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Sins of the Brother
A Therran Scenario for 6 PCs of level 4

 

Summary:

The PCs are caught in an attack by an evil entity against the brother of a slain PC. They learn that the brother is now trying to fulfill an oracle that had sent him and his late brother to Onlor in the first place.

Assumptions:

The PCs are in the town of Leaf Port in the land of Relum on the Isle of Onlor.

Location:

Leaf Port, Onlor

Historical Date:

N.S. 31, Month of Bloom (spring)

DM's Introduction:

Note: This scenario relies heavily on past events and specific PCs in the campaign. Nevertheless, a section on adapting the scenario is presented below.

The events of this scenario are bound tightly with events that occurred in "One if by Land" and "Two if by Sea", both scenarios in the Creation Cyst Campaign. Additionally, circumstances of the scenario "Worth a Thousand Words" also come into play, albeit much less so. DMs are encouraged to read the first two scenarios if they want a complete grounding in the background of this scenario.

In "One if by Land", the leader of the soulknife assassins, Varytur the Crystaline, sent a group of soulknife assassins under the leadership of a woman named Garinia to the proximity of Leaf Port on a twofold mission. The first part of the mission was to find and return (forcibly if necessary) a man named Varr to meet with Varytur. Varytur had encountered Varr previously and was responsible for granting Varr his psionic powers. However, Varr had hidden those powers from Varytur, and when Varytur later found out that Varr had developed such powers, he wanted to speak with Varr to determine the extent of those powers, find out why he hid them from him, and to try to recruit Varr into his organization of assassins.

The second part of the twofold mission was to kill an elven paladin named Velicleas. Velicleas hailed from Jerranq, and his adoptive family was embroiled in a decades-long war against a rival kingdom that they believed was ultimately under the control of a powerful fiendish entity who had survived the War of the Gem. Velicleas and one of his aasimar siblings were in Onlor searching for some important clues regarding the fiendish entity, as directed by an oracle from their homeland. When Garinia learned of Velicleas' presence in Leaf Port, she contacted Varytur, who himself contacted the fiendish entity, Fraz-Urb'luu and offered to rid the demon of one of his mortal enemies for a modest fee.

To further complicate things, Garinia was a shipmate of Varr at the time when Varr first met Varytur, and she had also been given psionic powers by the Crystaline. Unlike Varr, she embraced her newfound powers and joined the soulknives. However, she had fallen in love with Varr during their time together, and harboured that love for him still within her heart.

So Garinia set up a trap for Varr and Velicleas and the rest of the PCs, but the trap failed. The soulknives were captured and jailed and Garinia was herself defeated in combat and also jailed. Varr spurned Garinia's protestations of love and invitation to flee with him into the service of Varytur.

While the soulknives had failed to slay Velicleas, fate was not so kind. While trying to rescue a holy relic of the goddess Onlora from the clutches of an evil goblin king, the elven paladin was slain. With no way to raise his soul from the dead, the paladin was buried high in the Mountains of Onlor in Trade Post and word of his demise was sent to his brother in Algol City.

Sometime later, the soulknives and Garinia went missing from jail, presumably rescued or escaped.

Now Garinia has returned to Leaf Port. Her love for Varr is undiminished, and at great risk to herself (from Varytur and from the authorities of Leaf Port), she has come in disguise to warn her beloved Varr that danger is about to come to their town. For she has been instrumental in alerting Varytur and Fraz-Urb'luu that Velicleas' brother had arrived in the town.

When Velicleas' brother, the aasimar Anguiril, learned of his brother's death he was cast into a deep despair. Not only because of the loss of his younger sibling, with whom he had always adopted the protective mein of an older brother, but also because of the oracle's prophecy, which, in light of Velicleas' death, has recast Anguiril as having been a victim of pride. For the prophecy had described two paths to follow in Onlor, one in Algol City and the other amongst the elves of Relum. Anguiril had interpreted the path of Algol City to be the most important one, and discounted the path leading into Relum, and so, he believes, he sent his brother into danger and ultimately death out of pride. This is not so. First, it is simply logical to send Velicleas, an elf, to treat with other elves. Second, Velicleas did not perish because of dangers inherent in the second path of the oracle. He died out of happenstance on a mission entirely unrelated to the prophecy.

Nevertheless, like many a family member who had lost a loved one, he blames himself. So now he has undertaken the long journey from Algol to Leaf Port by ship. He intends, first, to speak with Velicleas' companions (i.e. the PCs) in order to ascertain the precise circumstances of his brother's death (to ensure it was not related to the demonic entity he is opposing). Then he intends to travel to Relum to try to follow the oracle's path.

Adapting the Scenario:

This scenario is highly dependent upon certain PCs and events having occurred. As such, on its face its usefulness may seem limited to other DMs, even running campaigns in Onlor. However, this scenario does present the skeleton for an adventure nonetheless. If the DM wanted to he could simply have the PCs hear of the recent death of a rather well-known young elven paladin a few months before the start of the scenario. The DM could even have the funeral procession march through the town, to help the player better remember the event. This paladin's name is, of course, Velicleas, and though not know personally by the PCs (or maybe the DM can have introduced Velicleas to the PCs as a patron or NPC companion on a previous adventure), the testimonials given at the funeral are glowing references to his goodness, kindness, and bravery. The PCs would also hear the tale of his heroic death at the hands of a ghoulish goblin king.

In any event, Anguiril can then arrive in Leaf Port months later with the same reasons as before. Of course, in this case the PCs won't be in the Proud Pony Tavern to meet with him, but rather will happen to be in the tavern when he arrives. If the PCs participate in defending him against the bearded devils, then he will use that as a reason to trust the PCs, and will hire them to escort him to Relum. In this case, if the PCs need some motivation, the DM can have Anguiril offer them an appropriate reward once they arrive at the proper place in Relum.

The entire section of "Loves Warning" will not be necessary, of course, and can be skipped. But the two main pieces of the adventure, the tavern assault and the journey to Relum, can remain intact with only minor tweaks wherever Velicleas' membership as a fellow PC is mentioned.

In fact, DMs can use this scenario as the basis to move the campaign back to Jerranq if the PCs wish to continue to aid Anguiril in his fight against the fiendish entity. Such a campaign could progress all the way to epic levels and eventually involve a final confrontation with Fraz-Urb'luu himself!

Part One - Anguiril's Anguish

Love's Warning:

A day or two before Anguiril arrives, Garinia will enter Leaf Port in disguise (using her +1 Cha bonus and +2 for a masterwork disguise kit) and try to make contact with Varr. She will likely appear in his sleeping hut late at night and speak with him. She will once again profess her love for him, and announce that she knows Velicleas has perished and that with that situation "resolved" there is no longer any reason for him to refuse to at least come and speak with Varytur. She will try to convince Varr that Varytur is not angry with him. He merely wants to speak with him to learn what powers he gained and to know why he refused to divulge them. If Varytur refuses, then she will be sad and try to kiss him and tell him to please consider it...that there is nothing here for him.

Should Varr refuse to leave, then she will pause as if considering and then tell Varr that he and his friends should at least leave town for a week or two. If asked why, she will shake her head and merely say that Leaf Port will not be a safe place to be. She merely knows that Varytur intimated that something very bad was about to occur and she had used expensive magic to get here and warn him. She will urge him to at least flee the town and spare himself.

With that, she will leave. If Varr tries to stop her, she will attempt to flee without slaying her love.

In actuality, Garinia was tasked with locating Anguiril. She determined that he had set sail from Algol City and shadowed the progress of his ship until she determined that he had landed in Leaf Port. She alerted Varytur via magic and then, that night, has come to warn Varr. If Varytur ever determined that she had warned Varr of the attack, he would kill her.

Should Varr agree to go with Garinia, then Varr will essentially be out of this adventure, and the DM should provide the player of Varr with an NPC or new PC to play. In the historical campaign, Varr's player wanted to roll up a new PC and this device was used to exit Varr.

Should the PCs decide to heed Garinia's warning and leave town, the DM can have Anguiril arrive somewhat later, so that the PCs are returning to town right after the aasimar has arrived. He will be waiting for the PCs to return to speak with them, having fought off the bearded devils with the help of the town . Alternatively, the DM can penalize the PCs for their actions by having them learn that Anguiril arrived looking for the PCs and was slain by the bearded devils in town. In this case, the scenario is over.

GARINIA CR 3
Expanded Psionics Handbook page 26
Female human Aristocrat 1/Soulknife 3
N Medium humanoid (human)
Init +2; Senses Listen +3, Spot +3
Languages Common, Abyssal, Elf


AC 15, touch 12, flat-footed 13; Combat Expertise, Dodge
hp 26 (4 HD)
Fort +2, Ref +6, Will +7

Spd 30 ft (6 squares)
Melee mind blade +5 (1D6)
Ranged mind blade +5 (1D6)
Ranged light crossbow +4 (1D8)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +2
Atk Options Combat Expertise
Special Actions mind blade, psychic strike +1D8, throw mind blade
Combat Gear light crossbow, crossbow bolts (20), potion of cure light wounds (CL 1), potion of shield of faith +2 (CL 1)
Power Points 2

Abilities Str 10, Dex 14, Con 12, Int 14, Wis 12, Cha 13
Feats Combat Expertise, Dodge, Weapon Finesse, Weapon Focus (mind blade), Wild Talent
Skills
Appraise +4, Autohypnosis +5, Bluff +5, Concentration +5, Diplomacy +5, Gather Information +5, Handle Animal +4, Hide +4, Knowledge (psionics) +6, Listen +3, Move Silently +4, Ride +5, Sense Motive +5, Spot +3, Tumble +7
Possessions combat gear plus leather armour, light steel shield, silver and amethyst headband (50 gp), gold and ruby family crest ring (250 gp)


Mind Blade (Su) As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways to a short sword. The blade can be broken (it has hardness 10 and 10 hp); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on the blade, it dissipates. A mind blade is considered a magic weapon for the purpose of overcoming DR.

Psychic Strike (Su) As a move action, a soulknife can imbue his mind blade with destructive psychic energy. This effect deals an extra 1D8 of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creature immune to mind-affecting effects are immune to psychic strike damage. Unlike a sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 ft away, provided they are living, nonmindless creatures not immune to mind-affecting spells.

A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action.

Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.

Throw Mind Blade (Ex) A mind blade may be thrown, with a range increment of 30 ft. The mind blade dissipates after having been thrown.

The Prodigal Brother:

Anguiril will arrive in Leaf Port and inquire as to the companions of Velicleas. He will then send out word to meet with all of them in the Proud Pony tavern this very night.

ANGUIRIL CR 4
Miniatures Handbook page 11
Male aasimar Aristocrat 3/Marshal 2
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft; Listen +6, Spot +6
Languages Common, Celestial, Elven


AC 21, touch 11, flat-footed 20; Combat Expertise
hp 23 (5 HD)
Resist acid 5, cold 5, electricity 5
Fort +6, Ref +2, Will +9

Spd 20 ft (4 squares)
Melee mwk longsword +5 (1D8+2)
Ranged composite longbow +4 (1D8+2)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +5
Atk Options Combat Expertise
Special Actions Improved Disarm
Combat Gear masterwork longsword, composite longbow (+2 Str), arrows (20), cold iron arrows (10), silver arrows (10), potion of cure light wounds (CL 1) (3), potion of shield of faith +2 (CL 1)
Spell-Like Abilities (CL 5):
1/day - daylight
Marshal Auras:
Major - Motivate Urgency (+1)
Minor - Force of Will (+2)

Abilities Str 14, Dex 13, Con 14, Int 13, Wis 14, Cha 15
Feats Combat Expertise, Improved Disarm, Skill Focus (Diplomacy)
Skills
Appraise +2, Bluff +7, Diplomacy +12, Gather Information +5, Handle Animal +7, Intimidate +8, Knowledge (nobility and royalty) +6, Listen +6, Ride +10, Sense Motive +7, Spot +6
Possessions combat gear plus full plate, heavy steel shield, masterwork potion belt, belt pouch, silver holy symbol to Aghorrit, signet ring, gold torque in the shape of a coiled gold dragon (575 gp), silver and jade headband (350 gp), 10 pp, 67 gp, 100 sp, 25 cp


Force of Will (Ex)
Bonus on Will saves

Motivate Urgency (Ex) Allies' base land speed is increased by a number of feet equal to 5 x amount of bonus the aura provides.

Anguiril is a handsome, though stern looking man, with golden eyes with a cat-like slit of a pupil and ears that taper at the ends like an elf's. His age is difficult to pin down, though he appears to be somewhere in his early thirties or late twenties. He has several wicked-looking scars across his cheeks and his nose shows the crooked trail of several breaks. His shield bears the insignia of House Inscariot, a white swan clutching a sword in its talons. His plate armour is burnished and tinted green and shows sign of much use. Over his shoulders is draped a rather fine-looking cloak of blue and silver that also shows the stains and tears of continued use.

Anguiril will great the PCs and explain that he is Velicleas' brother. He received the PCs' notification of his brother's death, and he wishes to hear the tale of how the PCs met Velicleas and of his adventures and demise. He will be keenly interested in many seemingly important details, and will, in fact, often seemingly innocently ask the PCs to recount things they already told him. A successful Sense Motive check against Anguiril's Bluff check will reveal that he seems to be doing this to check to inconsistencies in the PCs' story. Another Sense Motive check (DC 20) will reveal that he seems to be genuinely sad at his brother's death (i.e. wetness wells up in his eyes as the PCs get to the point of his brother's death in their story). If the PCs have lied to Anguiril, he will make a Sense Motive check against the PCs' Bluff check. If he feels the PCs are not being truthful, he will try to ferret out the truth, and if he feels they are maliciously lying, he will trust them no further (and the Part Two of this scenario will not take place).

Assuming the PCs have been relatively forthright, then Anguiril will begin to explain what he and his brother were doing in Onlor and will start to explain about the oracle he and his brother were following. Just as he starts to do so, all hell will break loose in the tavern.

Tavern Invasion (EL 7):

Fraz-Urb'luu's minions have used lesser planar binding spells to call from the netherworld devils to attack Leaf Port, seeking Anguiril. Their task is to find and slay the aasimar, and they have descriptions of him and his family insignia and they know he is in the tavern from agents serving Garinia, who saw him enter and then reported to her at her hiding place on the outskirts of town.

The map of the tavern is presented below. The Proud Pony is entirely made of wood, the roof being thatch. It is a single story, though the tall sloped roof gives obvious room for a large attic space. Shuttered windows dot the common chamber (area C). These are latched close form the inside at night in autumn to keep out the cool. The windows have no glass.

A. Entryhall

This small room contains pegs for cloaks and outer wear and bootscrapers. Several worn tapestries depict various ponies in various "proud" poses.

B. Hallway

Other than more pony tapestries, this hallway is unremarkable.

C. Common Room

This large room is warmed and lighted by two wide hearths in the north and south of the place. Lanterns also hang from chains hooked into the ceiling. The rafters of the room are decorated with animal heads, weapons, clay pipes, and farming implements. There are a dozen round tables in the place, one of which is set low enough to the ground to accommodate halflings.

The PCs are at the table marked in red.

D. Bar

This well-worn wooden bar is pretty standard, punctuated with wooden mugs, and a few ceramic flagons and ewers.

E. Larder and Kitchen

The door to this area is unlocked. This is an unremarkable kitchen with oven to the south and stairs leading to the cellar below. The cellar is 15 ft square and contains wine racks, barrels of drink, and foodstuffs.

F. Living Quarters

The door to this chamber is locked, with the key on the tavernkeeper. This is the living quarters of the tavernkeeper and his family. This room is a living room with plain furniture. Stairs lead into the attic, where several curtained off areas provide sleeping quarters for the family.

Tavern Goers

The place will be fairly crowded. A total of about 40 people are here, other than the PCs and the tavern staff, and many are seated at the tables while other are at the bar or simply milling about, drinking, singing, etc. The tavern goers are all Commoners and Experts, of level 1-3 (most being first level). No statistics are provided. The DM can assume tavern goers are wearing daggers and have a +1 attack bonus and no strength bonus. All are AC 10 and have 7 hp.

The staff consists of the tavernkeeper, Begelor (human male, N, Expert 3), his wife (human female, N, Expert 2) and his son and two daughters (human, N, Expert 1). Begelor has a cudgel and a +1 strength bonus.

Creatures: The assailants are two bearded devils, who used their greater teleport ability to teleport from the Lost Kingdoms to southern Onlor. They now teleport directly into the center of the tavern and look around during their surprise round, spotting Anguiril. They then go after him. The devils will seek to slay Anguiril. To this effect, they will tend to ignore others. However, they are not above swiping at others who get in their way.

BEARDED DEVILS (2) CR 5
LE Medium outsider (evil, extraplanar, lawful)
Init +6; Senses see in darkness; Listen +9, Spot +9
Languages telepathy 100 ft


AC 19, touch 12, flat-footed 17
hp 45 (6 HD); DR 5/silver and good
Immune fire, poison
Resist acid 10, cold 10; SR 17
Fort +8, Ref +7, Will +5

Spd 40 ft (8 squares)
Melee glaive +9/+4 (1D10+3 plus infernal wound)
Melee 2 claws +8 (1D6+2)
Space 5 ft; Reach 5 ft (10 ft with glaive)
Base Atk +6; Grp +8
Atk Options Power Attack
Combat Gear sawtoothed glaive
Spell-Like Abilities (CL 12):
At will - greater teleport (self plus 50 lbs of objects only)

Abilities Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10
Feats Improved Initiative, Power Attack, Weapon Focus (glaive)
Skills
Climb +11, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9
Possessions combat gear


Battle Frenzy (Ex)
Twice per day, a bearded devil can work itself into a battle frenzy similar to the barbarian’s rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for 6 rounds, and the bearded devil suffers no ill effects afterward.

Beard (Ex) If a bearded devil hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature takes 1D8+2 points of damage and must succeed on a DC 16 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1D4 days, damage 1D4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Con based.

Infernal Wound (Su) The damage a bearded devil deals with its glaive causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 16 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a bearded devil’s glaive must succeed on a DC 16 caster level check, or the spell has no effect on the injured character.

A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the bearded devil, not of the weapon. The check DC is Con based.

See in Darkness (Su) A bearded devil can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Summon Devil (Sp) Once per day a bearded devil can attempt to summon 2D10 lemures with a 50% chance of success, or another bearded devil with a 35% chance of success. This ability is the equivalent of a 3rd level spell.

Tactics: The devils will begin by summoning lemures, in the hope of using them to keep the tavern patrons away from them and to cause as much damage and havoc as possible.

Developments: The devils will not flee the combat, as they are instructed to slay Anguiril. If they manage to do just that, then they will use greater teleport to inform their master of their success. The tavern goers will pretty much attempt to flee in terror, though Begelor might take a swipe or two with a cudgel to protect his family and his establishment.

The tavern goers will run out into the night and call for the watch. The watch will arrive in a couple of minutes (likely long after the fight is over), and will consist of a dozen militia (Warrior 1) and the sheriff (Expert 2/Warrior 2). They will try their best to deal with the situation, and eventually some of the more powerful people will arrive, including the local clerics and the like. At that point the DM doesn't need to really run the combat, and can just describe the priests casting spells to drive back and eventually banish the devils.

Anguiril will not flee from the devils unless the PCs can use Diplomacy to persuade him to flee. It is against his nature, so he would have to be changed from indifferent to helpful (DC 30).

If Anguiril is slain, the scenario is effectively over, as he keeps the oracle in his head. The PCs can elect to take his possessions or send them back to Inscariot, where the last brother of both Anguiril and Velicleas remains running the barony. If Anguiril survives the assault and the PCs aided him and he has no reason to be mistrust them, then he will ask the PCs to suggest a safe place to talk.

Part Two - The Second Oracle

Anguiril's Mission:

Anguiril will meet with the PCs in a private place of the PCs' choice. There he will divulge most of what he knows. He will, specifically, relate the story of his barony and Velicleas as follows.

I am Anguiril Inscariot, second son of the late Baron Givoriol Inscariot, himself an aasimar. My bother is Hadrian Inscariot, now the current Baron Inscariot. Our Barony is located on the Untamed Coast, that portion of Western Jerranq between the Lost Kingdoms and the Near Coast in the shadow of the West Mountains.

Velicleas was the adopted son of my late father. His parents were two grey elves who perished in the many raids from the evil Lost Kingdoms to the north that preceded the War of the Gem. The elven babe Velicleas was given over to my father and mother for safekeeping, and was adopted and raised as an Inscariot.

Though Velicleas was older than Hadrian and I in terms of years, elves mature more slowly, and so he was looked upon by us as our younger brother.

When our barony was overrun by the forces of the Deceiver during the War of the Gem, we three fled with some of our household. My father and mother perished in the assault, as did most of our family and citizens. When the war was finished, thank the Heroes of the Gem, we returned and began to rebuild the Inscariot holdings.

But we soon found that our nemesis, a powerful entity who apparently led the Lost Kingdom against our lands for all of those years and had therefore been directly responsible for the death of our parents and Velicleas', had escaped the wrath of the Gods and hid deep within the earth. We learned that now this entity, whose identity is not known to us, was now plotting to take over the Lost Kingdoms and use them to overrun our barony once again.

Desperately, we consulted an oracle, who gave us a cryptic clue as to how to find the entity arrayed against us. Hadrian remained at the barony to continue to rebuild and rule the kingdom. In the meantime, Velicleas and I followed the oracle south to Onlor. There we consulted what resources were available in Algol City, including the Cotrunal Library and the Ularinn Temple. From our research, and the oracle's pronouncement, we determined that there were two separate paths to follow in Onlor, one to remain in Algol City to piece together information, and another to travel east into Relum and the elves.

I sent Velicleas east to follow the second path of the oracle, while I stayed in Algol City. I felt that the first path was the more important one and so to my "younger" brother I sent what I deemed to be the lesser path.

I did not realize that it would be his path that was fraught with danger, while I nested comfortably in Algol City, enjoying its splendours and taking the cloistered way.

Ah my brother! If your spirit can hear me, please forgive me my pride and arrogance! You were always the most determined and unshakable amongst us. And now you are gone. And I am left to take his path, for my own is completed in Algol City.

It is clear from the attack in the tavern that the forces of the opposition are onto me and know that I am growing close to their master's identity. I intend to travel into the Forest of Relum and seek there a certain clan of wood elves, for they have in their possession the key to learning that which the oracle has prescribed.

I am willing to undertake this journey alone. I will not hire mercenaries, for I fear they might be agents of my foe and turn on me in my travels. And I cannot offer you anything immediately should you aid me. But if you were indeed friends or companions of Velicleas and wish to honour his memory and service, then I ask this boon of you, that you whom I can trust will escort me to the place I seek. For I feel in my bones that another attack is likely.

If you do this, you will have my gratitude, and should I ever return to Inscariot, I will speak of your deeds to my brother, and he is known as a generous and fair man. Will you aid me?

If the PCs will not escort Anguiril, then the scenario is over. They have still aided him in surviving the first assault, and it is up to the DM whether the aasimar makes it to the elves of Relum and completes his task.

The rest of this adventure assumes that the PCs have agreed to accompany Anguiril.

If the PCs have questions for Anguiril, he is willing to answer, to a point.

He will not divulge any portion of his oracle. He will say that the oracle warned him and his brother to keep the pronouncements a secret, to be shared with no one outside of the three siblings. Anguiril will even prefer to journey alone rather than break that covenant. He can state that he does not know exactly where in Relum he needs to go, but believes through his research in Algol City that he will find clues mentioned in the oracle that will guide him to the proper place.

If asked, he will confirm that he is an aasimar and not an elf. His brother Hadrian is also an aasimar, as was his father. It is said that his grandfather, Pondify, traveled the netherplanes and fell in love with and brought back to Therra a celestial spirit whom he made his baroness. She was called Agastirial and it was said that she was a child of the stars themselves. So far the aasimar bloodline has run true through all of the males of the Inscariot line, though the females are always human, though renowned for their beauty.

He knows very little of the nature of his foe. It is believed to be a powerful fiend of some sort, perhaps even a Maug, though like the now dead Lolth, it would have had to have cast off its mantle of divinity. But beyond that he knows nothing, which is why he and Velicleas came to Onlor, to learn the identity of their foe.

If asked why Velicleas stopped in Leaf Port, Anguiril will inform the PCs that he needed to finish his research in Algol City before the full meaning of the second oracle became clear. Velicleas was merely scouting the area and keeping his eyes and ears open. He was to make initial contact with the elves of Relum and learn what he could learn. He was to check in at Leaf Port on occasion to receive word from Anguiril or to meet Anguiril himself when the first path was finished. Anguiril knows nothing of the rumours Velicleas heard of Varr's tales of meeting Varytur, which drew the paladin back to Leaf Port and caused him to join with the PCs.

Anguiril will wish to depart as soon as possible (the next day). Nevertheless, he is willing to wait up to a week if the PCs feel it is necessary.

The Journey:

Anguiril's journey will take approximately two weeks (assuming the PCs move at speed 30 ft). The first part will be relatively straightforward, as the PCs travel along the coast road to Leaf Port East. From there they will head north upstream along the banks of the Eridruil River, reaching the verges of the Forests of Relum. Then they will follow the river into the forest and then follow the oracular signs to move away from the river and towards the end site. Anguiril has a heavy warhorse with leather barding named Archangel that he favours and he will ride that animal on this journey.

ARCHANGEL CR 2
Female heavy warhorse
N Large animal
Init +1; Senses low-light vision, scent; Listen +5, Spot +4
Languages telepathy 100 ft

AC 16, touch 10, flat-footed 15
hp 30 (4 HD)
Fort +7, Ref +5, Will +2

Spd 50 ft (10 squares)
Melee 2 hooves +6 (1D6+4) and bite +1 (1D4+2)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +11

Abilities Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Feats Endurance, Run
Skills
Listen +5, Spot +4
Possessions leather barding, combat saddle, bit and bridle, saddlebags, feed (20)

The map below shows the route of the journey, along with encounters along the way. There are no random encounters set up for this adventure. The DM can feel free to add additional encounters as he deems fit. All travel times assume the PCs travel at a speed of 30 ft. If the PCs travel faster or slower, the DM should adjust accordingly.

Leg 1 - Leaf Port to Leaf Port East (2 days):

This leg of the journey is entirely uneventful. The coast road is well maintained and well-traveled and quite safe. Patrols are infrequent but can be sighted plying the road at least once per day. Isolated steads and small fishing thorps are visible from time to time from the roadway.

There is an inn halfway between the two towns, called the Halfway House. Anguiril will insist on spending the night at the inn, simply telling the PCs that he believes the oracle requires it.

Interlude - Leaf Port East:

Anguiril will also insist upon spending the night in Leaf Port East. Again, he will claim that the oracle requires it.

Leaf Port East is the sister town to leaf Port, and is similar in most respects to Leaf Port. From the Onlor Gazetteer:

Similar to Leaf Port, the sister town is unwalled and has a population of about 2,500 (called Easters to differentiate them from the residents of Leaf Port proper). It is in much the same circumstance as its sister town, with some better arable lands where cotton and hemp are grown. Rope making is a well-known craft practiced here, and a Ropemakers' Guild here is known throughout Onlor.

The majority of the folk here fish or service trade coming from trading vessels and along the coast road. Giant squid are known to ply these waters during winter, and a few intrepid sailors will often hunt these creatures using poisoned bait which must then be carefully flushed out of the creature's system before it is processed. This poison is an herbal toxin manufactured by elves in Relum. As a by-product of this trade, Leaf Port East is a great place to purchase sepia.

The remainder of the Relum navy (those not in port at Leaf Port) anchor here. This includes several rigged-up longboats and a single galley with some ballistae upon it.

The folk here worship Hotor, Pindar, and Dhalis.

It is in Leaf Port East that the PCs will come to the attention of Varytur's men. They are looking for Anguiril, who is rather easy to spot normally. If the PCs have taken pains to disguise Anguiril, then the DM should test the Disguise check against the Spot checks of a couple of Varytur's men. If Anguiril is not recognized, then the PCs can leave Leaf Port East entirely unmolested and encounter 1 will not occur.

Leg 2 - Leaf Port East to the Edge of the Forests (2 days):

After Leaf Port Anguiril will lead the PCs north along the eastern bank of the Eridruil River. From the Onlor Gazetteer:

This mighty river is extremely wide and very slow moving. It cuts a huge swath through the Great Forest of Relum before emptying near Leaf Port East. Eridruil also is also fed by Circle Lake, Father Lake and Little One Lake, and is, for this reason, sometimes called Mother River by those interested in such legends. The river is only crossed by bridge at its extreme south along the road between Leaf Port and Leaf Port East. In the forest, the elves often string long rope bridges from treetop to treetop across the wide river. Otherwise, the river can be crossed easily if a shallow spot is found. The river is far too wide to allow fallen logs to cross it.

There is no formal road here, but a well-worn dirt path leads along the riverside, clearly used by foot traffic and wagons. Some traffic is to be seen both on the river proper and on either bank, primarily huntsmen and woodsmen on foot heading to or from the forest.

Encounter 1 - Merchants of Varytur (EL 8)

This encounter will only take place if the agents of Varytur have had a chance to spot Anguiril in leaf Port East. Keep in mind that the effective party level will be 5.8 when accounting for Anguiril and his warhorse.

The PCs, about 4 hours out of Leaf Port East, will come across the following scene:


Ahead of you, it appears that a wagon has run into trouble. The wagon appears to be a merchant's wain, as evidenced by the menagerie of pots, pans, candle holders, and other implements of brass and bronze and iron that hang from the thing. A large painted Indolle Rune is present on the canvas covered portion. This wagon is half in the slow moving river and its front wheels are stuck in the soft mud of the riverbank, as if the driver tried to drive the wagon right into the river. Two draft horses are still tied to the wagon, and they stand leg deep in the river.

Several merchants and teamsters are tugging at the wagon or placing blocks of wood under it, while others have weapons at the ready and are watching the area around the wagon very warily. These latter seem to be standing before a large furry grey carcass that looks to be roughly lupine and large enough to be a dire wolf. Red wetness smears the carcass. Near the river bank, another man is lying still, with bright red blotches on his torso. A man in somewhat fine clothes is standing in the wagon's driver's seat, frantically pointing to the horses, then to the wagon wheels, and then to the wolf carcass.



The entire scene is a ruse. All of these men are assassins in the employ of Varytur and their only mission is to slay Anguiril. While not happy to see that Anguiril is accompanied by strangers, they also see that they outnumber the PCs, and are therefore confident in their plan of attack.

The men at the ready with weapons will hail the approaching PCs and warn them that "there's another one on the loose!", referring to the dire wolf. If queried they will say that two dire wolves attacked their wagon and they managed to slay one, but not before it killed one of their men and panicked the horses into the river. The other one fled, but they have heard it howling and believe it may come back.

On hearing this, the merchant in the wagon will remark how they look like strong capable persons and offer the PCs 100 gp to help pull the wagon out of the river and another 250 gp to kill the wolf. He will insist that they first help with the wagon.

At some propitious point in time that men will all attack the PCs. Preferably, this will be when some of the PCs are trying to help with the wagon and others are looking at the wolf carcass or what have you.

There are several ways for the PCs to foil this plan. However, the DM should keep in mind that Gevestir, the merchant driver, will have conceal thoughts manifested on himself during the encounter. This grants him a +4 save bonus against mind reading spells and a +10 bonus to his Bluff check.

First, any sort of mind-reading magic may expose the plot. Additionally, a detect evil spell will reveal the nature of the men enough for the PCs to probably suspect something. A Sense Motive check specifically called for by a PC against the Bluff check of the leader of the assassins could reveal that the men are casting glances at each other or imperceptibly nodding to each other.

In addition, one of the assassins is actually hiding inside the dire wolf pelt, and if a PC specifies he is examining the wolf carcass carefully from a distance, he can make a Spot check against the assassin's Hide check. If the Spot check succeeds, then the PC will notice something strange about the wolf carcass...that it is shaped strangely and its edges are flat and it looks as if something is moving slightly under the skin. Similarly, the dead human near the river bank is feigning death, and a Spot check against his Bluff check (modified by distance) from someone specifically looking at the human body from a distance will see the figure breath slightly or move ever so slightly.

The men will of course attack if the jig is up. They will also attack if a PC comes within touch range of the wolf carcass or the human body.

Creatures: Gevestir is the driver on the cart. The three 3rd level soulknives include the body near the river edge, and two men working on the wagon wheels. The six 1st level soulknives include the man inside the dire wolf pelt and the five wary men watching the surrounding terrain for more wolves. All of the soulknives are psionically focused at the start of the encounter.

GEVESTIR CR 4
Expanded Psionics Handbook page 19 and 26
Male human Soulknife 1/Psion (shaper) 3
LE Medium humanoid (human)
Init +4; Senses Listen +5 (+7 when psicrystal adjacent), Spot +5 (+7 when psicrystal adjacent)
Languages Common, Dwarf, Elf, Morakki

AC 12, touch 10, flat-footed 12
hp 25 (4 HD)
Fort +2, Ref +5, Will +6

Spd 30 ft (6 squares)
Melee mind blade +4 (1D6)
Ranged light crossbow +3 (1D8)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +1
Special Actions mind blade
Combat Gear light crossbow, crossbow bolts (20), power stone of vigour (ML 3, 3 PP), power stone of specified energy adaption (ML 3), power stone of psionic tongues (ML 3), potion of cure light wounds (CL 1)
Power Points 16 (normally 15)
Psion Powers Known (ML 3, melee touch +3, ranged touch +3):
2nd - energy stun (DC 15), psionic levitate
1st - astral construct, conceal thoughts, entangling ectoplasm, force screen, vigour

Abilities Str 10, Dex 14, Con 13, Int 17, Wis 12, Cha 14
SQ psicrystal (nimble, telepathic link)
Feats Combat Manifestation, Imprint Stone, Psionic Body, Weapon Finesse, Weapon Focus (mind blade), Wild Talent
Skills
Bluff +7, Concentration +8, Diplomacy +4, Disguise +7 (+9 when observed), Hide +6, Intimidate +4, Jump +4, Knowledge (psionics) +5, Listen +5, Move Silently +6, Profession (merchant) +3, Psicraft +8, Spot +5, Tumble +6
Possessions combat gear plus leather armour


Mind Blade (Su)
As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways to a short sword. The blade can be broken (it has hardness 10 and 10 hp); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on the blade, it dissipates. A mind blade is considered a magic weapon for the purpose of overcoming DR.

GEVESTIR'S PSICRYSTAL CR -
Expanded Psionics Handbook page 21
LE Diminutive construct
Init +2*; Senses sighted 40 ft; Listen +6, Spot +6
Languages Common, Dwarf, Elf, Morakki


AC 17, touch 16, flat-footed 15
hp 12 (4 HD); hardness 8
Fort +1, Ref +5*, Will +5; improved evasion

Spd 30 ft (6 squares)*, climb 20 ft (4 squares)*; self-propulsion*
Melee melee touch -1 (deliver touch powers)
Space 1 ft; Reach 0 ft
Base Atk +0; Grp -17

Abilities Str 1*, Dex 15*, Con -, Int 7, Wis 10, Cha 10
SQ construct traits, deliver touch powers, share powers, nimble, telepathic link
Feats Alertness
Skills
Climb +14*, Listen +6, Move Silently +7, Search +2, Spot +6, Tumble +6


Mind Blade (Su)
A

* If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a speed of 0 feet and has no Str score and no Dex score

HAGRIV, BEYSTER, and MORGJA CR 3
Expanded Psionics Handbook page 26
Male human Soulknife 3
LE Medium humanoid (human)
Init +2; Senses Listen +6, Spot +6
Languages Common, Elf


AC 17, touch 12, flat-footed 15; Dodge
hp 27 (3 HD)
Fort +2, Ref +5, Will +4

Spd 30 ft (6 squares)
Melee mind blade +5 (1D6+2)
Ranged mind blade +5 (1D6+2)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4
Special Actions mind blade, Psionic Weapon, psychic strike +1D8, throw mind blade
Combat Gear potion of cure light wounds (CL 1), potion of shield of faith +2 (CL 1)
Power Points 2

Abilities Str 14, Dex 15, Con 12, Int 12, Wis 12, Cha 11
Feats Dodge, Psionic Body, Psionic Weapon, Weapon Focus (mind blade), Wild Talent
Skills
Concentration +6, Hide +7, Jump +9, Listen +6, Move Silently +7, Spot +6, Tumble +13
Possessions combat gear plus studded leather armour, heavy wooden shield


Mind Blade (Su) As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways to a short sword. The blade can be broken (it has hardness 10 and 10 hp); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on the blade, it dissipates. A mind blade is considered a magic weapon for the purpose of overcoming DR.

Psychic Strike (Su) As a move action, a soulknife can imbue his mind blade with destructive psychic energy. This effect deals an extra 1D8 of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creature immune to mind-affecting effects are immune to psychic strike damage. Unlike a sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 ft away, provided they are living, nonmindless creatures not immune to mind-affecting spells.

A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action.

Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.

Throw Mind Blade (Ex) A mind blade may be thrown, with a range increment of 30 ft. The mind blade dissipates after having been thrown.

PSIONIC ASSASSINS (6) CR 1
Expanded Psionics Handbook page 26
Male human Soulknife 1
LE Medium humanoid (human)
Init +2; Senses Listen +5, Spot +5
Languages Common, Elf

AC 16, touch 12, flat-footed 14; Dodge
hp 11 (1 HD)
Fort +1, Ref +4, Will +3

Spd 30 ft (6 squares)
Melee mind blade +3 (1D6+2)
Melee spear +2 (1D8+2)
Ranged light crossbow +2 (1D8)
Space 5 ft; Reach 5 ft
Base Atk +0; Grp +2
Special Actions mind blade
Combat Gear light crossbow, crossbow bolts (20), spear
Power Points 2

Abilities Str 14, Dex 15, Con 12, Int 12, Wis 12, Cha 11
Feats Dodge, Psionic Body, Weapon Focus (mind blade), Wild Talent
Skills
Concentration +5, Hide +6, Listen +5, Move Silently +6, Spot +5, Tumble +6
Possessions combat gear plus leather armour, heavy wooden shield


Mind Blade (Su) As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways to a short sword. The blade can be broken (it has hardness 10 and 10 hp); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on the blade, it dissipates. A mind blade is considered a magic weapon for the purpose of overcoming DR.

Tactics: Gevestir will immediately levitate 20 ft into the air, so as to be above the fray and out of melee reach. He will then summon an astral construct and then use his entangling ectoplasm and energy stun powers from on high to confound foes and aid in the combat. If targeted with missile weapons, he may return to the ground to find cover after manifesting an augmented vigour on himself. He will only use his power stones if necessary, as he does not like to spend the XP and gold pieces to craft them or to purchase them.

In the meantime, the psionic assassins will attack, while the three more experienced soulknives will particularly target enemy spellcasters, using their Tumble skills to bypass frontline fighters. They will save their psionic focus for use with Psionic Weapon against a high value target such as Anguiril or an enemy caster.

Remember that these soulknives have one task...to slay Anguiril. They do not care about the PCs except as obstacles to that goal. As such, they will not coup-de-grace fallen PCs and will tend to concentrate their attacks on Anguiril and save their most effective attacks for him.

Developments: While dedicated and loyal to Varytur, these soulknives are not about to die to the last to fulfill their mission. In fact, Varytur is not your typical evil boss, in that he expects his minions to flee a job gone bad. He does not routinely slay those who failed, unless they betray him or show continual gross incompetence. As such, if the combat goes horribly wrong for these guys, they will flee as best they can, though they are smart enough to flee together if necessary.

If they succeed in slaying Anguiril, the soulknives will attempt to disengage from combat, as they have no enmity for the PCs. They will try to even communicate this fact to the PCs. But if pressed, they will continue the fight until a safe escape can be made. If the PCs are defeated, the soulknives will simply leave. They will not loot the PCs nor take anything from the PCs or from Anguiril.

If the PCs question one of the soulknives, they will certainly inform the PCs as to who their master is and what their task was. They do not know who hired their master.

Encounter 2 - Rodents of Unusual Size

The Rat (EL 3 [lowered by 1 because of the aid of the owl]):

The PCs will, on the morning of the second day of their trek north, a few hours after breaking camp, see some brush to their right about 120 ft away in the copse of trees rustling madly. Suddenly, a massive rat will burst out from the undergrowth. The rat is man-sized, and bearing horns and bony protrusions that a DC 10 Knowledge (nature) check will reveal to signify its dire nature. However, the creature also has a crown of tiny sharp red horns on its head and its ears are sharply pointed and end in long hairs that trail behind its head. Its eyes burn with orange flames, and a DC 15 Knowledge (nature) or (planes) check will reveal its fiendish origins. However, the features of the rodent are strangely twisted and warped in subtle ways and there is a weird sort of haze or distortion about the creature that a DC 30 Knowledge (arcana) check will reveal as a creature warped by and imbued with strong magic.

Mere seconds after the rodent emerges from the undergrowth and charges roughly in the direction of the PCs, a large avian will flap out from the copse of trees. The creature is clearly a giant owl and is just as certainly harrying or hunting the massive rodent. The owl will espy the PCs and call out in Common for the PCs to hinder or slay the creature. As it does so, the PCs will note a large red marking on its breast that vaguely resembles a heart.

ADVANCED SPELLWARPED FIENDISH DIRE RAT CR 4
Monster Manual III page 162
NE Medium aberration (augmented magical beast, extraplanar)
Init +8; Senses darkvision 60 ft, low-light vision, scent; Listen +5, Spot +5


AC 15, touch 12, flat-footed 13
hp 51 (6 HD); DR 5/magic
Resist cold 5, fire 5; SR 11, spell absorption
Fort +9, Ref +9, Will +8

Spd 40 ft (8 squares), climb 20 ft (4 squares)
Melee bite +11 (1D6+4 plus disease)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +6
Atk Option smite good 1/day (+6 damage)

Abilities Str 18, Dex 18, Con 18, Int 7, Wis 12, Cha 4
Feats Alertness, Improved Initiative, Iron Will, Weapon Finesse
Skills
Climb +15, Hide +7, Listen +5, Move Silently +6, Spot +5, Swim +15


Disease (Ex) Filth fever - bite, Fort DC 15, incubation period 1D3, damage 1D3 Dex and 1D3 Con. The save is Con based.

Spell Absorption (Su) Whenever a spell fails to penetrate a spellwarped creature's spell resistance, the creature gains one of the following benefits, chosen at the time that the spell resolves. Benefits may be gained multiple times, but do not stack (though the resistance benefit can be taken multiple times with different energy types chosen).

Might: The spellwarped creature gains +4 enhancement bonus to Str for 1 minute.

Agility: The spellwarped creature gains +4 enhancement bonus to Dex for 1 minute.

Endurance: The spellwarped creature gains +4 enhancement bonus to Con for 1 minute.

Life: The spellwarped creature gains temporary hp equal to 5 x the level of the failed spell.

Speed: The spellwarped creature's base speed increases by a number of feet equal to 5 x the level of the failed spell for 1 minute.

Resistance: The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, fire, or sonic) for 1 minute.

GIANT OWL CR 3
NG Large magical beast
Init +3; Senses superior low-light vision; Listen +17, Spot +10
Languages Common, Sylvan


AC 15, touch 12, flat-footed 12
hp 26 (4 HD)
Fort +5, Ref +7, Will +3

Spd 10 ft (2 squares), fly 70 ft (14 squares) (average)
Melee 2 claws +7 (1D6+4) and bite +2 (1D8+2)
Space 10 ft; Reach 5 ft
Base Atk +4; Grp +12

Abilities Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Feats Alertness, Wingover
Skills
Knowledge (nature) +2, Listen +17, Move Silently +8*, Spot +10


Superior Low-Light Vision (Ex) A giant owl can see five times as far as a human can in dim light.

* When in flight, giant owls gain a +8 bonus on Move Silently checks.

Developments: Anguiril, seeing the heart-shaped mark on the owl's breast, will recognize this as a portent of the second oracle, and will draw his blade and yell for the PCs to slay the rat. If questioned, he will say that the oracle demands it of him. If necessary, he will attack the rat on his own.

As the PCs are between the rat and the owl, they will have the ability to cut the rat off. The rat will head right towards the PCs, seemingly more afraid of the owl than anything else.

The owl will dive into attack the rat, and will fight in conjunction with the PCs. The rat will attack the PCs only for a round or two before realizing they are not going to scatter or fall quickly and attempting to simply flee further from the owl. If the rat escapes, the owl will fly after it, and the DM can assume that the damage done by the PCs (if any) plus the owl's attacks eventually slay the rat.

The owl will eventually speak to the PCs once the battle is over. He will not eat the rat's flesh, and if queried will tell the PCs that its flesh is corrupt and should not be consumed.

If the PCs do not ask about the rat, Anguiril will. The owl, whose name is Abaskoowil, will explain that some sort of corruption has befouled a nearby pond. A family of dire rats used to dwell in a cave in the rocks on the edge of the pond, but the corruption caused the banks to overflow and he had presumed the rats drowned. Not so, and they have now emerged as these bloated monstrosities, recently raiding the owls' nests and stealing several eggs. There were six adult rats in the family in total, and this is the first that has been killed. The owls are not able to enter the submerged cave, as it is sized for Medium creatures, and so they have been relegated to waiting to try to catch the rats as they emerge. However, the owls worry that the rats could be digging new, unknown exits.

Anguiril will tell the owl that he is on a quest and has been told to seek advice from "the sage of the heart of blood", and he believes Abaskoowil to be this sage. Abaskoowil will reveal that his breast marking is a strange birthmark and that no others of his people have such a mark. The owl will ask what advice he seeks, and Anguiril will recite from memory the following passage:

Then shall ye seek she who sits astride her crooked mount
And bathes in sapphire and emerald fount
And by her bondage keeps the forest free
The Lady of Laughing Flowers shall lead thee onward to thy destiny

The owl will ponder what Anguiril has said, and then, adjudging that the PCs are goodly folk (or at least not evil folk) he will assume Anguiril's quest is also goodly. This Anguiril will confirm. Abaskoowil will then offer a bargain to Anguiril. He will say that he believes he knows this Lady of Laughing Flowers, and if Anguiril and his companions will enter the rat's cave and slay the rats within, he will tell them how to find the lady.

Anguiril will, of course, readily agree to this. Assuming the PCs do as well, then Abaskoowil will lead them about an hour's travel to the north by northeast. There, the PCs will see a large pond.

The Pond:

The water is disturbingly black in colour and the water at the edge of the pond seems to pulse up the banks of the pond rather than lap naturally. To one side of the pond, which is about 300 ft in diameter, is a large pile of rocks and boulders that appears to have spilled down from a ridge that leads almost the edge of the pond.

Abaskoowil will explain that the entrance to the rat cave is only about 5 ft below the surface of the pond, at the edge of the rockfall. There the PCs will see an opening that leads into the rocks.

The pond radiates a faint evil and faint aura of conjuration and necromancy. Its corruption is vaguely related to Fraz-Urb'luu's essence which is hidden deep beneath the surface of Onlor. This pond is essentially at the conjunction of several ley lines of natural power that had become corrupted by the demonlord's essence. None of this, of course, is knowable by the PCs.

Despite the foul appearance of the pond, immersing in it for a short time causes no harm. The rats were corrupted by the initial pulse of corruption that burst through to the pond. Nevertheless, should someone drink the water, it will taste foul and anything more than a small gulp will cause a person to be sickened for 1D4 minutes and nauseated for the same amount of time unless a DC 20 Fort save is made.

The pond water is calm, and it is 30 ft deep at its center. Most of the fish and other animal life in the pond has died, including most of the underwater plants. Visibility in the dark water is normal for underwater, but no spell with the light descriptor will function under this water.

The Rat Hole:

The rat holes are, unless otherwise stated, 5 ft in diameter and roughly circular. They are dug out of the rocky soil and small roots occasionally stick out of the ceiling at various places. Only the first 35 ft of the entrance way into the den is comprised not of a tunnel through the soil but rather a series of openings through rocks. These openings are all roughly 5 ft in diameter and roughly proceed in a straight line. However, the terrain in this stretch should be considered natural stone floors (2 squares to move, DC of Balance and Tumble checks increases by 5, running and charging are impossible. In fact, creatures that stand upright and that are 6 ft or taller suffer a -2 penalty to attack rolls due to the relatively constricted nature of the tunnels (except where the tunnels are 6 ft or taller).

Of course, there is no natural illumination in the tunnels, even at the entrance, as the strange, dark water blocks the sunlight from entering the holes.

The entire area is damp and smells of wet fur, rat feces, and something akin to brimstone.

All of the adult dire rats here are man-sized, and bear horns and bony protrusions that a DC 10 Knowledge (nature) check will reveal to signify their dire nature. However, the creatures also have a crown of tiny sharp red horns on their heads and their ears are sharply pointed and end in long hairs that trail behind their heads. Their eyes burn with orange flames, and a DC 15 Knowledge (nature) or (planes) check will reveal their fiendish origins. However, the features of the rodents are strangely twisted and warped in subtle ways and there is a weird sort of haze or distortion about the creatures that a DC 30 Knowledge (arcana) check will reveal as creatures warped by and imbued with strong magic.

1. Entrance


About 5 ft below the surface of the dark pond the rocks have fallen in such a way that there is an opening between three large boulders. The rocks continue down the side of the pond to the bottom some 15 ft below. The opening is approximately 5 ft in diameter.


The passageway beyond is comprised, for the first 35 ft or so, of spaces between the rocks. Footing is treacherous, though the passageway itself rises steadily into the rockpile and out of the water after 20 ft. Treat the passageway for the first 25 ft as a steep slope.

As the water is fairly calm, negotiating the swim to the entrance and up the passageway should not be too much trouble for most PCs (though in theory someone in heavy armour could have some trouble). The rats, with their prodigious Swim bonuses, have no trouble whatsoever.

2. Long Nest (EL 6)


This long chamber rises to about 6 ft in height. The place is covered in rat droppings and bones of all sorts. A strange lichen covers the walls of the place, being jet black with sickly yellow speckles. Small rhizomes or tendrils writhe from the lichen. Rocks, twigs, and other debris form 4 nests, each about 4 ft in diameter in the eastern part of this place. Within the nest are tiny ratlings, squeaking and mewling.


The nests contain a total of a dozen newly born dire rats. They are about 3 inches long and exhibit the deformities of their parents. They are, however, completely harmless at this time. The lichen is another manifestation of the corruption of this pond. A DC 10 Knowledge (nature) check will determine that the lichen is not normal or natural. The lichen is harmless, but radiates faint evil. Furthermore, any good-aligned spells cast in this chamber are at -1 caster level due to the inhibiting effect of the lichen. If all of the lichen is burned away (a torch applied over the entirety of the chamber will suffice, a full round action for each 5 ft square) the effect will end.

Creatures: 2 of the dire rats are here (females) guarding their progeny. They will defend their nest fiercely and emit warning screeches to their nestmates.

ADVANCED SPELLWARPED FIENDISH DIRE RATS (2) CR 4
Monster Manual III page 162
NE Medium aberration (augmented magical beast, extraplanar)
Init +8; Senses darkvision 60 ft, low-light vision, scent; Listen +5, Spot +5


AC 15, touch 12, flat-footed 13
hp 51 (6 HD); DR 5/magic
Resist cold 5, fire 5; SR 11, spell absorption
Fort +9, Ref +9, Will +8

Spd 40 ft (8 squares), climb 20 ft (4 squares)
Melee bite +11 (1D6+4 plus disease)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +6
Atk Option smite good 1/day (+6 damage)

Abilities Str 18, Dex 18, Con 18, Int 7, Wis 12, Cha 4
Feats Alertness, Improved Initiative, Iron Will, Weapon Finesse
Skills
Climb +15, Hide +7, Listen +5, Move Silently +6, Spot +5, Swim +15


Disease (Ex) Filth fever - bite, Fort DC 15, incubation period 1D3, damage 1D3 Dex and 1D3 Con. The save is Con based.

Spell Absorption (Su) Whenever a spell fails to penetrate a spellwarped creature's spell resistance, the creature gains one of the following benefits, chosen at the time that the spell resolves. Benefits may be gained multiple times, but do not stack (though the resistance benefit can be taken multiple times with different energy types chosen).

Might: The spellwarped creature gains +4 enhancement bonus to Str for 1 minute.

Agility: The spellwarped creature gains +4 enhancement bonus to Dex for 1 minute.

Endurance: The spellwarped creature gains +4 enhancement bonus to Con for 1 minute.

Life: The spellwarped creature gains temporary hp equal to 5 x the level of the failed spell.

Speed: The spellwarped creature's base speed increases by a number of feet equal to 5 x the level of the failed spell for 1 minute.

Resistance: The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, fire, or sonic) for 1 minute.

Developments: The screeches of these rat matrons will attract the attention of the rest of the nest, which will arrive as soon as possible.

3. Rippled Place


This area is merely a widening of the tunnel. However, the western wall is strangely rippled and speckled with splotches of mauve, green, yellow, and blood red.


The ripples and blotches are manifestations of the power that flowed through this place from the pond. A DC 20 Spot check while observing the wall carefully will reveal and vague outline of a bat-winged humanoid formed from the ripples. The effect is extremely subtle and vague. The wall radiates faint evil.

4. Side Chamber


A large, half-eaten fish is here, about 4 ft long and bearing two heads. Forked tongues are visible in the open mouths of the fish, while the tail half is merely gnawed bones.


The fish is a mutant from the pond and smells bad. If eaten it will cause sickness as if the pond water had been imbibed.

5. Central Chamber (EL 4)


This chamber's ceiling is 6 ft overhead. A column of twisted tree roots forms a column in the center of the chamber that sprouts from the ceiling and spirals into the floor. Several hand-sized black beetles can be seen scurrying amongst the roots. These beetles bear bright red markings on their carapaces that resemble bat wings.


The beetles are harmless, though they radiate faint evil and can be crushed with little effort.

Creatures: A single dire rat is usually here, hunting and chomping on the beetles.

ADVANCED SPELLWARPED FIENDISH DIRE RAT CR 4
Monster Manual III page 162
NE Medium aberration (augmented magical beast, extraplanar)
Init +8; Senses darkvision 60 ft, low-light vision, scent; Listen +5, Spot +5


AC 15, touch 12, flat-footed 13
hp 51 (6 HD); DR 5/magic
Resist cold 5, fire 5; SR 11, spell absorption
Fort +9, Ref +9, Will +8

Spd 40 ft (8 squares), climb 20 ft (4 squares)
Melee bite +11 (1D6+4 plus disease)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +6
Atk Option smite good 1/day (+6 damage)

Abilities Str 18, Dex 18, Con 18, Int 7, Wis 12, Cha 4
Feats Alertness, Improved Initiative, Iron Will, Weapon Finesse
Skills
Climb +15, Hide +7, Listen +5, Move Silently +6, Spot +5, Swim +15


Disease (Ex) Filth fever - bite, Fort DC 15, incubation period 1D3, damage 1D3 Dex and 1D3 Con. The save is Con based.

Spell Absorption (Su) Whenever a spell fails to penetrate a spellwarped creature's spell resistance, the creature gains one of the following benefits, chosen at the time that the spell resolves. Benefits may be gained multiple times, but do not stack (though the resistance benefit can be taken multiple times with different energy types chosen).

Might: The spellwarped creature gains +4 enhancement bonus to Str for 1 minute.

Agility: The spellwarped creature gains +4 enhancement bonus to Dex for 1 minute.

Endurance: The spellwarped creature gains +4 enhancement bonus to Con for 1 minute.

Life: The spellwarped creature gains temporary hp equal to 5 x the level of the failed spell.

Speed: The spellwarped creature's base speed increases by a number of feet equal to 5 x the level of the failed spell for 1 minute.

Resistance: The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, fire, or sonic) for 1 minute.

Developments: The rat will respond to screeches from the long nest (area 2).

6. Fell Mold (EL 6)


This area's ceiling is 5 ft overhead. The entire chamber is speckled with greyish-yellow lichen and moss, on the ceiling, floor, and walls.


Hazard:
The lichen and moss are an evil variant of yellow mold. It operates exactly like yellow mold, except that it radiates moderate evil and if a good-aligned creature enters the area it releases its spores. These spores operate exactly like yellow mold spores, except they only affect good creatures.

7. Evil Roots (EL 5)


The ceiling in this cave is 7 ft high. Strange starburst shaped black spots cover the walls, floor, and ceilings.


The entire chamber radiates moderate evil. Within is a manifestation of Fraz-Urb'luu's essence. If any good aligned creature enters the chamber, the black spots erupt with black tentacles that function exactly like a black tentacles spell. These tentacles will only attack good-aligned creatures, and will do so for as long as the chamber contains a good-aligned creature. While not technically a trap, this is treated like one.

Trap: The black tentacles effect.

Black Tentacles Trap CR 5; magic device; proximity trigger (alarm); automatic reset; spell effect (black tentacles, 7th level wizard, 1D4+7 tentacles, Atk +7 melee [1D6+4, tentacle]); multiple targets (each square in the chamber); Search DC 29; Disable Device DC 29.

8. Northern Den (EL 4)


The ceiling in this cave is 6 ft high. Several large nests of twigs, leaves, and bones are here, along with bits of rotting flesh, gnawed bones, and piles of feces.


There are 3 nests here.

Creatures: Creatures: A single dire rat is usually here, resting.

ADVANCED SPELLWARPED FIENDISH DIRE RAT CR 4
Monster Manual III page 162
NE Medium aberration (augmented magical beast, extraplanar)
Init +8; Senses darkvision 60 ft, low-light vision, scent; Listen +5, Spot +5


AC 15, touch 12, flat-footed 13
hp 51 (6 HD); DR 5/magic
Resist cold 5, fire 5; SR 11, spell absorption
Fort +9, Ref +9, Will +8

Spd 40 ft (8 squares), climb 20 ft (4 squares)
Melee bite +11 (1D6+4 plus disease)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +6
Atk Option smite good 1/day (+6 damage)

Abilities Str 18, Dex 18, Con 18, Int 7, Wis 12, Cha 4
Feats Alertness, Improved Initiative, Iron Will, Weapon Finesse
Skills
Climb +15, Hide +7, Listen +5, Move Silently +6, Spot +5, Swim +15


Disease (Ex) Filth fever - bite, Fort DC 15, incubation period 1D3, damage 1D3 Dex and 1D3 Con. The save is Con based.

Spell Absorption (Su) Whenever a spell fails to penetrate a spellwarped creature's spell resistance, the creature gains one of the following benefits, chosen at the time that the spell resolves. Benefits may be gained multiple times, but do not stack (though the resistance benefit can be taken multiple times with different energy types chosen).

Might: The spellwarped creature gains +4 enhancement bonus to Str for 1 minute.

Agility: The spellwarped creature gains +4 enhancement bonus to Dex for 1 minute.

Endurance: The spellwarped creature gains +4 enhancement bonus to Con for 1 minute.

Life: The spellwarped creature gains temporary hp equal to 5 x the level of the failed spell.

Speed: The spellwarped creature's base speed increases by a number of feet equal to 5 x the level of the failed spell for 1 minute.

Resistance: The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, fire, or sonic) for 1 minute.

Developments: The rat will respond to screeches from the long nest (area 2).

9. Northern Den (EL 4)


The ceiling in this cave is 6 ft high. Several large nests of twigs, leaves, and bones are here, along with bits of rotting flesh, gnawed bones, and piles of feces.


There are 3 nests here.

Creatures: Creatures: A single dire rat is usually here, resting.

ADVANCED SPELLWARPED FIENDISH DIRE RAT CR 4
Monster Manual III page 162
NE Medium aberration (augmented magical beast, extraplanar)
Init +8; Senses darkvision 60 ft, low-light vision, scent; Listen +5, Spot +5


AC 15, touch 12, flat-footed 13
hp 51 (6 HD); DR 5/magic
Resist cold 5, fire 5; SR 11, spell absorption
Fort +9, Ref +9, Will +8

Spd 40 ft (8 squares), climb 20 ft (4 squares)
Melee bite +11 (1D6+4 plus disease)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +6
Atk Option smite good 1/day (+6 damage)

Abilities Str 18, Dex 18, Con 18, Int 7, Wis 12, Cha 4
Feats Alertness, Improved Initiative, Iron Will, Weapon Finesse
Skills
Climb +15, Hide +7, Listen +5, Move Silently +6, Spot +5, Swim +15


Disease (Ex) Filth fever - bite, Fort DC 15, incubation period 1D3, damage 1D3 Dex and 1D3 Con. The save is Con based.

Spell Absorption (Su) Whenever a spell fails to penetrate a spellwarped creature's spell resistance, the creature gains one of the following benefits, chosen at the time that the spell resolves. Benefits may be gained multiple times, but do not stack (though the resistance benefit can be taken multiple times with different energy types chosen).

Might: The spellwarped creature gains +4 enhancement bonus to Str for 1 minute.

Agility: The spellwarped creature gains +4 enhancement bonus to Dex for 1 minute.

Endurance: The spellwarped creature gains +4 enhancement bonus to Con for 1 minute.

Life: The spellwarped creature gains temporary hp equal to 5 x the level of the failed spell.

Speed: The spellwarped creature's base speed increases by a number of feet equal to 5 x the level of the failed spell for 1 minute.

Resistance: The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, fire, or sonic) for 1 minute.

Developments: The rat will respond to screeches from the long nest (area 2).

Overall Tactics: The dire rats, though smarter than normal, are not sentient per se and will not come up with coordinated tactics. That said, they will react to intruders and try to aid their fellows, especially if the long nest (area 2) is threatened. They are somewhat adept at flanking opponents in their tunnels and will not hesitate to take a long way around to do so. The rats are not inclined to flee and will fight to the death.

Abaskoowil's Reward: If the PCs slay the rats, then Abaskoowil will whisper in Anguiril's ears the information he needs to find the Lady of Laughing Flowers.

Leg 3 - Edge of the Forests to the Lady of Laughing Flowers (6 days):

The journey now takes the PCs into the Great Forest of Relum. From the Onlor Gazetteer:

This huge expanse of forest is collectively known as the Forest of Relum. The local elves there have a bewildering variety of names for every small section of the area, but humans cannot recognize such distinctions and generally regard the whole as a contiguous area.

This forest is the home to the majority of elves on the Isle, most of them being wood elves. However, despite the place being an elven realm, the area is so vast that many places are little traveled and some places may be virgin forest, having not ever seen the tread of mortal beings.

The elves are less prevalent upon the highlands, where the human woodsmen dwell and eke out their existence while facing occasional depredations from roving bands of humanoids and other creatures. Most of the lumbering takes place here, and the Relum is known for its unique valnquaa tree, a deciduous broad leafed tree with a dual trunk that is known to produce a sturdy and strong wood valued for beams, rafters, and furniture.

In the current case, the forest is a-bloom with spring. Rivers, creeks, and streams are burbling with runoff from the central mountain ranges and rainwater from the sylvan highlands, and the valnquaa trees bear both silvery pear-shaped fruits and yellow and violet flowers. All sorts of birds and bees and insects can be heard and the area virtually emanates health and vitality. The forest is thick with undergrowth, and movement is at half speed for overland travel. Fortunately, with the river to follow, the PCs have no chance of getting lost.

Encounter 3 - Forest Ambush (EL 6)

Some 2 days into the forest, near noon, the PCs will be attacked by a broodswarm of demonlings summoned by a night hag servant of the minions of Fraz-Urb'luu. The swarm was created by a night hag on Therra and, while it still retains its extraplanar essence (and is subject to spells that affect extraplanar creatures) it is not summoned and cannot be hedged by spells such as protection from evil.

BROODSWARM CR 6
Fiendish Codex - Hordes of the Abyss page 31
CE Tiny outsider (chaotic, evil, extraplanar, swarm)
Init +9; Senses darkvision 60 ft, scent goodness; Listen +13, Spot +13
Aura daze (30 ft radius, Will DC 15)
Languages Abyssal, Common


AC 17, touch 15, flat-footed 12
hp 68 (8 HD); DR 5/cold iron or good; half damage from slashing and piercing weapons
SR 12
Weakness area effects deal 150% damage
Fort +10, Ref +13, Will +8; evasion

Spd 40 ft (8 squares)
Melee swarm 2D6 plus daze and stitching
Space 10 ft; Reach 0 ft
Base Atk +8; Grp -
Atk Option distraction (DC 18; does not affect night hags)
Special Actions call night hag

Abilities Str 10, Dex 20, Con 18, Int 10, Wis 14, Cha 13
SQ swarm traits
Feats Improved Initiative, Lightning Reflexes, Nimble Fingers
Skills
Climb +11, Disable Device +13, Hide +24, Jump +19, Listen +13, Move Silently +16, Open Lock +18, Spot +13


Call Night Hag (Sp) Once per day, a broodswarm can call the night hag that created it. This ability takes 1 minute (uninterrupted) to perform, so the broodswarm typically waits until it has captured a victim to use this ability. There is a 25% chance that the night hag refuses to answer the call for whatever reason, in which case the ability is wasted. The night hag called by the broodswarm appears in a blast of noxious smoke in one of the swarm's squares and can remain indefinitely. If this night had that created the broodswarm is killed, the broodswarm cannot use this ability. This is a conjuration (calling) effect (CL 6).

Daze Aura (Su) At the end of a broodswarm's turn, creatures within 30 ft of it must succeed on a DC 15 Will save or be dazed for 1 round. A creature that successfully saves cannot be affected again by that same broodswarm's daze aura for 24 hours. A broodswarm can suppress or activate this ability as a free action. Chaotic evil outsiders are immune to the aura. The save DC is Cha based.

Scent Goodness (Su) A broodswarm has the scent ability, but only against creatures with a good alignment. Any effect that suppresses odor or alignment masks a good creature from a broodswarm's ability to scent them.

Stitching (Su) Broodswarms can manifest lengths of coarse black thread from their silvery hook hands as a free action. They use these threads to stitch victims up and prevent their escape. Whenever a broodswarm deals swarm damage to a creature, they begin stitching body parts together. This gives the victim a -2 penalty to its Dex score; multiple rounds of stitching incur multiple cumulative penalties to Dex. This is neither ability damage nor ability drain and cannot be healed with magic such as restoration. When a creature's effective Dex is reduced to 0 by this effect, it becomes helpless, mute, and blind. Damage reduction can provide immunity to stitching as long as the silver hooks do not bypass it.

A creature can attempt to break free of its stitching (even if helpless as a result of the stitching) by making a DC 20 Str check. Each attempt (successful or not) deals 2D6 points of damage to the victim. Another creature can cut the stitching loose with a DC 10 Heal check and 1 minute of work.

Tactics: The broodswarm is under instructions to go after Anguiril, attempting to stitch him up and then slay, render helpless, or drive off any others. They will fight to the death. The broodswarm will only attempt to call its night hag should it capture a prisoner and have no other foes around to interrupt its calling ritual. If the night hag comes and has Anguiril, it will deliver him to the high minions of Fraz-Urb'luu. If a PC is captured, then the night hag will probably keep the prisoner(s) for her own fell purposes, perhaps allowing other PCs to effect a rescue of some sort.

Encounter 4 - The Lady of Laughing Flowers

3 days after the attack by the broodswarm, the PCs will arrive at a wide bend in the Eridruil River. At this bend, where the river runs a full 150 ft wide, is a massive jagged stone that thrusts up from the middle of the river. Anguiril will note this landmark and proceed to walk along the riverbank staring at it. Upon rounding its northeastern face he will note a yellow circle painted on the rock and coming opposite the circle he will mark its direction and begin to head away from the river and into the forest. At this point, Anguiril will be seen constantly muttering passages of the oracle to himself under his breath and looking around for landmarks. He will still absolutely refuse to reveal the details of his oracle, and often he will double back and try a new route. The going will be slow.

Nevertheless, a day later the PCs will step through a particularly dense growth of trees and undergrowth and find themselves in a beautiful sylvan glade.


The glade is wide and narrow, being some 75 ft wide at its center and less than 50 ft at its ends. It stretches a full 300 ft away, and is situated along the banks of a narrow forest stream, which collects into a small pool near the centre of the glade. While the water in the stream is clear, the water in the pool is a strange swirling of bright emerald and deep sapphire hues.

Set before the pool is an immense, gnarled oak, bent and crooked with what must be fantastic age. A respectful distance from the oak, small bushes bear bright and colourful flowers in full bloom. Throughout the glade, green grass specked with dandelions sway in errant breezes.



To goodly folk, the entire glade radiates peace, serenity, and joyous vitality. Birds can be heard chirping happily and bumble bees drone lazily from flower to flower.

Creatures: The Lady of Laughing Flowers dwells here. She is a very elderly and powerful dryad (Sorcerer 4/Druid 3/Arcane Hierophant 8) and since the PCs will not likely be in conflict with her, no statistics are provided. Her appearance is similar to her oak, in that she is aged and bent over, using a wooden staff to balance herself. However, her infirmity itself seems not to be some sort of corruption or malady but simply a result of the natural progression of the stately march of centuries to which even a mighty oak must succumb. Several grigs and pixies flit around the lady, the grigs occasionally plucking on a fiddle or other instrument to give a moment's musical accompaniment to the breezes of the glade.

Developments: The lady of the laughing flowers will step out of the oak and beckon to the PCs. As they approach, the grigs and pixies will bound and flit around the PCs, looking them over and laughing at anything they find unusual or funny. Occasionally one of the grigs will begin to play a tune and the PCs will feel a growing urge to dance, though the grig will stop, laughing, as a PC begins to tap his feet and clap his hands and caper about.

When the PCs come near to the lady, Anguiril will kneel and greet the lady. He will urge the PCs to do likewise, though the lady will scoff at such obeisance and say that one as old as she is not so easily flattered. She will then ask Anguiril why he has come to her, though a DC 10 Sense Motive check will determine that it is likely she already knows the answer.

Anguiril will rise and say to her:

My lady, I come from far to the north, on the continent. I came here with my late brother to learn the identity of the foe that harries our family's barony. He is an entity of fiendish power, of this I am certain, and I have reason to believe he is hiding himself or something of himself in this fair land of yours.

I need to commune with the Telinquiril Stone that is held by the Avastri Clan of wood elves. I am told that you can direct me to this clan and this sacred site and that, with your recommendation, they will at least deign to speak with me. Without your blessing, I am told, I will neither see nor hear the Avastri and will simply wander the forest in a fuddle or perhaps even be skewered by their arrows should they become frustrated with my persistence.

The lady will consider for a moment, scratching her bark-like cheeks, and then nod, stating that she hears the truth and need in Anguiril's words and that she will, indeed, agree to guide the PCs to the Avastri and with her blessing if the PCs will but prove their merit to her, for, she will say, there are many who are in need in the wide world and a goodly number of them are truthful, but the Avastri cannot be disturbed lightly or by those not worthy. Therefore, she will request the following:

A mere 100 yards up stream from this glade is a tall oak with bleach white bark. This oak bears a single long red fruit in its topmost branches. Bring me that fruit and I shall grant you your request.

With that she will smile and retreat back into her own, crooked oak.

The White Oak:

The white oak is not difficult to locate. It is, as the lady said, 100 yards up the stream that passes through the glade, and itself straddles the stream, which passes directly under its roots. The bark of the oak is a bright white, and unsullied by any sort of burl or dirt or blemish of any kind. The leaves of the oak appear normal, and there are many branches typical of an oak tree, which appear climbable. The tree is at least 70 ft tall, making it one of the taller trees in the area. From the ground, no sign of the red fruit can be seen.

The Treant (EL 8 if combat occurs)

As the PCs approach to within 30 ft of the tree, if on the ground or within 30 ft of the ground, they will be confronted by Gyrhumzinibil the treant, who guards the white oak. Gyrhumzinibil will emerge from the nearby foliage and in a slow, rumbling voice ask the PCs who they are and why they are approaching his tree.

Gyrhumzinibil will initially be unfriendly to the PCs. He doesn't much like humans (or non forest races). However, if the PCs mention that the Lady of Laughing Flowers sent them, then his reaction will be indifferent. Gyrhumzinibil's attitude must be changed to at least friendly in order for him to allow the PCs to approach the tree. Furthermore, if the PCs offer Gyrhumzinibil a gift they can gain a bonus to their Diplomacy check. However, Gyrhumzinibil does not value the same things that the PCs might value. Instead, he values the following:

Holy water = +1 circumstance bonus per vial (max +5)

An interesting tale = +1 circumstance bonus per 5 full points of a Perform (oratory) check

A magical potion = +1 circumstance bonus per level of the spell used to make the potion

GYRHUMZINIBIL CL 8
Male treant
NG Huge plant
Init -1; Senses low-light vision; Listen +8, Spot +8
Languages Treant, Common, Sylvan


AC 20, touch 7, flat-footed 20
hp 66 (7 HD); DR 10/slashing
Weakness vulnerable to fire
Fort +10, Ref +1, Will +7

Spd 30 ft (6 squares)
Melee 2 slams +12 (2D6+9)
Space 15 ft; Reach 15 ft
Base Atk +5; Grp +22
Atk Option double damage against objects
Special Actions animate trees, trample (2D6+13)

Abilities Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12
SQ plant traits
Feats Improved Sunder, Iron Will, Power Attack
Skills
Diplomacy +3, Hide -9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground)


Animate Trees (Sp) A 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 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 treant has.

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

Trample (Ex) Reflex DC 22 half. The save DC is Strength-based.

* Treants have a +16 racial bonus on Hide checks made in forested areas.

Assuming the PCs win him over to friendly, he will allow the PCs approach the tree and even climb it. If he is won over to helpful, he will offer to tell the PCs a story (which is a warning about the golden fruit that grows high in the tree):

In ancient days there was born an oak tree which was a paragon of such trees, the scion of Galasiria's first and favoured. And this youngling sprouted in the spring and, because of his heritage and amazing vigour, he grew quite hastily, so that by summer he was already full of girth and taller even than I.

And this tree saw how fast he had grown over his fellows, and he grew proud and haughty. And he thought...why is it I have to appear like my fellows? Am I not descended from the divine? Am I not special? Should I not appear more than others of my kind?

And the tree railed unto the heavens, to Galasiria herself that he deserved to look special. He demanded of the goddess to have a leaf of gold. This the goddess granted him, and a single leaf of pure gold sprouted from a high branch.

For a time the oak was satisfied with this, and he admired his gold leaf for days at a time. But still, one leaf on a whole tree is not very much, and he wanted more. So he demanded of Galasiria that all of his leaves be turned to gold. Galasiria refused at first, but so petulant and incessant were his demands that the goddess relented, and as summer reached its end, of a sudden the oak found all of his leaves turned to pure gold.

At first the oak as ecstatic, and he swayed eagerly in the breezes to display his beauty and grandeur to the other plants and animals of the forest. But gold weighs more than normal leaves, and slowly the combined weight of all of those leaves began to take hold, and after a time the oak became exhausted, and one by one his hold on his golden leaves began shaky and then lost and one by one the leaves dropped to the ground.

So it was that within a few days every single leaf was gone from the tree.

The oak mourned his loss. But he still took solace in the fact that for a few days he was more spectacular than any other tree had ever been. With this, he still maintained his haughty airs and boasted to all who would listen about his time as the most beautiful tree the world had ever known.

This went on for a few weeks, but as the weather cooled and the winds came, the young tree was shocked, for before him, slowly but surely, the entire forest, and every tree in it, turned a spectacular golden colour as its leaves turned to their autumnal colours. Shortly, the entire forest and every tree in it was as spectacular as the oak had been for but a few days.

And so the oak learned a lesson that day. It does not do to be hasty and to let greed rule you. This too you should mind...it is fine to desire something. But desire has its place, and must be tempered with wisdom.

If the PCs cannot convince Gyrhumzinibil, then they will have to dupe him, which is not all that difficult given his Sense Motive skill and his adequate Intelligence. This could be as simple as having one PC tell him an engaging tale while the others sneak past him. However, the treant will attack the PCs if he finds that they dare to approach the tree without his permission. In this case, the PCs will have to evade or defeat him. The PCs cannot use nonlethal damage on the treant (as plants are immune to critical hits and therefore immune to nonlethal damage in Therra). However, they could incapacitate him or reduce his hit points to negative and then stabilize him. Should the PCs slay the treant, the Lady of Laughing Flowers will be distressed and the pixies will be quite hostile (see below). That said, the pixies will not intervene into any fight between the PCs and Gyrhumzinibil.

Tactics: Gyrhumzinibil is not too clever, but he will certainly use his abilities to their utmost, animating trees and, more importantly, sundering the equipment of the PCs, especially any slashing weapons. He will fight to the death to protect his tree.

If the PCs convince Gyrhumzinibil to let them pass, they should be awarded XP as if they had defeated the treant divided by 2 (i.e. half XP).

The Sprites (EL 8)

Lairing in the boughs of the tree is a band of 4 pixies. These fey are the upper wards of the tree, and they will have been watching any interaction with the treant with great interest. Furthermore, if the PCs evade the treant or attempt to simply fly to the top of the tree, then the pixies will make sure to meet the PCs. Once any interaction with the treant is finished, and the PCs begin to ascend the tree or fly to close proximity of the tree, the PCs will encounter the pixies.

PIXIES (4) CL 4
NG Small fey
Init +4; Senses low-light vision; Listen +8, Spot +8
Languages Sylvan, Celestial, Common, Elven, Treant


AC 16, touch 15, flat-footed 12; greater invisibility
hp 3 (1 HD); DR 10/cold iron
SR 15
Fort +0, Ref +6, Will +4

Spd 20 ft (4 squares), fly 60 ft (12 squares) (good)
Melee shortsword +5 (1D4-2)
Ranged longbow +5 (1D6-2)
Space 5 ft; Reach 5 ft
Base Atk +0; Grp -6
Atk Option special arrows
Combat Gear shortsword, longbow, arrows (20), memory loss arrows (3), sleep arrows (3)
Spell-Like Abilities (CL 8):
1/day - lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only), polymorph (self only)

Abilities Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16
SQ greater invisibility
Feats Dodge, Weapon Finesse
Skills
Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +8, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +8
Possessions combat gear


Greater Invisibility (Su) A pixie remains invisible even when it attacks. This ability is constant, but the 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 15 Will save or lose all memory. The save CD is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he 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 15 Fort save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus.

The pixies' initial reaction to the PCs will depend upon what has gone before. In all cases the pixies will allow the PCs a single Diplomacy check to influence their reactions. Initial attitude will be as follows:

Hostile = if the treant was slain

Unfriendly = if any sort of combat at all occurs between the PCs and the treant, but they do not slay him

Indifferent = default initial attitude

The pixies will not initially attack the PCs. Instead they will react as their initial attitude indicates, but verbally. If hostile, they will berate the PCs for slaying a fine and gullible treant with a good, woody heart. If unfriendly, they will insult the PCs and blast them as unworthy, clumsy, etc.

After a single Diplomacy check, or if none is attempted fairly quickly, then they will react as follows:

Hostile = the pixies will attack to the best of their ability, attempting to injure or slay the PCs as efficiently as possible. They will not pursue the PCs beyond 50 ft from the tree, and will not slay incapacitated foes.

Unfriendly = the pixies will seek to harass the PCs, including using permanent image to make phantom branches appear (which the PCs would presumably try to climb upon and fall), using polymorph to change into frightening or annoying forms (though the forms must be limited to 1 HD due to the HD of the pixies), or shooting PCs with memory loss arrows.

Indifferent = the pixies will challenge the PCs to a contest to allow them to ascend or enter the boughs of the tree to get the fruit. This contest can be a singing contest (Perform [sing]), a joke contest (Perform [comedy]), an archery contest, or a riddle contest. In each case, each contest consists of rounds. Each round begins at a DC or AC of 5 and the DC or AC increases by 5 each round. In any round that a contestant fails and the other succeeds, the contest is over and the successful party has won. If both fail then that round is repeated at the same DC or AC. If the PCs win a single contest, they will be allowed to pass. Each PC may make an attempt at a contest. If all of the PCs (including Anguiril, who will attempt archery) fail, then the pixies will berate the PCs as unworthy and they will become unfriendly to the PCs (see above).

Friendly = the pixies will remark on the PCs favourably, touting their bravery and their daring and their muscles and good looks. They will wish them luck and warn them that the Lady of Laughing Flowers does not like greedy folk.

Helpful = the pixies will offer to fly up and get the fruit for the PCs. At first they will return with a piece of honeycomb disguised as the fruit with a permanent image spell, but when honey begins to drip out of the fruit into the hands of the PC carrying it, the pixies will break into laughter. If the PCs do not expect anything then, bees will begin to emerge from the honeycomb and buzz around the "fruit" and begin to harry and sting the PC. The pixies will really bust up laughing at this. Eventually, the pixies, even if their joke is not discovered, will confess and then fly up and deliver the true fruit to the PCs.

Tactics: The pixies, if they attack from being hostile, will not engage in melee but will use their magic and arrows to deadly effect.

If the PCs convince pixies to let them pass, or otherwise bypass them without full combat, they should be awarded XP as if they had defeated the pixies divided by 2 (i.e. half XP).

Ascending the Tree

Climbing the tree is a DC 15 affair. The tree is 70 ft tall and the fruit is at the top. The fruit is visible from halfway up with a DC 10 Spot check (modified by distance). The topmost branches are, however, fairly slender, and cannot support any weight more than 100 lbs without a risk of breaking. For the last 15 ft of climbing, for each 25 lbs above 100 lbs moving over the topmost branches, allow a 10% that the branch breaks. This check is made for every 5 ft traversed or for each round remaining stationary. If the branch breaks, allow a DC 15 Climb check to grab a nearby branch. Otherwise, for every 10 ft fallen allow a DC 15 Ref check to grab onto a branch. For each 10 ft fallen the PC will take 1D6 damage.

The Fruits

There are two fruits at the top of the tree. One is long and red, like an eggplant, and then other is similarly shaped, but appears to be made of gold. Its skin literally glints in the sun (or moon or even starlight) and it hangs very low on the branch, which sags as if under a heavy burden, belying the fact that the fruit is made of solid gold.

If the golden fruit is plucked, the tree will shudder once and then collapse to ash. PCs not able to fly or float or whatever will plummet to the ground. The pixies and treant will no longer attack or bother the PCs, but both groups will be obviously perturbed at the PCs and will shake their heads sadly. If the red fruit was not in hand when the golden fruit was plucked, it will have plummeted to the ground and burst open into pulp and seeds...destroyed. If it was in hand, and the holder falls, allow a DC 15 Ref save for the PC to have cradled the fruit well enough so that it is not destroyed in the fall. If the save fails, then the fruit is a pulpy mess because of the fall and is destroyed.

Returning to the Lady:

When the PCs return to the Lady of Laughing Flowers, her reaction will depend on the results of the actions of the PCs.

If the PCs do not have the red fruit intact and in hand, then the Lady will shake her head, declare the PCs not worthy of finding the Avastri Clan, and will refuse to aid Anguiril any further. The quest is essentially over (unless the fruit and the tree are still intact, in which case they can try again).

If the PCs have the golden fruit or have slain the treant, then the lady will be distressed and will berate the PCs for their greediness, violence, or both. She will cast a bestow curse on each PC (assuming they stick around after the first one) and this curse will be a -6 decrease to whatever ability score she deems most likely to hinder the victim. The save DC against her spell is a DC 20 Will save. If the PCs flee, she will not follow. If she is attacked, the DM should work out her statistics and punish the PCs accordingly.

If the PCs have made her distressed but have the red fruit as well, then she will agree to give her directions and blessing to Anguiril, but only after each PC submits to her curse (and does not resist it) and in this case the curse will be to decrease Charisma.

The Lady will say that the red fruit itself is the token of her recommendation, and the PCs should keep it safe with them and display it to the Avastri Clan.

The golden fruit appears to be solid gold, but will be seen to slowly shrink and shrivel, until after 1 week it is the size of a single gold piece and worth just that amount.

Leg 4 - Lady of Laughing Flowers to the Avastri Clan (4 days or more):

Following the directions of the Lady should not be too difficult. Assume a DC 15 Survival check is needed to follow the directions, with a single check each day sufficient. PCs can take 10. If a check is failed, a day is wasted and another check must be made. In total, 4 checks must be made.

In any event, there are no more planned encounters. The PCs will head deeper, into the thicker, denser, older, and wilder portions of the forest. Hunting trails are fewer and the trees are taller and seem to have an aura of watchfulness and brooding, though not necessarily malign.

After the 4th check (normally sometime in the afternoon of the 4th day) the PCs will enter the territory of the Avastri Clan of wood elves. The Avastri are an ancient and somewhat wild clan of wood elves, not disposed to take all too kindly to strangers. They are not hostile to goodly folk...just suspicious and somewhat aloof.

For effect, the DM should simply assume that one moment the PCs are meandering through the seemingly endless sea of trees and the next are surrounded by bow-wielding elves.

The spokesperson for this patrol of wood elves will challenge the PCs in Common, asking them their business and why they travel through this part of the forest. Assuming they have the Lady's fruit and produce it and politely explain their quest, then the spokesperson, a male elf named Hythanil, will guide the PCs to the Avastri encampment.

Part Three - The Telinquiril Stone

The Avastri encampment is not nomadic by any means, though its use of the natural setting implies an ability to move on a whim. It appears that they dwell in trees whose branches have been encouraged to grow in convenient shapes. That said, it is difficult even to discern that there is a village in the treetops above.

The Avastri will escort the PCs to a clearing shrouded by the high canopy above, but cleared of undergrowth. Here the earth has been dug into a rough amphitheatre, and a podium-like stone has been set into one end. At the podium stands a wizened female elf bedecked in leaf armour and with a staff covered in gems, runes, and twigs and leafs. The female can be recognized as a cleric of Galasiria with a DC 10 Knowledge (religion) check.

The high priestess of the clan is named Aquaniryil, and she will ask Anguiril why he has come to them. Anguiril will explain his quest...all of it...in complete truth, and tell the priestess that his oracle has directed him here, to consult with the Telinquiril Stone to determine the identity and nature of his adversary and, if possible, any other useful information.

DMs should remember that Anguiril has no suspicions that his adversary has hidden some of his vital essence in the depths of Onlor itself (as evidenced by the corruption of the pond with the dire rats). He seeks to merely learn the identity of his foe.

After listening carefully, the priestess will say that she needs to consult her goddess. She will then perform an augury spell followed by a divination spell. She will then tell the PCs that for some years some sort of corruption has been at work in the region of Relum. She will point to the instance of the corrupted dire rats. Her past divinations have turned up nothing, but this time she believes that because of Anguiril's arrival the dreams of her goddess have sharpened their focus and she now believes that Angruiril's quest may be related to the instances of corruption. Therefore, she deems it mete to allow Anguiril to consult the Telinquiril Stone. With that, she will tell Anguiril that the ritual of the stone must be prepared, and invite the PCs to spend the night as their guests. The PCs will be feted by the elves high up in the trees, fed a feast of natural, uncooked vegetables, fruits, and nuts, and then allowed to view a performance of singing and instrument playing and tale telling by the elves. The heady elven wine famous in these parts is also available.


Before you stands a clearing that forms a shallow bowl some 50 ft in diamater. Dominating the centre of the clearing is a massive tree trunk, some 15 ft in diameter and 40 ft tall. The top of the trunk is splintered, as if hit my a massive stroke of lightning or some titan's hammer, and the jagged splinters here form a sort of regal crown for the trunk. The whole tree trunk is petrified, as evidenced by its greyish-brown appearance and the way the stone of the trunk has worn down in places.

At the base of the trunk and at its crown garlands and wreaths of green leaves and colourful berries have been strung. Flowers of all sizes and hues have been set around these, giving the whole a festive and colourful appearance. The entirety of the trunk between base and crown is covered in runes.



The petrified trunk is, of course, the Telinquiril Stone. The priestess will now bring only Anguiril forth and she and several assistants will begin a several hours-long ritual that includes singing and chanting, dancing, and, towards the end a ritual purification requiring the aaasimar to disrobe entirely and be cleaned by holy water. After this cleansing he will be given a robe and laurel of leaves.

When the ritual is complete, the priestess will tap her staff on the base of the trunk and then instruct Anguiril to make his partings. Anguiril will turn to the PCs and thank them for their help. He will say that there is a saying in his land that the measure of a man is given by the quality of his friends. And in this case, the PCs have done Velicleas great honour by their actions. He will shake each PC's hand, and then tell them that once he knows the identity of his foe, he would like to be able to perhaps call on the PCs again some time. Whatever the PCs' answer, he will then turn and after a brief consultation with the priestess, walk right into the trunk of the tree, melding into it like a dryad does with her chosen oak tree.

Once this happens, the elves will again blindfold the PCs and lead them back to the encampment. The PCs are now reckoned, if not friends of the Avastri, at least known outsiders. The PCs can spend a day or two trading with the elves before being politely asked to return to their homes.

The Journey Back

The journey back can be as eventful or cursory as the DM desires. With no further assassins being sent against them, there should not be much in the way of danger to them.

If Anguiril Falls:

If Anguiril is slain, the scenario is effectively over. There is absolutely no way for the PCs to continue the quest unless they can get him raised from the dead, which is unlikely at this level of play. The PCs cannot practically take up Anguiril's quest, as they do not know the oracle. Speak with dead will not suffice, as the oracle is quite long and the spell only provides brief, cryptic answers. Even if the PCs could somehow learn the text of the oracle, remember that Anguiril spent years researching its subtleties and the PCs will be quite lost without similar research.

If Anguiril Fails:

If the aasimar does not perish, but still fails in his quest (for example, fails to persaude the Lady of Laughing Flowers) then he will return to Leaf Port East with the PCs, somewhat dejected. After a period of commiseration, he will state he should return to Algol City to search for any further clues or other means of achieving his goal, and will tell the PCs that should he find such a way, he will return to seek their aid.

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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