TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  VEL3-07 
   
   
   
   
   
  Pixie in a Bottle 
   
  A One Round D&D LIVING GREYHAWK
  ®  
  Veluna Regional Adventure 
   
  by Michael White 
  Triad Edit: Tim Sech and Jeff Richards 
  Circle Edit: David Christ 
   
  The curator of the museum of Mitrik is looking for some adventurers to do some field research into the origins of a 
  mysterious object that was found in his basement.  Special Note: When arranging groups for this event please make an 
  effort to only have one person with the sprite in a bottle (Listed on the cert as Curse of the Decrepit One) from the 
  adventure Vel2-08 What’s Behind this Crate. 
  
  Pixie in a Bottle 
   
  Page 2 
  Introduction 
  This is an RPGA® Network adventure for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this adventure, but the actual playing 
  time will be closer to three and a half hours. The rest of the 
  time is spent in preparation before game play, and scoring 
  after the game. The following guidelines are here to help 
  you with both the preparation and voting segment of the 
  game. Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA adventure.  
  Preparation 
   
   
   
   
   
  First you should print this adventure. This adventure was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the adventure as described in the 
  introduction.  
  Keep in mind that you must have at least three players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this adventure is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  
  Pixie in a Bottle 
   
  Page 3 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help even 
  the score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard One-round Regional adventure, set in 
  Ket.  Characters native to Ket pay one Time Unit per 
  round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time Unit. 
   Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
   
   
   
  Adventure Background 
  A year ago some strange goings on happened in the 
  museum of history in Mitrik.  A group of adventurers 
  were visiting the museum and were asked to try to find 
  out what happened to some of the museum employee’s 
  that had gone down into the storage area in the museum 
  basement but had not returned. 
  When the adventurers descended into the basement they 
  found some of what might be expected.  Crates and boxes 
  formed a disorganized maze throughout the rather large 
  storage area.  Old exhibits and long forgotten artifacts 
  stacked all over.  They also found devils conjured from 
  another plane of existence, an indestructible cylinder 
  containing a fiery spirit, and a hideously evil mummy.   
  Why had the mummy chosen this time to animate and 
  wreak havoc?  What force summoned the fiends from the 
  lower planes to kill the museum employee’s?  Who was 
  the mysterious ogre-like being with ebony skin that told 
  them that the forces of evil would seek to lay claim to the 
  poor creature trapped in the cylinder?  Many more 
  questions than answers were found in that basement. 
  To that end the museum curator Sheen Kriha has been 
  trying to unravel this mystery by searching though the 
  archives of the museum.  A hopeless mess to be sure as 
  the prior curator was hopelessly disorganized.  It has 
  taken him a year to glean some clues as to what was 
  happening in the basement and to find out the origin of 
  the sprite in the cylinder.  Now that he has found what 
  he has been looking for he has summoned the brave 
  adventurers that uncovered the strange things in the 
  basement and asks them to continue the search. 
  Especially now that there is need to go beyond the dusty 
  records and seek out the members of the expedition that 
  # of Animals 
  Mundane 
  Animals Effect on 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  C
  R
  7 
  7 
  9 
  10 
  11 
  
  Pixie in a Bottle 
   
  Page 4 
  found the artifact and hopefully find out how to free 
  whatever spirit is trapped within and unravel the rest of 
  the mystery.  
  Adventure Summary  
  Introduction: 
  The players are drawn into the adventure though one of 
  several adventure hooks.  This is greatly dependent on 
  the home region and Veluna Meta-organizations that the 
  player belongs to.  The players also get a chance to meet 
  each other before starting on the adventure proper. 
  Encounter One: The Museum 
  The players, through one of the adventure hooks in the 
  introduction, meet the dwarf Sheen Kriha curator of the 
  museum of Mitrik.  He has been researching the history 
  of a strange object discovered in the basement of the 
  museum by a group of adventurers.  He has found out 
  information that he wants to have investigated and asks 
  that the characters help him.   He sends the players to 
  meet with Cyrian who might be able to tell them more 
  about the strange device. 
  Encounter Two: The Research 
  Doing your homework is always a good idea.  If the 
  players want to use spells, skills, or meta-organization 
  contacts to find out more information before paying a 
  visit to Cyrian then use this encounter to resolve these 
  actions. 
  Encounter Three: Home Sweet Home 
  Cyrian relates the tale of the expedition that recovered 
  the device from some ancient ruins.  When he shows 
  them another item that was also retrieved, the two items 
  merge.  Soon after this the players and Cyrian are 
  attacked in his house.   
  Encounter Four: The Village of Swan Hill 
  Assuming he survives, Cyrian leads the party to the 
  village of Swan Hill where they can cross the Fals River.  
  Here they can find out that tragedy has recently struck 
  the town.  Could this be related to their mission? 
  Encounter Five: Family Reunion 
  While in Swan Hill the characters witness the reunion of 
  Cyrian and long lost sister Sereena.  She is well aware of 
  the approach of her brother and wish’s to speak with him 
  and his companions. 
  Encounter Six: On the Road Again 
  While traveling though the mountains the players are 
  attacked.  The situation looks bleak until help arrives 
  from a strange location.  A powerful wizard who aids the 
  party possesses whoever carries the pixie in a bottle.   
  Encounter Seven: Dungeon of Lost Souls 
  The players arrive at the ancient ruins long buried by the 
  effects of time and weather.  Exploring the ruins the 
  characters again meet Cyrian’s sister.  At first she seeks to 
  have the pixie in the bottle placed on a rune engraved 
  pedestal by using guile and deceit.  If need be however 
  she will reveal her true nature and will attempt to take 
  the item by force and place it there herself.   
  Conclusion: 
  Whatever the outcome of Encounter Six, the party is 
  faced with a magical portal that they cannot activate.  
  Returning to Mitrik is the only option.   
  Appendices: 
  Each of the major NPC’s in the adventure has a detailed 
  background located in the back of the adventure.  There 
  are also numerous handouts and other game mechanic 
  details located there.  Be sure to read look though these 
  pages before running the adventure. 
  VELUNA NOTE TO DMs: Any PC or NPC that 
  attempts a Divination or Scry in this Veluna Regional 
  Adventure story will find it very difficult, basically 
  almost impossible to discern what comes through.  All 
  divinations that the NPCs said they have cast in this 
  adventure were either cast months ago or the NPC is 
  making up what they believe they saw.  Everyone who 
  attempts this will only ‘see’ about the size of a baseball.  
  They feel heavy pressure come down upon them and in 
  some cases if the person does not stop they will pass out.  
  It is unknown why this is the case and no clergy will 
  speak of it to the PCs. 
   
  Introduction 
  The Players meet at the museum of Mitrik.  Each of them 
  may have a different reason for traveling there.  Use one 
  of the following adventure hooks for each of the players 
  in the party.  It’s possible that the players might use the 
  same adventure hook, such as if the characters belong to 
  the same meta-organization or the players are already 
  been adventuring companions. 
  Hook 1:  
  This hook is used if one or more of the characters possess 
  the pixie in a bottle (Curse of the Decrepit One) from the 
  adventure Vel2-08 What’s Behind this Crate.  In the 
  event that more than one character has the item then 
  
  Pixie in a Bottle 
   
  Page 5 
  politely ask the players to decide among them who ‘really’ 
  has the item.   If the players can’t come to an agreement 
  then the items will have naturally gravitated to the kind 
  hearted of the two characters as best you can determine.  
  Players of Good or Lawful alignments should be chosen 
  over someone of Neural or Chaotic alignments.  If both 
  Players have the same alignment and/or both of the 
  characters are both Lawful and Good then choose 
  whichever Players has the weakest Will save.  Worse 
  comes to worse have the players roll dice or flip a coin.  
  Have the player of the character that doesn’t ‘really’ have 
  the item pull out the adventure record from Vel2-08 
  What’s Behind this Crate and cross off the curse and 
  note on the log that it was removed due to plot conflict in 
  this adventure. 
  Once it is decided who has the item then that person 
  receives a vision/dream.   This dream is detailed in 
  Player’s Handout One.   
  The morning after the dream the character is visited by 
  one of the Knight’s of Salvation.  If one or more of the 
  other Players are Knights of Salvation then they are the 
  Knight that is sent.  If this is the case then let the PC who 
  is a Knight see all this information so that he may relay 
  onto the other PC.  Allow them to roleplay. 
  If none of the PCs are a member of this meta-
  organization then they meet Sir Brinan Silvercrown who 
  requests that the character meet with Sheen Kriha at the 
  Museum of Mitrik at 9 bells today.  Brinan can relate the 
  following information: 
  • 
  Sheen has found out more information about 
  the item that the players owns.  Brinan does not 
  know any specifics. 
  • 
  It is likely that other people have been 
  contacted in relation to this investigation.  
  There is a high likelihood that others will be 
  attending this meeting. 
  • 
  The Knights have been keeping tabs on (PC 
  who has Pixie in a bottle) and knew that they 
  possessed the item through various mundane 
  and magical means. 
  • 
  The Knight also tells them that they do not have 
  much time now that it appears the wasting 
  disease has stricken many priests and even a few 
  Knights and Paladins of Rao.  It appears to be 
  getting worse.  In other words he cannot dally 
  with the PCs for long because he must go back 
  to keeping watch over Bishop Rinken. 
   
  • 
  No reward is offered but if the players refuse to 
  attend the meeting then the Knights of 
  Salvation are authorized to confiscate the item if 
  needed. 
  Hook 2:    
  In the event that hook 1 is not used for any of the other 
  Players at the table (In other words if none of them have 
  the Curse of the Decrepit One from Vel2-08 What’s 
  Behind this Crate).  Then the Knights of Salvation are 
  assumed to possess the item.   They have kept it in a 
  secure location up until now and will send a Knight with 
  the item to the meeting at 9 bells at the Museum of 
  Mitrik. 
  If any of the characters are members of the Knights of 
  Salvation then take them aside to run a meeting with 
  Brinan Silvercrown.  Brinan awakes them early in the 
  morning.  Brinan either gives the character in question 
  the item or requests that they visit the person who 
  currently possesses the item.  In addition to the 
  information detailed in Hook 1 Brinan knows the 
  following additional information: 
  • 
  The church has been unable to divine any 
  information regarding the item.  The lack of 
  knowledge has caused some consternation 
  among the clergy. (This is because of various 
  other entities blocking them but of course 
  Sheen does not know this.) 
  • 
  If the person possessing the item refuses to 
  attend the meeting then the Knights are 
  authorized to use force if needed to take the 
  item from whoever possesses it.   
  • 
  The character is ordered to do whatever is 
  needed to pursue whatever leads Sheen has 
  discovered and find out as much information as 
  possible about the item.   
  • 
  The Knight’s records show that 10 years ago one 
  of their order was a member of the expedition 
  that originally discovered the item.  The 
  Knight’s name was Sereena Vantuk.   
  • 
  Lady Sereena was lost and presumed to have 
  died during the course of the expedition. 
  • 
  Recent attempts to divine information about 
  Sereena have revealed that she is not dead.  
  Unfortunately that is all that could be 
  discovered. 
  • 
  Any more information that can be found about 
  the fate of Sereena is of great interest to the 
  knighthood. 
  
  Pixie in a Bottle 
   
  Page 6 
  Hook 3:  
  In the event that none of the characters are members of 
  the Knights of Salvation or possesses the item then use 
  this hook to make sure one of the characters at the table 
  is given the item.  In this case Brinan Silvercrown has 
  been given the item and has been ordered to find 
  someone to work with Sheen Kriha to find out more 
  about the item.  Use Hook 1 as a guide to determine 
  which character in the party should best have the item.  
  The item should be given to any Velunan character 
  before anyone who is not from this region as long as the 
  Velunan character is either Lawful or Good in alignment. 
   If any of the characters has any sort of influence with 
  any Veluna organization you can use this as a 
  determining factor as well.  Use your best judgment to 
  determine who would be a best fit for the item.  If none 
  of the characters seems really fit to have the item then 
  Brinan simply requests that they meet with Sheen Kriha 
  at 9 bells this morning.  Brinan then meets with Sheen 
  before this time and finds out about Cyrian.  She then 
  travels to meet with Cyrian and gives him the item. The 
  events of Encounter Three still take place, as Cyrian does 
  not bring out both items until the characters are there.  
  Brinan tells Cyrian that some adventurers are coming to 
  meet with him.  This should be a last ditch solution only 
  and should really only be used if all of the characters are 
  from out of region and are to shady/untrustworthy to be 
  given the item. 
  Note:  At this point someone in the party or Cyrian has 
  the item.  Use one of the following hooks for each of the 
  rest of the characters to get them to meet at the museum 
  at 9 in the morning.  If for any reason the characters 
  ignore their hook then the adventure is over for them. 
  Hook 4:  
  If the character is a member of the any Veluna meta-
  organization then they are approached by one of their 
  superior’s.  Sheen has contacted their organization and he 
  has requested that they send someone to assist in his 
  investigation.  Each of the different organizations has an 
  interest in finding out something more about the item.   
  Hook 5: 
  If the character has Veluna as their home region then 
  Brinan Silvercrown pays them a visit and requests that 
  they attend a meeting with Sheen Kriha and assist him 
  with his investigation.  If the characters request payment 
  then she is willing to offer the character 100 Crooks 
  (gold) in payment for services rendered.  Requesting 
  payment disqualifies the character from receiving the 
  influence at the end of the adventure.  Obviously those 
  that agree to help for the good of Veluna will receive the 
  influence. 
  Hook 6: 
  If the characters are from out of region and do not in 
  some way qualify for one of the previous hooks then they 
  meet with a young boy named Younder.  It is possible 
  that they have met with Younder previously in the 
  adventure Vel2-08 What’s Behind this Crate.  If that is 
  the case then Younder remembers them from the 
  previous adventure though he does not remember their 
  names.  Younder is currently traveling with his aunt 
  Brinan.  When the characters encounter Younder he is 
  sitting outside of a house doing something, anything to 
  keep himself occupied.  Feel free to come up with 
  anything you can think of that a very bored young boy 
  could be doing while his aunt is talking with someone 
  inside.  The house in question can belong to one of the 
  following people: 
  • 
  The home of the character used in Hook 1 in 
  the event that no player character knights of 
  salvation are at the table. 
  • 
  The home of player character Knight of 
  Salvation from Hook 2. 
  • 
  The home of the PC from Hook 3 if any.   
  • 
  If Brinan visits none of the other characters 
  then he is outside the home of one of the other 
  Knights of Salvation. 
  Younder, being the excitable young boy that he is, has 
  overheard his aunt talking.  It seems that she is looking 
  for rock-em sock-em adventure types to help with an 
  adventure of some sort.  Seeing someone that is foreign 
  to the lands of Veluna who obviously has the look of an 
  adventurer, Younder has taken it onto himself to ‘help’ 
  his aunt.  To this end he will excitedly take up 
  conversation with this complete stranger (the PC).  He 
  tells the character the story of how his aunt took him to 
  the Museum last year.  He will go into great detail about 
  the big skeletons, scary monsters, and great treasures that 
  are on display there.  He will finally get around to asking 
  the character if they are an adventurer and will quiz them 
  on what great and powerful monsters they have slain, 
  treasures they have ‘acquired’, and good deeds they have 
  done.  If he is satisfied that they are in fact a genuine 
  adventurer then he will rush into the house to get his 
  aunt.  From there you may have to play it by ear but you 
  can use parts of Hooks 1, 2, or 5 (including payment if 
  requested) to get the character to meet in front of the 
  museum at the allotted time.  
   
  
  Pixie in a Bottle 
   
  Page 7 
  Everyone’s hooked! 
  Whatever hook is used the characters all arrive in front of 
  the Museum of Mitrik at 9 in the morning.  If the 
  characters don’t already know each other then this is the 
  time for character introductions.  Once everyone is 
  familiar with each other then have Sheen Kriha emerge 
  from the museum in Encounter One: The Museum.  If 
  the characters seem reluctant to band together then feel 
  free to use Sheen to encourage the characters to get to 
  know one another. 
   
  Encounter One: The Museum 
  Arriving at the museum you see an imposing 
  structure.  Massive fluted stone pillars support the 
  entire front part of the roof of the building.  There is 
  writing on the base of the pillars and the façade is also 
  carved with intricate runes.  
  At this early hour the Museum is not yet open.  
  However the door to the Museum opens and through 
  the door walks an elderly dwarf.  His white beard is 
  braded in an intricately pattern and his hair is neatly 
  brushed.  Seeing your group standing out front he 
  approaches.  “Greetings this fine morning.  You must 
  be the people that the Knights have sent to help me.” 
  Sheen waits for a response from the characters.  He will 
  introduce himself and once he has confirmed that they 
  have been sent by the Knights then read the following: 
  “Very good!  Yes very good indeed.  I don’t doubt you 
  will do a splendid job assisting me.  Please follow me.” 
   With that Sheen leads you back up the steps and 
  through the front doors of the Museum.  Once 
  everyone is inside he locks the doors behind him. 
  The floor of the entrance hall is fashioned of highly 
  polished black and white marble.  Ahead and to either 
  side from the door you entered there are three sets of 
  double doors leading deeper into the Museum, 
  however these doors are all closed.  In the left hand 
  corner of the hall is a set of stairs leading down.  To 
  the right is another set of stairs leading up, both sets 
  of stairs crafted of the same polished marble as the 
  floor.  You can see from here that the stairs on the 
  right are carpeted in the center and a silver chain 
  hangs across the bottom of the stairs with a sign 
  hanging from it.  In common it reads – No 
  Admittance.   
  With the doors secured, Sheen leads you across the 
  hall to the stairs leading up.  Removing the chain he 
  motions for you to walk up the stairs.  Securing the 
  chain behind him once again he leads you up the 
  stairs and down a hallway to a door on which is a 
  bronze plaque that reads – Curator.  Opening this 
  door he gestures for you to enter.  In the room are 6 
  seats situated on the other side of a desk.  Motioning 
  to you to be seated he moves around behind the desk 
  and takes his seat. 
  At this point Sheen will explain what he wants of the 
  characters and what he knows.  If PCs ask him any 
  questions while he leads them upstairs then he will just 
  tell them to wait until they get into his office.  He will 
  provide the characters with the following information: 
  • 
  He has been doing research into the curious 
  item found last year in the basement of the 
  museum. 
  • 
  Due to the fact that the prior curator was 
  terribly unorganized it took him some time to 
  find out anything. 
  • 
  He knows that someone named Cyrian Vantuk 
  was a member of the expedition that found the 
  item. 
  • 
  Cyrian Vantuk retired shortly after the 
  expedition in question. 
  • 
  He can give directions to Cyrian Vantuk’s 
  house.  He is not sure that the information is up 
  to date but it is all he has. 
  • 
  Sheen would like the characters to find Cyrian 
  and try to find out anything he might know 
  about the item. 
  • 
  Unfortunately that is all he could find out 
  through his all of his searching.  It’s entirely 
  possible that other records/details of the 
  expedition have been lost/destroyed. 
  • 
  There is no urgency to go visit Cyrian and the 
  characters should feel free to try to find out 
  more information through any resources they 
  might have. 
  • 
  Any inquires as to payment or the like he 
  directs the characters to speak with the Knights 
  of Salvation. 
  More information about Sheen’s history can be found in 
  the NPC background section in Appendix Three.  It is 
  suggested that you also review that information as well 
  but the above bullet points summarizes the relevant 
  information that the characters need that he has.  Once 
  the characters are ready to go Sheen escorts them back 
  out and wish’s them safe travels.  Use Encounter Two to 
  resolve any attempts to gather further information, if the 
  
  Pixie in a Bottle 
   
  Page 8 
  characters choose to go directly to see Cyrian then go to 
  Encounter Three: Home Sweet Home.   
   
  Encounter Two:  Research 
  This encounter should be used to resolve any attempts by 
  the Players to find out more information using various 
  mundane or magical means.  If not specifically listed 
  then the attempt fails to find out any information.  
  Remember that any divination or scry attempts are very 
  cloudy and hardly tell the PCs anything.  The characters 
  can gather the information via the libraries of the various 
  organizations or via speaking with members of the 
  organization.  Some of the organizations have already 
  researched the topics covered. 
  If the PCs do not have access to these organizations they 
  can attempt to go inside and set up an appointment for a 
  fee of 500 Crooks. This is a donation for the research and 
  such that they are looking for.  However do to the nature 
  of the research they can only visit one organization a day. 
  Meta-Organizations: 
  College of the Arcane- 
  • 
  The pixie in the bottle appears to be only lightly 
  enchanted with Conjuration and Illusion magic. 
   However more powerful forms of divinations 
  have failed to return any results, which is 
  somewhat suspicious. 
  • 
  The object is likely very old.  Based on the 
  research in the great library it is possible that it 
  was created using Ur-Flan Magic.   
  • 
  Part of the object appears to be missing.  Most of 
  these types of objects tend to be worn around 
  the neck as an ornament or the like.   
  College of the Divine- 
  • 
  Various divination spells will reveal little to no 
  information about the Pixie in the Bottle itself.  
  The only thing that can be learned by these 
  magic’s is that it is more than what it seems.  Be 
  sure to tell the PCs that the attempt was very 
  dark and cloudy and almost seemed to be 
  choking them when they tried. The same can be 
  said if any NPC cleric cast it on the item. 
  • 
  Looking into records about church activities 
  will reveal that the Church of Rao has in the 
  past financed and supported the recovery of 
  ancient lore. 
  • 
  No specific religious significance can be found 
  recorded as far as the pixie in the bottle is 
  concerned.  It does not appear to be connected 
  with the rites or rituals of any known form of 
  worship. 
  Church of Rao- 
  • 
  Any information able to be found out in the 
  College of the Divine above can also be found 
  out directly from the Church of Rao.  
  • 
  Sereena Vantuk was a Paladin of Rao and a 
  Knight of Salvation.  She was last heard from 
  several years ago before taking part in an 
  expedition partly funded by the church.  She 
  never returned from the expedition and is 
  recorded 
  in 
  the 
  records 
  as 
  lost/dead. 
  Divinations done at the time revealed that she 
  was dead and her body unrecoverable. 
  • 
  The church has some additional records from 
  the expedition.  They reveal that as payment for 
  services rendered Cyrian Vantuk was allowed to 
  retain an object from the expedition.  The object 
  was a necklace crafted from multiple precious 
  metals with an ornamental piece hanging from 
  the front. 
  Knights of Salvation- 
  • 
  Sereena Vantuk a Knight of Salvation took part 
  in the expedition that recovered the pixie in the 
  bottle.  The expedition was lead by her brother, 
  Cyrian Vantuk.   
  • 
  Sereena did have a somewhat unruly childhood 
  and did have some minor criminal convection’s 
  prior to becoming a knight.  However her valor 
  on the field and her piety was proven beyond 
  doubt several times.   
  • 
  If none of the characters at the table has the 
  pixie in the bottle then the Knights have it and 
  may have already given the object to one of the 
  characters or Cyrian Vantuk.  The Knights in 
  this case did allow the Colleges of Arcane and 
  Divine to inspect the object and they will 
  suggest that more information could be found 
  from those organizations. 
  Any Other- 
  • 
  Most other Meta Organizations do not have any 
  records related to the adventure.  Though some 
  of them will reveal that an expedition took place 
  they do not have any specific information. 
   
  
  Pixie in a Bottle 
   
  Page 9 
  Magic: 
  No information whatsoever can be found out using 
  magic about the Pixie in the Bottle.  Treat it as an artifact 
  in regards to any sort of divination or other magic power. 
   The only exception to this is a disjunction spell.  If some 
  how a character tries to cast such magic on the pixie in 
  the bottle then the adventure ends and the character 
  casting the spell is considered ‘lost’ until they contact the 
  Veluna Triad.   
  • 
  Scry- Any attempt to Scry on Sereena Vantuk 
  fails utterly.  Those making the attempt would 
  understand that she is protected by powerful 
  magic such as Mindblank, she has been 
  destroyed/killed, or her current location is 
  warded in some way.  Also darkness clouds the 
  mind of those who do Scry and makes it very 
  difficult for the PC to see anything. 
  • 
  Commune-Careful wording of the spell can find 
  out information about Sereena as follows:  1) 
  She is alive.  2) She is not currently located in 
  the ruins where the pixie in the bottle was 
  found.  3) She no longer worships Rao (with a 
  dark laughter).  4) She survived the fall into pit.  
  No additional information can be found.  Any 
  questions asked about her other than this will 
  result in the response of unknown. The whole 
  time during this spell tell the PC that their 
  shoulders seem to be getting heavier and 
  heavier and if they do not quit after 2 rounds 
  they take 1D6 subdual damage per round until 
  they stop or pass out.  
  • 
  Contact other plane-This spell can find out the 
  same information as the commune spell though 
  the questions do not have to be coached in a 
  yes/no manner and therefore they can find out 
  the answers above basically as written. 
  • 
  Any spells cast to find out any information 
  about the Pixie in the Bottle fail.  Any spells cast 
  to find out information about the source of the 
  magical aura across the Fals River give the 
  response found under the College of the Divine 
  entry above. 
  Skills/Class Abilities: 
  • 
  Gather Information and various knowledge 
  skills can gather some of the same information 
  above.  The DC for any specific information 
  should be set to [15+APL].  No rolls are required 
  if the character in question is a member of the 
  organization in question of course. 
  • 
  Bardic Lore can reveal the same information as 
  well but the DC is only [10+APL]. 
   
  Encounter Three: Home Sweet 
  Home 
  At some point the characters will want to go to visit 
  Cyrian Vantuk.  Cyrian currently lives in a small home in 
  the forested foothills of the Lorridges to the south of 
  Mitrik.  Travel to Cyrian’s small house will take most of a 
  day.  No matter what time the characters leave they 
  finally arrive/find the house near dusk.  During this 
  encounter a group of thieves will attack the house trying 
  to steal the pixie in the bottle and if possible slay those 
  within.  They strike just after the chain that Cyrian 
  possesses fuses with the cylinder containing the pixie.  
  Read the following to describe the arrival of the PCs at 
  this house: 
  It has been a long day searching through the forested 
  edges of the Lorridges looking for the home of Cyrian 
  Vantuk when you finally spy your destination.  The 
  directions you received told you about where the 
  home was located but you are on the edges of the 
  wilderness such as they are and no road leads to the 
  home, only a small foot path. 
  Ahead of you the footpath you have been following 
  opens into a large clearing in the woods.  The forest 
  around you is slowly descending into deep shadows 
  as the sun starts its final slide beneath the horizon.   
  Your approach has apparently not gone unnoticed for 
  as you approach the door opens and, a man steps out 
  to greet you holding a loaded crossbow in his hands.  
  He speaks in a rough voice, “What do you want!”   
  • 
  The man is of course Cyrian Vantuk.  He only wants 
  to be left alone to live out his days here in the woods. 
   The characters are going to need to approach him 
  diplomatically in order to get him to open up.  He 
  has been living with the guilt of the death of his 
  sister for many years.  The characters need a 
  Diplomacy check [DC 25] (currently unfriendly 
  need to change to friendly) with the following 
  possible modifiers:  
  • 
  If the characters first mention anything about the 
  expedition that claimed his sister then they suffer a -
  2 to the check. 
  • 
  If they tell him that his sister is not dead (found out 
  though divinations or the like) then add +10 to the 
  roll. 
  
  Pixie in a Bottle 
   
  Page 10 
  • 
  If the player role-plays the encounter well and 
  speaks kindly then add a +2 circumstance bonus to 
  the roll. 
  • 
  If the player is rude and role-play’s the encounter 
  poorly.  Threatens him or allows others in his party 
  to threaten him then give a -2 penalty to the roll. 
  • 
  If the character is a Knight of any organization and 
  displays it prominently or if a PC is a cleric of Rao 
  then they gain a +3 circumstance bonus to the roll. 
  If all of the characters fail then he asks them in no 
  uncertain terms to leave him alone and goes inside and 
  locks the door.  In this case the fight occurs as the 
  characters are leaving the area.  At least one rogue will 
  attack Cyrian while the rest of the villains attack the 
  party.  Cyrian should be able to hold his own against the 
  rogue and assuming the characters aid him he will agree 
  to speak with them. 
  Once the characters manage to either aid him in his fight 
  or talk him into speaking with them he lets them into his 
  house. Once the characters settle into the house he will 
  ask what they want.  It’s fairly certain that the characters 
  will ask him to tell his story about what happened.  He 
  will relate the tale of what happened when he found the 
  pixie in the bottle.  Use the star bullets to freely go over 
  the major points of the adventure.  Feel free to add some 
  details as needed.  He will hit on all of the bulleted points 
  but they do not need to be in any certain order and if the 
  characters ask questions during his tale he can skip ahead 
  or move to a different bullet as needed.  The other bullet 
  points can be used after the fight or before he is 
  questioned about the origins of the pixie in the bottle. 
  • 
  He was once part of a group of adventurers called 
  The Retrievers, named such due to the fact they 
  specialized in retrieving items of art, lore, and the 
  like for the Great Library of Mitrik. 
  • 
  They had 4 members of their group.  His sister 
  Sereena Paladin of Rao, the ranger Dunthark, a 
  wizard named Flinfor.   
  • 
  Then Sereena fell victim to a pit trap that was very 
  well concealed and only activated when someone 
  went back over it again.  She fell more than 200 feet. 
  • 
  The party was unable to rescue Sereena due to the 
  fact that they were attacked after Sereena fell by 
  many incorporeal undead.  During the fight the rest 
  of the party was slain. 
  • 
  The undead seemed to attack the other members of 
  the party more than Cyrian.  He’s not sure why. 
  • 
  Cyrian managed to escape but was sorely wounded.  
  He reported to the College and used the pixie in the 
  bottle as payment to receive healing, as he was 
  severely drained of life energy after the encounter. 
  At some point during his story Cyrian will bring out a 
  Mithril chain that he begins to tell the characters that he 
  found with the pixie in the bottle.  However as soon as he 
  brings out the chain something happens.  The pixie in 
  the bottle flies from wherever it is being carried.  It 
  hovers in the air radiating light equal to a torch as the 
  Mithril chain likewise flies from the hands of Cyrian to 
  attach itself to the top of the cylinder that holds the pixie 
  in the bottle.  After attaching itself the chain and cylinder 
  hang suspended in mid air before slowly floating to the 
  ground.  
  At this point chaos breaks loose.  The door to the house is 
  knocked open as a warrior breaks down the door.  You 
  can give the characters a Listen Check [DC 25] (modified 
  for being distracted by the events occurring in the house 
  and distance at the start of the encounter) to hear the 
  approach of the attackers.  You can give anyone who is 
  outside on guard a Spot check [DC 20] to detect the 
  presence of an invisible foe.  Please refer to DM Map 1 
  for the initial locations of the attackers.  
  Creatures: 
  APL 6 (EL 8) 
  �Gore Lightfloot: Male Human Ftr3; hp 29; see 
  Appendix One. 
  �Valar: Male Human Clr5; hp 41; see Appendix One. 
  �Venril: Male human Rog4; hp 24; see Appendix One. 
   
  APL 8 (EL 10) 
  vGore Lightfloot: Male Human Ftr4/Bbn1; hp 50; see 
  Appendix One. 
  �Valar: Male Human Clr7; hp 54; see Appendix One. 
  �Venril: Male human Rog5/Asn1; hp 36; see Appendix 
  One. 
   
  APL 10 (EL 12)  
  �Gore Lightfloot: Male Human Ftr4/Bbn3; hp 73; see 
  Appendix One. 
  �Valar: Male Human Clr9; hp 68; see Appendix One. 
  �Venril: Male human Rog5/Asn3; hp 48; see Appendix 
  One. 
   
  APL 12 (EL 14)  
  �Gore Lightfloot: Male Human Ftr4/Bbn5; hp 95; see 
  Appendix One. 
  �Valar: Male Human Clr11; hp 83; see Appendix One. 
  �Venril: Male human Rog5/Asn5; hp 60; see Appendix 
  One. 
  
  Pixie in a Bottle 
   
  Page 11 
  Tactics: During the combat the goal of the attackers is 
  not to kill the characters.  They are trying to steal the 
  pixie in the bottle and leave.  They will fight to cover the 
  retreat of one of their number.  If captured the attackers 
  only know that they were paid to attack the occupants of 
  this house and deliver the pixie in the bottle to a location 
  to be set after they acquire the object.  They were to be 
  contacted via magical means to find out the location of 
  the delivery/exchange.  They were contacted though 
  several middle men and do not know who the original 
  employer is and do not want to know.  This is standard 
  operating procedure for them.   
  NOTE: Each NPC will drink their potions prior to going 
  into battle if at all possible. 
  Precast Spells: APL 6: Valar precast the following spells 
  Bull’s Strength (+4) on Gore giving him a 22 Str and a +11 
  to hit doing 2D4+9 dmg.  Then Invisibility and Divine 
  Favor (+1 to atk/dmg).  The rogues advance by stealth 
  trying to sneak attack as many times as possible. 
  APL 8:  Valar precast the following spells: Bull’s Strength 
  (+4) and Protection from Good on Gore then Gore rages.  
  Then he casts the following spells upon himself: Divine 
  Power, Divine Favor, Magic Weapon on his mace, Spell 
  Immunity (Lightning Bolt) which gives Valar a +15/+10 
  to hit and doing 1D8+8 dmg. Also cast Bear’s Endurance 
  (+4) giving him 68 hps.  Then cast Invisibility on one of 
  the rogues. 
  APL 10:  Valar precast the following spells: Bull’s 
  Strength (+4) and Protection from Good on Gore then 
  Gore rages.  Then he casts the following spells upon 
  himself: Bull’s Strength (+4), Divine Power, Divine Favor, 
  Magic Weapon on his mace, Spell Immunity (Lightning 
  Bolt and Flame Strike) which gives Valar a +20/+15 to hit 
  and doing 1D8+11 dmg. Also cast Bear’s Endurance (+4) 
  giving him 86 hps.  Cast Magic Vestment on his Armor 
  giving him AC 23. Valar cast Freedom of Movement the 
  rogue and Invisibility on the rogue. The rogue casts True 
  Strike as well. 
  APL 12:  Valar precast the following spells: Bull’s 
  Strength (+4) and Protection from Good on Gore then 
  Gore drinks his potion of Enlarge Person, then rages.  
  Then he casts the following spells upon himself: Death 
  Ward, Divine Power, Divine Favor, Magic Weapon on his 
  mace, Spell Immunity (Lightning Bolt and Flame Strike) 
  which gives Valar a +22/+17 to hit and doing 1D8+11 
  dmg. Also cast Bear’s Endurance (+4) giving him 105 hps. 
  Cast Magic Vestment on his Armor giving him AC 23. 
  Valar cast Mislead on himself and then Freedom of 
  Movement the rogue and Invisibility on the rogue. The 
  rogue casts True Strike as well. 
   
  Treasure:  
   
  APL 6: L: 286 gp; C: 0 gp; M: 2 Cloak of Resistance +1 
  (83 gp each), Amulet of Natural Armor +1 (83 gp) 
   
  APL 8: L: 592 gp; C: 0 gp; M: 2 Cloak of Resistance +1 
  (83 gp each), Amulet of Natural Armor +1 (83 gp), +1 
  medium spiked chain (194 gp), Periapt of Wisdom +2 
  (333 gp) 
   
  APL 10: L: 592 gp; C: 0 gp; M: 4 Cloak of Resistance 
  +1 (83 gp each), Amulet of Natural Armor +1 (83 gp), 
  Ring of Protection +1 (166 gp),  +1 medium spiked chain 
  (194 gp), Periapt of Wisdom +2 (333 gp), 2 Potions of 
  Barkskin (+3) (50 gp each) 
   
  APL 12: L: 592 gp; C: 0 gp; M: 4 Cloak of Resistance 
  +1 (83 gp each), Amulet of Natural Armor +1 (83 gp), 
  Ring of Protection +1 (166 gp), +1 medium spiked chain 
  (194 gp), Periapt of Wisdom +2 (333 gp), 2 Potions of 
  Barkskin (+3) (50 gp each), 2 Potions of Haste (62 gp 
  each), Potion of Enlarge Person (20 gp) 
   
  Development: 
  After the combat, Cyrian will agree to 
  guide the characters to the location of the ruins where 
  the pixie in the bottle was found.  In fact he will insist 
  that he accompany the characters.  He has come to the 
  conclusion that returning to the fell ruins is the only way 
  he can come to grips with the loss of his sister.  If the 
  characters have been able to divine and alert him to the 
  fact that his sister yet lives he hopes to find out what 
  became of her.   
   
  Encounter Four: The Village of 
  Swan Hill 
  This village is the last comfortable place to rest before 
  crossing the Fals River.  The characters can take up 
  lodging for the night and speak with some of the 
  townsfolk.  Cyrian let’s the characters know that this is 
  where his group setup their base of operations while 
  exploring the ruins which are about a day’s travel across 
  the river in the mountains.  Read the following to 
  describe what the characters see once they enter the 
  outskirts of town. Give the PCs Player Handout #2. 
  The small village of Swan Hill lies before you 
  surrounded by small-forested hills.  Fields of grain 
  border the road you travel with more forest beyond 
  the edge of the fields.  The village proper contains 
  only a few buildings and watchtowers flanking the 
  road just before entering town.   
  The center of town currently contains a mass of 
  people standing around talking to one another.  They 
  
  Pixie in a Bottle 
   
  Page 12 
  keep pointing at a number of bundles that lay on the 
  ground in ordered rows across the village green.   
  The characters have arrived in time to witness the local 
  priest of Rao try to revive the Knight of Veluna that was 
  recently assigned to this village after returning from 
  Verbobonc.  This was a direct result of the country of 
  Veluna pulling back its Knights to combat the threat 
  posed by ‘The One’.   
  Once the characters approach the center of the village 
  the villagers will direct them to the center of the crowd.  
  There they can speak with Vivian Courtright (Half-Elf, 
  Clr5).  Vivian is about to cast a Raise Dead from a scroll 
  on William Radcliff (Dead, hm Pal6).  The PCs arrive just 
  in time to witness her finishing the spell with dramatic 
  results:   
  Following the directions of the villagers on the 
  outskirts of the crowd you slowly make your way 
  though the throng to the center.  Standing next to the 
  body of a knight whose armor has been rent asunder 
  by some massive force is a beautiful woman in clerical 
  vestments with the symbol of a smiling golden face 
  woven into the fabric.  She is reading from an open 
  scroll she holds in her hands.   
  Then, as the last of the mystical words flow from her 
  lips, the woman sprinkles a glittering powder the 
  length of the corpse.  With a jerk the corpse 
  convulses and releases a terrifying scream!  The 
  echoing scream and gurgling issues forth one-throat 
  sounds like a thousand voices screaming for release. 
  “Help Me!  Kill me!  Set Me FREE!”  The words blur 
  together into a continuous stream of noise too 
  terrifying to imagine as well as a small stream of black 
  gas waver above the Knight then is gone. 
  As the sound washes over the crowd the people of the 
  village being to push and shove each other as they 
  begin to add their own screams to the noise.  In a 
  matter of moments the crowd is scattered across the 
  village, running in blind panic into the forest 
  surrounding the village. 
  Have the characters in the party all make Will saves [DC 
  14+APL].  Failure causes the character in question to flee 
  from the sound for 1d4 minutes. Success still leaves its 
  mark as the character is shaken for 1d4 rounds.  Those 
  that are immune are of course completely unaffected 
  (such as paladins).  
  After everything has settled down a bit read the 
  following to the PCs: 
  Once you have calmed down enough after witnessing 
  that strange event you could have sworn you heard a 
  dark echoing laughter emanating from the body of 
  the dead Knight of Veluna. 
  Vivian is reduced to a crying shaking wreck for at least 1 
  hour unless the characters can find some way of calming 
  her down and bringing her out of her fit.  She just tried to 
  cast the spell Raise Dead on her liege lord and husband.  
  The resultant failure and backlash of negative energy 
  have left her mildly insane for a brief period of time.  Any 
  of the following can bring her around enough to speak 
  coherently: 
  • 
  Profession (Herbalist) [DC 18] to brew up some tea 
  to calm her nerves. 
  • 
  Heal check [DC 15] will let the character know that 
  a cold compress and a quiet place for a few minutes 
  should snap her out of it. 
  • 
  Intimidate check [DC 19] will cause her to react 
  violently and start shouting things like “He’s dead 
  and I can’t bring him back!”, “Rao has failed to bring 
  him back and it’s all my fault!”, “You don’t 
  understand!”  Feel free to make up your own 
  statements as she pours out her emotion in a rage 
  before sputtering to a halt and becoming coherent. 
  After the characters calm her down, they can question 
  her as to what happened.  The characters can also 
  question some of the villagers and they will back-up her 
  statements and have some information of their own to 
  add.  The characters can find out the following 
  information: 
  • 
  Vivian just finished casting a Raise Dead from a 
  scroll on William and the result was what the 
  characters saw and heard. 
  • 
  Heal Check [DC 20] will discern that William died 
  of massive claws ripping his sternum open.  A Heal 
  check [DC 25] will reveal that he was impaled after 
  death. 
  • 
  Knowledge(Religion) check [DC20] will let the 
  character know that the horrible scream was quite 
  unusual and they have no explanation for that result. 
  • 
  Vivian was ordered to remain in the village yesterday 
  when William, along with his men at arms, used the 
  village barges, from the Swan Lake, to ford the river 
  to investigate the claims of a woman who came into 
  town early yesterday morning.   
  • 
  Late last night a wall of fire appeared on the other 
  side of the river.  The wall of fire served as a light 
  source and grim highlight for the impaled remains 
  of Sir William and his men. 
  
  Pixie in a Bottle 
   
  Page 13 
  • 
  The woman that wandered into town said moaning 
  corpses chased her across the river. 
  • 
  None of the villagers remember seeing the women 
  in town last night.  The innkeeper however will 
  report that she woke up this morning and came 
  down for breakfast.  The villagers and the innkeeper 
  will report that they think that she spent the night 
  recovering from her ordeal. 
  • 
  One of the older villagers will report that for some 
  reason he thinks that he had seen her before but is 
  not sure where or when. 
  Vivian will ask the PCs to please carry in her lord to her 
  small home in the village so she can prepare the burial. 
   
  Encounter Five: Family Reunion 
   
  After learning what they can from Vivian it is likely 
  the characters will want to go speak with this strange 
  woman who recently came into town.  Once the 
  characters enter the Inn read the following:  
  The Flaming Plum Tavern is the only lodging to be 
  found in this small town.  Standing 3 stories tall it 
  towers over the largest of the surrounding village 
  houses and has a pair of gold painted lion statues 
  standing guard to either side of the large oak door.  
  Pushing your way inside you find a self appointed 
  dining hall that would not be out of place in the 
  better established venues in Mitrik.   
  The main room is still quickly filling up as the 
  villagers flock to the first floor tavern.  The recent 
  scare has sent most of them here to wash away the 
  memory of the terrible scream.   
  As you begin to push your way though the edges of 
  the crowd and begin to look around you quickly 
  notice that Cyrian has stopped dead in his tracks.  
  One of the townsfolk is trying to push his way into 
  the room yet Cyrian is ignoring him completely.  He 
  is staring intently across the room to a corner table.  
  His face is pale and he begins to shake as he raises his 
  finger to point at the figure seated at the table. 
  He utters just one word before beginning to push his 
  way across the room in a rush saying one word over 
  and over again.  “Sereena.” 
  The characters may want to try to act at this point.  The 
  woman seated at the table is indeed Sereena.  She is here 
  waiting for Cyrian and his new ‘friends’ to arrive.  She is 
  more than willing to speak with the characters and 
  Cyrian, however at the first sign of trouble she will say, 
  “We shall meet again” in Infernal.  This will activate a 
  contingency she cast from a ring of spell storing several 
  days ago.  The contingency is a teleport spell that will 
  take her back to just outside the entrance to the Dungeon 
  of Souls.  She may however accept a duel from a paladin 
  or other knightly figure and will only use the 
  contingency if it appears she is going to lose.   
  She can relate some information and will try to get the 
  characters to turn over the pixie in the bottle to her.  
  Keep in mind her social skills listed in Appendix Three as 
  you role-play this encounter, roll her Bluff each time 
  someone wish’s to attempt a Sense Motive, knowing 
  most players that will be every other word that comes out 
  of her mouth.  She can relate the following information 
  and will use some of the following ‘tactics’ to try to 
  convince the characters to turn over the pixie. She will of 
  course radiate evil. No other patrons seem to be paying 
  much attention to her in the bar. 
  Her Story: 
  • 
  She will relate how she fell down the pit in the 
  dungeon complex where she lost touch with her 
  brother.  She was sorely wounded but not killed by 
  the fall.  She was however knocked unconscious by 
  the fall.  (True)  
  • 
  After waking up she tried to use her deity given 
  powers to heal herself but failed.  She does not know 
  why she failed.  (Partly true, she now knows why she 
  failed to heal herself but did not know at the time).   
  • 
  After crawling though the lower parts of the ruins 
  she found a large fountain filled with black waters.  
  She was very parched and could not resist drinking 
  from the water.  She was very surprised to find out 
  that the waters healed her.  (Partly true, she was lead 
  to the fountain by a voice.) 
  • 
  After drinking her fill and being healed she fought 
  her way though the terrible dungeons beneath the 
  ruins and only recently managed to find her way 
  back to the surface years later.  (A Lie). 
  • 
  During her time in the dungeons she found records 
  of the fact that the Pixie in the Bottle that her 
  brother had found was in fact a powerful magic 
  device.  If placed upon a special pedestal will release 
  the powerful pixie trapped within. (Partly true, it 
  will release something that is trapped within.) 
  • 
  She will try to get the characters and her brother to 
  travel to the dungeon entrance so she can lead them 
  to the pedestal. 
   
  
  Pixie in a Bottle 
   
  Page 14 
  Her Brother: 
  • 
  At first she gives her brother anything but a warm 
  welcome.  She will however ‘pretend’ to warm up to 
  him when he starts to take her side in any 
  disagreement.   
  • 
  Cyrian still blames himself for what happened to his 
  sister no matter how much the characters managed 
  to get through to him in Encounter Four.  He will do 
  anything to make up what happened to his sister. 
  • 
  During her tale he will show sympathy and will take 
  up her side in any argument.  This may cause the 
  characters to become suspicious.   
  • 
  If they do, have the players roll Sense Motive and let 
  whoever rolls highest know that he seems truly 
  remorseful.  Let the player know that he is tearfully 
  glad to see his sister and is doing everything in his 
  power to win her good graces. 
  But She’s EVIL! 
  • 
  It’s very possible that the characters will find out 
  that she is now evil and therefore not a paladin.  In 
  this event the encounter can take really two 
  different turns of events.  The characters can try to 
  talk with her and find out her real story or they can 
  attack her. 
  • 
  She tells the PCs and her brother that she is the only 
  one that knows of the dangers down below and that 
  they need her. Also the Knights and Museum would 
  want them to make sure what the Pixie is and find 
  out all they can and she knows the next step in doing 
  that. 
  • 
  If the characters attack her en masse she just uses 
  her contingency to escape.  She is watching for just 
  this event and is ready for it. 
  • 
  If one or more characters challenge her to a duel of 
  honor or the like then she will accept.  If she drops 
  below one-third her hit points and it seems like she 
  has any possibility of falling then she will use her 
  contingency to escape.  Use combat statistics foud in 
  Appendix Three.  If the fight is not to the death and 
  she loses then she will tell the truth (see next section 
  of role-playing notes.) 
  • 
  However if they are willing to talk with her and 
  demand the truth she will tell them everything she 
  knows.  Telling the truth will ultimately bring her 
  closer to redemption.  This will take heavy 
  roleplaying.  Also have the PCs roll 2 Diplomacy 
  Checks [DC 20] to get her on their side even more.  
  If the characters are kind, respectful, and empathize 
  with her blight then events in the final encounter 
  will differ.  Note this event as it will influence the 
  final encounter and will be noted on the Adventure 
  Record.  
  The Truth 
  • 
  After waking up from her fall she could not use her 
  paladin healing powers to cure herself because she 
  was in an area of anti-magic. 
  • 
  After crawling pitifully around the darkened pit she 
  found no way to escape at first.  However a secret 
  door opened and a voice called out to her.  Following 
  the voice she was lead past many undead with 
  glowing red eyes to a large pool of pitch-black water 
  adorned with marvelous gems, some of which 
  sparkled with an inner light.   
  • 
  The voice bade her drink from the pool.  When she 
  did she felt the life force sucked from her body as 
  her soul was drawn into one of the gems.  The voice 
  that led her to the pool spoke with her over the years 
  that past.  It told of ways to escape the gem however 
  she needed to forswear her oaths as a paladin and ask 
  for the aid of a powerful fiend. 
  • 
  At first she flatly rejected the calls of the voice and 
  tried as she could to escape the endless sea of 
  blackness she found herself floating in. Again and 
  again it became clear that there was no escape. 
  • 
  The voice continued to speak with her.  Over time 
  her will and moral fortitude were slowly eroded 
  until only recently she finally agreed to speak with 
  the fiend.  The being was summoned and pulled her 
  from the gem.  The fiend was wreathed in flames 
  however strangely enough spoke kind words.  It was 
  truly sympathetic to her cause and told her how it 
  was through no fault of her own that she ended up 
  here.  In fact it was the fault of her brother and his 
  lack of skill that caused her to fall in the pit. 
  • 
  The voice continued to speak with her and it and the 
  fiend schooled her in the arts of battle.  They trained 
  her to become a Blackguard and charged her with 
  retrieving that which her worthless brother had 
  stolen. 
  Eventually she will either leave via the teleport or agree 
  travel with them the next day.  She will lead them along 
  with her brother to the cave entrance that leads to the 
  Dungeon of Lost Souls.   
  Cyrian will lead the party to the dungeon entrance as he 
  has been there before but not below.  If at anytime the 
  party attempts to kill Sereena she will teleport to safety 
  
  Pixie in a Bottle 
   
  Page 15 
  via the ring.  If the PCs kill her like in her sleep then she 
  is dead. 
   
   
  Encounter Six: On the Road 
  Again 
  After crossing the river Cyrian and/or his sister will lead 
  the characters to the entrance of the dungeon of lost 
  souls.  However there is a bit of a snag in the plan.  
  Unknown to Sereena The Voice has other plans.  
  Whether or not she is with the party read the following 
  text as the characters come within sight of the cave 
  entrance: 
  For the last few hours you have been following a trail, 
  which is just a little more than a game path as it 
  winds its way through the wilderness.  The 
  mountains loom above your heads as you travel 
  among their foothills following the lead of your 
  guide.   
  Ahead in the distance you can see a large cave 
  opening in the side of a huge hill.  Your guide (be it 
  Cyrian or Sereena) says, “There it is that is the 
  entrance we are seeking.”  No sooner is this said than 
  the hills to either side erupt with motion.  
  Humanoids and giant shapes take up weapons hidden 
  under dirt-covered tarps and move to attack.  Before 
  you are able to turn to face your adversaries you spy 
  more of the beasts erupting from the cave further 
  down the path. 
   
  At this point roll initiative.  There is not really any 
  surprise as it takes an action to stand from their 
  concealment.  Also note that in all cases the undead in 
  this encounter are cloaked with a veil spell to appear to 
  be living and breathing members of their race.  
  Characters wishing to disbelieve are allowed a Will Save 
  [DC 24] to see though the illusion please only give them 
  this if they ask for it or directly interact with the 
  creatures (casting spells) 
  Special NOTE: During this encounter the voice from 
  the pixie in the bottle will try to convince the character 
  carrying it to allow it to help them.  To this end the 
  encounter is setup in a series of ‘waves’.  The party will 
  face off versus the first wave only.  The voice will be 
  trying to will itself to be used by the PC that holds it the 
  whole time and then will just ‘let go’ and blast the second 
  wave no matter what.  This is to show the power of the 
  pixie in the bottle.  It’s also possible for a high level party 
  to ‘escape’ using teleport magic to transport themselves to 
  the cave entrance.  Keep in mind the limitations of such 
  magic and the fact that they are a touch spell.  If they do 
  manage then continue on to the next encounter.  Note to 
  yourself if the character holding the pixie in the bottle 
  trusted the voice enough to allow it to take over in the 
  first wave. This will need to be recorded on the 
  Adventure Record at the end of the adventure.  For more 
  information on the Pixie in the Bottle and the powers 
  available to it see Appendix Two.  It will use the 
  following spells to great effect in order each round until 
  any remaining undead are destroyed: Sunburst, meteor 
  swarm, time stop (3 rounds casting acid fog, incendiary 
  cloud, and gate (summons solar)).  Feel free to let the 
  character possessed select spells within reason but the 
  being suggests these as the most effective in the current 
  situation.   
  Remember that Cyrian and possibly Sereena are with the 
  party.  Give the characters 1 round between waves to heal 
  up.  Then roll initiative for the next wave.  Pay careful 
  attention to time when playing though this. 
  Note: Due to the PCs having the aid of the NPCs this 
  encounter is a bit tougher than normal. 
  Creatures: 
  APL 6 (EL 8) 
  �Troll Skeletons (4): hp 39 each; see Monster Manual. 
  �Troglodyte Zombies (6): hp 29 each; see Monster 
  Manual. 
   
  APL 8 (EL 10) 
  �Ettin Skeletons (4): hp 65 each; see Monster Manual. 
  �Ogre Zombies (4): hp 55 each; see Monster Manual. 
   
  APL 10 (EL 12) 
  �Cloud Giant Skeletons (2): hp 110 each; see Monster 
  Manual. 
  �Umber Hulk Zombies (9): hp 107 each; see Monster 
  Manual. 
   
  APL 12 (EL 14) 
  �Young Adult Red Dragon Skeletons (5): hp 123 each; 
  see Monster Manual. 
  �Gray Render Zombies (5): hp 133 each; see Monster 
  Manual. 
  These are the creatures that the PCs will see in wave 2.  
  Roll initiative just like normal to make the PCs think 
  they have to fight these creatures but then let the pixie in 
  the bottle take over. 
  APL 6  
  �Ettin Skeletons (4) 
  �Ogre Zombies (4) 
   
  
  Pixie in a Bottle 
   
  Page 16 
  APL 8  
  �Cloud Giant Skeletons (4) 
  �Umber Hulk Zombies (5) 
   
  APL 10  
  �Young Adult Red Dragon Skeletons (5) 
  �Gray Render Zombies (6) 
   
  APL 12  
  �Nightwalker (1) 
   
  Note: The Veil spell causes the Nightwalker to appear as 
  a Titan.  It begins combat with Haste, detect magic, and 
  See invisibility, all pre-cast on itself.  For this creature 
  assume the Pixie gets past the SR. Also there is no loot in 
  this encounter as the weapons (if any) that are used are 
  ancient and cannot stand the test of time. 
   
  Encounter Seven: Dungeon of 
  Lost Souls 
  Having defeated the forces arrayed against you 
  outside you finally enter the cave.  All that you see in 
  the back of the cavern is a hole in the ground leading 
  down. 
  Cyrian leads you down the tunnel deeper into the 
  mountains.  After traveling some 300 feet you come 
  to a large door, which stands open.  Cyrian says, “Here 
  is the entrance we found.  I disabled the traps on the 
  door and managed to open it.”   
  Passing though the entrance you find yourself 
  looking at a large room filled with rubble.  Just ahead 
  of you a large gaping hole encompasses the floor.   
  The hole in the floor is the location of the pit trap that 
  Sereena fell though.  Searching the chamber will reveal 
  nothing.  Eventually the characters will want to search 
  the hole in the floor. The pit is smooth all the way to the 
  bottom some 200 feet down.  The characters can use 
  ropes to secure a safe climb down or use magical means.  
  If characters failed to bring rope then Cyrian or Sereena 
  (if she is with the party) will provide enough silk rope to 
  reach the bottom.  With the aid of the rope the climb 
  check is [DC 5].  Without the aid of a rope the climb 
  check is [DC 25].   
  The bottom of the rope is the location marked by the 
  exploded skeleton on DM Map Two.  The large area at 
  the bottom denoted by rubble is under a constant aura of 
  an Antimagic field spell.  This effect starts 20 feet up the 
  shaft leading down which could cause characters using 
  magic to fall the final 20 feet taking 2d6 damage as a 
  result.  The effect ends once they have passed though the 
  door. 
  The door from this area is currently closed.  Searching 
  the area [DC 20] will find the following treasure: 
  �Locked Stone Door: 6 in. thick; hardness 8; hp 60; AC 
  10; Break DC 25. 
  Once the characters open the door read the following: 
  Beyond the door reveals a room some 50 feet deep 
  and 35 feet wide.  At the far side of the room you can 
  see two large black marble pillars standing against a 
  blank wall. 
  Closer to you is a raised dais in the center of which 
  stands a long marble pedestal of some sort.  Magical 
  lights glow along the edges of the dais highlighting 
  the pillar in the center. 
  The marble pillar’s on the far side of the room is an 
  inactive portal leading to the next level of the dungeon 
  complex.  However the characters currently do not have 
  the key to open the portal nor do any of the NPC’s that 
  travel with the party.  The portal is the subject of the next 
  adventure in the series and the characters will return 
  here again once they have uncovered the secret of 
  opening the portal.   
  As listed on the DM Map #3 there are two secret rooms 
  off of this main room containing the pedestal and gate.  
  One contains the devil that was summoned as part of the 
  process of Sereena becoming a blackguard (or starting to 
  become as at lower APL’s she is just a fallen paladin.)  The 
  other contains Sereena if she was confronted at the 
  village of Swan Hill and the characters did not try to sway 
  her from the path of evil.  If she is here she will come out 
  to confront the party after the evil trapped within the 
  pixie in the bottle is freed.  If she is instead with the party 
  and the party has made a strong effort to turn her from 
  the way of evil such as showing her that she was led 
  astray and what have you.  She will then in turn lead the 
  fight against the devil when it appears and will fight on 
  the side of the characters.  However if she simply tricked 
  them then she will also turn against them.  This 
  encounter could prove to be even higher if the characters 
  did not discover that she had fallen and did not try to 
  redeem her. 
  In any case if Sereena is with the party she tries to 
  convince the character that is holding the pixie in the 
  bottle to place it on the pedestal.  If she is not with the 
  party either because they managed to kill her by trickery 
  or some other means then the pixie in the bottle will 
  constantly ask that the character holding it place it on the 
  pedestal.  It will even go so far as to use some of its spells 
  
  Pixie in a Bottle 
   
  Page 17 
  to prevent other characters from preventing the holder of 
  the pixie in the bottle from placing the device on the 
  pedestal.  Once it is clear that the character is refusing to 
  put the pixie in the bottle on the pedestal or is otherwise 
  prevented from doing so then the devil and Sereena (If 
  she is not with the party) will step out in an attempt to 
  force the issue.  In this case the devil in question goes 
  after the holder of the pixie in the bottle and grapples in 
  an attempt to take the item from that player (or disarms if 
  the character is not armed).  It then places the pixie in 
  the bottle on the pedestal.  
  No matter who places the pixie in the bottle on the altar 
  once someone has done so read the following: 
  There is an audible sigh of relief from the middle of 
  the room as the cylinder containing the small pixie 
  made of flame comes to rest on top of the pedestal.  
  The recently attached chain snaps apart and snakes its 
  way around to four points on the top of the pedestal 
  as it secures the cylinder in the center.  Strange 
  arcane lights begin to flash down the securing chains 
  and along runes hidden down four sides of the 
  pedestal and across the floor of the dais to all corners 
  of the platform.  The lights that illuminated the 
  pedestal begin to flash and rays of intense energy fly 
  up to strike the cylinder.  A cloud of energy forms 
  itself around the cylinder flashing as the rays of light 
  strike it from all sides.  The cloud of energy continues 
  to grow until it obscures the entire center of the dais, 
  pedestal and cylinder lost in a cloud of pure light. 
  Out of the light step two beings, then the lights and 
  magical energy disappear instantly.  Strangely enough 
  the two beings appear to be almost identical.   
  One of the beings wears a robe of pure white fabric 
  with green and brown filigree along the bottom.  
  Images of forest creatures, tree’s, the sun and the 
  moon can all be seen along the hem and the ends of 
  the short sleeves that billow out.  Every inch of his 
  bronze skin is tattooed with images of the forest, 
  stars, and other images of nature.  He seems 
  disoriented and stunned.   
  The other being is a dark twisted image of the man 
  standing beside him.  This man wears a similar robe, 
  but all in black. Images of skulls and fiendish symbols 
  can be seen along the hem and the ends of the short 
  billowing sleeves.  The man has a look of hatred in his 
  eyes as he sneers at his lighter twin.  With a growl he 
  begins to cast a spell. 
  If this happens during combat, consider the light twin 
  stunned and the dark twin as aware.  As any aware 
  combatant being added to a combat (DMG pg. 24 
  “Newcomers are Aware”), the dark twin acts before 
  anybody else in the new round.  Assume they don’t 
  appear until the top of the round. 
  If this happens out of combat and the PC’s wish to react 
  to the dark twin’s spell casting.  Have them roll initiative. 
   However, for story purposes, have the dark twin win the 
  initiative and get his spell off (don’t tell the players this, 
  roll a die and give him a sufficiently high init). 
  Have any PC w/ spellcraft roll a spellcraft check [DC24] 
  to identify the spell being cast as Timestop. 
  As the dark twin completes his spell, things seem to 
  shift suddenly.  The dark twin is suddenly standing 
  before the twin pillars at the back of the room, which 
  are now crackling with black energy between them.  
  The bottle on the pedestal is also now open, and the 
  chain is missing.  Before anybody can react, the dark 
  twin leaps through the crackling black energy 
  between the pillars and disappears.  The black energy 
  immediately disappears with him. 
   
  The light twin seems to melt into a white sparkling 
  mist that is drawn back into the open bottle which 
  then shuts itself with a resounding *click*. 
  At this point the characters are free to act.   
  Once he has stepped though the portal the devil and 
  Sereena, if they have not already done so, come out of 
  their secret doors to confront and try to slay the party.  As 
  discussed before if Sereena is with the party and they 
  have managed to try to redeem her then she attacks the 
  devil.   
  DM NOTE*:  REMEMBER TO USE CYRIAN TO HELP 
  THE PCs.  If need be allow them to control him. His stats 
  are in Appendix Three.  Also even if Cyrian dies they do 
  NOT get any of his equipment. The church will 
  confiscate his remains and return them to his family (and 
  use magic to make sure it happens).  
  After the dust has cleared read the following: 
  Unsure of what has just happened you turn to look at 
  Sereena and Cyrian for answers.   
  “I’m at a lost for words by what just happened. It’s as 
  if I just woke up from a bad dream. I’m not quite 
  sure.” Sereena trails off as she stares out to the door 
  that is the only thing left in the room. 
  APL 6 (EL 9) 
  �Bone Devil (Osyluth): hp 95; see Monster Manual. 
   
  APL 8 (EL 11) 
  �Barbed Devil: hp 126; see Monster Manual. 
  
  Pixie in a Bottle 
   
  Page 18 
   
  APL 10 (EL 13) 
  �Ice Devil (Gelugon): hp 147; see Appendix One. 
   
  APL 12 (EL 16) 
  �Horned Devil (Cornugon): hp 172; see Monster 
  Manual. 
   
  Treasure: 
   
  APL 6: L: (0 gp); C: (0 gp); M:  Lens of Detection (292 
  gp), Cold Iron Longsword (3 gp) 
   
  APL 8: L: (0 gp); C: (0 gp); M:  (0 gp). 
   
  APL 10: L: (0 gp); C: (0 gp); M:  Amulet of Endurance 
  +2 (333 gp). 
   
  APL 12: L: (0 gp); C: (0 gp); M:  Amulet of Endurance 
  +4 (1,333 gp), Potion of Tongues (62 gp) 
   
  Conclusion 
  The characters find themselves unable to pass though the 
  gate in the room.  No divinations will work to discover 
  the key to operating the portal.  The characters can search 
  all about the room but they do not find anything else of 
  note.  They can note down all the runes and other 
  markings adorning the pedestal and gate but they do note 
  even hint at the key to the gate. 
  Sereena and Cyrian thank the players for helping to free 
  her from the curse that was below.  She will hopefully 
  meet them in the future to possibly combat what they 
  have just faced. 
  They need to report what they have found and seek the 
  answers they require from the great library and others. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Three: Home Sweet Home 
  Defeat the would-be thieves. 
   
  APL 6 
  240 xp 
   
   
  APL 8 
  300 xp 
   
  APL 10 
  360 xp 
   
  APL 12 
  420 xp 
   
   
  Encounter Six: On The Road Again 
  Defeat the waves of the enemy hordes. 
   
  APL 6 
  240 xp 
   
  APL 8 
  300 xp 
   
  APL 10 
  360 xp 
   
  APL 12 
  420 xp 
   
   
  Encounter Seven: Dungeon of Lost Souls 
   
  Kill the devil guardians. 
   
  APL 6 
  270 xp 
   
  APL 8 
  330 xp 
   
  APL 10 
  390 xp 
   
   
  APL 12 
  480 xp 
   
  Story Roleplaying Award 
  The PCs successfully converted Sereena back to the good 
  side. 
   
  APL 6 
  60 xp 
   
  APL 8 
  85 xp 
   
  APL 10 
  105 xp 
   
   
  APL 12 
  130 xp 
   
  Discretionary Roleplaying award 
   
  APL 6 
  120 xp 
   
  APL 8 
  160 xp 
   
  APL 10 
  165 xp 
   
   
  APL 12 
  185 xp 
   
  Total possible experience:  
   
   
  APL 6 
  900 xp 
   
  APL 8 
  1,125 xp 
   
  APL 10 
  1,350 xp 
   
  APL 12 
  1,575 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  
  Pixie in a Bottle 
   
  Page 19 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Three: Home Sweet Home,  
   
  APL 6: L: 286 gp; C: 0 gp; M: 2 Cloak of Resistance +1 
  (83 gp each), Amulet of Natural Armor +1 (83 gp) 
   
  APL 8: L: 592 gp; C: 0 gp; M: 2 Cloak of Resistance +1 
  (83 gp each), Amulet of Natural Armor +1 (83 gp), +1 
  medium spiked chain (194 gp), Periapt of Wisdom +2 
  (333 gp) 
   
  APL 10: L: 592 gp; C: 0 gp; M: 4 Cloak of Resistance 
  +1 (83 gp each), Amulet of Natural Armor +1 (83 gp), 
  Ring of Protection +1 (166 gp),  +1 medium spiked chain 
  (194 gp), Periapt of Wisdom +2 (333 gp), 2 Potions of 
  Barkskin (+3) (50 gp each) 
   
  APL 12: L: 592 gp; C: 0 gp; M: 4 Cloak of Resistance 
  +1 (83 gp each), Amulet of Natural Armor +1 (83 gp), 
  Ring of Protection +1 (166 gp), +1 medium spiked chain 
  (194 gp), Periapt of Wisdom +2 (333 gp), 2 Potions of 
  Barkskin (+3) (50 gp each), 2 Potions of Haste (62 gp 
  each), Potion of Enlarge Person (21 gp) 
   
  Encounter Seven: Dungeon of Lost Souls 
   
  APL 6–L: (0 gp); C: (0 gp); M:  Lens of Detection (292 
  gp), Cold Iron Longsword (3 gp) 
   
  APL 8– L: (0 gp); C: (0 gp); M:  (0 gp). 
  APL 10– L: (0 gp); C: (0 gp); M:  Amulet of 
  Endurance +2 (333 gp). 
   
  APL 12– L: (0 gp); C: (0 gp); M:  Amulet of 
  Endurance +4 (1,333 gp), Potion of Tongues (62 gp) 
   
  Total Possible Treasure 
  APL 6: 
  800 gp  
  APL 8: 
  1,250  
  APL 10:  
  2,100  
  APL 12:  
  3,000  
   
  Special 
  �Pixie in the Bottle: Any character that assisted the 
  pixie in the bottle from being freed of its evil tormentor 
  has the gratitude of the being trapped within.  This item 
  will come into play in a future adventure played. In 
  return for their help, the being will help the character in 
  a limited way.  It can provide the following spell to the 
  character in the event it appears that the character and 
  his or her associates are about to lose a combat.  It does 
  this only once and from thereafter it does not have the 
  power to do so again.  It casts a mass teleport affecting the 
  character in question and any of his associates.  It returns 
  them to the last safe location that the party rested.  This 
  results in no experience or treasure from the encounter.  
  This ability will only affect the character and his 
  associates if they are willing.  It only offers to do this 
  once (whether they accept of not it is used). If more then 
  one character at the table has this influence then they are 
  all used up at this time. If the spell would not work due to 
  the location then this favor is still used and the spell does 
  not work. 
   
  �Redemption of Sereena: If any or all of the characters 
  in the group attempted to sway Sereena Vantuk from the 
  side of evil then they have done a deed of great good.  
  Treat this as a Greater Influence point with the Church of 
  Rao in Veluna.  Also note that this will also affect the 
  events in the sequel to this adventure: The Well of Souls. 
  �Defeat of Sereena: If the characters in the group 
  either slew or captured Sereena Vantuk then they have 
  preformed a service to the Church of Rao. Treat this as a 
  Major Influence point with the Church of Rao in Veluna. 
    
   
  
  Pixie in a Bottle 
   
  Page 20 
  Appendix One: NPCs 
  Encounter Three: Home Sweet Home  
  APL 6 (EL 8) 
  �Gore Lightfloot: CR 3; Male Human Ftr3: Medium 
  Humanoid; HD 3d10+9; hp 29; Init +2; Spd 20; AC 18, 
  Touch 12, Flatfooted 16; Base Atk +3; Grp +7; Atk +9 
  (2d4+6, Chain, spiked, Masterwork); Full Atk +9 
  (2d4+6, Chain, spiked, Masterwork); Space/Reach 5 
  ft./10 ft.; AL CE; SV Fort +7, Ref +4, Will +4; Str 18, 
  Dex 14, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +6, Intimidate +5, Jump +6, 
  Swim 
  +6; 
  Combat 
  Reflexes, 
  Exotic 
  Weapon 
  Proficiency: Spiked Chain, Iron Will, Power Attack, 
  Weapon Focus (medium Spiked Chain) 
   
  Possessions: Ragged Fur Clothing, Chain, spiked, 
  Masterwork, Alchemist's fire x2, Breastplate, Amulet of 
  natural armor +1, Cloak of resistance +1  
  �Valar: CR 5; Male Human Clr5: Medium Humanoid; 
  HD 5d8+10; hp 41; Init +4; Spd 20; AC 20, Touch 10, 
  Flatfooted 20; Base Atk +3; Grp +5; Atk +5 (1D8+2, 
  medium heavy mace); Full Atk +5 (1D8+2, heavy 
  mace); AL NE; SV Fort +7, Ref +4, Will +8; Str 14, Dex 
  10, Con 14, Int 10, Wis 16, Cha 9. 
   
  Skills and Feats: Concentration +10, Knowledge 
  (Arcana) +4, Knowledge (Religion) +4, Spellcraft +8; 
  Combat Casting, Improved Initiative, Lightning 
  Reflexes. 
   
  Spells Prepared (5/4+1/3+1/2+1; Base DC = 13 + 
  Spell Level) 0
  th – Read Magic, Guidance, Inflict Minor 
  Wounds x2, Detect Magic; 1
  st - Cause Fear, Command, 
  Cure Light Wounds, Protection from Good*, Divine 
  Favor; 2
  nd - Bull’s Strength, Hold Person, Invisibility*, 
  Sound Burst; 3
  rd – Dispel Magic, Searing Light, 
  Nondetection*. 
  * Domains: Evil – You cast evil spells at +1 caster level; 
  Trickery – Add Bluff, Disguise, and Hide to your list of 
  cleric class skills. 
   
  Possessions: Holy Symbol of the One, medium 
  Heavy Mace, Full plate, Heavy Steel Shield, Cloak of 
  Resistance +1  
  �Venril: CR 4; Male humans Rog: Medium 
  Humanoid; HD 4d6+8; hp 24; Init +7; Spd 30; AC 16, 
  Touch 13, Flatfooted 13; Base Atk +3; Grp +3; Atk +4 
  (1D6, Masterwork Medium shortsword) or +6 ranged 
  (1D8, Masterwork light crossbow); Full Atk +4 (1D6, 
  Masterwork medium shortsword) or +7 ranged (1D8, 
  Masterwork light crossbow); SA Uncanny dodge, 
  evasion, sneak attack +2D6, trap sense +1, trapfinding; 
  AL NE; SV Fort +3, Ref +7, Will +0; Str 11, Dex 16, Con 
  14, Int 12, Wis 8, Cha 10. 
   
  Skills and Feats: Bluff +7, Decipher Script +8, Hide 
  +10, Forgery +8, Listen +6, Move Silently +10, Search 
  +8, Sense Motive +6, Spot +6, Tumble +10; Dodge, 
  Improved Initiative, Quick Draw. 
   
  Possessions: Masterwork light crossbow, 20 
  crossbow bolts, Masterwork medium short sword, 
  Studded Leather Armor. 
  APL 8 (EL 10) 
  �Gore Lightfloot: CR 5; Male Human Ftr4/Bbn1: 
  Medium Humanoid; HD 4d10 + 1D12 + 15; hp 50; Init 
  +2; Spd 40; AC 18, Touch 12, Flatfooted 16; Base Atk +5; 
  Grp +9; Atk +12 (2d4+9, +1 medium spiked chain); Full 
  Atk +12 (2d4+9, +1 medium spiked chain); SA Fast 
  movement, rage 1/day; Space/Reach 5 ft./10 ft.; AL CE; 
  SV Fort +10, Ref +4, Will +4; Str 19, Dex 14, Con 16, Int 
  8, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +6, Intimidate +7, Jump +6, 
  Swim +7, Survival +2; Combat Reflexes, Exotic 
  Weapon Proficiency: Spiked Chain, Iron Will, Power 
  Attack, Weapon Focus (medium Spiked Chain), 
  Weapon Specialization (Spiked Chain) 
   
  Possessions: Ragged Fur Clothing, +1 Medium 
  spiked chain, Alchemist's fire x2, Mithril Breastplate, 
  Amulet of Natural Armor +1, Cloak of Resistance +1 
  �Valar: CR 7; Male Human Clr7: Medium Humanoid; 
  HD 7d8+14; hp 54; Init +4; Spd 20; AC 20, Touch 10, 
  Flatfooted 20; Base Atk +5; Grp +7; Atk +7 (1D8+2, 
  medium heavy mace); Full Atk +7 (1D8+2, medium 
  heavy mace); SA Rebuke Undead; AL NE; SV Fort +8, 
  Ref +5, Will +10; Str 14, Dex 10, Con 14, Int 10, Wis 18, 
  Cha 9. 
   
  Skills and Feats: Concentration +12, Knowledge 
  (Arcana) +5, Knowledge (Religion) +5, Spellcraft +10; 
  Combat Casting, Improved Initiative, Lightning 
  Reflexes, Spell Focus (Evocation) 
   
  Spells Prepared (6/5+1/4+1/3+1/2+1; Base DC = 14 
  + Spell Level; DC = 15 + Spell Level for Evocation) 0
  th – 
  Read Magic, Guidance, Inflict Minor Wounds x2, 
  Detect Magicx2; 1
  st - Cause Fear, Command, Cure Light 
  Wounds, Protection from Good*, Divine Favor, Magic 
  Weapon; 
  2
  nd 
  - 
  Bull’s 
  Strength, 
  Hold 
  Person, 
  Invisibility*, Sound Burst, Bear’s Endurance; 3
  rd - 
  Dispel Magic, Inflict Serious Wounds, Searing Light, 
  
  Pixie in a Bottle 
   
  Page 21 
  Nondetection*; 4
  th – Confusion*, Spell Immunity, 
  Divine Power. 
  * Domains: Evil – You cast evil spells at +1 caster level; 
  Trickery – Add Bluff, Disguise, and Hide to your list of 
  cleric class skills. 
   
  Possessions: Holy Symbol of the One, medium 
  Heavy Mace, Full plate, Heavy Steel Shield, Cloak of 
  Resistance +1, Periapt of Wisdom +2. 
  �Venril: CR 6; Male human; Rog5/Asn1: Medium 
  Humanoid; HD 5d6 + 1D6 + 12; hp 36; Init +7; Spd 30; 
  AC 16, Touch 13, Flatfooted 13; Base Atk +4; Grp +5; 
  Atk +7 (1D6+1, Masterwork Medium shortsword) or +8 
  ranged (1D8, Masterwork light crossbow); Full Atk +7 
  (1D6+1, Masterwork medium shortsword) or +7 ranged 
  (1D8, Masterwork light crossbow); SA Uncanny dodge, 
  evasion, sneak attack +4D6, trap sense +1, trapfinding, 
  death attack, poison use, spells; AL NE; SV Fort +3, Ref 
  +9, Will +0; Str 12, Dex 16, Con 14, Int 12, Wis 8, Cha 
  10. 
   
  Skills and Feats: Bluff +7, Decipher Script +8, 
  Disguise +4, Hide +12, Forgery +8, Listen +8, Move 
  Silently +12, Search +8, Sense Motive +6, Spot +10, 
  Tumble +12; Dodge, Improved Initiative, Quick Draw, 
  Weapon Finesse. 
   
  Spells Prepared (1; Base DC = 11 + Spell Level); 1
  st 
  – True Strike, Obscuring Mist.  
   
  Possessions: Masterwork light crossbow, 20 
  crossbow bolts, Masterwork medium short sword, 
  Studded Leather Armor 
  APL 10 (EL 12) 
  �Gore Lightfloot: CR 7; Male Human Ftr4/Bbn3: 
  Medium Humanoid; HD 4d10 + 3D12 + 21; hp 73; Init 
  +2; Spd 40; AC 18, Touch 12, Flatfooted 16; Base Atk 
  +7/+2; Grp +9; Atk +14 (2d4+9, +1 medium spiked 
  chain); Full Atk +14/+9 (2d4+9, +1 medium spiked 
  chain); SA Fast movement, rage 1/day, uncanny dodge, 
  trap sense +1; Space/Reach 5 ft./10 ft.; AL CE; SV Fort 
  +11, Ref +5, Will +5; Str 19, Dex 14, Con 16, Int 8, Wis 
  10, Cha 8. 
   
  Skills and Feats: Climb +6, Intimidate +9, Jump +6, 
  Listen +4, Swim +7, Survival +4; Combat Reflexes, 
  Exotic Weapon Proficiency: Spiked Chain, Iron Will, 
  Power Attack, Weapon Focus (medium Spiked Chain), 
  Weapon Specialization (Spiked Chain), Improved Bull 
  Rush 
   
  Possessions: Ragged Fur Clothing, +1 medium 
  spiked chain, Alchemist's fire x2, Mithril Breastplate, 
  Amulet of Natural Armor +1, Cloak of resistance +1 
  �Valar: CR 9; Male Human Clr9: Medium Humanoid; 
  HD 9d8+18; hp 68; Init +4; Spd 20; AC 21, Touch 11, 
  Flatfooted 21; Base Atk +6/+1; Grp +8; Atk +9 (1D8+2, 
  medium heavy mace); Full Atk +9/+4 (1D8+2, medium 
  heavy mace); SA Rebuke Undead; AL NE; SV Fort +9, 
  Ref +6, Will +11; Str 14, Dex 10, Con 14, Int 10, Wis 18, 
  Cha 10. 
   
  Skills and Feats: Concentration +13, Knowledge 
  (Arcana) +5, Knowledge (Religion) +5, Hide +4, 
  Spellcraft +11; Combat Casting, Improved Initiative, 
  Lightning Reflexes, Spell Focus (Evocation), Greater 
  Spell Focus (Evocation) 
   
  Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; Base DC 
  = 14 + Spell Level; DC = 16 + Spell Level for Evocation) 
  0
  th – Read Magic, Guidance, Inflict Minor Wounds x2, 
  Detect Magicx2; 1
  st - Cause Fear, Command, Cure Light 
  Wounds, Protection from Good*, Divine Favor, Magic 
  Weapon; 2
  nd - Bull’s Strengthx2, Hold Person, 
  Invisibility*, Sound Burst, Bear’s Endurance; 3
  rd - 
  Dispel Magic, Inflict Serious Wounds, Magic 
  Vestment, Searing Light, Nondetection*; 4
  th – 
  Confusion*, Freedom of Movement, Spell Immunity, 
  Divine Power; 5
  th – Dispel Good*, Flame Strike. 
   * Domains: Evil – You cast evil spells at +1 caster level; 
  Trickery – Add Bluff, Disguise, and Hide to your list of 
  cleric class skills. 
   
  Possessions: Holy Symbol of the One, medium 
  Heavy Mace, Full plate, Heavy Steel Shield, Cloak of 
  Resistance +1, Ring of Protection +1, Periapt of 
  Wisdom +2 
  �Venril: CR 8; Male human; Rog5/Asn3: Medium 
  Humanoid; HD 5d6 + 3D6 + 16; hp 48; Init +7; Spd 30; 
  AC 16, Touch 13, Flatfooted 13; Base Atk +6; Grp +7; 
  Atk +10 (1D6+1, Masterwork Medium shortsword) or 
  +10 ranged (1D8, Masterwork light crossbow); Full Atk 
  +10/+5 (1D6+1, Masterwork Medium shortsword) or 
  +10/+5 ranged (1D8, Masterwork light crossbow); SA 
  Improved Uncanny dodge, evasion, +1 save against 
  poison, sneak attack +5D6, trap sense +1, trapfinding, 
  death attack, poison use, spells; AL NE; SV Fort +5, Ref 
  +11, Will +2; Str 12, Dex 16, Con 14, Int 13, Wis 8, Cha 
  10. 
   
  Skills and Feats: Bluff +7, Decipher Script +8, 
  Disguise +4, Hide +14, Forgery +8, Listen +10, Move 
  Silently +14, Search +8, Sense Motive +8, Spot +12, 
  Tumble +14; Dodge, Improved Initiative, Quick Draw, 
  Weapon Finesse. 
   
  Spells Prepared (3/0; Base DC = 11 + Spell Level); 
  1
  st – Disguise Self, True Strike, Obscuring Mist; 2
  nd – 
  Cat’s Grace, Spider Climb.  
  
  Pixie in a Bottle 
   
  Page 22 
   
  Possessions: Masterwork light crossbow, 20 
  crossbow bolts, Masterwork medium short sword, 
  Studded Leather Armor, Cloak of resistance +1, Potion 
  of Barkskin (+3) 
  APL 12 (EL 14) 
  �Gore Lightfloot: CR 9; Male Human Ftr4/Bbn5: 
  Medium Humanoid; HD 4d10 + 5D12 + 27; hp 95; Init 
  +2; Spd 40; AC 18, Touch 12, Flatfooted 16; Base Atk 
  +9/+4; Grp +12; Atk +17 (2d4+10, +1 medium spiked 
  chain); Full Atk +17/+12 (2d4+10, +1 medium spiked 
  chain); SA Fast movement, rage 2/day, improved 
  uncanny dodge, trap sense +1; Space/Reach 5 ft./10 ft.; 
  AL CE; SV Fort +12, Ref +5, Will +5; Str 20, Dex 14, 
  Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +8, Intimidate +11, Jump 
  +7, Listen +7, Swim +8, Survival +6; Combat Reflexes, 
  Exotic Weapon Proficiency: Spiked Chain, Iron Will, 
  Power Attack, Weapon Focus (medium Spiked Chain), 
  Weapon Specialization (Spiked Chain), Improved Bull 
  Rush, Improved Critical 
   
  Possessions: Ragged Fur Clothing, +1 medium 
  spiked chain, Alchemist's fire x2, Mithril Breastplate, 
  Amulet of Natural Armor +1, Cloak of resistance +1, 
  Potion of Enlarge Person. 
  �Valar: CR 11; Male Human Clr11: Medium 
  Humanoid; HD 11d8+22; hp 83; Init +4; Spd 20; AC 21, 
  Touch 11, Flatfooted 21; Base Atk +8/+3; Grp +10; Atk 
  +10 (1D8+2, medium heavy mace); Full Atk +10/+6 
  (1D8+2, medium heavy mace); SA Rebuke Undead; AL 
  NE; SV Fort +10, Ref +6, Will +112; Str 14, Dex 10, Con 
  14, Int 10, Wis 18, Cha 10. 
   
  Skills and Feats: Concentration +15, Knowledge 
  (Arcana) +5, Knowledge (Religion) +5, Hide +7, 
  Spellcraft +12; Combat Casting, Improved Initiative, 
  Lightning Reflexes, Spell Focus (Evocation), Greater 
  Spell Focus (Evocation) 
   
  Spells 
  Prepared 
  (6/6+1/5+1/5+1/4+1/2+1/1+1; 
  Base DC = 14 + Spell Level; DC = 16 + Spell Level for 
  Evocation) 0
  th – Read Magic, Guidance, Inflict Minor 
  Wounds x2, Detect Magic x2; 1
  st - Cause Fear, 
  Command, Cure Light Wounds, Inflict Light Wounds, 
  Protection from Good*, Divine Favor, Magic Weapon; 
  2
  nd - Bull’s Strengthx2, Hold Person, Invisibility*, 
  Sound Burst, Bear’s Endurance; 3
  rd - Dispel Magic, 
  Inflict Serious Wounds, Magic Vestment, Protection 
  from Energy, Searing Light, Nondetection*; 4
  th – 
  Confusion*, Death Ward, Freedom of Movement, Spell 
  Immunity, Divine Power; 5
  th – Dispel Good*, Flame 
  Strike, Greater Command; 6
  th – Mislead*, Harm. 
   * Domains: Evil – You cast evil spells at +1 caster level; 
  Trickery – Add Bluff, Disguise, and Hide to your list of 
  cleric class skills. 
   
  Possessions: Holy Symbol of the One, medium 
  Heavy Mace, Full plate, Heavy Steel Shield, Cloak of 
  Resistance +1, Ring of Protection +1, Periapt of 
  Wisdom +2, 
  �Venril: CR 10; Male human; Rog5/Asn5: Medium 
  Humanoid; HD 5d6 + 5D6 + 20; hp 60; Init +7; Spd 30; 
  AC 16, Touch 13, Flatfooted 13; Base Atk +7; Grp +8; 
  Atk +11 (1D6+1, masterwork Medium shortsword) or 
  +11 ranged (1D8, Masterwork light crossbow); Full Atk 
  +11/+6 (1D6+1, masterwork Medium shortsword) or 
  +11/+6 ranged (1D8, Masterwork light crossbow); SA 
  Improved Uncanny dodge, evasion, +2 save against 
  poison, sneak attack +6D6, trap sense +1, trapfinding, 
  death attack, poison use, spells; AL NE; SV Fort +5, Ref 
  +12, Will +4; Str 12, Dex 16, Con 14, Int 13, Wis 8, Cha 
  10. 
   
  Skills and Feats: Bluff +7, Decipher Script +8, 
  Disguise +4, Hide +14, Forgery +8, Listen +10, Move 
  Silently +14, Search +8, Sense Motive +8, Spot +12, 
  Tumble +14; Dodge, Improved Initiative, Quick Draw, 
  Weapon Finesse, Iron Will. 
   
  Spells Prepared (4/2/0; Base DC = 11 + Spell 
  Level); 1
  st – Disguise Self, True Strike, Obscuring Mist, 
  Jump; 2
  nd – Cat’s Grace, Spider Climb, Invisibility; 3
  rd – 
  False Life, Deep Slumber.  
   
  Possessions: Masterwork light crossbow, 20 
  crossbow bolts, masterwork medium short sword, 
  Studded Leather Armor, Cloak of resistance +1, Potion 
  of Barkskin (+3), Potion of Haste. 
   
   
  
  Pixie in a Bottle 
   
  Page 23 
  Appendix Two:  
  The Pixie in the Bottle 
   
  The pixie in the bottle is in reality a special lich’s 
  phylactery.  It was designed to aid in the 
  transformation 
  of 
  a 
  spellcaster 
  into 
  a 
  lich.  
  Unfortunately the phylactery in question was flawed, 
  and instead of containing only the life essence of the 
  spellcaster, it entrapped him fully and he did not 
  transform into a lich.  Only by being returned to it’s 
  original resting place can the essence within be 
  released. 
   
  Originally the phylactery was secured to the top of 
  the pedestal by the chains.  However sometime in the 
  past a group of adventurers attempted to steal the 
  artifact.  However the bottles incorporeal guardians 
  overcame them before they could escape.  They only 
  managed to get the phylactery to the top of the 
  pit/shaft where Sereena fell.  It was here that Cyrian 
  found the phylactery. 
   
  Due to the extreme period of time since the 
  spellcaster first entered the phylactery his psyche has 
  splintered into two different versions of himself.  The 
  human wizard’s life essence split into it’s component 
  good and evil parts.  The memories that the spellcaster 
  had prior to attempting to become undead became a 
  hindrance to him as he tried to build his power and 
  seek the next level of power that he sought, that of 
  becoming an Lich.  Freeing himself of his past has 
  allowed him to better reach this goal but he needed to 
  free himself totally.  To this end he allowed the ‘good’ 
  version of himself to seek assistance as he tormented it. 
   It is this good version of himself that has sought the 
  protection of those around it.  It also wants to be freed 
  from it’s tormentor and to that end will try to convince 
  the person carrying it to place it on the pedestal so that 
  it to can be free. 
   
   The good version of the lich can communicate 
  telepathically with any person holding the phylactery.  
  He can slowly achieve a symbiotic possession of the 
  person holding it in order to allow that person to cast 
  spells that he has prepared.  The good part of the lich’s 
  psyche has the following spells that it can cast in this 
  way: Sunburst, Time Stop, Delayed Blast Fireball x3, 
  Greater Teleport, Mass Teleport x2, acid fog, gate, 
  prismatic spray, prismatic sphere, meteor swarm, 
  incendiary cloud, quickened fireball, quickened cone 
  of cold.  Caster level 17, Int 22. 
   
   
   
   
   
   
  Note: In Encounter 5 the spirit will use the Gate 
  spell to convince the characters that are reluctant to 
  help Sereena but who have already begun attempting 
  to redeem her.  It will summon a Solar though the gate 
  that will assure the characters that redeeming Sereena 
  and placing the pixie in the bottle will in the long run 
  further the cause of good. This is ONLY done if the 
  PCs are reluctant to help. 
  
  Pixie in a Bottle 
   
  Page 24 
  Appendix Three: NPC 
  Background 
  Sheen Kriha (Exp8) 
  Background:  The dwarf Sheen Kriha curator of the 
  museum of Mitrik has been researching the strange 
  object discovered in the basement of the museum by a 
  group of adventurers trying to find out why some of 
  the staff had disappeared in the basement.  His 
  research has revealed some more information 
  regarding the object and he wants to find some heroes 
  to travel to the location that the object was found in 
  order to better understand the nature of the strange 
  object.   
  Cyrian Vantuk Statistics: (DM NOTE: REMEMBER 
  TO USE HIM EFFECTIVELY IN BATTLE!) 
  Background: Cyrian grew up on the streets of Mitrik 
  with his sister Sereena.  Together they had many good 
  times taking what they wanted from various street 
  vendors and in general having a jolly time.  All was 
  well until the day that Sereena was caught while 
  running away from the law.  She was only just slower 
  than he was so while he managed to make an escape 
  she was cornered and dragged away.  Cyrian did not 
  see his sister again for some months and when he did 
  she had changed completely.  She was no longer the 
  carefree companion but a member of the law 
  enforcement.   
  Cyrian took matters into his own hands.  Choosing his 
  mark carefully he picked a time when Sereena would 
  be nearby to ‘witness’ his crime.  Unfortunately he was 
  paying more attention to Sereena than his mark and 
  when he went to make his move he was caught off 
  guard when the mark grabbed his hand and with one 
  adept move sent him sprawling to the pavement.  
  Sereena of course rushed over to see what the 
  commotion was all about and when the monk that 
  Cyrian had tried to steal from explained the situation 
  she took matters into her own hands.  Grabbing Cyrian 
  by the ear she hauled him off to jail.  She left him there 
  to stew for a week.  At first it was a novel concept being 
  in jail. It was the first time he had ever gotten caught 
  and imprisoned.  He sung the standard prison songs 
  and rattled his cup on the bars.  This of course caused 
  him to be very unpopular with inmates and the guards. 
   It was not long before Sereena was hearing reports of 
  his antics.  She took him into private custody after a 
  week and put him to forced community service.  She 
  then went on to explain to him exactly how his actions 
  were affecting those around him adversely.  She even 
  went so far as to return him to some of his old marks 
  and to make him work for them!  Over time and with 
  much persistence Sereena managed to slowly make 
  some headway toward breaking Cyrian of his rather 
  bad/unlawful habits.  Finally settling on creating an 
  adventuring group to put his skills to more acceptable 
  use. 
  APL 6 
  �Cyrian Vantuk: CR 8; Male human Rog8: Medium 
  Humanoid; HD 8d6+8; hp 41; Init +8; Spd 30; AC 19, 
  Touch 15, Flatfooted 15; Base Atk +6/+1; Grp +9; Atk 
  +10/+5 (1D6+3, +1 rune engraved shortsword) or 
  +10/+5 ranged (1D6+1D6, +1 shocking shortbow); Full 
  Atk +10/+5 (1D6+3, +1 rune engraved shortsword) or 
  +10/+5 ranged (1D6+1D6, +1 shocking shortbow); SA 
  Improved Uncanny dodge, evasion, sneak attack +4D6, 
  trap sense +2, trapfinding; AL CG; SV Fort +3, Ref +10, 
  Will +2; Str 16, Dex 18, Con 12, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Appraise +8, Decipher Script +8, 
  Disable Device +8, Escape Artist +11, Gather 
  Information +6, Hide +14, Knowledge (Veluna) +8, 
  Listen +7, Move Silently +14, Open Lock +11, Search 
  +8, Sense Motive +7, Spot +10, Tumble +14; Dodge, 
  Improved Initiative, Combat Expertise, Improved 
  Feint. 
   
  Possessions: +1 rune Engraved Shortsword, +1 
  Shocking Shortbow, 40 arrows, +1 Studded Leather 
  Armor, holy water flask, alchemists flask, Ring of 
  Protection +1. 
  APL 8 
  �Cyrian Vantuk: CR 10; Male human Rog10: 
  Medium Humanoid; HD 10d6+10; hp 53; Init +8; Spd 
  30; AC 19, Touch 15, Flatfooted 15; Base Atk +7/+2; 
  Grp +10; Atk +12/+7 (1D6+3, +1 rune engraved 
  shortsword) or +11/+6 ranged (1D6+1D6, +1 shocking 
  shortbow); Full Atk +12/+7 (1D6+3, +1 rune engraved 
  shortsword) or +11/+6 ranged (1D6+1D6, +1 shocking 
  shortbow); SA Improved Uncanny dodge, Improved 
  evasion, sneak attack +5D6, trap sense +3, trapfinding; 
  AL CG; SV Fort +6, Ref +13, Will +5; Str 16, Dex 18, 
  Con 12, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Appraise +8, Decipher Script +8, 
  Disable Device +8, Escape Artist +11, Gather 
  Information +8, Hide +16, Knowledge (Veluna) +10, 
  Listen +9, Move Silently +16, Open Lock +11, Search 
  +12, Sense Motive +9, Spot +12, Tumble +16; Dodge, 
  Improved Initiative, Combat Expertise, Improved 
  Feint, Weapon Focus (shortsword). 
  
  Pixie in a Bottle 
   
  Page 25 
   
  Possessions: +1 rune Engraved Shortsword, +1 
  Shocking Shortbow, 40 arrows, +1 Studded Leather 
  Armor, holy water flask, alchemists flask, Ring of 
  Protection +1, Vest of Resistance +2. 
  APL 10 
  �Cyrian Vantuk: CR 12; Male human Rog12: 
  Medium Humanoid; HD 12d6+12; hp 63; Init +9; Spd 
  30; AC 20, Touch 16, Flatfooted 15; Base Atk +9/+4; 
  Grp +12; Atk +14/+9 (1D6+3, +1 rune engraved 
  shortsword) or +15/+10 ranged (1D6+1D6, +1 shocking 
  shortbow); Full Atk +14/+9 (1D6+3, +1 rune engraved 
  shortsword) or +15/+10 ranged (1D6+1D6, +1 shocking 
  shortbow); SA Improved Uncanny dodge, Improved 
  evasion, sneak attack +6D6, trap sense +4, trapfinding; 
  AL CG; SV Fort +7, Ref +15, Will +6; Str 16, Dex 20, 
  Con 13, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Appraise +8, Decipher Script +8, 
  Disable Device +8, Escape Artist +11, Gather 
  Information +10, Hide +18, Knowledge (Veluna) +11, 
  Listen +12, Move Silently +23, Open Lock +15, Search 
  +13, Sense Motive +10, Spot +14, Tumble +18; Dodge, 
  Improved Initiative, Combat Expertise, Improved 
  Feint, Weapon Focus (shortsword), Point Blank Shot 
   
  Possessions: +1 rune Engraved Shortsword, +1 
  Shocking Shortbow, 20 arrows, +1 Studded Leather 
  Armor, holy water flask, alchemists flask, Ring of 
  Protection +1, Gloves of Dexterity +2, Boots of 
  Elvenkind, vest of resistance +2 
  APL 12 
  �Cyrian Vantuk: CR 14; Male human Rog14: 
  Medium Humanoid; HD 14d6+14; hp 74; Init +9; Spd 
  30; AC 22, Touch 16, Flatfooted 16; Base Atk +10/+5; 
  Grp +13; Atk +15/+10 (1D6+3+1D6, +1 rune engraved 
  Frost shortsword) or +16/+11 ranged (1D6+1D6, +1 
  shocking shortbow); Full Atk +15/+10 (1D6+3+1D6, +1 
  rune engraved Frost shortsword) or +16/+11 ranged 
  (1D6+1D6, +1 shocking shortbow); SA Improved 
  Uncanny dodge, Improved evasion, sneak attack +7D6, 
  trap sense +4, trapfinding, Crippling Strike; AL CG; SV 
  Fort +7, Ref +16, Will +6; Str 16, Dex 20, Con 13, Int 13, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Appraise +8, Decipher Script +8, 
  Disable Device +12, Escape Artist +11, Gather 
  Information +12, Hide +20, Knowledge (Veluna) +11, 
  Listen +14, Move Silently +25, Open Lock +17, Search 
  +13, Sense Motive +12, Spot +14, Tumble +20; Dodge, 
  Improved Initiative, Combat Expertise, Improved 
  Feint, Weapon Focus (shortsword), Point Blank Shot. 
   
  Possessions: +1 rune Engraved Frost Shortsword, 
  +1 Shocking Shortbow, 20 arrows, +3 Studded Leather 
  Armor, holy water flask, alchemists flask, Ring of 
  Protection +1, Gloves of Dexterity +2, Boots of 
  Elvenkind, Vest of Resistance +2. 
   
  Sereena Vantuk 
  Background: Sereena grew up on the streets of Mitrik 
  with her brother Cyrian.  In her youth she was in 
  trouble a lot with the law as she followed her brother’s 
  lead.  She sought to protect him and normally was 
  eventually was the one who was caught while her 
  brother ran away.  The paladin of Rao that caught her 
  stealing from venders in the Market Square took pity 
  on her.  Instead of putting the young girl in the stocks, 
  as was the prescribed punishment for theft he offered 
  her a choice.  If she were to repent her ways and agree 
  to learn what she could of Rao over the next few weeks 
  then she could avoid the stocks.   
   
  She agreed and that first lesson began her journey 
  to becoming a paladin in the service of Rao.  Eventually 
  she even managed to curb her brother’s unlawful ways 
  and found a way to put his skills to good use.  The two 
  of them formed an adventuring group to work for the 
  church in the recovery of objects of art and lore to be 
  displayed in a new museum.  They also sought out 
  knowledge hidden in dark places, which they sought 
  to bring to light and offer to the great library that it 
  might expand its already great trove of information.   
   
  They spent years journeying all over the land and 
  had many adventures with their companions.  Until 
  they discovered a small pixie made of flame that 
  seemed trapped in a cylinder made of glass.   
  Stastistics: 
  APL 6 
  �Sereena Vantuk: CR 6; Female Human Rog1/Ex-
  Pal5; Medium Humanoid; 1d6 Plus 5d10+18; hp 56; 
  Init +1; Spd 20 ft.; AC 22 (touch 11, flat-footed 21); Base 
  Atk +5; Grp +8; Atk +10 (1d8+4, +1 Unholy Longsword 
  19-20/x2)]; Full Atk +10 (1D8+4, +1 Unholy 
  Longsword); AL LE; SV Fort +7, Ref +4, Will +3; Str 16, 
  Dex 12, Con 16, Int 12, Wis 14, Cha 12. 
  Skills & Feats: Bluff +6, Concentration +13, Diplomacy 
  +6, Hide +9, Intimidate +6, Knowledge (religion) +6, 
  Listen +6, Move Silently -2, Pick Pocket -2, Ride +7, 
  Search +5, Sense Motive +6, Spot +6; Cleave, Improved 
  Sunder, Power Attack, Weapon Focus (Longsword). 
  
  Pixie in a Bottle 
   
  Page 26 
   
  Possessions: Weapons: +1 Unholy Longsword, 
  Adamantine Full plate +1 of Calling, Heavy Steel 
  Shield. 
   
  Physical Description: Sereena has shoulder length 
  straight blonde hair and piercing blue eyes.  When in 
  combat she wears a set of black armor 
  APL 8 
  �Sereena 
  Vantuk: 
  CR 
  8; 
  Female 
  Human 
  Rog1/Pal3/Blk4; 
  Medium 
  Humanoid; 
  1d6 
  Plus 
  7d10+24; hp 75; Init +1; Spd 20 ft.; AC 23 (touch 11, 
  flat-footed 22); Base Atk +7/+2; Grp +10; Atk +12 
  (1d8+4, +1 Unholy Longsword 19-20/x2)]; Full Atk 
  +12/+7 (1D8+4, +1 Unholy Longsword); AL LE; SV 
  Fort +11, Ref +6, Will +5; Str 16, Dex 12, Con 16, Int 12, 
  Wis 14, Cha 13. 
   
  Skills & Feats: Bluff +6, Concentration +14, 
  Diplomacy +6, Hide +9, Intimidate +10, Knowledge 
  (religion) +6, Listen +6, Move Silently -2, Pick Pocket -
  2, Ride +7, Search +5, Sense Motive +6, Spot +6; Cleave, 
  Improved Sunder, Power Attack, Weapon Focus 
  (Longsword). 
   
  Possessions: +1 Unholy Longsword, Adamantine 
  Full plate +1 of Calling, +1 Heavy Steel Shield, Potion 
  of Charisma. 
   
  Spells Prepared (2/2; Base DC = 12 + Spell Level): 
  1
  st - Cause Fear, Doom; 2
  nd - Bull's strength, Cure 
  Moderate wounds. 
   
  Physical Description: Sereena has shoulder length 
  straight blonde hair and piercing blue eyes.  When in 
  combat she wears a set of black armor 
  APL 10 
  �Sereena 
  Vantuk: 
  CR 
  10; 
  Female 
  Human 
  Rog1/Pal3/Blk6; 
  Medium 
  Humanoid; 
  1d6 
  Plus 
  9d10+30; hp 95; Init +1; Spd 20 ft.; AC 24 (touch 11, 
  flat-footed 23); Base Atk +9/+4; Grp +12; Atk +14 
  (1d8+4, +1 Unholy Longsword 17-20/x2)]; Full Atk 
  +14/+9 (1D8+4, +1 Unholy Longsword); AL LE; SV 
  Fort +13, Ref +8, Will +7; Str 16, Dex 12, Con 16, Int 12, 
  Wis 14, Cha 14. 
   
  Skills & Feats: Bluff +8, Concentration +16, 
  Diplomacy +7, Hide +9, Intimidate +13, Knowledge 
  (religion) +6, Listen +6, Move Silently -2, Pick Pocket -
  2, Ride +7, Search +5, Sense Motive +6, Spot +6; Cleave, 
  Improved Critical (Longsword), Improved Sunder, 
  Power Attack, Weapon Focus (Longsword). 
   
  Possessions: +1 Unholy Longsword, Adamantine 
  Full plate +1 of Calling, +1 Large Metal Shield, Amulet 
  of Natural Armor (+1), Potion of Charisma. 
   
  Spells Prepared (2/2/1; Base DC = 12 + Spell 
  Level): 1
  st - Cause Fear, Doom; 2
  nd - Bull's strength, Cure 
  Moderate wounds; 3
  rd - Cure Serious Wounds. 
   
  Physical Description: Sereena has shoulder length 
  straight blonde hair and piercing blue eyes.  When in 
  combat she wears a set of black armor 
  APL 12 
  �Sereena 
  Vantuk: 
  CR 
  12; 
  Female 
  Human 
  Rog1/Pal3/Blk8; 
  Medium 
  Humanoid; 
  1d6 
  Plus 
  11d10+36; hp 114; Init +5; Spd 20 ft.; AC 25 (touch 12, 
  flat-footed 24); Base Atk +11/+6; Grp +14; Atk +16 
  (1d8+4, +1 Unholy Longsword 17-20/x2)]; Full Atk 
  +16/+11/+6 (1D8+4, +1 Unholy Longsword); AL LE; SV 
  Fort +14, Ref +8, Will +7; Str 16, Dex 12, Con 16, Int 12, 
  Wis 14, Cha 15. 
   
  Skills & Feats: Bluff +9, Concentration +18, 
  Diplomacy +7, Hide +9, Intimidate +15, Knowledge 
  (religion) +6, Listen +6, Move Silently -2, Pick Pocket -
  2, Ride +7, Search +5, Sense Motive +6, Spot +6; Cleave, 
  Improved Critical (Longsword), Improved Initiative, 
  Improved Sunder, Power Attack, Weapon Focus 
  (Longsword). 
   
  Possessions: Weapons: +1 Unholy Longsword, 
  adamantine full plate +1 of Calling, +1 large metal 
  shield, Amulet of natural armor (+1), Ring of 
  Protection +1, Potion of Charisma. 
   
  Spells Prepared (2/2/1/1; Base DC = 12 + Spell 
  Level): 1
  st - Cause Fear, Doom; 2
  nd - Bull's strength, Cure 
  Moderate wounds; 3
  rd - Cure Serious Wounds; 4
  th – 
  Cure critical wounds. 
   
  Physical Description: Sereena has shoulder length 
  straight blonde hair and piercing blue eyes.  When in 
  combat she wears a set of black armor. 
  
  Pixie in a Bottle 
   
  Page 27 
   
  Player Handout One 
   
   
  You find yourself standing in a forest clearing.  The first rays of dawn are just beginning to touch the tops of the trees as 
  a light fog covers the ground.  You know that you are dreaming but also know that this is no ordinary dream.  The fog 
  seems to glow with an inner light that radiates upward as if you were standing upside down on the clouds above.  The 
  feeling is strangely enough one of peace.  
   
  Stepping from the trees you see a man in white robes.  The hem of the bottom of his robe and the sleeves are 
  covered with intricate embroidery suggesting forest animals, stars, moons, and other objects of nature.  He has bronze 
  skin, which is completely covered in tattoo’s that match the embroidery.  Vines and leaves traces around his face in a 
  pattern, which suggests the artist, spent much time living in the wild. 
   
  “Greetings.  I want to thank you for protecting me and keeping me safe.  For that I am in your debt.  However soon 
  it will become even more difficult to do so.  I just wanted you to know that I am grateful for your assistance and to warn 
  you of the coming trials.  If things progress as I suspect I might soon be freed from this prison.  Once I am free I would 
  like to name you friend if you would have me.” 
   
  With this said the dreamscape around you changes.  The light of dawn is washed away in a cloud of blackness and 
  the wind begins to pick up.  The feeling of evil is a palpable presence in the air as the man in front of you looks around 
  in fear.  “Please I have not much time.  The evil one comes and I do not wish for him to know that we have spoken.  
  Someone is coming to see you.  Trust them and do what they wish if you would be my friend.”  With that the man runs 
  off into the trees and you snap awake to the sound of knocking on your door. 
  
  Pixie in a Bottle 
   
  Page 28 
   
   
  Player Handout Two: Map of the Village of Swan Hill 
   
  1. 
  Flaming Plum Tavern/Inn 
  2. 
  Village Well 
  3. 
  Over the River  
  4. 
  Shrine to Rao 
  
  Pixie in a Bottle 
   
  Page 29 
   
  DM Map One 
   
  
  Pixie in a Bottle 
   
  Page 30 
   
  DM Map Two 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Veluna/593/Normal Scenarios/VEL3-07 - Pixie in a Bottle (APL 6-12)/VEL3-07 - Pixie in a Bottle.pdf