls has been breached and collapsed, exposing the hollow shell of the chambers within. The structure is as high as the surrounding curtain walls, and comprised of two stories, each 15 ft tall. The lower level of each half of the sundered structure is overgrown with weeds amidst the collapsed stone.


The ancient attackers of the Tower used powerful spells to cleave through the barbican at this point, sundering it in twain. The barbican's two levels were accessed by a door to the lower level thatr led to the courtyard. In addition, a central spiral stairway lead to the upper level. These were both decimated in the collapse, and so the only way to reach the upper level is to climb or fly.

Creatures: Two swarms of hellwasps lair in the second level of the structure, one on each side. These vicious creatures are vicious wasps whose ancestors were normal insects eventually taken over by the taint of the corrupted forest. These swarms will attack any creature disturbing its territory, which basically includes anyone entering the breach. The denizens of the Tower know of the swarm and avoid the breach scurpulously. Nevertheless, they appreciate the hellwasps' presence, as it guards an entrance into the courtyard. In fact, the tanarukks take some pleasure in occasionally binding a captive and tossing it into the breach to be devoured by the wasps.

The wasps do occasionally go out on hunting trips, and unlike normal wasps, often do so at night. Assume there is a 25% chance at night that one of the swarms is gone from the Tower to hunt. In this case, allow a further 5% cumulative chance per hour that a swarm returns. By sunrise, both swarms will always be present.

The hellwasps are also fond of using the animated bodies of their victims to go out hunting, using the disguise to approach and take by surprise other victims of the same species, so even if a swarm goes out hunting, it is likely the PCs might only observe a single creature shambling off into the night.

Currently, one of the swarms has a body that it inhabits. This swarm dwells in the eastern half of the structure and inhabits the body of a dire bat. The DM should treat the dire bat swarm as a dire bat zombie until it is slain or turned, after which the swarm will erupt from its body (as a full round action) and then attack as a swarm.

HELLWASP SWARMS (2) CR 8
LE Diminutive magical beast (evil, swarm)
Init +10; Senses darkvision 60 ft; Listen +10, Spot +10


AC 20, touch 20, flat-footed 14
hp 93 (12 HD)
Resist fire 10
Fort +10, Ref +14, Will +7

Spd 5 ft (1 square), fly 40 ft (good) (8 squares)
Melee swarm (3D6 plus poison)
Space 10 ft; Reach 10 ft
Base Atk +12; Grp -

Abilities Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9
SQ distraction, hive mind, inhabit, magic attack
Feats Ability Focus (poison), Alertness, Improved Initiative, Iron Will, Toughness
Skills
Hide +19, Listen +10, Spot +10

Distraction (Ex) Any living creature that begins its turn with a hellwasp swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1 round.

Hive Mind (Ex) Any hellwasp swarm with at least 12 hp forms a hive mind, giving it an Inte of 6. When a hellwasp swarm is reduced below this hit point threshold, it becomes mindless.

Inhabit (Ex) A hellwasp swarm can enter the body of a helpless or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large (although four swarms working together can inhabit a Huge creature). The swarm can abandon the body at any time, although doing this takes 1 full round. Any attack against the host deals half damage to the hellwasp swarm as well, although the swarm’s resistances and immunities may negate some or all of this damage.

If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside. If a hellwasp swarm inhabits a living victim, it can neutralize the effects of its own poison and control the victim’s movement and actions as if using dominate monster on the victim. The hellwasps quickly consume a living victim, dealing 2D4 points of Constitution damage per hour they inhabit a body. A body reduced to Constitution 0 is dead.

A hellwasp-inhabited creature is relatively easy to spot, since its skin crawls with the forms of insects inside. The swarm is intelligent enough to attempt to hide beneath loose clothing or a large cloak to keep its presence from being detected. The swarm can attempt a Disguise check to conceal its inhabitation of a host, with a -4 penalty if currently inhabiting a Small host.

A remove disease or heal spell cast on an inhabited victim forces the hellwasp swarm to abandon its host.

Magic Attack (Ex) A hellwasp swarm’s attack is treated as an evil-aligned weapon and a magic weapon for the purpose of overcoming DR.

Poison (Ex) Injury, Fort DC 18, initial and secondary damage 1D6 Dex.

DIRE BAT ZOMBIE (HELLWASP INHABITED) CR n/a
NE Large undead
Init +5; Senses darkvision 60 ft; Listen +10, Spot +10

AC 22, touch 14, flat-footed 17
hp 55 (8 HD); DR 5/slashing
Fort +3, Ref +9, Will +7

Spd 20 ft (4 squares), fly 40 ft (clumsy) (8 squares)
Melee bite +7 (1D8+5)
Space 10 ft; Reach 10 ft
Base Atk +4; Grp +11

Abilities Str 19, Dex 20, Con -, Int -, Wis 10, Cha 1
SQ single actions only, undead traits
Feats Toughness

Single Actions Only (Ex) Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

Treasure: Hidden on the second story of the structure, buried under rubble, is a dagger of defiance. This blade requires a DC 25 Search check to locate, as there is a lot of rubble and debris up on the second story, along with a few husks of bugbears and various forest animals. The dagger is clean and unrusted, and bears golden threading on its pommel and has a crosspiece in the shape of swan wings. Elven runes on its blade proclaim its name as "Erengil", which is an ancient Elven word meaning "defiance".

3. Piers (EL 7)


At the edge of the lake, two rickety looking piers of wood stretch out some 30 ft into the water. The piers are supported by round wooden tree-trunk supports, but both the supports and the wooden planking shows signs of severe aging and rot. At several points, the remains of a sort of colonnade of raised wooden posts can be seen rising from the edge of the pier. Most of these have been smashed or hacked away, but the few remaining show signs of having been carved into various docorative shapes. No boats can be seen docked to the piers.


These piers were once beautiful works of art, painted ivory white and decorated with scenes of water fey, and they served the wondrous swan boats of the ancient elves of Blanthil who would travel the lake to visit the Bladesong Tower. Now the piers are ugly and rotted, and anyone putting weight on them will hear them creak and protest. Nevertheless, the piers are still sturdy enough to bear the weight of even a normal group of PCs. Only something size Huge or larger will collapse a pier.

The piers are not used by the fey'ri, who can simply fly over the lake when they need to.

Creatures: A fiendish giant constrictor snake makes its home coiled around the pillars of the two piers under the surface of the water. This beast will gain a +4 bonus to its Hide check to creatures trying to observe it from above the surface of the lake, due to its position under the water and amid the shadows of the pier. Likewise, the snake suffers a -4 penalty to its Spot check to see objects or creatures above the surface of the water while it rests below (and it doesn't have a particularly good view of the top of the piers anyways). However, sound carries well underwater, and anyone moving around on the piers will suffer a -5 penalty to their Move Silently check due to the creaking of the pier and the snake, if underwater, will gain a +2 bonus to its Listen checks to hear noise or movement on the pier. If it becomes aware of creatures in the piers, or even near the shoreline, it will seek to attack (with surprise if possible, sneaking up to the edge of the lake or beneath the planks of the pier and then attacking suddenly).

FIENDISH GIANT CONSTRICTOR CR 7
NE Huge magical beast (extraplanar)
Init +3; Senses darkvision 60 ft, scent; Listen +9, Spot +9


AC 15, touch 11, flat-footed 12
hp 63 (11 HD); DR 5/magic
Resist cold 10, fire 10; SR 16
Fort +8, Ref +0, Will +4

Spd 20 ft (4 squares), climb 20 ft (4 squares), swim 20 ft (4 squares)
Melee bite +13 (1D8+10)
Space 15 ft; Reach 10 ft
Base Atk +8; Grp +23
Atk Options improved grab, smite good 1/day (+11 damage)
Special Actions constrict 1D8+10

Abilities Str 25, Dex 17, Con 13, Int 3, Wis 12, Cha 2
Feats Alertness, Endurance, Skill Focus (hide), Toughness
Skills
Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16

Constrict (Ex) On a successful grapple check, a fiendish giant constrictor snake deals 1D8+10 points of damage.

Improved Grab (Ex) To use this ability, a fiendish giant constrictor snake 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 constrict.

Tactics: The snake will attempt to grab a prey in its coils and then dive under the water, in order to drown its catch and dine in peace. It will not, however, take its victim to the deeper parts of the lake, since it fears rival serpents will try to snatch its meal. Instead, it will dive down to the bottom of the lake beneath the piers (some 20 ft below).

Treasure: There are a few coins from tanarukk and bugbear meals that have passed through the snake, and these are buried in the silt below the piers. A total of 120 sp, 72 gp, and 3 amethysts worth 50 gp each can be found with a DC 30 Search check.

4. Southeast Barbican

The barbicans of the Tower represent corner strongpoints of the keep walls that contain chambers inside of them. They are designed to house soldiers, keep supplies close to the walls, and grant access to the walls.

The barbicans consist of a widened portion of the curtain wall at each corner. Beneath the roof of the barbican, which forms a part of the walls, are two stories, each 15 ft tall and each comprised of a single room that spans the length and breadth of the barbican. There are no arrow slits in the barbicans.

The ground floor of this barbican bears a set of iron double doors, each 5 ft wide, set into the corner of the barbican facing the courtyard, one door facing north and the other west.


Within the barbican's ground floor, all seems dusty and unused. Rubble and other detritus litters the floor, including the rusted remains of shards of chain mail and steel blades. Arrow heads can also be seen, some even embedded into the walls and floor. Whetever furnishings were once present in the room have been taken away or rotted away, but from the various metal brackets and small fixtures left behind, it is apparent this room was once furnished and occupied in ancient times.

In the center of the chamber, a narrow spiral of a stone staircase twists its way up to the upper level. Along the western wall, at its center, is a large hearth with a chimney set halfway into the wall that ascends to the upper level. The hearth is carved to appear like a large dog's face with its mouth open as if to let out a great bark.



The chamber has been unused for some time, and has been thoroughly looted of anything of value.

The dog depicted on the fireplace is a cooshee, or elven dog, and a DC 30 Knowledge (nature) will reveal this fact, though any elf will gain a +10 circumstance bonus to his check.

The spiral staircase leads to the upper level.


Within the barbican's upper floor, all seems dusty and unused. Rubble and other detritus litters the floor, including the rusted remains of shards of chain mail and steel blades. Arrow heads can also be seen, some even embedded into the walls and floor. Whetever furnishings were once present in the room have been taken away or rotted away, but from the various metal brackets and small fixtures left behind, it is apparent this room was once furnished and occupied in ancient times.

In the center of the chamber, a narrow spiral of a stone staircase twists its way down to the ground level and up to an iron trap door in the roof. Along the western wall, at its center, is a large hearth with a chimney set halfway into the wall that ascends to the upper level. The hearth is carved to appear like a large dog's face with its mouth open as if to let out a great bark.



The chamber has been unused for some time, and has been thoroughly looted of anything of value.

The dog depicted on the fireplace is a cooshee, or elven dog, and a DC 30 Knowledge (nature) will reveal this fact, though any elf will gain a +10 circumstance bonus to his check. The hearth's chimney leads up to vent out through a small grate in the roof, and connects with the hearth below on the ground level.

The iron trap door can be barred from this side, but is currently unlocked and the bar is missing.

Beyond the iron trap door is the roof of the barbican.


The top of the barbican is an open space that connects with the curtain walls of the keep. Along the western edge of the barbican, a small hole in the floor is covered with an iron grate.


The hole leads to the chimney from the hearths on the lower levels of the barbican. A close look at some of the rubble on the roof indicates that a siege engine of some sort may have once been stationed here.

5. Eastern Breach (EL 9)


The curtain wall here has been breached in two places, leaving a single monolith of curtain wall standing sentry between the two holes in the wall. Beyond the wall lies a courtyard.


Creatures:
Two large assassin vines dwell amid the ivy and creepers on the central monolith of the breach. They often feed on animals attempting to wander into the courtyard, and the fey'ri have not bothered to remove the vines, since they provide protection for their demesne. The tanarukks stay well away from this portion of the courtyard.

The vines grow over the north, east, and southeast face of the monolith, with one one the lower 15 ft of wall and the other on the upper 15 ft of the wall.

ADVANCED ASSASSIN VINES CR 7
N Huge plant
Init +0; Senses blindsight 30 ft, low-light vision


AC 17, touch 8, flat-footed 17
hp 152 (16 HD)
Immune electricity
Resist cold 10, fire 10
Fort +15, Ref +5, Will +6

Spd 5 ft (1 square)
Melee slam +19 (1D8+13)
Space 15 ft; Reach 15 ft (30 ft with vine)
Base Atk +12; Grp +25
Atk Options constrict 1D8+13, improved grab
Special Actions entangle

Abilities Str 28, Dex 10, Con 20, Int -, Wis 13, Cha 9
SQ camouflage, plant traits

Camouflage (Ex) Since an assassin vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.

Constrict (Ex) An assassin vine deals 1D6+13 points of damage with a successful grapple check.

Entangle (Su) An assassin vine can animate plants within 30 ft of itself as a free action (Ref DC 19 partial). The effect lasts until the vine dies or decides to end it (also a free action). The ability is otherwise similar to entangle (caster level 4).

Improved Grab (Ex) To use this ability, an assassin vine must hit with its slam 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 constrict.

6. Northeast Barbican

The barbicans of the Tower represent corner strongpoints of the keep walls that contain chambers inside of them. They are designed to house soldiers, keep supplies close to the walls, and grant access to the walls.

The barbicans consist of a widened portion of the curtain wall at each corner. Beneath the roof of the barbican, which forms a part of the walls, are two stories, each 15 ft tall and each comprised of a single room that spans the length and breadth of the barbican. There are no arrow slits in the barbicans.

The ground floor of this barbican bears a set of iron double doors, each 5 ft wide, set into the corner of the barbican facing the courtyard, one door facing south and the other west.


Within the barbican's ground floor, all seems dusty and unused. Rubble and other detritus litters the floor, including the rusted remains of shards of chain mail and steel blades. Arrow heads can also be seen, some even embedded into the walls and floor. Whetever furnishings were once present in the room have been taken away or rotted away, but from the various metal brackets and small fixtures left behind, it is apparent this room was once furnished and occupied in ancient times.

In the center of the chamber, a narrow spiral of a stone staircase twists its way up to the upper level. Along the southern wall, at its center, is a large hearth with a chimney set halfway into the wall that ascends to the upper level. The hearth is carved to appear like a large dog's face with its mouth open as if to let out a great bark.



The chamber has been unused for some time, and has been thoroughly looted of anything of value.

The dog depicted on the fireplace is a cooshee, or elven dog, and a DC 30 Knowledge (nature) will reveal this fact, though any elf will gain a +10 circumstance bonus to his check.

The spiral staircase leads to the upper level.


Within the barbican's upper floor, all seems dusty and unused. Rubble and other detritus litters the floor, including the rusted remains of shards of chain mail and steel blades. Arrow heads can also be seen, some even embedded into the walls and floor. Whetever furnishings were once present in the room have been taken away or rotted away, but from the various metal brackets and small fixtures left behind, it is apparent this room was once furnished and occupied in ancient times.

In the center of the chamber, a narrow spiral of a stone staircase twists its way down to the ground level and up to an iron trap door in the roof. Along the southern wall, at its center, is a large hearth with a chimney set halfway into the wall that ascends to the upper level. The hearth is carved to appear like a large dog's face with its mouth open as if to let out a great bark.



The chamber has been unused for some time, and has been thoroughly looted of anything of value.

The dog depicted on the fireplace is a cooshee, or elven dog, and a DC 30 Knowledge (nature) will reveal this fact, though any elf will gain a +10 circumstance bonus to his check. The hearth's chimney leads up to vent out through a small grate in the roof, and connects with the hearth below on the ground level.

Treasure: Buried in the old ashes and charcoal of the hearth is a wand of charm person (CL 1, 12 charges).

The iron trap door can be barred from this side, but is currently unlocked and the bar is missing.

Beyond the iron trap door is the roof of the barbican.


The top of the barbican is an open space that connects with the curtain walls of the keep. Along the southern edge of the barbican, a small hole in the floor is covered with an iron grate.


The hole leads to the chimney from the hearths on the lower levels of the barbican. A close look at some of the rubble on the roof indicates that a siege engine of some sort may have once been stationed here.

7. Courtyard (EL n/a)


Within the walls of the keep is a large courtyard that is filled knee high grass, small shrubs, and areas of bare dirt and mud. To the northeast, the courtyard begins to slope up as it passes the northeastern barbican and the thick northeast wall before ascending to the hills outside of the Tower.

Iron double doors are set into the corners of the intact barbicans that face the courtyard, and another set of iron double doors pierces the center of the building at the base of the tower proper.

Several trees grow in the courtyard, including a massive oak in the center of the place. This oaks upper leaves and branches are 40 ft tall, and the trunk is almost 8 ft in diameter. However, its leaves are a strange grey-brown colour.



A DC 10 Track check or Search check will reveal that there is regular foot traffic between the gatehouse and the tower through the courtyard. There is also lighter traffic around the rest of the courtyard except for the eastern wall and the southwestern wrecked barbican.

The massive oak tree is, on closer examination, entirely petrified. The wood is as hard as stone and the leaves, strangely, are also petrified, though they are brittle and can be smashed with one hand. Nailed to the trunk of the tree is a strange skeleton, humanoid in apperance but with bones that appear to be made of wood. The figure was apparently crucified on the tree, as its arms are nailed to the lower spreading branches. Written in Elven and Abyssal into the trunk of the tree below the figure are the following words:

So passes the glory of Blanthil and its whore Galasiria

Before the figure, under the shade of the tree, is a stone well. The shaft is 50 ft deep and muddy with rain water but otherwise empty.

A DC 25 Knowledge (nature) check will reveal that the wooden skeleton is that of a dryad. The wooden bones are very old and brittle to the touch, though some magic must have preserved it for it to have lasted so long exposed to the weather. There is no indication as to what pertified the great oak tree.

Creatures: The familiar of the fey'ri sorceress Yallistra-irix dwells here, a fiendish pseudodragon she raised from an egg. It is usually perched in one of the trees near the petrified oak, eating insects and occasionally tormenting the tanarukks in the gatehouse. If it sees intruders, it will observe them long enough to gain information, using its empathic link ability to alert its master to danger. If endangered or spotted, it will flee to the tower, likely flying in through one of the upper arrow slits.

FIENDISH PSEUDODRAGON FAMILIAR CR n/a
NE Tiny dragon (extraplanar)
Init +2; Senses blindsense 60 ft, darkvision 60 ft, low-light vision; Listen +9, Spot +9
Languages telepathy 60 ft (Common or Sylvan only)


AC 23, touch 14, flat-footed 21
hp 18 (10 HD)
Immune paralysis, sleep
Resist cold 5, fire 5; SR 19
Fort +4, Ref +5, Will +8; improved evasion

Spd 15 ft (3 squares), fly 60 ft (good) (12 squares)
Melee sting +7 (1D3-2 plus poison) and bite +2 (1)
Space 2.5 ft; Reach 0 ft
Base Atk +2; Grp -8
Atk Options smite good 1/day (+2 damage)

Abilities Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10
SQ familiar abilities (deliver touch spells, empathic link, share spells, speak with master)
Feats Alertness, Weapon Finesse
Skills Bluff +5, Diplomacy +2, Hide +20*, Listen +9, Search +6, Sense Motive +7, Spot +9, Survival +1 (+3 following tracks)

Blindsense (Ex) A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.

Poison (Ex) Injury, Fort DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1D3 hours.

* Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. In forests or overgrown areas, this bonus improves to +8.

Developments: Any fighting or other obvious activity in the courtyard is almost certain to attract the attention of some of the denizens in area 8. The bugbears in areas 8B and 8C keep a watch in the courtyard, as do the green guardian gargoyles in area 8T. In addition, anyone lurking close to the wall adjacent to area 8E may attract an attack from the ochre jelly hiding therein (refer to area 8E for details).

8. Tower


The Tower proper is a cylindrical structure 50 ft in diamater that rises a full 60 ft above the 30 ft tall walls. The top of the tower is battlemented, though many of the merlons have been smashed or are altogether missing, and is decorated with emerald carvings of humanoid creatures set just below the battlements. A steel pole rises from the center of the top of the tower, likely once bearing a pennon of some sort, but now starkly bare. The Tower bears carved bands of musical notes and crossed swords at varying intervals up its length, and several crossletted arrow slits pierce high up along the Tower.

The base of the tower is set into a building that faces the courtyard and rises up to the level of the curtain wall, extending the wall around the inside of the tower. A set of iron double doors is set into the center of the base building. These doors show evidence of battering and scoring in the past, but still bear an engraved sigil of an elf wielding a thin elven blade and set in a sort of dance-like pose.

Wisps of smoke seem to rise from the top of the tower.



The ground level of the tower is 30 ft tall, while the remaining three levels are 20 ft high.

A. Entryway

The double doors leading into this chmaber from the outside are barred shut with a stout iron bar (hardness 10, 60 hp, break DC 28). The fey'ri don't usually use these doors to enter or leave the place, instead flying up and down from the roof.


This entryway bears evidence of having once had a spectacular mosaic set into its floor. The only remnants are bits of flat, coloured stone, especially along the edges of the hallway, and the uneven grooves in the floor showing where the bulk of the stones were once placed. Iron sconces line the way, these in the shape of thin hands holding the pommel of a sword, and given the fact that the blunted swords of iron held in the hand show no way to ignite a flame, it is possible that magic was used at one time to light the iron swords.

At the far end of the hallway are a pair of iron double doors. These are engraved with a scene that flows across both doors showing a sword wielding elf dancing around a hail of arrows from a line of orc archers.

There are two iron doors flanking the hallway, and these are unadorned.



The double doors at the west end of the hallway are barred shut from area F by a stout iron bar (hardness 10, 60 hp, break DC 28).

B. North Guard Room (EL 7)


The long chamber bears a single arrow slit looking out over the courtyard. Within is a messy chamber that contains 2 fur pallets, several carcasses of animals, partially butchered, bones, and other refuse.


This room is now used by the fey'ri as a guard room for their dominated guards.

Creatures: Two bugbear scouts are here, taking turns keeping watch over the courtyard. Their needs are meagre and they are very dedicated to their task due to the continual dominate person spells that Yallistra-irix casts on these creatures to ensure their devotion. They are currently tasked with guarding the Tower from all intruders, and being not mindless, they are fairly adept at decided who is an intruder and who is not. If they spot intruders in the courtyard, they will yell the alarm and one will fire through the arrow slit while the other makes ready to attack into the hallway should area 8A be breached.

BUGBEAR SCOUTS (2) CR 5
Male bugbear Ranger 2/Rogue 1
CE Medium humanod (goblinoid)
Init +1; Senses darkvision 60 ft, scent, Track; Listen +8, Spot +9
Languages Goblin, Common

AC 18, touch 12, flat-footed 16
hp 38 (6 HD)
Fort +6, Ref +10, Will +1

Spd 30 ft (6 squares)
Melee morningstar +7 (1D8+2)
Ranged composite longbow +6 (1D8+2) or
Ranged composite longbow +4/+4 (1D8+2)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +6
Atk Options sneak attack +1D6
Combat Gear morningstar, composite longbow (+2 Str bonus), arrows (20)

Abilities Str 15, Dex 14, Con 14, Int 10, Wis 10, Cha 9
SQ combat style (archery), favoured enemy (humanoid [orc] +2), trapfinding, wild empathy +1
Feats Alertness, Combat Reflexes, Rapid Shot, Track, Weapon Focus (morningstar)
Skills Climb +7, Hide +4, Jump +3, Listen +8, Move Silently +6, Spot +9, Survival +5, Swim +3
Possessions leather armour, light wooden shield

Developments: Should the dominate person spells be negated, the bugbears will hold nothing but hatred for the fey'ri, and will offer to join the PCs in exacting their revenge. They have never been to the upper portions of the Tower, but know there are stairs going up in area 8F. They also know that they were made to serve a fey'ri sorceress and her warrior mate and that they seemed to have a pale-skinned elf as a favoured lackey. They will also mention the pseudodragon familiar. If asked about the pseudonatural green dragon, they will say that once in their year of domination, they saw a strange looking green dragon ridden into the courtyard by the male fey'ri. The male spoke to the female a bit, and she handed the male a strange blue wand, and then the dragon and male left for a time, with only the male returning.

C. South Guard Room (EL 7)


The long chamber bears two arrow slits looking out over the courtyard, one to the east and the other to the south. Within is a messy chamber that contains 2 fur pallets, several carcasses of animals, partially butchered, bones, and other refuse.


This room is now used by the fey'ri as a guard room for their dominated guards.

Creatures: Two bugbear scouts are here, taking turns keeping watch over the courtyard. Their needs are meagre and they are very dedicated to their task due to the continual dominate person spells that Yallistra-irix casts on these creatures to ensure their devotion. They are currently tasked with guarding the Tower from all intruders, and being not mindless, they are fairly adept at decided who is an intruder and who is not. If they spot intruders in the courtyard, they will yell the alarm and one will fire through the arrow slits while the other makes ready to attack into the hallway should area 8A be breached.

BUGBEAR SCOUTS (2) CR 5
Male bugbear Ranger 2/Rogue 1
CE Medium humanod (goblinoid)
Init +1; Senses darkvision 60 ft, scent, Track; Listen +8, Spot +9
Languages Goblin, Common

AC 18, touch 12, flat-footed 16
hp 38 (6 HD)
Fort +6, Ref +10, Will +1

Spd 30 ft (6 squares)
Melee morningstar +7 (1D8+2)
Ranged composite longbow +6 (1D8+2) or
Ranged composite longbow +4/+4 (1D8+2)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +6
Atk Options sneak attack +1D6
Combat Gear morningstar, composite longbow (+2 Str bonus), arrows (20)

Abilities Str 15, Dex 14, Con 14, Int 10, Wis 10, Cha 9
SQ combat style (archery), favoured enemy (humanoid [orc] +2), trapfinding, wild empathy +1
Feats Alertness, Combat Reflexes, Rapid Shot, Track, Weapon Focus (morningstar)
Skills Climb +7, Hide +4, Jump +3, Listen +8, Move Silently +6, Spot +9, Survival +5, Swim +3
Possessions leather armour, light wooden shield

Developments: Should the dominate person spells be negated, the bugbears will hold nothing but hatred for the fey'ri, and will offer to join the PCs in exacting their revenge. They have never been to the upper portions of the Tower, but know there are stairs going up in area 8F. They also know that they were made to serve a fey'ri sorceress and her warrior mate and that they seemed to have a pale-skinned elf as a favoured lackey. They will also mention the pseudodragon familiar. If asked about the pseudonatural green dragon, they will say that once in their year of domination, they saw a strange looking green dragon ridden into the courtyard by the male fey'ri. The male spoke to the female a bit, and she handed the male a strange blue wand, and then the dragon and male left for a time, with only the male returning.

D. North Vestibule


This small chamber contains many rusted iron brackets along the walls, some obviously once holding shelves, and others possibly holding hanging items or even clothing. The chamber is otherwise empty and fairly dusty.


This was once a vestibule for area 8F, but has fallen into disuse.

D. South Vestibule (CR 8)


This small chamber contains many rusted iron brackets along the walls, some obviously once holding shelves, and others possibly holding hanging items or even clothing. The chamber is otherwise empty.


This was once a vestibule for area 8F, but has fallen into disuse. However, unlike area 8D, there is almost no dust in the chamber, a clue as to the occupant (see below).

Creatures: A large ochre jelly has made its way into this room through a 1" wide crack that runs up the middle portion of the south wall and then reaches the ceiling and continues halfway across the ceiling towards the door to the north. The jelly usually rests inside the crack, covering its entire length so that no light filters into or out of the room. It will require a DC 10 Spot check to notice the crack, and a further DC 25 Spot check or DC 10 Search check to spot the ochre jelly lurking within the crack. Otherwise, the creature will emerge once a victim has entered the middle of the chamber and immediately block the door and attempt to attack and grab and eventually consume its victim.

ADVANCED OCHRE JELLY CR 8
Huge ooze
Init -4; Senses blindsight 60 ft


AC 7, touch 7, flat-footed 7
hp 167 (18 HD)
Immune electricity, slashing weapons, piercing weapons (see split)
Fort +14, Ref +2, Will +2

Spd 10 ft (2 squares), climb 10 ft (2 squares)
Melee slam +18 (2D6+8 plus 1D6 acid)
Space 15 ft; Reach 10 ft
Base Atk +13; Grp +28
Atk Options improved grab
Special Actions constrict 2D6+8 plus 1D6 acid

Abilities Str 24, Dex 2, Con 26, Int -, Wis 2, Cha 1
SQ ooze traits, split
Skills Climb +15

Acid (Ex) An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.

Constrict (Ex) An ochre jelly deals automatic slam and acid damage with a successful grapple check.

Improved Grab (Ex) To use this ability, an ochre jelly must hit with its slam 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 constrict.

Split (Ex) Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original’s current hit points (round down). A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 it points.

Tactics: This ooze has is more clever than the average ooze. This is not to say that it is sentient, but rather it's long life has honed its base instincts so that its Wis score has increased to 2. As such, the ooze has developed an affinity for attacking from hiding, and this means it will not pursue prey outside of its hiding place unless it can catch up to it. Should its prey distance itself from the ooze, it will slink back to its crack.

Developments: The inhabitants of the Tower do not yet even know of the existance of the ooze, which has taken up residence for only a few weeks. It has left its crack to hunt at night, going outside the crack and into the courtyard and then climbing over the walls. So far, none of the guards has noticed it. The ooze cannot get inside the Tower through the door to this room, as there is not enough room to squeeze under the doorway, and it hasn't come across one of the arrow slits yet, as it tends to head directly to the walls when it emerges to hunt, which is only once every few days.

The ooze is prone to attack anyone in the courtyard that comes within 5 ft of the crack.

F. Abandoned Chapel


This large chamber contains a stone spiral staircase in its center that rises up into the ceiling. The staircase is open-walled, revolving around a central stone post.

Beyond the staircase is a curved wall that once must have contained an amazingly beautiful frescoe, evidenced by the small patched of sky blue and fluffy white clouds showing on remnants high up on the walls, near the ceiling. The rest of the decimated artwork shows small strips of colours still clinging to the walls, but little else.

Iron sconces line the rear wall, these in the shape of thin hands holding the pommel of a sword, and given the fact that the blunted swords of iron held in the hand show no way to ignite a flame, it is possible that magic was used at one time to light the iron swords.

The ceiling is comprised of a great many small pockmarks, as if some giant continually stuck its spear into the ceiling, and bands of deep velvet paint still cling to parts of the ceiling.

Metal remnants of what may have been brackets for benches or pews stand in the area west of the staircase, following the curve of the wall.

Several large furs have been thrown onto the floor here.



This place was once a chapel of the Bladesong Tower, dedicated to Galasiria and Aghorrit. The ceiling once bore the visage of a deep black sky, with glowing gems providing the illusion of a starry night, but these are all long since looted. The furs are simply throw rugs placed here by the fey'ri to ward off the cold stone floor, as they like to go barefoot.

G. Central Chamber


An open spiral staircase pierces the center of this chamber, descending to the level below and rising to the level above. Iron torch sconces hang from the walls, rusty and empty. Four iron doors are set into the walls of the chamber, one to each.


This room is otherwise empty.

H. Smithy


This chamber is a smithy, as evidenced by a hearth and forge set against the north wall. The hearth rises to a stone chimney and ascends through the ceiling.

Set before the hearth is an anvil, a trough of water, and an iron rack holding various smithing tools, including hammers, tongs, spoons and the like. A stack of molds sits nearby.

In the center of the chamber is a wooden table and several chairs. On the table are a variety of woodcrafting tools and implements, and what looks like a dozen unfinished arrows. A stack of steel, cold iron, and silver arrowheads rests on the table in an opened leather pouch. Fletching feathers, thread, and several jars are also present.

Several oil lamps hang from chains descending from the ceiling.



This smithy shows signs of recent use, as the hearth is covered in soot but free of dust. The coals within are currently cold, however.

The table bears recent wood shaving to suggest that it was in use by a bowyer within the last day or two at the most. There are a total of 24 steel arrowheads and a dozen each of the cold iron and silver arrowheads in the pouch. The jars hold various types of fletching glue.

The dominated ranger Enmistil uses the fletching equipment to craft arrows for himself and the fey'ri and their minions. The forge is used to repair weapons and armour, but as there is no one at the Tower who currently has smithing skills, the forge is only rarely used to repair or touch up items (using Craft skills untrained).

I. Kitchen


This room is obviously a kitchen, from the brick over set against the south wall that vents into a stone chimney that rises into the ceiling, to the stone counters accoutered with plates, mugs, knives, spits, platters, and other cooking utensils.

Against the east wall are a variety of crates and sacks, and hanging from iron hooks in the wall are the partially butchered carcasses of several forest deer, as well as a female elf. Nearby are several barrels, all closed.

Along the west wall are wooden cabinets and shelves stacked with dishes, plates, mugs, chalices, goblets, and utensils of a mixed variety, inclduing some that are very plain and others that are quite fancy. Many show the look and decorations of elven design. Several bottles of what looks to be wine are also set on these shelves.



A close look at the kitchen will show very recent use.

The crates and sacks hold foodstuffs, including dried fruit from exotic locales, nuts, cheeses, etc. The sacks hold rice from Morakki lands, grain, and the like.

The barrels hold water, ale, and beer while the bottles on the shelves are various vintages of wine, some of elven make.

The fey'ri do not like to cook for themselves, but enjoy exotic delicacies, and are taking advantage of Enmistil to have him prepare meals for them, since the ranger has a much better cooking ability than do the bugbears or tanarukks.

Developments: The female elf has been dead for a day or two now, and if brought back to life or questioned via speak with dead, she will inform the PCs that her name is Quathila and that she was part of a patrol that was scouting the region to the east of here, possibly a hundred or more miles to the east. She and her group were beset upon by bugbears and captured, and she knew little thereafter, nor how she arrived at this Tower. She is a high elf Fighter level 2.

J. Dining Chamber


This curved chamber has three crossletted arrowslits along the western wall that look out over the lake. Tapestries adorns the rest of the walls, a mish mash of plain velvet hangings intermixed with beautiful renderings of sylvan woodlands. A few are scenes of hellish landscapes, showing fiends marching in great armies past lava-strewn ridges.

A massive wooden dining table dominates the center of the room, it carved with ornate legs and sides. Over a dozen wooden chairs attend the table, of a variety of makes and designs, and with two large, high-backed chairs set at each and of the table. Two place settings of fancy porcelein and semi-precious utensils are set at each end.



Except for the tapestries and furnishings, the room is empty.

K. Library


This curved chamber's eastern wall is covered from floor to ceiling with stone book shelves. The shelves show evidence of old dents and chips and even scorch marks, and over half of the shelves are empty, but the remainder hold a variety of ancient-looking tomes, scrolls, and tablets.

In the center of the room is a small wooden table and several chairs, while a plush divan rests to either side of the doorway.



This room serves as a library for the fey'ri. As it appears, most of the tomes and scrolls are quite ancient, though these are also less worn than expected due to lingering preservative magic. Those treatises that bore no such dweomers are long crumbled to dust. Many of the scrolls are held in wooden or metal scroll tubes, most with wax seals that have been broken.

Overall, there are more than 1000 works shelved here, in no discernable order. Almost all of them are written in Elven, though a few are in various ancient human languages. The total value of the collection would be at least 10000 gp assuming the works could be transported and then buyers located. Even with the preservative magic, the books are exceedingly fragile for the most part and will not travel well at all unless by means such as teleport. The collection deals with a variety of subjects, focusing on arcane matters, spellcasting, some limited research on dragons, even more limited treatises on pseudonatural manifestations, and a large valume of books dealing with ancient Blanthil and elven history. There is enough specific information on bladesinging and even several excellent bladesinging training manuals that a person could self-train to become a bladesinger should he spend a long time studying the manuals and practicing (of course, all of the other requirements for the prestige class must be met). In fact, this is how Barathyil-irix became a bladesinger. A DM should allow any PC trying to make a Knowledge check a +2 to +4 circumstance bonus on the check if the inquiriy pertains to the subjects covered by this library and the PC spends adequate time poring through the tomes and studying passages within.

None of the books or scrolls here are magical.

L. Central Chamber


An open spiral staircase pierces the center of this chamber, descending to the level below and rising to the level above. Iron torch sconces hang from the walls, rusty and empty. Four iron doors are set into the walls of the wings to the west and east of the chamber, two to each wing.

Along the north wall of the chamber is set a simple sleeping pallet and bedroll. Hung over the pallet is the flayed skin of a white wolf, nailed into the wall with iron spikes.



The sleeping pallet is made of thistledown, a weave of elven manufacture, as a DC 10 Knowledge (local) check or as any elf would know. The fur is of Enmistil's animal companion, who was slain by the ranger at the command of Yallistra-irix.

Creatures: The dominated elf ranger Enmistil sleeps here, and can often be found here doing nothing but staring at the spiral staircase awaiting commands from his mistress. The ranger does leave the area, both to cook and to craft arrows on the level below and to sometimes head outside to hunt for food or to fetch water. He can also sometimes be found in area 8Q in bed with Yallistra-irix. Enmistil is under the effect of a dominate person spell cast upon him by Yallistra-irix. DMs should decide where the ranger is at any given moment that it might matter.

Yallistra renews her spell every week or so, commanding Enmistil to chain himself up in area 8N and then casting a new dominate person spell over and over until it works. She has been able to ensnare the ranger in this fashion, despite his elven heritage, for over 3 years now.

ENMISTIL CR 7
Male wood elf Ranger 4/Fighter 1/Deepwood Sniper 2
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Listen +7, Spot +11
Languages Elven, Common, Orc

AC 17, touch 13, flat-footed 14
hp 43 (7 HD)
Immune sleep
Fort +7, Ref +10, Will +3; +2 bonus on Will saves vs enchantments

Spd 30 ft (6 squares), fly 40 ft (poor) (8 squares)
Melee mwk longsword +10/+5 (1D8+2) or
Melee +1 elvencraft composite longbow +9/+4 (1D6+3)
Ranged +1 elvencraft composite longbow +11/+6 (1D8+3/19 x4)
Space 5 ft; Reach 5 ft
Base Atk +7; Grp +9
Atk Options concealment reduction -10%, Far Shot, favoured enemy (orc +2), Point Blank Shot, range increment bonus +20 ft, Rapid Shot
Combat Gear
masterwork longsword, +1 elvencraft composite longbow (+2 Str), arrows (20), cold iron arrows (6), silver arrows (6), serpentstongue arrows (2), swiftwing arrows (6)
Ranger Spells Prepared (CL 2, melee touch +9, ranged touch +10):
1st - entangle (DC 13)
Spell-Like Abilities (CL 2):
1/day - magic weapon (projectile weapons only)

Abilities Str 14, Dex 16, Con 12, Int 14, Wis 14, Cha 15
SQ combat style (archery), search for secret or concealed doors within 5 ft, wild empathy +7
Feats Endurance, Far Shot, Point Blank Shot, Rapid Shot, Track, Weapon Focus (longbow)
Skills Balance +5, Climb +6, Craft (bowmaking) +7, Handle Animal +7, Heal +7, Hide +15, Jump +7, Knowledge (nature) +9, Listen +7, Move Silently +7, Ride +5, Search +7, Sense Motive +7, Spot +11, Survival +9 (+11 in aboveground natural environments, +13 to follow tracks), Swim +6, Use Rope +4
Possessions combat gear, cloak of elvenkind, mithril chain shirt, forestwarden shroud, spell component pouch.

Tactics: Enmistil is commanded to raise an alarm and slay all intruders. He is also commanded to resist any spells cast on him by strangers, even if not harmful. This means he will resist any attempt to cast a spell like protection from evil. If intruders arrive, Enmistil will react to the best of his ability to slay or capture them. If they are in the Tower proper, he will yell to raise the alarm and then attempt to snipe at the PCs with his bow. If the alarm is raised before the PCs enter the Tower, Enmistil will head to the roof and snipe at the PCs from any position he is able. He will use his rather developed Hide skill to shoot once at PCs and then return into hiding for as long as he can, but once he is spotted he will begin to shoot twice per round. The elf will only enter melee combat as a last resort, for though he is no slouch with a blade, he knows his strength is with his bow.

Enmistil's domination is such that he will not be entitled to a new save simply because he is commanded to attack the PCs. After all, he doesn't know the PCs at all. However, if there is an elf in the group he is attacking, then the ranger will be entitled to a new save with a +2 bonus. In addition, if the PCs manage to mention Hagistre and their friendship or service to the mage and make a DC 25 Diplomacy check or a DC 35 Bluff check, they can also cause the elf to a new save with a +2 bonus. However, keep in mind that rushed Diplomacy checks suffer a -10 penalty on the check (effectively raising the DC to 35).

Developments: Should the dominate person spell be negated, Enmistil will be enraged at the fey'ri; not only because of their nature and history, but on a more personal level because Yallistra-irix debauched herself upon his person many times. He will be all the more glad to find out that Hagistre sent the PCs, though if his assumption that the PCs are a rescue party are gainsayed, he will be a bit disappointed before writing it off to Hagistre's distracted nature. In any event, he will offer his services to the PCs to help them slay the fey'ri and finish their quest. He knows a lot about the fey'ri, and knows there is a dragon that they keep inside a cave across the Lake of Dreams. The ranger knows about the blue wands in area 8S and that they are used to acess the dragon's lair. He also knows the layout of this Tower and the keep, as well as all of its residents except for the ochre jelly in area 8D.

M. Yallistra's Antechamber


This chamber is lavishly appointed with garish tapestries hanging from ornate rods, plush carpets with baroque designs embroidered upon them, and several settees with diaphonous hangings grazing the floor. A couple of low wooden tables complete the decor.


This is the living room of Yallistra-irix, where she can relax and engage in reading, meditation, or study.

An examination of the room will turn up several small rectangular holes cut into the walls above the tapestries and just below the ceiling. These are flues that vent in heat from the hearth in area 8Q.

The furnishings, while impressive in their flair and gaudiness, are not particularly valuable.

N. Yallistra's Playroom


This room looks to be half torture chamber and half dalliance chamber. Several manacles for wrists and ankles line the walls at various places, some attached directly to the wall and others with a lead of iron chain to allow some mobility. A wooden rack holds several leather whips and thongs, including a cat-o'-nine-tails and several whips with cruel looking barbs or hooks. Various accoutrements of leather and metal lie on several racks, clearly designed to restrain victims while someone has his or her way with them.

In the center of the chamber is a large copper tub, with a space in the raised platform on which it sits to place hot coals to warm up bathwater. A nearby stand holds various perfumes, soaps, and unguents, and a yoke and two large buckets leans against the wall. Surrounding the tub is a circle of large cushions and pillows of various loud colours.



This chamber is where Yallistra enacts her sexual games upon dominated victims. These range from tanarukks and bugbears, to her current slave Enmistil. This is also where Ensmitil is imprisoned as the dominate person spell cast upon him expires, so that Yallistra's control over him can be renewed.

An examination of the room will turn up several small rectangular holes cut into the walls just below the ceiling. These are flues that vent in heat from the hearth in area 8Q.

O. Barathyil's Antehchamber


This chamber is rather spartan, containing a plain wooden table and chairs, and a single large tapestry set along the curved wall to the southwest.

The tapestry is of deep maroon, and embroidered with a scene of black elves entering a breach in a massive castle. In the air above the black elves, winged elves cast great spells of destruction down upon the structure. With these flying elves is a green dragon that belches a cone of green roiling vapours that seem to melt the very walls of the castle.

Set in the northeast corner of the chamber is a large floor harp some 5 ft tall and carved out of what looks to be ivory or bone. The strings are golden in colour, and appear braided in some fashion.



The tapestry shows the assault on the Elf Queen's palace in ancient times, by the fey'ri, the drow, and the pseudonatural dragon.

The harp is fashioned from the bones of elven bladesingers, and the strings are made of the braided hair of elven maidens, all preserved through horrific fey'ri rituals. Despite its malign construction, the harp is a masterwork instrument and can be made to produce beautiful tunes, especially dirges and mournful elegies. To the right parties, it could easily sell for 5000 gp, though it weighs at least 300 lbs and is fairly fragile.

An examination of the room will turn up several small rectangular holes cut into the walls just below the ceiling. These are flues that vent in heat from the hearth in area 8R.

P. Barathyil's Training Room


The walls of this room are checkered with vellum rolls spiked into the walls that show various battle stances and combat techniques. The room itself bears a large matting of furs, and several training dummies stand upon these, including several wooden dummies and at least two iron dummies that can swivel and hold weapons.

Along the wall are several weapon racks, holding various blunted sparring swords, as well as flails, axes, and other fairly exotic weapons.



This chamber is where Barathyil hones his combat techniques. Many of the weapons on the racks have screw-like handles that can be used to attach them to the swiveling dummies in order to provide a more lethal practice session. None of the weapons are particularly serviceable in combat, and someone wielding one would suffer a -1 penalty to attack rolls with them. The weapons are also somewhat battered, and have 75% of their normal hit points.

An examination of the room will turn up several small rectangular holes cut into the walls just below the ceiling. These are flues that vent in heat from the hearth in area 8R.

Q. Yallistra's Bedroom


This room is lavishly appointed, with decorative and plush rugs on the floor and black tapestries bearing silver and gold embroidery hanging from the walls. Along the north wall is a great, wide hearth in the shape of trees whose tops bend in towards each other. A chimney from the hearth ascends into the ceiling.

Set before the hearth is an ornate canopied bed of rich satin and luxurious furs. The veils that hang from the top of the canopy are silver and bear a web-like pattern decorated with several vague spider-like shapes. An open wooden wardrobe holds a large variety of clothing, including robes, cloaks, and other colourful items.



The fireplace contains smoldering coals and embers, and shows signs of frequent recent usage. The fireplace continues the chimney from the level below and vents to the level above.

Under the bed is a chamber pot and a waste bucket.

The clothing in the wardrobe is all nonmagical, and ranges from practical traveller's outfits to rich vestments. All are clearly designed for a female, and all have slits or provisions in their back to accommodate wings.

Treasure: Also under the bed is an invisible chest. The invisibility was made permanent by a permanency spell. Assume that it would take a DC 20 Search check of the area under the bed to find it. The chest is made of iron and is locked (Open Locks DC 35), with the key on Yallistra-irix. It is also warded by a fire trap spell that has been attuned by the caster to Yallistra-irix. The spell has also been the subject of the Energy Substitution (cold) feat.

Fire Trap: CR 6; spell; spell trigger; no reset; spell effect (fire trap [Energy Substitution (cold)], 12th level wizard; 1D4+12 cold damage; DC 18 Ref save half damage); Search DC 29; Disable Device DC 29.

Within the chest are 3000 sp, 1400 gp, 150 pp, and assorted gems worth 1500 gp.

R. Barathyil's Bedroom


This room is decorated with the mounted and stuffed heads of various dangerous creatures of the forest, including several scowling bugbears, grimacing orcs, and what looks to be a diseased dire boar. Interspersed with these are various trophies, including rent chain shirts, cloven metal shield, and dented swords, including a sheathed elven courtblade.

A rather plain, large wooden bed rests in the center of the chamber, before a large, plain wide hearth set against the south wall. The hearth's embers are banked, and glow within, evidencing recent use.

A weapon rack and armour stand are here, both empty, and a large open chest seems to hold folded clothing. A small table and chairs near the bed hold a bottle of wine, a plain goblet, and a tome.



The tome on the table is a treatise on some advanced bladesinging techniques, written in Elven.

The fireplace contains smoldering coals and embers, and shows signs of frequent recent usage. The fireplace continues the chimney from the level below and vents to the level above.

Under the bed is a chamber pot and waste bucket.

Treasure: The elven courtblade is a masterwork weapon, with runes etched in it that proclaim the name of its master ("Gharinthil").

The hearth has a loose stone beneath the banked embers (DC 30 Search check). Beneath the stone, which can be pulled up using the fireplace poker, is a small iron chest. The chest is locked (Open Locks DC 30) and holds 600 sp, 400 gp, and 100 pp.

S. Fey'ri Chamber


This chamber takes up the entire level of the Tower, and is pierced by eight crossletted arrow slits. A stone spiral staircase winds down to the level below and up to a wooden trapdoor in the ceiling that is barred by a stout iron bar.

Within the chamber the southern half is given over to various magical diagrams inlaid into the stone floor and filled with a strange flowing metal reminiscent of quicksilver. Along the south wall is a long, low table that serves as a workbench and holds various arcane experimental apparatus; not quite an alchemical library, but enough to allow magical experimentation. A few tomes and scrolls lie on the table, along with various equipment and jars of strange materials.

In the northern half of the chamber, four large wands of a translucent blue material rest each in a stone pedestal carved to resemble a dragon with its mouth upraised as if breathing into the air. The wands rest in the dragons' mouths.

To the west, a long table stands with several functional wooden chairs. Set upon the table are several oilcloth folios.

To the east is a stone fount some 5 ft in diamater and 4 ft tall and decorated with nixies cavorting beneath waterfalls.

A hearth stands to the north and the south, both small and functional and with chimneys rising to the ceiling. The southern hearth actually stands at the top of the workbench, providing heat and flame for whatever experiments might be undertaken there.



The tomes and scrolls on the work table are mundane arcane treatises. The laboratory is enough to provide a +2 circumstance bonus to any Knowledge (arcana) check that might be benefited by experimentation, and counts as a laboratory for conducting a Craft (alchemy) check.

The stone fount is empty, though it once was used for various magical purposes.

The oilcloth folios hold maps of the region, including a map that shows the nearby region in Elven, including the Ruins of Othsilios and the dragon's cave (which is labelled "Kannoxinidril's Cave").

The four wands are the wards that imprison the dragon Kannoxinidril. Each radiates strong abjuration magic, and a DC 35 Knowledge (arcana) check will reveal that the wands are designed to operate in pairs. They can be easily pulled out of the stone dragons' mouths. The wands are the keys to the wards that keep the pseudonatural dragon in its lair and also provide some immunity to it's breath weapon and attacks. Refer to Part Four for more details.

The hearths both continue the chimneys from the level below and vent to the level above.

The wooden trapdoor in the ceiling at the top of the stairs is locked with a stout iron bar on this side (hardness 5, 20 hp, break DC 25).

T. Roof


The roof of the Tower is crenellated, and bears a wooden trapdoor in its center. Small grated vents to the north the south emit wisps of smoke.


The vents serve the two chimneys from the various hearths in the Tower.

Creatures: Six green guardian gargoyles sit statue-still perched just below the battlements outside the Tower roof. They hang between the merlons with two clawed hands reaching up behind the to grasp the lip of the roof battlements. These gargoyles will attack any intruders in the courtyard or on the roof as well as obey the commands of the fey'ri. They know Enmistil is dominated by the fey'ri and will not attack him unless attacked by him.

GREEN GUARDIAN GARGOYLES (6) CR 4
CE Medium magical beast (earth)
Init +2; Senses darkvision 60 ft, low-light vision; Listen +4, Spot +4
Languages Terran, Elven


AC 16, touch 12, flat-footed 14
hp 41 (4 HD); DR 10/magic
Fort +8, Ref +6, Will +1

Spd 40 ft (8 squares), fly 60 ft (average) (12 squares)
Melee 2 claws +7 (1D4+3) and bite +5 (1D6+1) and gore +5 (1D6+1)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +7
Atk Options hold

Abilities Str 17, Dex 14, Con 18, Int 6, Wis 11, Cha 7
SQ freeze, reanimation
Feats Multiattack, Toughness
Skills Hide +7*, Listen +4, Spot +4

Freeze (Ex) A green guardian can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.

Hold (Su) If a green guardian hits an opponent with both claw attacks, that opponent must succed on a DC 16 Fort save or be held for 4 rounds as if by the hold person spell (CL 6). Unlike the hold person spell, a held creature does not receive a new save each round to break the effects.

Reanimation (Su) A green guardian reanimates in 1D8+2 days at full strength unless its eye gems are removed and crushed. The eyes cannot be removed or crushed until disenchanted, which requires a remove curse and a dispel magic, the latter overcoming a caster level of 6.

The Fey'ri:

The two fey'ri are cunning combatants, though a bit arrogant. They will normally be found in their Tower, specificially in their bedrooms, living quarters, or their common chamber. They also take two meals (lunch and dinner) in the dining room.

Yallistra-irix always has a false life cast on herself except while in reverie. This spell lasts 10 hours, and so she will have the spell active from dawn to midnight. She casts the first at dawn and then renews the spell at 2PM.

In combat, the fey'ri are unlikely to surrender, instead willing to fight to the death, especially when elves oppose them. However, should the PCs prove particularly durable and dangerous, and should the PCs make their aims known (i.e. a vial or two of pseudonatural dragon blood), they might be willing to simply trade the blood for an appropriate payment in gold, gems, or magic items. What is a suitable price is up to the DM and the judgement of the fey'ri. In this case, the fey'ri will only consent to give blood from the dragon (i.e. not its eyes as well). They will likely accompany the PCs to the dragon's lair, use the wands to undo the wards, and then convince the dragon to allow them some drops of its blood.

If they do fight, they will generally rely on spells and ranged attacks, using their flight to stay out of melee combat with powerful warriors. Yallistra specifically enjoys dominating foes, though she is not shy about slinging fireballs or cold versions of the same. She will reserve at least some 3rd level spell slots for her energy aegis spell, which she can use defensively as an immediate action. She will cast blur on herself and in Barathyil.

Barathyil will use his enfeebling longsword, relying on his AC to protect him, but even he prefers to pepper victims with bow fire until closing is advantageous or necessary.

YALLISTRA-IRIX CR 11
Female fey'ri Sorcerer 10
CE Medium outsider (elf, native)
Init +2; Senses darkvision 60 ft, low-light vision; Listen +3, Spot +3
Languages Abyssal, Common, Draconic, Elven, Sylvan

AC 16, touch 12, flat-footed 14
hp 37 (10 HD)
Immune sleep
Fort +3, Ref +5, Will +7; +2 bonus on Will saves vs enchantments

Spd 30 ft (6 squares), fly 40 ft (poor) (8 squares)
Melee +1 longsword +6 (1D8+1)
Ranged mwk longbow +8 (1D8)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +5
Combat Gear
masterwork longbow, +1 longsword, arrows (20), cold iron arrows (12), silver arrows (12), wand of blur (CL 3, 41 charges), potion of cure moderate wounds (CL 3), potion of barkskin +2 (CL 3), potion of protection from arrows (CL 3)
Sorcerer Spells Known (CL 10, melee touch +5, ranged touch +7):
5th (4/day) - dominate person (DC 20)
4th (6/day) - confusion (DC 19), orb of force
3rd (7/day) - dispel magic, energy aegis, fireball (DC 19)
2nd (7/day) - false life, invisibility, mirror image, scorching ray
1st (8/day) - charm person (DC 16), lesser orb of acid, magic missile, protection from good, shield
0 (7/day) - acid splash, animate animal, detect magic, hear me!, mage hand, read magic, resistance, sonic snap (DC 15), touch of fatigue (DC 15)
Spell-Like Abilities (CL 10):
1/day - detect thoughts (DC 17), dimension door, suggestion (DC 18)

Abilities Str 10, Dex 14, Con 10, Int 14, Wis 11, Cha 20
SQ change shape
Feats Energy Substitution (cold), Improved Familiar, Sculpt Spell, Silent Spell
Skills Bluff +12, Concentration +13, Diplomacy +7, Hide +4, Knowledge (arcana) +15, Knowledge (planes) +8, Listen +2, Search +4, Sense Motive +2, Spellcraft +15, Spot +2
Possessions combat gear, bracers of armour +4, cloak of charisma +2, masterwork potion belt, spell component pouch, gold diadem inset with mother of pearl in the shape of a pseudonatural dragon worth 450 gp, silver and emerald ring worth 500 gp, keys to the manacles in area 8N and the chest in 8Q.

Change Shape (Su) Like her succubus and incubus ancestors, Yallistra-irix can change her shape at will, though she is limited to humanoid forms of approximately her own height and weight.

BARATHYIL-IRIX CR 11
Male fey'ri Fighter 4/Sorcerer 2/Bladesinger 5
CE Medium outsider (elf, native)
Init +3; Senses darkvision 60 ft, low-light vision; Listen +5, Spot +8
Languages Abyssal, Common, Draconic, Elven, Infernal, Orc


AC 19, touch 13, flat-footed 16; bladesong style (+3 dodge bonus to AC)
hp 65 (10 HD); DR 10/magic
Immune sleep
Resist fire 10
Fort +6, Ref +8, Will +9; +2 bonus on Will saves vs enchantments

Spd 30 ft (6 squares), fly 40 ft (poor) (8 squares)
Melee +1 enfeebling longsword with close fighting blade +12/+7 (1D8+5) or
Melee close fighting blade +10/+5 (1D4+2)
Melee mwk elvencraft composite longbow +12/+7 (1D6+3)
Ranged mwk elvencraft composite longbow +13/+8 (1D8+2)
Space 5 ft; Reach 5 ft
Base Atk +10; Grp +12
Special Actions song of celerity 1/day
Combat Gear
+1 enfeebling longsword with close fighting blade, masterwork elvencraft composite longbow (+3 Str bonus), arrows (20), cold iron arrows (20), silver arrows (20), potion of cure moderate wounds (CL 3), potion of cure light wounds (CL 1), potion of barkskin +2 (CL 3), potion of invisibility (CL 3)
Sorcerer Spells Known (CL 5, melee touch +12, ranged touch +13):
2nd (5/day) - glitterdust (DC 14), resist energy
1st (7/day) - enlarge person, magic missile, shield, true strike
0 (6/day) - daze (DC 12), detect magic, disrupt undead, mending, no light, resistance
Spell-Like Abilities (CL 11):
1/day - clairaudience/clairvoyance

Abilities Str 14, Dex 17, Con 12, Int 16, Wis 12, Cha 14
SQ change shape, lesser spellsong
Feats Combat Casting, Combat Expertise, Dodge, Improved Disarm, Mobility, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Balance +10, Bluff +4, Concentration +3, Hide +5, Jump +9, Intimidate +3, Knowledge (arcana) +7, Listen +5, Perform (dance) +4, Perform (sing) +4, Ride +10, Search +4, Spellcraft +9, Spot +8, Tumble +19
Possessions combat gear, +2 mithril chain shirt, masterwork potion belt, spell component pouch, copper bracers etched with thorny vines worth 100 gp, gold diadem inset with mother of pearl in the shape of a pseudonatural dragon worth 450 gp, key to the chest in area 8R.

Bladesong Style (Ex) When wielding a longsword or rapier in one hand (and nothing in the other), Barathyil-irix gains a dodge bonus to AC equal to his bladesinger level, up to a maximum of his Int bonus. If Barathyil-irix wears medium or heavy armour, he loses all benefits of the bladesong style.

Change Shape (Su) Like his succubus and incubus ancestors, Barathyil-irix can change his shape at will, though he is limited to humanoid forms of approximately his own height and weight.

Lesser Spellsong (Ex) When wielding a longsword or rapier in one hand (and nothing in the other), Barathyil-irix can take 10 when making a Concentration check to cast defensively.

Song of Celerity (Ex) Once per day, Barathyil-irix may quicken a single spell of up to 2nd level, as if he had used the Quicken Spell feat, but without any adjustment to the spell's effective level or casting time. He may only use this ability when wielding a longsword or rapier in one hand (and nothing in the other).

Part Four - The Pseudonatural Dragon:

Finding the Dragon's Lair:

Once the PCs defeat the fey'ri at the Bladesong Tower, it shouldn't be too difficult for them to locate the dragon's lair. The primary means of locating it would be from the map in area 8S. In addition, charming or dominating the fey'ri, or using a speak with dead spell are also means of locating the lair, as is the possibility of simply bargaining with the fey'ri for the location. The PCs can also learn of the approximate location of the lair by speaking with Enmistil after freeing him from the mental control of the fey'ri. Enmistil has seen the fey'ri's maps and knows the precise location of the dragon's cave and that the blue wands in area 8S open the way to the dragon's lair. In fact, he would be willing to guide the PCs to the location in gratitude for their rescue.

The lair is across the Lake of Dreams, and the PCs will have to make their way to the cave from the Bladesong Tower however they are able. The DM should check for wandering encounters as appropriate using the charts from Part Two.

The lair is a cave that pierces the upper portion of a large, steep hill that overlooks the western shore of the Lake of Dreams, about 500 ft down from the top of the ridge. The cave opening faces to the southeast, and in addition to the Lake, the ruins of Othsilios can be seen peeking between the trees to the south.

Access to the cave opening is not difficult. Though there is no path or roadway winding up the hillside to the cave entrance, there are enough natural ledges to clamber up to the entrance.

Cave of the Dragon:

Unless otherwise stated, all portions of the cave are unworked stone (hardness 8, hp 900, break DC 65 per 5 ft) with a Climb DC of 15. The walls are somewhat damp, and bits of rain water can be seen trickling down various portions of the walls before draining away into the floor. The floors are natural stone floors, and therefore it takes 2 squares of movement to enter a square with a natural stone floor, and the DC of Balance and Tumble checks increases by 5. Running and charging are impossible.

Small bits of fungus and lichen grow here and there, along with small patches of cave slimes over which normal sized insects scurry.

There is no illumination in the caves, other than any natural light filtering in through the entrance at area 1, and even this only diffuses about 30 ft or so into the first passage before fading into darkness. Those bringing light into the cave will often see small vermin scurrying out of the light's illumination.

Unless stated otherwise, passages are roughly circular, and as tall as they are wide. Caves (all numbered areas on the map except for area 1) vary between 20 ft and 30 ft tall.

Checks made within the caves should turn up recent dragon tracks with a DC 19 Survival check by someone with the Track feat. These lead to all of the caves and passages of the lair, including right up to the entrance of the cave, though they seem to stop short just before exiting the cave.

Refer to the Cave of the Dragon map below.

1. Cave Entrance


The cave mouth is 15 ft wide and between 10 ft and 12 ft tall. Roots grow down from the top lip of the entrance, giving the mouth the look of tendril-like teeth.

Flanking the entrance are two stone pedestals carved to resemble a dragon with its mouth upraised as if breathing into the air.



The stone pedestals resemble closely those in area 8S of the Bladesong Tower that held the blue wands. If a blue wand is placed in each pedestal, the wards keeping the pseudonatural dragon in its lair are removed. Furthermore, the dragon is alerted mentally that its masters await it at the entrance. The wards are removed as long as both wands are in place.

A search of the area before the cave mouth reveals little. Most animals avoid the place, and those that enter the cave are usually consumed by the dragon. The dragon is taken out of the cave only a few times per year, to exercise and feed, and as such there is not the churning of ground one might expect before the entrance to a large dragon's lair. However, a DC 35 Track check can determine that some very occasional traffic has come this way, and that this traffic proceeded to a spot on the hillside 20 ft to the east of the cave mouth.

Buried into the hillside (Search DC 30) is equipment left by Barathyil-irix to use when he rides the dragon. Specifically, there is a masterwork exotic military saddle designed for use with the dragon, an exotic bit and bridle, a spiked prod (treat as an improvised shortspear), and some empty saddlebags.

2. Nexus


This cave is 20 ft tall and its walls are pierced with five passageways.

A pair of natural stone columns somewhat screens the passage to the west, while a larger column broods to the north. A large boulder sits halfway buried in the stone floor of the cave ot the east, with cracks emanating from the boulder along the fllor, as if the boulder crashed into the floor at some point in time.



The boulder fell from the ceiling ages ago, as a DC 15 Knowledge (dungeoneering) or Knowledge (architecture and engineering) check can confirm. The boulder is massive, weighing several tons, and ther is nothing underneath but a dent in the floor. The stone is 10 ft in diameter, and half of it protrudes above the level of the cave floor.

3. Cave of the Pool


This cave is 20 ft tall, and damp. Many stalactites depend from the ceiling, two of which have grown to the floor to form columns screening the southwest corner of the cave. North of the columns is a pool of water, complete with several trickles of water flowing down the wall adjacent to the pool and into the pool.


The pool contains fresh water, though the liquid is infused with minerals and has a strange taste. The pool is only 10 ft deep, and drains into the heart of the hillside before reaching the water table at the level of the Lake of Dreams.

4. Tall Cave


This cave is 30 ft tall, and the walls rise up almost vertically to the ceiling, which is rather flat. Two large stone columns have made the journey from floor to ceiling, and these are fluted and twisted into strange shapes. A large boulder sits to the north, its top coming to a sharp point 6 ft above the floor. To the east, a collapse of some sort seems evident from the large pile of stone detritus that covers the floor there.


Standing atop the boulder requires a DC 20 Balance check.

The rubble to the east doubles all movement costs and check penalties associated with the natural stone floor of the cave (i.e. 4 squares to enter and +10 to the DC of Balance and Tumble checks).

5. Cave of Devouring


This cave is 20 ft tall, and fairly smooth except for two large boulders. The first, to the east, is rounded and some 4 ft tall. The other, to the west, appears to have been shaped or hewn from the cavern floor itself, for it is 3 ft tall and very flat.


Examination of the flat stone reveals iron manacles bolted into the stone, to bind hands and feet. The stone is stained rust with dried blood and gouged with claw and teeth marks. In addition, the sides of the stone are scoured with strange pits and holes. A DC 20 Knowledge (arcana) check will allow an examiner to surmise that a cloud of acid could have caused these markings.

Sometimes the fey'ri bring intelligent beings into the cave to feed to the dragon. If these are dangerous, they are bound to the stone, so that the dragon can feed without risk of harm or the victim escaping.

6. Cave of the Victim


This cave is 25 ft tall and the floor and ceiling are quite uneven. Two stone columns reach from floor to ceiling to the southwest, almost against the wall.


A DC 15 Search check behind the two columns will reveal bones and mouldering bits of cloth, leather, and metal chain links. An elf victim was caught and brought here, intending to be fed to the dragon, but it managed to break out of its dominate person and fled into the cave. The dragon eventually cornered the hapless elf here, and slew it with its breath, devouring the top half of the elf but leaving its lower half here to rot.

Treasure: If the remains are searched, a DC 10 Search check will turn up a corroded silver holy symbol to Galasiria, along with a periapt of wound closure.

7. Dragon's Lair (EL 13)


This cave is 25 ft tall and the floor and ceiling are quite uneven. A large pile of stone rubble lies in the eastern portion of the cavern, while two stone columns made of a milky-white mineral stand to the west. Just south of the columns is a pile of bones intermixed with coins.


This is the lair proper of Kannoxinidril, the pseudonatural green dragon. Half a prisoner and half a willing participant in the depredations of the fey'ri, it is only the dragon's longstanding disorientation, distraction, and insanity that keep it compliant enough to be used by the fey'ri.

The rubble to the east doubles all movement costs and check penalties associated with the natural stone floor of the cave (i.e. 4 squares to enter and +10 to the DC of Balance and Tumble checks), and is indicative of some of the many tantrums and ravings that have occasionally taken over the dragon, during which is will bash its tail or head against the walls and ceiling of its lair. Given the fact that the wards protect the entire cave complex from damage by the dragon, its ability to cause the rubble is limited to those brief moments when the wards are removed.

Creatures: The pseudonatural green dragon Kannoxinidril can usually be found sleeping here, though at times he rouses and wanders his lair, sometimes seeking a weakness in the wards, other times simply raving or muttering or lost in thought, and even occasionally hunting down some hapless creature that has wandered into the cave.

KANNOXINIDRIL CR 13
Male young adult pseudonatural green dragon
LE Large outsider (air, augmented dragon)
Init +0; Senses blindsense 60 ft, darkvision 120 ft, keen senses, low-light vision; Listen +19, Spot +17
Aura frightful presence
Languages Draconic, Auran, Elven


AC 25, touch 9, flat-footed 25
hp 178 (17 HD); DR 10/magic
Immune acid, paralysis, sleep
Resist electricity 15, SR 29
Fort +14, Ref +10, Will +12

Spd 40 ft (8 squares), swim 40 ft (8 squares), fly 150 ft (poor) (30 squares)
Melee bite +22 (2D6+6) and 2 claws +18 (1D8+3) and 2 wings +17 (1D6+3) and tail +17 (1D8+9)
Space 10 ft; Reach 5 ft (10 ft with bite)
Base Atk +17; Grp +27
Atk Options true strike (1/day)
Special Actions
breath weapon
Sorcerer Spells Known (CL 3 melee touch +22, ranged touch +16):
1st (6/day) - mage armour, magic missile, shield
0 (6/day) - detect magic, fiend's tongue, ghost sound, mage hand, resistance

Abilities Str 23, Dex 10, Con 19, Int 14, Wis 15, Cha 14
SQ alternate form, water breathing
Feats Awaken Spell Resistance, Enlarge Breath, Maximize Breath, Power Attack, Quicken Breath, Recover Breath, Weapon Focus (claw)
Skills Bluff +12, Concentration +14, Diplomacy +6, Hide +16, Intimidate +19, Knowledge (arcana) +7, Knowledge (geography) +7, Listen +19, Move Silently +15, Search +17, Sense Motive +17, Spellcraft +10, Spot +17, Swim +21.

Alternate Form (Su) As a standard action, Kannoxinidril can take the form of a grotesque, tentacled mass. Despite ithe alien appearance, his abilities remain unchanged. Other creatures receive a -1 morale penalty to their attack rolls against Kannoxinidril when he is in this alternate form.

Breath Weapon (Su) 40 ft cone, 10D6 acid, Ref DC 22 half.

Using a breath weapon is a standard action. Once Kannoxinidril breathes, he can’t breathe again until 1D4-1 (minimum 1) rounds later. A blast from a breath weapon always starts at any intersection adjacent to Kannoxinidril and extends in a direction of the Kannoxinidril’s choice.

Frightful Presence (Ex) Kannoxinidril can unsettle foes with his mere presence. The ability takes effect automatically whenever Kannoxinidril attacks, charges, or flies overhead. Creatures within a radius of 150 ft are subject to the effect if they have fewer than 16 HD. A potentially affected creature that succeeds on a DC 20 Will save remains immune to Kannoxinidril ’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. Kannoxinidril ignores the frightful presence of other dragons.

Keen Senses (Ex) Kannoxinidril sees four times as well as a human in shadowy illumination and twice as well in normal light.

True Strike (Su) Once per day, Kannoxinidril can gain a +20 insight bonus on a single attack roll. In addition, Kannoxinidril suffers no miss chance against a target that has concealment or total concealment when making this attack.

Water Breathing (Ex) Kannoxinidril can breathe underwater indefinitely and can freely use his breath weapon, spells, and other abilities while submerged.

Treasure: The dragon does not have a great amount of treasure, as it cannot hunt and few intelligent creatures wander into its lair. Prisoners taken here by the fey'ri usually are stripped bare before being chained to the rock in area 5 (despite the one instance of escape by the elf whose bones are in area 6). Nevertheless, the fey'ri have let the dragon accumulate some treasure, as a means of placating its draconic nature.

Intermixed with the various bones, most of which are identifiable as animals, dire animals, and humanoids, are a total of 1780 cp, 1254 sp, 630 gp, and 57 pp, all of various and ancient mintings, including ancient Blanthil with the stamp of the last few Elven Queens and many mintings of various servants of the Deceiver.

Dealing with the Dragon:

Kannoxinidril is quite evil, both from his nature as a green dragon, and from his warping by the Far Realms into a pseudonatural creature. He is also insane, though not in an overt or obvious manner. His long imprisonment and the warping of his body and mind have essentially made him rather unpredictable, and apt to act emotionally rather than logically. In a sense, the dragon's emotional bindings have become unmoored. When he is angry, he gets uncontrollably angry. When he is fearful, he becomes almost an abject coward. In addition, this emotional unhinging results in a lack of long term coherent thought processes or ability to strategize. The dragon lives in the moment and has great difficulty envisioning and planning for the future. Both of these facts make Kannoxinidril much less clever and mature than a normal young adult green dragon, and much easier to manipulate by the fey'ri by means of long-term conditioning.

As such, Kannoxinidril is in a position to obey the fey'ri pretty much without question. As wielders of the wands, and as members of the race that has dominated and mastered him for so long, he has grown accustomed to obeying the fey'ri and is long past any sort of open rebellion against them. As such, it could be possible for the PCs to peacefully obtain blood from the dragon either be engineering a deal with the real fey'ri, or by disguising themselves as fey'ri and demanding blood. The latter would require a Disguise check and a Bluff check against the dragon's Spot and Sense Motive checks.

In the normal course of events, however, should the PCs seek to enter the caves undisguised, then the dragon will most certainly attempt to slay the PCs and consume them at its leisure. While insane and with its spirit broken, it is still clever and malicious, and will take every advantage of the terrain as well as its abilities, spells, and feats to defeat intruders. Only a rushed Diplomacy check by a holder of at least two blue wands who claims to be able to prove the fey'ri are vanquished and who offer to set the dragon free has a chance of calming the dragon down enough to parley. In this case, the dragon would have to have its attitude changed to at least indifferent, requiring a DC 25 rushed Diplomacy check (i.e. a modified DC 35 check).

In an all-out fight, the dragon will react to intrusion by first casting a mage armour spell and then a shield spell on itself. It will then attempt to sneak a look at the intruders, and assuming it is not a lone straggler, but a fully armed party of adventurers, the dragon will likely flee to the pool at area 3 and submerge itself (remember it can breathe water indefinitely). It will then use its ghost sound ability to try to draw the PCs to the water's edge, from whence it will strike, likely with a quickened breath and a bite attack before flying 150 ft to another hiding spot to let its breath recover. If its foes show resistance to its acid breath, it will maximize its next breath in order to see if it can penetrate their resistance. Otherwise, it will resort to melee attacks.

The dragon will fight to the death. It is too unhinged and fatalistic to surrender unless convinced to parley (see above).

The Blue Wands:

The wards that imprison the dragon are active as long as the blue wands are not placed into the pedestals at the entrance to the caves (area 1). When the wards are active, the dragon may not in any way traverse or damage any portion of the cave walls or pass the cave entrance. These wards are ancient, epic magic and radiate overwhelming abjuration, and are keyed specifically to Kannoxinidril. Any other creature may completely ignore the wards.

In addition, anyone holding one of the blue wands gains a +1 bonus to attack rolls when attacking Kannoxinidril, as well as +1 to AC and saves from attacks and effects originating from the dragon. The wand must be held in a hand to gain the benefit and will glow when providing the benefit (i.e. at the moment of attack or save).

Part Five - Finishing with Hagistre:

When the PCs teleport back to Hagistre's Tower, the mage will be overjoyed. He will take the blood (and the eyes, if any) and caper around proclaiming that soon he will be the first ever to gaze into the Far Realms. After a bit of excitement, he will compose himself, congratulate the PCs, and announce that he has the information they seek, and that he is ready to impart it to them and send them where they wish to go just as soon as they desire. In the meantime, he will invite the PCs to rest in his Tower for the last time. Refer to the scenario entitled "A Fistful of Souls" for the next adventure in this series.

Experience Points:

In addition to normal experience (which in Therra is half of that recommended in the DMG), each party member should be rewarded as follows:

 

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