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. 
   
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  PER8-05 
   
   
   
   
   
  The Hus Factor 
   
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Perrenland Regional Adventure 
  Version 0.6 
   
  by Andrew Cowan and Patrick Williamson 
   
  Triad Reviewers: Bruce Paris 
  Circle Reviewer: Britt F. Frey 
   
  Playtesters: Joe Fitzgerald, Gavin Schultz, Richard Smart, Martin Low 
   
  Drelnza and her armies are defeated, the heresy is no more and the famine is all but over.  With new 
  leadership providing much need unity, Perrenland may finally be able to turn to a better page for the 
  future. But with the celebrations following the new Voorman’s coronation already under way, will there be 
  any final secrets that wait to threaten Perrenland’s tomorrow? 
   
   A single round Perrenland Regional adventure for APLs 2-14. This adventure is the finale for the 
  Perrenland Region.   
   
  The Perrenland Triad would like to thank everyone who has contributed to making the Perrenland Region 
  and Living Greyhawk a great success, and we look forward to writing and playing D&D with you all for 
  many years to come. 
   
  Resources for this adventure [and the authors of those works] include PERI6-01 Jor-Russ [Andrew 
  Cowan, Richard Smart, Stephen Daniels, Adam Cowan], PER6-04 Death’s Fury {Andrew Cowan & 
  Patrick Williamson], PER7-06 Diadem of Kir-Russ Pt 1 [Andrew Cowan & Patrick Williamson], PER7-06 
  Diadem of Kir-Russ Pt 2 [Bruce Paris & Patrick Williamson], PER7-06 Diadem of Kir-Russ Pt 3 [Gary 
  Johnson & Patrick Williamson]. 
  
  PER8-05 The HUS Factor 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK™ 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  one (1) point.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, Monster 
  Manual, and Spell Compendium.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Information on 
  nonplayer 
  characters 
  (NPCs) 
  and 
  monsters 
  appear in abbreviated form in the adventure text. 
  Refer to Appendix 1 for full information on NPCs 
  and monsters. For your convenience, Appendix 1 
  is organized by APL. 
   
  Along with this adventure, you’ll find an RPGA 
  Session Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR). You need one 
  copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  See Chapter One of the Living Greyhawk 
  Campaign Sourcebook for details on APLs. If the 
  APL of your group is an odd number, ask them 
  before the adventure begins whether they would 
  like to play the higher or the lower adjacent APL. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, 
  set in Perrenland. All characters from the 
  Perrenland region pay 1 Time Units. Out of region 
  characters pay 2 Time Units. 
   
  Information about Lifestyle and Upkeep can be 
  found in the “Lifestyle and Upkeep” section of the 
  Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  The recent return of Perren, the greatest ruler of 
  Perrenland (and the country was named so in his 
  honor) has come as a welcome surprise and a 
  rallying call to its people.  In only a short time he 
  has been able to unite the land and people, with 
  much of the recent division and turmoil now only a 
  memory.  Although there is still more healing to be 
  done, it seems Perrenland is finally on the road to 
  recovery. 
   
  Even though Drelnza, the leader of the Cult of 
  the Fiend in Perrenland has been destroyed, some 
  of her followers remain in Perrenland still.  Her 
  mother, the witch queen Iggwilv, mother of Iuz is 
  
  PER8-05 The HUS Factor 
   
  Page 2 
  angered beyond compare over the death of her 
  daughter, and with some help has instigated a 
  final solution to the land that has denied her forces 
  victory for so long and a land that has taken her 
  daughter away from her.   
   
  To this end she has gained the assistance of 
  the demon lord Zuggtmoy, queen of fungi.  
  Through the actions of the fungi queen’s high 
  servants (Rukarazyl) Iggwilv has now instigated 
  her daughter’s last act of revenge against the 
  heart of the nation – the Voormann Perren. 
   
  To this end the Rukarazyl has infiltrated the 
  Fortress of Dian and has journey to the home of 
  the Lund-oak.  The Lund-oak is the sacred tree of 
  Perrenland, and is the Voormann’s connection to 
  the land itself.  The Rukarazyl has used its fungus 
  spitting ability to attack the lund-oak itself, 
  covering the tree in its dark creation.  Through a 
  dark ritual undertaken by the demon queen of 
  fungi herself this fungus has been infused with 
  demonic energy, strengthening it and enabling it to 
  grow – giving it the power to attack and slowly 
  destroy the sacred tree for good.   
   
  Now the Lundoak is in peril as the parasitic 
  fungus begins to feed on the sacred tree’s life 
  energy.  At first the tree could fight off the attack, 
  but in the last week has grown weaker each day 
  as the fungus continues to grow stronger.  The 
  dying tree has begun to draw the energy to survive 
  from its bond to the current voormann, and if the 
  damage is not stopped it will take Perren with it in 
  death. 
   
  One key to saving the Lundoak and the 
  Voormann is a tortured angel, a solar aasimon 
  servant of Myrhiss, goddess of beauty known as 
  Meneliant.  This angel sacrificed itself at the 
  beginning of the shrine alliance 1000 years ago, 
  helping the formation of the pact that binds Nerull 
  and prevents him from creating undead spawn in 
  the Quaglands.  The angel was a prisoner within 
  Jor-Russ for almost 1000 years and was subjected 
  to torture and worse during that time.  Its blood 
  has been used by Oomkar Hus to paint thousands 
  of Jor-Russ Kondkannen, creating receptacles for 
  his ghostly servants that are infused with the 
  power of a celestial being, granting them 
  unbeatable turn resistance. 
   
  But in 596CY the angel was freed from its 
  prison by adventurers [PERI6-01 Jor-Russ], and 
  since 
  has 
  been 
  roaming 
  the 
  countryside, 
  maddened by its time under confinement.  Even 
  though it is free, a powerful demonic artifact (a 
  Collar of Control) prevents the angel from healing 
  itself of its wounds and madness.  Revenge is the 
  only thing that drives the angel now, as it hunts 
  down all of the kondkannen created using its 
  blood. 
   
  It is through his research into the properties of 
  the angel’s blood that Oomkar Hus has learned 
  that it can harm a demon and possibly kill it as 
  well.  Hus has used this discovery to create a 
  demon-killing poison of increased potency (with 
  the angel’s blood as the key ingredient). 
   
  When Hus learns of the illness affecting the 
  Voormann and the creature behind this affliction, 
  he now has a reason to test the poison’s 
  effectiveness – he is preparing to alert the heroes 
  of Perrenland about his discovery and use them to 
  recapture the angel that is the poison’s source.  
   
  ADVENTURE SUMMARY 
  Introduction 
  Celebrations for the upcoming coronation of 
  Perren are in full swing throughout Perrenland. 
  The nation finally has something to cheer about, 
  and the people are letting their hair down in style. 
  It is a festive mood as the PCs walk the streets of 
  Schwatzenbruin, headed for the highlight of the 
  festivity so far. A gala dinner and dance awaits 
  them, and the chance to mix with the social elite of 
  Perrenland’s aristocracy. 
   
  Players can role-play any retired PCs for the 
  beginning of this adventure, changing to an active 
  PC at the beginning of Encounter 2. 
   
  Encounter 1 – The Coronation Dinner 
  The dinner begins and the PCs get to mingle with 
  the wielders of influence and power.  But even as 
  the mood is festive rumours fly. 
   
  Perren awards the PCs and others for their 
  services as Perren begins to cement support 
  within the ranks of the adventurer classes and 
  depleted nobility for his reign. Just as the PC 
  receive their reward the desiccated head of 
  Drezlna that perren has kept as a trophy taunts 
  the new Voormann and the plants a kiss upon his 
  startled lips.  Crushing her head he then collapses. 
   
  Encounter 2 – Damage Control 
  The PCs are tasked to remove him from the public 
  eye. Through this involvement they are drawn into 
  a rescue mission to save his life, where they learn 
  the truth of his illness.  The Lund oak is dying and 
  the new Voormann along with it and the PCs are 
  charged with freeing the tree of its affliction before 
  it is too late for either of them. 
   
  Encounter 3 – The Poisoned Lund oak 
  The PCs head for the Fortress of Dian and the 
  grounds of the Lund oak.  After finding the Sacraal 
  
  PER8-05 The HUS Factor 
   
  Page 3 
  Hund guards absent or dead they enter the 
  structure discovering a parasitic fungus has 
  encompassed the Lund Oak and is slowly choking 
  the life from it.  As they look on in horror, parts of 
  the fungus break away taking on a humanoid 
  shape to attack the PCs, but they cannot risk 
  attacking the fungus on the Lund oak directly 
  without killing the tree as well. 
   
  Encounter 4 – Investigations 
  With a sample of the fungus the PCs can begin to 
  investigate its origins.  With the Voormann’s health 
  failing further, Perrenland authorities provide the 
  wealth of their resources for the PCs to use, 
  including powerful divination magic that reveals 
  the demonic origin of the fungus and the truth of 
  Drelnza’s last act against Perrenland.   
   
  As their investigations intensify, an old contact 
  arrives with the answer to their problem, a vampire 
  servant of Oomkar Hus. The vampire tells the PCs 
  of a poison created by Oomkar Hus that will kill 
  any creature of demonic origin, without harming 
  anything native to this plane. It is a perfect solution 
  to the problem at hand, and the vampire offers to 
  escort the PCs to Riberlund and into Jor-Russ to 
  collect the poison. 
   
  Encounter 5 – Truth in the Dark 
  Upon arrival the PCs traverse the empty halls of 
  Jor-Russ as they are led into the heart of the 
  necropolis to meet with Oomkar Hus himself. Hus 
  tells the PCs about the poison and offers it to them 
  for a terrible price.  He reveals his knowledge of 
  the truth of the Great Lie, and the real reason for 
  the return of his greatest servant - Perren.  He will 
  also tell them about the real sacrifice that resulted 
  in the shrine alliance – the sacrifice of a higher 
  power servant of Myhriss – the tortured angel 
  Meneliant. In exchange for the PCs help in re-
  capturing the angel, Hus agrees to give them the 
  poison that will save the Lund oak and the 
  Voormann. 
  He 
  gives 
  the 
  PCs 
  Jor-Russ 
  Kondkannen to help lure the angel to them. 
   
  Encounter 6 – Hunt for an Angel 
  The PCs now have a choice – to help capture an 
  angel or to help him stay free.  Helping the angel 
  may break the pact of the Old Kerk and allow 
  Nerull’s army to run free, but condemning a 
  servant of good to imprisonment and torture is a 
  heavy price on the PC’s souls.  Hussen clan PCs 
  and PCs bearing the HUS rune will find it difficult 
  to act for the angel’s well being, and are affected 
  by a Mark of Justice if they do not bring the angel 
  under HUS’ control.  
   
  In the conflict the angel is feebleminded and 
  rendered helpless – if he is to be saved, the PCs 
  will have to do it. The Kondkannen they carry 
  release their evil spirits to attack the PCs betraying 
  their master. 
   
  Encounter 7 – Another Deal 
  If the PCs helped capture the angel or do nothing 
  to stop it from happening, they receive the poison 
  that will kill the fungus engulfing the Lund oak.  If 
  they helped Meneliant remain free, they will have 
  a child-like angel in tow.  But the cult of the fiend 
  has learned of their intent, and will attempt to talk 
  them out of their mission, or stop them from 
  succeeding...  
   
  If the PCs helped the angel escape, they 
  receive some magical help to leave Riberlund.  
  But with the angel enfeebled, he proves to be 
  more a hinderance than a help. But in saving the 
  angel they learn that it is his blood that is the key – 
  blood they can use to destroy the black fungus. 
    
  Encounter 8 – To Kill a Weed 
  With the means to kill the demonic fungus, the 
  PCs venture back to Fortress Dian to kill the plant 
  for good.  But the sentient fungus knows they are 
  coming, and is prepared to fight them to the end. 
  But the PCs also learn that Perren has gone 
  before them, determined to fight his own battle.  
  But with the Voormann in direct danger, it just may 
  take a heroic sacrifice to complete their mission…. 
   
  Conclusion 
  With the fungus destroyed, the Lund oak regains 
  its strength and the Voormann as well. But with 
  the PCs choices Perrenland may be bathed in light 
  or have a darker tone for the future… 
   
  PREPARATION FOR PLAY 
  The DM should determine if any PCs have the 
  HUS rune from any previous adventure in the 
  Perrenland arc.  These PCs are vulnerable to 
  control by Oomkar Hus and his minions in 
  Encounters 5 & 6.  Also the rune is a Mark of 
  Justice, and is triggered in these encounters if the 
  PCs move against Hus’ wishes. 
   
  As this is the final adventure for the region of 
  Perrenland, during the beginning (Encounter 1) 
  players are offered the chance to role-play any 
  retired PCs that have played the previous 
  adventures in the Perrenland plot arc.  The new 
  Voormann wants to meet these prominent PCs 
  and has invited them to his coronation dinner, 
  planning to reward them for their service.  
  
  PER8-05 The HUS Factor 
   
  Page 4 
   
  At the start of Encounter 2 any players that 
  wish to change back to using a currently active PC 
  can do so.  These PCs are also guests of the 
  Voormann and just as he falls down in front of the 
  assembled crowd they can jump into the situation 
  and act.  
   
  INTRODUCTION 
  The night is fair and the nighttime fragrances 
  of the city of Schwartzenbruin fill the air along 
  with the occasional soft breath of air from Lake 
  Quag. This night you have all be invited to the 
  Coronation dinner of Perren, as his position as 
  Voormann of all Perrenland is celebrated by 
  the folk. Yesterday, he was formally bound to 
  the land with the ceremony at the Lund Oak; 
  tonight it is party time. 
   
  At this stage the PCs are free to mingle with the 
  crowd of revelers. The atmosphere is relaxed, 
  most folk have no weapons as everyone is bone 
  weary of war and loss and for them tonight is the 
  first night of a long awaited promise, and the land 
  is at peace. Everyone, even those who held old 
  antagonisms have decided tonight to bury the 
  hatchet once and for all. 
   
  Feel free to improvise how the PCs mingle 
  and what activities they can get up to. Every clan 
  and meta-org is represented here and the PCs if 
  they so choose can learn some news or rumors 
  via their meta-org membership, get them to make 
  some un-tiered gather information skill checks if 
  you want. 
   
  Rumors 
  • 
  “It is grand to see the old man back, if anyone 
  can fix the country it is him, I just wish we still 
  had the army we did before all this happened 
  then we could take the fight to Old wicked for 
  sure.” 
  • 
  “Bildgear has recovered well it seems, in fact I 
  am told he was almost restored to full health 
  within a day of relinquishing his vestments to 
  Perren. Now that the Lund-Oak is recovering I 
  suspect Perren himself will begin to look a little 
  better than Nerull warmed up, have you seen 
  him?” 
  • 
  “So Perren is a Hussen, I never would have 
  dreamt it, I always figured him for a Rosrijder 
  or perhaps a Vuurzwald, oh well I guess they 
  can’t all be bad. Old Karla is beside herself 
  with family pride so I hear.” 
  • 
  “Hey I saw that scarred angel everyone has 
  been talking about last week.  Poor thing, it 
  must have gone through hell to end up like 
  that.  I wonder why it hasn’t healed itself 
  though. I thought angels had healing magic.” 
  • 
  “I don’t know how true this is but have you 
  seen the “pot belly” Hanne Weisspeer is 
  walking around with at the moment?” 
  • 
  “Perren has decided to ratify the alliance with 
  the Guur-Hok, they have a delegation here 
  tonight. The master of ceremonies couldn’t get 
  them to come dressed for the occasion, 
  apparently for them full plate and bastard 
  swords is dress code!” 
  • 
  “I just knew this would happen, I said so to my 
  ma a few years back when things where really 
  grim, “ma” I said, “I bet Old Perren is just 
  turning in his grave about all this, I wouldn’t be 
  surprised if he got so angry that he came back 
  from the dead to set things right.” Have you 
  seen him by the way, the man’s just skin and 
  bones at the moment?” 
  • 
  “Trouble with all of this is that Perren is going 
  to be difficult to control, the council of 
  Perrenland has already run into problems 
  bring him up to speed with the times, in fact he 
  doesn’t feel they are worth their due and 
  wants the council of Grafs to be elevated back 
  into primacy.” 
   
  Once you feel the PCs have role-played enough 
  read the following 
   
  With a sudden fanfare everyone is called to 
  table, you are amongst the lucky ones and 
  soon you find yourselves seated within site of 
  the high table and Perren himself within the 
  palace hall. 
   
  1: DREZLNA’S REVENGE 
  The grand hall of the Voormann’s palace is 
  filled to capacity as you consume several 
  courses of the finest fair on offer in the land. 
  Perren himself despite looking quite the worse 
  for wear keeps bellowing with outraged 
  laughter as a clearly besotted Karla Hussen 
  leans to whisper what you assume are 
  witticisms into his ear. All this occurs under 
  the preserved head of Drezlna that Perren has 
  made a point of hanging casually from the top 
  of his high backed chair as a trophy. 
   
  After a while, Perren begins to play the 
  host. Karla is forgotten for the time being. 
  Quite 
  a 
  few 
  of 
  Perrenland’s 
  finest 
  are 
  summoned to a brief audience with the 
  Voormann so that he can dispense his 
  gratitude. Soon you yourselves are summoned 
  by his herald to receive his gratitude. 
  
  PER8-05 The HUS Factor 
   
  Page 5 
   
  Perren’s Gratitude 
  Perren’s gratitude to the PCs will vary depending 
  on the status of the PC. He is trying to cement the 
  loyalty of his subjects by recognizing the deeds of 
  those who have fought to free the country from the 
  evil grip of Iggwilv and her daughter. He is also 
  looking to populate the threatened border of 
  Yattenheid with those capable of fighting. A herald 
  will call out following: 
   
  PC Level 1-4: “<PC name> for your services to 
  the country and the folk the Voormann 
  recognizes you with a grant of 40 acres of New 
  Seed land and an annual pension of 100gp in 
  Northern Yattenheid.” 
   
  PC Level 5-8: “<PC name> for your services to 
  the country and the folk the Voormann 
  recognizes you with a grant of 400 acres of 
  New Seed land and an annual pension of 
  500gp in Northern Yattenheid.” 
   
  PC Level 9-11: “<PC name> for your services to 
  the country and the folk the Voormann 
  recognizes you with a grant of 4000 acres of 
  New Seed land in Northern Yattenheid, the title 
  of Landgraf of either your own clan or the Hus, 
  an annual pension of 5000gp and a seat on the 
  council of Grafs.” 
   
  PC Level 12+: “<PC name> for you services to 
  the country and the folk the Voormann 
  recognizes you with a grant of 6000 acres of 
  New Seed land in Northern Yattenheid, the title 
  of Landgraf of either your own clan or the Hus, 
  an annual pension of 8000gp and a seat on the 
  council of Grafs.” 
   
  PCs that have played PER7-02 Needle in a 
  Haystack will recognize much of this new seed 
  land as familiar having searched for the body of 
  Kallis Thurman.  The land is mostly overgrown and 
  untouched by human hands. 
   
  “All such grants will be collected at the 
  beginning of the new-year, long live the 
  Voormann!” 
   
  As you make to rise from your kneeling 
  position there is a hiss from behind Perren’s 
  chair as to everyone’s horror the desiccated 
  head of Drezlna rises into air and speaks the 
  following from it’s dead lips. 
   
  “You pitiful old fool, you dare give these 
  scum, these traitors MY LAND! Do you really 
  think they will be strong enough to hold it for 
  you? You are truly beyond my contempt, but 
  not my REVENGE!”  
   
  With a suddenness that takes Perren by 
  surprise the head of Drezlna launches itself the 
  full length of its leather throng and plants a 
  loud smacking kiss on Perrens lips. With a mix 
  of 
  horror 
  and 
  rage 
  Perren 
  grabs 
  the 
  abomination ripping it from his throne, throws 
  it to the ground with a sickening squelch and 
  promptly launches himself into the air to land 
  on it with both his booted feet, squashing it 
  like a rotten melon… 
   
  Needless to say, the hall has fallen into 
  shocked silence. Yet within moments that 
  silence is broken as Perren staggers to his 
  knees the audience giving an audible gasp… 
  except 
  for 
  one 
  poor 
  fool 
  who 
  begins 
  applauding thinking it is all part of the show.  
   
  2: THE VOORMANN’S 
  PLIGHT 
  At the beginning of this encounter, any players 
  who have been role-playing a retired PC up until 
  this time can now change to a current PC for the 
  remainder of this adventure. 
   
  If a new PC is introduced, read the following: 
   
  The dinner has been magnificent, and the 
  accolades plenty.  Although you are not as 
  well known as some others in this hall it is 
  your efforts during the recent past that have 
  got you here, all equals at the table of 
  Perrenland’s giants.  But when Drelnza’s head 
  attacks and the Voormann falls, most of the 
  room is too shocked to act…except for you.   
   
  Once the decision of which PC to play is made, 
  continue with the section below for all players.  
   
  Looking at you all Perren’s Herald says the 
  following in furious whisper, “quickly take him 
  out the back, I and the Voormannsgardt will 
  cover you.” 
   
  As you hustle Perren from the throne room 
  to 
  the 
  smaller 
  anti-chamber 
  behind 
  the 
  Voormannsgardt, several members of the Old 
  Kerk, Perren’s Herald and Karla Hussen all 
  begin trying to tend to Perren at once but no 
  one is actually being very effective as they are 
  all getting in each other way. As Perren is 
  weakly pushing away the press of their aid, 
  what do you do? 
   
  At this stage, the PCs should exert some form of 
  control, even if it is to simply prioritise triage. 
  
  PER8-05 The HUS Factor 
   
  Page 6 
  Present within the assembled group, apart from 
  the PCs, are two divine casters capable of casting 
  any healing or divination spell of 7th level of lower. 
  Perrens Herald is also a bard of the Voice capable 
  of casting any bard spell of 6th level or lower that 
  the PC think to ask him to cast. 
   
  Investigation of the Voormann’s illness 
  • 
  The Voormann does not respond to 
  healing spells, they neither make him 
  better or worse. 
  • 
  Using spells like cause light wounds make 
  him worse and could kill him if the PC cast 
  a Harm or similar spell. 
  • 
  A 
  DC 
  25 
  Knowledge 
  [Nature] 
  or 
  Knowledge [Alchemy] check reveals that 
  his symptoms are similar to a poison 
  victim (loss of Con).  However spells that 
  detect or remove poison have no effect. 
  • 
  Spells that restore attribute point loss 
  likewise do nothing. 
  • 
  A heal check greater than 25 reveals that 
  Perren is slowly being drained of both his 
  constitution and his body fluids, just as if a 
  vampire was feeding on him. He will 
  clearly be dead within a matter of hours, 
  perhaps a day at most. 
  • 
  A detect magic does not reveal any auras 
  apart 
  from 
  Perren’s 
  equipment 
  – 
  Boonbane and the Diadem detect as 
  powerful abjuration magic (20th) level, as 
  they both are artifacts.  This bit of 
  information may be crucial to the PCs at a 
  later time in the adventure… 
  • 
  A PC who casts a hold plant on Perren will 
  see a little bit of health and colour return 
  to Perren whilst the spell is in effect. 
  • 
  PCs whom place Perren within a magic 
  circle spell can slow down the draining 
  effect by half, buying themselves more 
  time as it hedges out part of the strength 
  of the link between Perren and the Lund-
  Oak. 
  • 
  Divination spells capable of revealing at 
  least a cryptic response get the following 
  response “This man is healthy and hail 
  it is his bond that kills him.” 
  • 
  A DC 25 Bardic Knowledge skill check 
  (the Heralds skill is +20) or a Knowledge 
  (history) DC 25 skill check or a legend lore 
  spell on the above divination response will 
  reveal that the “bond” referred to in the 
  divination is referring to the Voormanns 
  connection to the health of the land via the 
  Lund Oak. 
  • 
  If the PC struggle to find out the vital clue, 
  Karla will cast divination revealing the 
  information and make the connection to 
  the Lund Oak. 
   
  With the presence of so much talent around 
  Perren it should become apparent that perhaps it 
  is the Lund-Oak that is dying and Perren, due to 
  his connection to it, along with it. Once this has 
  been surmised read the following: 
   
  Karla Hussen her eyes wet with suppressed 
  tears approaches you to speak, 
   
   “This is not the good day I was hoping it 
  was going to be. I just wish I could….  
   
  At that moment Perren moans loudly, and 
  turns to face Karla and yourselves. 
   
  “I am not dead yet woman!  It hurts, but 
  they shall not take me before my work is done. 
   Arrgh … the pain….so much pain…” 
   
  Perren reaches out quickly, grabbing the 
  collar of the nearest PC (random) with 
  surprising strength given his condition,   
   
  The tree…the tree…it calls to me…”  
   
  He slumps weakly after the effort as Karla 
  moves to hold Perren protectively. She then 
  turns back to you, 
   
  “It may be as we suspect. I need you to 
  investigate if indeed the Lund-Oak is dying. 
  Will you please go immediately to the Fortress 
  of Dian in the city where it lives and see what 
  is happening, if the Lund-oak is well report 
  back here. We will remain here and attempt to 
  keep him alive, although how long we can do 
  that I don’t know.” 
   
  Troubleshooting: If the PCs suggest that there 
  maybe others more powerful outside in the grand 
  hall to deal with this, Karla and the Voormann’s 
  herald will stress the need for secrecy at this time. 
   If Perren’s enemies were to learn of his 
  weakness, they may decide to strike now, and 
  their priority is to protect the voormann from any 
  direct attacks here.  
   
  Any Voormansgardt PCs are instructed to go 
  to the Lund-oak as a part of their duty to the 
  Voormann. 
   
  Once the PCs decide to go to the Lund-Oak 
  proceed to Encounter 3.  
   
  3: THE POISONED LUNDOAK 
  The streets of the city are still crowded with 
  revelers unaware of the dire situation of their 
  beloved legend. Eventually you reach the Old 
  Fortress and the last few city blocks are quiet 
  
  PER8-05 The HUS Factor 
   
  Page 7 
  and free of crowds. The first thing you notice 
  is the absence of the Sacraal Hund guards who 
  would normally be on duty here. The Single 
  imposing archway gate to the fortress is 
  closed. 
   
  DM’s note: The Sacraal Hund guards have been 
  slain, their bodies have been hidden under an 
  illusion about 20ft from the left-hand side of the 
  gate. Anyone with true seeing or other similar 
  magic will see them clearly. PCs who investigate 
  them can gain the following information with 
  appropriate skill checks or magic usage 
  • 
  All of the bodies suffered extreme physical 
  trauma consistent with blows delivered by 
  a large (or larger) creature. It is these 
  blows that are responsible for their deaths. 
  • 
  A third of the bodies were partially covered 
  in a black fungus 
  • 
  One of the bodies was covered in the 
  remains of gray ooze that had eaten most 
  of his belongings. 
  • 
  At this stage a speak with dead spell will 
  not function. 
  • 
  Apart 
  from 
  their 
  robes 
  and 
  simple 
  quarterstaffs they have no valuables. 
   
  If the PCs investigate the gate they will quickly 
  discover that it is not locked but has been pulled 
  shut.  
   
  The gates detect as powerful conjuration 
  (teleportation) magic – the gates are actually a 
  portal that leads to the amphitheatre of the Lund-
  oak. Once the PCs decide to enter through the 
  archway read the following. 
   
  Stepping through the archway is like stepping 
  into another world.  Although you had no idea 
  what to expect beyond the arch, the reality is 
  somewhat…..stranger 
  than 
  you 
  would 
  normally expect. 
   
  A large, natural amphitheatre stretches out 
  before you, hundreds of feet wide. Filling the 
  area is a fetid jungle of foul smelling plants 
  and funguses, and the air is filled with a light 
  mist that gives off a sickly green glow. 
  Standing in the jungle’s centre is a huge, 
  withered tree, its limbs barely raised above the 
  abnormal growths that encompass it almost 
  completely. Although it might just be a trick of 
  the ambient light, it looks as if the tree is 
  struggling to reach high above the fungus 
  jungle, but is being slowly drawn down by the 
  surrounding plant life.  
   
  A DC 20 Knowledge [Nature] check reveals that 
  the fungus jungle cannot be natural, for there is 
  too much ambient light for the fungus to thrive like 
  they have in the amphitheatre below. 
   
  It is hard for the PCs to make out any details 
  (beyond the description above) at this point. The 
  fungus jungle has a thick canopy that obscures 
  any view of the jungle floor. The tree at the centre 
  is the Lund-oak, the physical link between the 
  Voormann and Perrenland, but from the PCs 
  vantage point only its highest limbs are visible. 
  Even at this distance the PCs can tell the tree is 
  dying, its upper limbs are devoid of any foliage 
  and look pale and brittle.  
   
  There is little more they can learn from this 
  position – continue below when the PCs enter the 
  jungle itself.  Note that when the PCs enter the 
  archway, they step through a portal into a small 
  demi-plane containing the Lund oak – thus the 
  PCs are out of the range of the Girdle of Dian’s 
  forbiddance effect over Schwartzenbruin. 
   
  Troubleshooting: At higher APLs the PCs 
  may attempt to fly or use other magical means to 
  get a closer look at the Lund oak. Modify the text 
  below dependant on the PC’s actions – the 
  creatures detailed below only attack once the PCs 
  are within 30ft of the Lund oak and look like the 
  other varieties of fungus and plant like that 
  surround the ancient tree in any case. A DC 30 
  Knowledge [Nature] check reveals that some of 
  the growths close to the Lund oak seem unnatural, 
  but without close inspection the PCs will not be 
  able to gleam any more information. 
   
  THE FUNGUS JUNGLE 
  The first thing that assaults you as you enter 
  the jungle is the smell, a sickly, rotten egg 
  stench that fills your nostrils.  It is also 
  extremely warm, and after only a few steps you 
  find yourselves sweating profusely.  
   
  The jungle itself is a riot of size and colour, 
  with a mix of yellow to dark violet mushrooms 
  and fungus growths varying from inches to 
  tens of feet tall all around. The largest of these 
  almost touch at their apex, forming a thick 
  canopy overhead that only increases the 
  stifling heat and dark shadows within the 
  jungle. Thick vines crowd the ground in 
  places, threatening to trip you up with every 
  second step, and swarms of tiny insects hover 
  in the air around you like angry clouds waiting 
  to strike.   
   
   
  Movement through the jungle is treated as 
  moderate 
  undergrowth, 
  halving 
  the 
  PCs 
  movement and increasing Tumble check DCs by 2 
  
  PER8-05 The HUS Factor 
   
  Page 8 
  (mostly due to the thick vines that twist around the 
  PCs legs as they walk).  
   
  The thin mist or fog that hovers over the jungle 
  restricts normal vision to 2d6 x 10 feet (or 1d6 x 10 
  feet when walking within the jungle) – this 
  impairment extends to any PCs flying over the 
  jungle canopy as well as those walking below. 
   
  The high humidity and heat within the jungle 
  may also be a problem – treat this as very hot 
  conditions (see Heat Dangers DMG p303), 
  requiring a DC 15 Fortitude save every hour or 
  take 1d4 points of non-lethal damage.  Characters 
  in heavy clothing or armor take a -4 penalty to this 
  save. Any character failing this save is fatigued. 
  As the PCs will most likely not be in this jungle for 
  that long, they will only need to make one saving 
  throw – have them roll this during the combat 
  below as physical exertion speeds up the need to 
  resist the hot and stifling environment of the 
  fungus jungle. 
   
  Development: 
  After 
  a 
  10 
  minute 
  trek 
  zigzagging through the thick jungle, the PCs finally 
  reach the amphitheatre’s centre. Continue below: 
   
  After a short, strenuous journey you finally 
  reach the centre of the strange jungle. 
  Standing before you is an huge, ancient tree 
  that can only be the Lund oak, the sacred tree 
  of Perrenland and the link between the 
  Voormann and the nation. But given the tree’s 
  current appearance, it is not surprising that the 
  Voormann is near death, 
   
  The 
  Lund 
  oak 
  is 
  covered 
  almost 
  completely in a dark black fungus that is 
  slowly choking it to death.  The Lund oak’s 
  upper limbs are dry and withered, and droop 
  limply towards the ground from the tree’s lofty 
  height. The upper trunk is covered in pus 
  oozing lesions and at its base the fungal 
  growth has completely encased the ancient 
  tree and the immediate area around it. 
   
  As you begin to move closer to further 
  inspect the tree, the fungus and plant life 
  around you begins to move, looking to strike 
  out at you with long, stringy tentacles… 
   
  APL 2 (EL 5) 
   
  Violet Fungus (2): hp 15 each; MM 112-13. 
   
   
  APL 4 (EL 7) 
   
  Violet Fungus (3): hp 15 each; MM 112-13. 
   
  Gray Ooze (1): hp 32; MM 202-3.  
   
   
  APL 6 (EL 9) 
   
  Violet Fungus (3): hp 15 each; MM 112-13. 
   
  Gray Ooze (1): hp 32; MM 202-3.  
   
  Tendriculos (1): hp 94; MM 241-2. 
   
  APL 8 (EL 11) 
   
  Violet Fungus (3): hp 15 each; MM 112-13. 
   
  Gray Ooze (2): hp 32 each; MM 202-3.  
  Fiendish Tendriculos (2): hp 94 each; see 
  Appendix 1. 
   
  APL 10 (EL 13) 
   
  Violet Fungus (6): hp 15 each; MM 112-13. 
   
  Gray Ooze (2): hp 32 each; MM 202-3.  
  Advanced Fiendish Tendriculos (2): hp 174 
  each; see Appendix 1 
   
  APL 12 (EL 15) 
   
  Violet Fungus (6): hp 15 each; MM 112-13. 
   
  Gray Ooze (2): hp 32 each; MM 202-3.  
  Advanced Fiendish Tendriculos (2): hp 256 
  each; see Appendix 1 
  Rukarazyll (1): hp 102; see Appendix 1 
   
  APL 14 (EL 17) 
   
  Violet Fungus (6): hp 15 each; MM 112-13. 
   
  Gray Ooze (2): hp 32 each; MM 202-3.  
  Advanced Fiendish Tendriculos (2): hp 342 
  each; see Appendix 1 
  Rukarazyll (1): hp 102; see Appendix 1 
   
  Tactics: The violet fungus will move behind the 
  PCs, attempting to drive them closer to the Lund 
  oak (and consumption by the tendriculos and 
  Rukarazyll at higher APLs). The gray oozes wait 
  for prey to step on them or move within striking 
  distance before attacking (positioned as marked 
  on DM’s Map 1).  
   
  The Rukarazyll (at APL 12 & 14) will use its 
  spell-like abilities to prevent the PCs from 
  escaping, starting with a wall of thorns behind or 
  on the PCs hiding in the rear. It will retreat if 
  dropped below 50hp – and will withdraw into the 
  fungal growth surrounding the Lund oak (see 
  below). 
   
  The Lund oak itself is covered in a fungal 
  growth created by the Rukarazyll’s special ability.  
  A DC 25 Knowledge [Nature] or Knowledge 
  [Planes] check reveals that the fungus is not 
  natural and is extra-planar in origin.  It detects as a 
  40HD evil outsider – stunning any PC that uses 
  Detect Evil to scan the fungus.  
   
  Fiendish Black Fungus: hp 600; AC 3; fire and 
  cold resistance 10. 
   
  This fungus has been magically enhanced by the 
  dark power of Zuggtomy, Demon Queen of Fungi 
  – normally a cure disease or 10 points of cold or 
  
  PER8-05 The HUS Factor 
   
  Page 9 
  fire damage is enough to destroy a Rukarazyll’s 
  fungus, but such a spell or damage fails in this 
  case – only an artifact or similarly powerful magic 
  can cure the Lund oak of this affliction (plus one 
  other means revealed later in this adventure).  
  Spells such as banishment, dismissal & holy word 
  likewise have no effect on the black fungus. 
   
  Restoration and similar spells improve the 
  tree’s current condition a small amount (and may 
  buy the Voormann some more time as well), but in 
  no way completely cure the tree’s affliction. 
   
  Development: The PCs may try to attack the 
  fungal growth encompassing the Lund oak – either 
  physically or magically. The fungus has no attack 
  modes itself. However all attacks on the fungus 
  affect the Lund oak as well – each taking half the 
  damage dealt. A DC 10 Knowledge [Nature] or DC 
  20 Spot check reveals this fact to the PC’s.  
   
  At this stage the PCs are unable to kill the 
  fungus without killing the Lund oak as well – they 
  should at least retrieve a sample of the fungus for 
  detection and analysis. Once they have defeated 
  the creatures above they are able to retrieve such 
  a sample, as well as discovering two bodies (see 
  the treasure section below). Once they have done 
  so there is little left for them to do but return to 
  Schwartzenbruin with their findings so far. 
   
  If a druid or nature PC casts a speak with 
  plants on the Lundoak, they are stunned for 1 
  round by the tree’s constant screech of pain.  If 
  they cast the same spell on the fungus, it laughs at 
  them maniacally. 
   
  Treasure: Hidden amongst the undergrowth are 
  the remains of the Lund oak’s guardians and 
  protectors. If the PCs retrieve their bodies they are 
  given their belongings as thanks from the Grove. 
   
  All APLs: Loot 20gp; Coin 0gp; Magic 
  1583gp; 
  Total 1603gp – Wilding Clasp (333gp), Collar of 
  Healing (417gp), Amulet of Emergency Healing 
  (500gp), Bracers of Accuracy (333gp) 
   
  4: INVESTIGATIONS 
  Following their encounter at the Lund oak, the PCs 
  now have to investigate the circumstances behind 
  the Lund oak’s affliction and find a way to defeat 
  the fungus killing the Lund oak. Since the PCs left 
  to investigate the Lund oak, the Voormann’s 
  condition has worsened considerably. He is now 
  confined to his bed, with 24 hour care, both 
  mundane and magical.  So far all magical healing 
  has failed to improve his condition, and little can 
  be done except to make him comfortable. 
   
  Perrenland authorities are eager to hear the 
  PC’s report so far and to provide direction or 
  assistance to their continued investigation.  The 
  PCs will in fact find that considerable resources 
  are provided to them to assist in their investigation 
  over the next few hours, including powerful 
  divination and investigative magic from both the 
  Den Zauber Guild and the Old Kerk, access to 
  official documents and protected histories as well 
  as the use of Perrenland’s security and espionage 
  services. 
   
  DM’s Note 
  This encounter has been divided up into separate 
  headings dealing with possible actions the PCs 
  can take during their investigation. The PCs may 
  think of some of these ideas themselves, others 
  can be suggested by the voormann’s cadre of 
  advisers.  If the PCs fail any of the Knowledge 
  checks below, they can ask for a second opinion 
  from the advisors present – most are experts in 
  their field and have been brought here to help 
  discover a cure for the voormann.   
   
  Convention Note 
  This encounter should not run for longer than 
  30mins during convention play – if this time limit 
  has expired or the PCs investigation is flagging, 
  move to the end of this encounter and the section 
  entitled “Answer in the Dark”. 
   
  Talk to the Gods 
  The PCs are provided with access to Commune 
  and Divination spells that can be cast on their 
  behalf by Old Kerk priests.   
   
  Divination 
  Spell 
  Answer: 
  “With 
  both 
  the 
  damnation and salvation of another can the 
  answer be found.”   
   
  Commune Spell Questions & Answers 
  The DM should use their own knowledge of the 
  plot arc, the background and appendixes of this 
  adventure or, or give the answer ‘unsure’ to 
  answer any questions for these spells.  Some 
  possible questions and answers are included 
  below 
   
  Is Perren evil? 
  “A dark heart is strong against the dark, but in the 
  right light can be set free.” 
   
  Can divine magic heal the Lund-oak 
  
  PER8-05 The HUS Factor 
   
  Page 10 
  “No”  
   
  Can the Lund oak/Voormann be saved? 
  “Yes, both by the light and the dark.” 
   
  Is the affliction extra-planar? 
  “Yes its origin is.” 
   
  Do we possess the means to kill the fungus? 
  “Not at this time” 
   
  Will killing the fungus kill the lund-oak? 
  “Yes and no” 
   
  Will killing the fungus’ creator kill the fungus? 
  “No” 
   
  Is the cure on another plane? 
  “No and yes” 
   
  Is there away to remove the fungus without 
  killing the Lundoak? 
  “Yes’ 
   
  Can we heal/remove the Lundoak without 
  killing the fungus? 
  “Not without special means” 
   
  Can we slow the effect of the fungus on the 
  Voorman or Lundoak? 
  “For a short period of time only” 
   
  Does Perren’s HUS rune have anything to do 
  with his current affliction? 
  “No” 
   
  THE GROVE 
  The PCs may want to contact the grove to learn a 
  way to fight the fungus killing the Lund oak.  The 
  grove is happy to help, but even they do not have 
  many answers to the problem as a whole. 
   
  The Old Seed guardians (the fallen druids 
  found near the Lund-oak) had a similar bond to the 
  Lundoak as the Voormann, except it works in the 
  opposite way (they provide nourishment and 
  support for the Lund-oak, instead of drawing its 
  strength to rule Perrenland as the Voormann does. 
   The only problem is that it takes some time to 
  form this bond, time that the Voormann does not 
  have. 
   
  If they are given a sample of the fungus, after 
  an hour of investigation they can determine the 
  fungus’ extra-planar origin, but also discover that it 
  has been infused with some sort of demonic 
  power that has strengthened it considerably.  The 
  fungus is resistant to all plant controlling spells 
  and is quite resilient to damage (it has fast healing 
  5). 
   
  Identifying the Fungus / Jungle 
  • 
  A 
  DC 
  25 
  Knowledge 
  [Nature] 
  or 
  Knowledge [Planes] check reveals that the 
  fungus is not natural and is extraplanar in 
  origin.   
  • 
  A DC 30+ Knowledge [Planes] check 
  reveals that it is similar to the fungus 
  spawned by a Rukarazyl, but has been 
  strengthened by some sort of demonic 
  power. 
  • 
  If they learned the above information, a 
  second DC 30 Knowledge [Planes] check 
  reveals that Rukarazyls are the servants 
  of Zuggtmoy, demon queen of fungi.   
  • 
  A third Knowledge [Planes] check learns 
  that 
  the 
  fungus 
  jungle 
  filling 
  the 
  amphitheatre is similar to the fungus 
  jungles that inhabit Shedaklah, the 222 
  layer of the abyss and home to both 
  Zuggtmoy and Jubilex, demon lords.   
  • 
  It detects as a 40HD evil outsider – 
  stunning any PC that uses Detect Evil to 
  scan the fungus.  
  • 
  It is vunerable to similar effects that hurt 
  demons (it has outsider and demonic 
  traits), and is hurt by holy water as well. 
  • 
  The fungus bonds to any living creature, 
  and feeds off their life energies (draining 
  both hp and Con).  Injuring the fungus 
  while it is bonded transfers half the 
  damage to the bonded creature. 
  • 
  It has fast healing 5, and can use this 
  stolen life force to grow in size. 
   
  The Sacraal Hund Guardians 
  All of the guardians of the old seed area 
  surrounding Fortress Dian were found dead by the 
  PCs earlier in Encounter 3.  Now those bodies 
  have been brought in for further investigation, 
  including the cause of death as well as speak with 
  dead spells to confirm any information about their 
  executioner. 
   
  Old Kerk Grove and Shool agents prepare a 
  report for the PCs and the voormann’s advisers, 
  with the following conclusions: 
   
  • 
  All of the bodies suffered extreme physical 
  trauma consistent with blows delivered by 
  a large (or larger) creature. It is these 
  blows that are responsible for their deaths. 
  • 
  A third of the bodies were partially covered 
  in a black fungus, though not of the same 
  
  PER8-05 The HUS Factor 
   
  Page 11 
  potency as the fungus killing the Lund 
  oak. 
  • 
  One of the bodies was covered in the 
  remains of a gray ooze that had eaten 
  most of his belongings. 
  • 
  Speak with Dead spells have revealed 
  that the guardians were approached by a 
  Lizardfolk, familiar in appearance to a 
  known associate, which then transformed 
  into a large plant creature before attacking 
  them. All of the guardians reported the 
  creature using spell-like abilities. The 
  creature has been identified in the report 
  as a Rukarazyll, an evil outsider native to 
  the elemental plane of earth.  APL 12 & 14 
  tables may recognize the description of 
  the creature as one of the plants they 
  encountered at the Lund oak. 
   
  Fiendish Answers 
  The Den Zauber Guild is prepared to go to 
  extreme lengths to discover the means to cure the 
  Voormann – they plan to use the Planar Ally spell 
  to summon a powerful demon to provide some 
  answers. A powerful conjuration circle has been 
  drawn to trap the demon, along with other 
  powerful warding spells to keep it confined while 
  they question the demon. The PCs are invited to 
  participate in the questioning (and in the case of 
  high APL tables, to be present in case something 
  goes wrong).  
   
  The guild manages to summon a powerful 
  demon, a Marilith (MM p44) and successfully 
  confines the demon for a short period of time.  It 
  will answer questions similar to the commune and 
  divination spells, but will deliver these answers 
  with malice and anger.  One other thing the demon 
  knows is the demonic origin of the black fungus 
  and its connection to Zuggtmoy, and that although 
  the cult of the fiend is on the run, it is not defeated 
  yet. 
   
  THE BOOK OF ANSWERS 
  The PCs are given access to records from the 
  Library on Cli as well as several other notable 
  libraries throughout Perrenland (including the 
  vaults of the Old Kerk and the Den Zauber Guild). 
   Results of the PCs requests are sent back to 
  them via sending and similar spells. 
  • 
  The wizard guild has on record a similar 
  fungal affliction recorded many years ago. 
  • 
  The record is mostly faded with age, but 
  has a reference to ‘heavenly creatures’ 
  being the secret to a possible cure.  
  • 
  The Library on Cli has no recorded 
  instances of this situation occurring in the 
  past (the fungus or a similar attack on the 
  Lundoak).    
   
  Answer in the Dark 
  When the PCs are in between questions (or the 
  DM needs to move the adventure along), a new 
  twist and answer arrives in the form of an old 
  acquaintance (at least for some).  
   
  One of the Voormann’s house servants finds 
  the PCs and tells them that someone requires an 
  audience with them – someone who says they can 
  help in the PCs cure the voormann.  Strangely the 
  servant cannot tell the PCs anything about the 
  stranger and if queried the servant does not know 
  anything about him.  They were only told to find 
  the PCs and bring them, but do not know why they 
  have felt compelled to do so. 
   
  When the PCs move to speak with this 
  stranger continue below. 
   
  A drawn, pale face regards you impassively as 
  he motions for the servant to go away.  It is a 
  face that some of you recognize, but none of 
  you fail to recognize the elongated fangs of a 
  vampire. 
   
  “Fear not mortals I am here to help, not to 
  fight.  My master has sent me with an offer of 
  help, the means to defeat the foe that stands 
  before you.  You must accompany me back to 
  my master, to Jor-Russ, if you want the 
  Voormann and your nation to survive….” 
   
  Fanastas: Vampire Wiz 13; 93hp.   
   
  Fanastas is a vampire servant of Oomkar Hus, the 
  Hand of Nerull and Lich that rules the necropolis of 
  Jor-Russ beneath the city of Riberlund.  Some 
  PCs may remember him from PER5-04 Fear of 
  the Heart as the vampire that escorted them into 
  occupied Riberlund. 
   
  As he has said he is not here to fight, but offer 
  his masters help – access to a poison that can kill 
  a demonic creature without harming its victim.  
  Fanastas offers to teleport the PCs to Riberlund 
  and escort them into Jor-Russ to speak with 
  Oomkar Hus, and will guarantee the PCs safety if 
  needed. 
   
  Troubleshooting:  Fanastas is a powerful wizard 
  in his own right and will defend himself if attacked. 
   He does not wish to harm the PCs though, and 
  will continue to try to talk the PCs into 
  accompanying him.   
   
  If the PCs refuse to accompany him, they find 
  it difficult to discover any other answers that work 
  so well against their problem with the Lund oak.  
  
  PER8-05 The HUS Factor 
   
  Page 12 
  Even the divinations will tell them to make the 
  journey, as “the answer to the darkest of problems 
  is rarely found among the light.”  If the PCs still 
  refuse to accompany Fanastas, Hus will use his 
  powerful magical resources to teleport the PCs to 
  Jor-Russ anyway – modify the read aloud text in 
  Encounter 5 to reflect this fact if necessary. 
   
  Once the PCs are ready (or not if it be the case 
  above), Fanastas will teleport the PCs to 
  Riberund.  Move to Encounter 5. 
   
  5: TRUTH IN THE DARK 
  Once the PCs are ready, Fanastas will teleport the 
  PCs to Riberund. 
   
  In an instant you find yourselves outside the 
  walls of a city set high about a surrounding 
  landscape of open, wide plains and distant 
  hills over a grey, dark sky. The walls 
  themselves are made of great stones that look 
  like they were carved from the very mountain 
  rock they stand on.  Beyond the gates is a city 
  that looks as if it has seen much turmoil in 
  recent times, yet retains a sense of strength 
  and defiance that embodies the essence of 
  Perrenland and its people.     
   
  At this time Fanastas speaks up.  
   
  “Once we are inside the city walls I will lead 
  you into the underground halls of my lord. I 
  would have taken us directly there, but recent 
  times have made the rulers of this city…. 
  nervous and watchful of dimensional travel 
  within their walls. They now watch and guard 
  all of the entrances into Jor-Russ….all but one 
  that has remained a secret until now. Get us 
  through the gates, and I will take you there.” 
   
  Fanastas draws his hood and cloak and moves 
  within the PCs ranks, leaving it to them to gain 
  entry into Riberlund. 
   
  When the PCs approach the city gates, a 
  group of armored soldiers bearing the tabard of 
  the 6th Auszugen move to intercept them.  
   
  “Who is it that seeks entry into Riberlund at 
  this hour?  Speak up your names and your 
  reasons for entering the jewel of Nederboden, 
  or forfeit yourselves for further questioning in 
  the dungeons.” 
   
  The city walls are guarded by the Auszug, in 
  continuing 
  service 
  following 
  the 
  fall 
  and 
  subsequent re-taking of Riberlund in 595-6CY.  
  Although much of the city has been restored to its 
  former glory and its empty streets are once again 
  full of citizens, the city itself remains guarded by 
  parts of the armies that helped liberate it. 
   
  As long as the PCs speak up quickly and well, 
  they are allowed entry into the city.  A good lie, 
  excuse or even some of the truth will get them 
  past the guards without trouble (a DC 15 
  Diplomacy or Bluff check). If the PCs fail this 
  check, they are held back for further questioning – 
  until a drunken scuffle nearby draws the guard’s 
  attention, leaving the PCs all alone. 
   
  Once inside the walls, Fanastas leads you 
  through the main thoroughfare and into the 
  less used back streets of Riberlund.  Here the 
  signs of the countless battles fought in this 
  city are much more frequent, as if less effort 
  has been make to hide those scars that are 
  away from main view. 
   
  After winding your way through the back 
  streets 
  for 
  another 
  half 
  hour 
  you 
  find 
  yourselves in a dead end, facing a plain wall. 
   
  Fanastas moves forward, placing a hand 
  on the wall and casting a spell (Passwall).  
  Within moments the wall disappears, revealing 
  a corridor that descends into darkness. With a 
  brief look over his shoulder, the vampire 
  motions for you to follow him as he enters the 
  tunnel. 
   
  THE EMPTY HALLS OF JOR-RUSS 
  After a hundred feet or so of descent the 
  tunnel opens out into a dust filled room of 
  ancient design.  The walls, stretching 50ft high 
  are filled with small alcoves, each bearing a 
  single sarcophagus.  Almost all are damaged 
  and open, with the stone of the shattered lids 
  scattered about the chamber’s floor.  Above 
  each alcove the same Ur-Flanne rune glows 
  faintly [HUS rune] along with a series of runes 
  on each sarcophagi that have almost lost their 
  luminescence 
  entirely. 
  Those 
  runes 
  still 
  glowing fill the room with an eerie, pale green 
  light that seems to carry a dark chilled breeze 
  with it. 
   
  Development: Any PCs that bears the HUS rune 
  finds that their rune is also glowing with the same 
  faint light. 
   
  The damaged sarcophagus all bear faded 
  runes of the Ur-Flanne language, too faint to be 
  made out entirely.  Any PC with the Ur-Flanne 
  language (or a Comprehend Languages spell) and 
  
  PER8-05 The HUS Factor 
   
  Page 13 
  succeeding in a Decipher Script DC 20 gleams the 
  following inscription from the faded fragments: 
   
  “Here lay the chosen – soon to be born again.  
  Their sacrifice shall not be forgotten…”   
   
  No sign remains of the occupants that were once 
  housed within.     
   
  Once inside the ancient necropolis, Fanastas 
  leads the PCs through the halls of Jor-Russ for 
  another half hour.  The network of tunnels and 
  chambers is immense, with many twists and turns 
  that makes it hard for the PCs to orientate 
  themselves and trace the path they have taken so 
  far. Within most of the chambers there are 
  hundreds of sarcophagi, but all of them are as 
  empty and damaged as they were in the first 
  chamber (above). There is no sign of any if the 
  undead guardians that once warded these halls – 
  those PCs with the Track feat know that no 
  creature (living or dead) has walked these halls for 
  months, possibly even a year or more.  
   
  Eventually your guide leads you down a 
  narrow side passage, which widens as a set of 
  stairs descends ahead of you.  At the bottom 
  of the stairs is a rune-covered stone door. 
  Fanastas approaches the doorway and utters a 
  word under his breath. The heavy stone door 
  opens silently in response. 
   
  Beyond the door is an elaborate tomb, 
  decorated in rich treasures that fill a majority 
  of the chamber. Surrounded by the treasures 
  is an ancient throne, upon which sits a robed 
  skeleton that turns to eye you as you enter. A 
  chill emanates from the skeletal figure, along 
  with an aroma of decay and death. Fanastas 
  approaches the throne, and kneels at the feet 
  of the skeletal figure. 
   
  “Ner-Graf 
  Hus, 
  I 
  have 
  brought 
  the 
  creatures you have sent for. I do not mean to 
  intrude otherwise, my lord.” 
   
  With that the skeleton speaks, its voice 
  deep and dark in tone and temper. 
   
  “You show much bravery to walk my halls 
  and enter my presence mortals. Especially for 
  those of you who know who I am, for I am the 
  Hand of Nerull, direct servant of his dark 
  majesty in the Quaglands.  But fear not 
  mortals, for it is not your deaths that myself or 
  my god seeks at this time.  I have instead 
  called you here to offer you my help, but first 
  let me explain why.”  
    
  “You mortals think you know everything.  
  Don’t deny it, for I see it in your eyes, your 
  skin, your flesh. You thought that with the 
  Diadem discovered, Boonbane revealed and 
  your greatest ruler returned to his place of 
  power that you would be free of further 
  troubles from the witch queen’s servants.  But 
  her daughter threatens your nation still with 
  the legacy of her death.  
   
  “And why should I help you? How? Why do 
  you need my help? Yes, I know your thoughts 
  mortals. You cannot hide them from me, not in 
  this place of all places. I know all of your 
  secrets, and the secrets of your masters….Did 
  you think I was not aware of the Great Lie? 
  Your masters are indeed naïve to think they 
  have deceived me or my god.  Does my 
  knowledge of this surprise you mortals?”    
   
  Hus chuckles at this thought briefly, a 
  hollow and soulless sound that reverberates 
  throughout the tomb. 
   
  “Your Old Kerk thinks that by creating the 
  shrine alliance it has bound my god in its pact, 
  restricting his power and influence within the 
  Quaglands.  Perhaps that was once true or still 
  is, but they forget….It was I that allowed the 
  great lie to take hold in the first place!  It is true 
  my god sought a place in the alliance for his 
  servitor power Kyuss. But not to elevate his 
  servant, but to test the determination of the 
  other gods, and to see how far they would 
  willing to go to see their alliance made. And far 
  they did go…” 
   
  “To bind my god, your Old Kerk betrayed 
  one of their own.  Yes, they thought they had 
  deceived the reaper, by supplanting Kyuss 
  with Myrhiss and creating the great lie.  My 
  god was bound to their alliance and could not 
  create 
  his 
  undead 
  servants 
  within 
  the 
  Quaglands, which was precisely their plan all 
  along.  But they did not understand his grand 
  plan.”   
   
  “Do you think the reaper would knowingly 
  limit his self in such a fashion? Some would 
  say that through the worship of your Old Kerk 
  the reaper gains more power.  I suppose that is 
  true, to an extent.  But worship is not what my 
  god seeks from the living – eventually all 
  things mortal die, and it is then that my god 
  receives their servitude.  But if the other gods 
  were to sacrifice something, something pure, 
  something good, my god would be willing to 
  go along with their plan.  And so they did make 
  a sacrifice, and that sacrifice to my god was 
  great enough to for him to relent and allow 
  himself to be bound by their pact.”   
   
  “And then you adventurer types had to go 
  and spoil everything. You invaded my halls 
  and failed to stop the witch queen’s servant 
  
  PER8-05 The HUS Factor 
   
  Page 14 
  escaping with my sphere [PER6-04 Death’s 
  Fury]. Then more of you returned, killed my 
  servants and did the unthinkable.  You freed 
  the sacrifice, and in doing so broke the pact of 
  the shrine alliance [PERI6-01 Jor-Russ].  You 
  know of the creature I speak of – a Solar 
  Assimon, an arch angel of Myrhiss, goddess of 
  beauty.” 
   
  “Only now do you begin to realize what has 
  been done.  The pact of the Old Kerk is broken, 
  and my god is free once again to create his 
  spawn in these lands. Now I am sure your 
  masters do not want this to be true. And I will 
  also tell you this….I do not want that to be so 
  either.  The pact has given me much 
  protection, and a role that I did not consider 
  before.  As the Hand of Nerull, I am appointed 
  a place on your Voorshoolmann council.  And 
  although it pains me to say this, it is much 
  more interesting to deal with the living than the 
  dead. I have even found that I have enjoyed it.” 
   
  “You have come here for my help to 
  destroy the demonic thing that is killing the 
  Lund oak and your Voormann as well.  And it 
  is true that I have the means for you to defeat 
  such an evil.  Now I do not believe in 
  something for nothing, so I believe we can 
  help each other in our endeavours.” 
   
  “You see I have developed a poison, a very 
  special poison indeed.  This poison will kill any 
  demonic creature it touches, or at least 
  weaken the demonic creature significantly, 
  allowing it to be dispatch by the usual means.  
  This poison has no effect on creatures not of 
  the abyss, so it will not harm your precious 
  tree.  I am prepared to give you this poison so 
  you can destroy the demonic thing killing the 
  Lund oak and save your Voormann.”  
   
  “There is only one problem with this most 
  excellent 
  solution. 
   
  The 
  poison’s 
  key 
  ingredient, upon which all of this hinges, is 
  blood.  Not just any creature’s blood mind you, 
  for only the purest, most noble of blood is 
  powerful enough to kill a demon.  Only a 
  powerful celestial, a direct servitor power’s 
  blood is strong enough to produce the result 
  you need.” 
   
  “The angel known as Meneliant, my former 
  prisoner is one such creature.  I need your 
  help to recapture him, and once he is in my 
  possession the pact of the shrine alliance will 
  be whole once again and my god with be once 
  again bound by its edict.  And you will have 
  your poison, which I will extract for you 
  personally.  So, what do you say mortals?” 
   
   
  The PCs no doubt have some questions at this 
  time. 
   
  Why should we help you capture something 
  good? 
  “This angel has already sacrificed itself for your 
  gods. Would you deny their wishes? The pact that 
  binds the reaper is broken, and he will take over 
  these lands with his undead servants should you 
  refuse to help me.  And your Voormann will die.  
  Do you want this to happen?” 
   
  Why do you want the angel so bad? 
  “This angel has already sacrificed itself for your 
  gods and belongs to me.  It is mine to do with as I 
  see fit…and it will be mine again soon. Do not 
  seek to interfere in this mortal.  Just do what is 
  needed to save your Voormann and give the angel 
  to me.” 
   
  How do you expect us to help capture an 
  angel? 
  “I have heard that this angel has been attacking 
  anyone 
  possessing 
  a 
  Kondkannen 
  (Pot 
  of 
  Knowledge).  I have several such pots in my 
  possession, and by giving them to you this will 
  hopefully draw the angel out.  Once you have 
  drawn it to your presence, my servants will do the 
  rest. You do not have to capture the angel 
  yourselves.” 
   
  We cannot sacrifice a good creature, or let you 
  torture it further. 
  “You mortals and your morals….they hold you 
  back.  Don’t you see?  Without your true 
  voormann, your country will tear itself apart.  
  Without the poison you will not be able to save 
  your Lund oak.  There is no other way…” 
   
  We can extract the angel’s blood ourselves or 
  ask him for a sample. 
  “I doubt you could, mortal.  Remember, Meneliant 
  is a powerful angel and is not entirely sane at the 
  moment – you will need my help to obtain the key 
  ingredient.  Plus you need my Kondkannen to 
  attract it to you…” 
   
  We have seen the tattoo on Perren’s wrist.  He 
  is one of your servants, isn’t he? 
  “Ahhh, I was wondering if you would ask that 
  particular question.  You do not forsake death 
  without making certain promises to my lord Nerull, 
  whether you know it or not.  Your Voormann will 
  ensure that the shrine alliance remains intact, and 
  through his influence will my lord gain a greater 
  share of the spoils.  But it matters not, because 
  
  PER8-05 The HUS Factor 
   
  Page 15 
  your nation needs his leadership.  You already see 
  how his presence has reunited your nation in just 
  a short period of time. And his leadership will be 
  the only thing that keeps the cult of the fiend at 
  bay.”  
   
  Is that why you preserved Perren?  
  “You see I knew that your nation could only hold 
  itself together for a while before it would begin to 
  fall apart.  I didn’t think that his return would be 
  needed for many years yet, but I knew that he 
  would 
  eventually 
  be 
  needed 
  to 
  unite 
  the 
  Quaglands once again.  So I made sure that he 
  was kept secret and safe until that time.  
  Unfortunately the cult of the fiend moved quicker 
  than I anticipated, and Perren’s return became 
  necessary sooner than was originally thought.”  
   
  Development:  The PCs are faced with a difficult 
  decision, to condemn a servant of good to further 
  torture at the hands of Oomkar Hus, or to sacrifice 
  their best chance at saving the Voormann.  This 
  choice may pose a moral quandary for some PCs, 
  whilst for others they will be used to dealing with 
  Oomkar Hus and will see the greater needs of the 
  nation as necessary for such a sacrifice.   
   
  IF THE PCS AGREE TO HELP CAPTURE 
  THE ANGEL: 
  “Excellent choice.  I knew that you could be 
  counted on too do what is best for your 
  Voormann and your nation.  Leave here in 
  peace.” 
   
  Oomkar Hus instructs Fanastas to hand the PCs a 
  Jor-Russ Kondkannen and escort them out of the 
  necropolis.  He also instructs Fanastas to supply 
  the demon killing poison once the angel has been 
  captured. 
   
  IF THE PCS DO NOT AGREE:      
  Oomkar Hus stands suddenly, slamming the 
  arm of his throne in anger. 
   
  “I offer you my help to save your country 
  and you turn me down?  You reject this help 
  because of your morals?  You are foolish to let 
  your feelings stand in the way of your only 
  chance of success…”      
   
  “I am afraid you leave me little choice but 
  to ensure your assistance.  Willing or not….” 
   
  With a sudden, quick gesture a torrent of 
  energy bursts forth from Hus’ hand, smashing 
  a 
  collection 
  of 
  ornate 
  pots 
  (Jor-Russ 
  Kondkannen).  Rising from the broken shards is 
  a group of incorporeal forms that quickly move 
  in your direction….   
   
  All APLs (EL 0*) 
   
  Jor-Russ Ghosts (1 per PC): hp varies; see 
  Appendix 1.   
   
  *The PCs are in no physical danger at this time, so 
  there is no EL component to this part of the 
  encounter should it occur.  Use statistics for the 
  ghosts in Encounter 6 for the appropriate APL. 
   
  Note: The ghost(s) from Jor-Russ have been 
  housed in special Jor-Russ Kondkannen – 
  kondkannen painted with the blood of a powerful 
  celestial (Meneliant).  As a result these ghosts are 
  protected by an unbeatable turn resistance, 
  rendering them immune to turn or rebuke checks.   
   
  Special Note:  Any PCs that bears the HUS 
  Rune is punished for their actions against Oomkar 
  Hus.  The Hus rune is actually a Mark of 
  Justice,(CL 20th; PHB p252) triggered when the 
  PCs refuse to do Hus’ bidding – recipients suffer a 
  -6 penalty to their Con score (to a minimum of 1).  
   
  Tactics: The ghosts do not attack the PCs 
  directly, but instead seek to possess them using 
  their malevolence special ability.  Each round each 
  PC must make a Will save to avoid being 
  possessed.  
  • 
  Any PC bearing a HUS rune automatically 
  fails this saving throw and is possessed by 
  a ghost. 
  • 
   Once at least one PC is successfully 
  possessed by a ghost Oomkar Hus will 
  teleport the entire group of PCs outside of 
  Jor-Russ into the city streets above.   
  • 
  Take any PC possessed aside to inform 
  them that the ghost is now in control of 
  their body (or pass a note) – and that they 
  should 
  keep 
  this 
  information 
  to 
  themselves.  
   
  If all the PCs pass their Will saves after 2 rounds, 
  Oomkar Hus will make subsequent saves more 
  difficult, by casting the following spells:   
   
  • 
  Mind Fog (DC 24) 
  • 
  Bestow Curse (DC 22) 
   
  Troubleshooting: The PCs can fight back if they 
  want, but this will avail them little.  There are many 
  more Kondkannen housing ghosts in this room, 
  which Oomkar Hus will release if needed.  Also, 
  PCs will find a Forbiddance in effect in the room, 
  preventing teleportation magic (cast by anyone 
  except for Oomkar Hus himself).   
  
  PER8-05 The HUS Factor 
   
  Page 16 
   
  The PCs may try to direct their attacks at Hus 
  or Fanastas, but both are powerful wizards and 
  will attempt to counterspell any hostile magic and 
  use spells such as wall of force and telekinesis to 
  keep the PCs at bay. 
   
    
  Development: In either case, the PCs will leave 
  Jor-Russ with a Kondkannen ghost to attract the 
  solar Meneliant – either in a Kondkannen, or 
  inside one of the PCs. Move to Encounter 6. 
   
  6: DATE WITH AN ANGEL  
  Once the PCs leave Jor-Russ it is not long until 
  they draw the attention of the angel Meneliant, 
  who can sense the presence of Kondkannen 
  painted with his blood across hundreds of miles. 
   
  “It 
  is 
  only 
  minutes 
  after 
  leaving 
  the 
  underground necropolis that a huge figure 
  appears in front of you.  It is a tortured form of 
  beauty and sorrow, with only bloody stumps 
  rising from its shoulders instead of wings and 
  a hideous spiked collar around its neck that 
  glows with an unearthly green light.  A mad 
  agonized expression is on its face as it regards 
  you all – then with surprising speed the angel 
  has its bow in its hands. 
   
  “I sense an evil spirit, born of my blood.  
  Release it, or I will.”  
   
  The angel draws an arrow drawn back 
  against its cheek, watching you intently. 
   
  Meneliant: 
  Male 
  Solar 
  Aasimon 
  (Angel, 
  Extraplanar, Good), hp 105 (currently). See 
  Monster Manual page 18. 
   
  Development: If the PCs have a Jor-Russ 
  Kondkannen, they can smash the pot on the 
  ground, releasing the spirit within. 
   
  If any PCs are possessed instead, the spirit 
  within them will remain hidden inside the PC for 
  the moment, not letting other PCs know that they 
  are in control of that PCs body.  
   
  As the angel stands watching you, there is a 
  sudden darkening of the skies above.  Without 
  warning a bolt of lightning streaks down, 
  striking Meneliant – stunning him for a 
  moment.  A screech of agony then escapes the 
  angel’s mouth as the sickly green glow from 
  the spiked collar around his neck intensifies.   
  The obvious pain drives the angel to his knees, 
  until the expression on his face goes blank 
  and uncomprehending.  Dropping his bow 
  Meneliant looks up at you, with a childlike 
  expression and look in his eye.  
   
  Whilst scrying on the PCs location with an arcane 
  eye, Oomkar Hus has activated the powers of the 
  sinister collar on the angel, subjecting him to 
  several spells including Feeblemind, which the 
  angel has failed his saving throw against. 
   
  Development: 
  With 
  the 
  angel 
  now 
  incapacitated, the PCs choice to give up (or not 
  give up) Meneliant comes to the fore.  The 
  kondkannen spirits (either in their pot, released by 
  the PCs or inside any PCs) move to take 
  possession of the angel and return him to Jor-
  Russ (controlling a PCs body or using its 
  telekinesis ability).   
   
  The PCs should realize that giving up a 
  helpless being to bondage and torture, even one 
  as mad as Meneliant is a dubious act in the least – 
  but they may make this choice based on the 
  needs of the many over the one.  The DM should 
  give the PCs one last chance to intervene on 
  behalf of the angel, but should not try to force or 
  change any decision made by the PCs. 
   
  • 
  If the PCs allow Meneliant to be taken, the 
  ghost(s) use their telekinesis ability to 
  carry the angel to the entry point to Jor-
  Russ, 
  disappearing 
  below 
  with 
  their 
  charge.  Fanastas will then teleport to the 
  PCs location and hand over a glass vial 
  containing the demon killing poison.  Move 
  to Encounter 7. 
  • 
  If the PCs try to intervene to protect 
  Meneliant, the ghosts will attack them 
  instead – continue with the section below. 
   
  APL 2 (EL 3) 
   
  Jor-Russ Ghost, Sorc 1: hp 7; see Appendix 
  1. 
   
  APL 4 (EL 5)* 
   
  Jor-Russ Ghost, Sorc 3: hp 14; see 
  Appendix 1. 
   
  APL 6 (EL 7)* 
   
  Jor-Russ Ghost, Sorc 5: hp 35; see 
  Appendix 1. 
   
  APL 8 (EL 9)* 
   
  Jor-Russ Ghost, Sorc 7: hp 49; see 
  Appendix 1. 
   
  APL 10 (EL 11)* 
   
  Jor-Russ Ghost, Sorc 9: hp 63; see 
  Appendix 1. 
  
  PER8-05 The HUS Factor 
   
  Page 17 
   
  APL 12 (EL 13)* 
   
  Jor-Russ Ghost, Sorc 11: hp 77; see 
  Appendix 1. 
   
  APL 14 (EL 15)* 
   
  Jor-Russ Ghost, Sorc 13: hp 91; see 
  Appendix 1. 
   
  Note: if more than one PC was successfully 
  possessed by the ghosts in Encounter 5 after 
  refusing Hus’ offer, the PCs have to fight 2 ghosts 
  instead of one.  If this occurs, use the statistics 
  of the ghost from one APL below the APL 
  being played for the two ghosts.  If more than 
  two PCs are possessed by the ghosts, only two 
  ghosts stay to fight – the others flee to Jor-Russ 
  with word of the PC’s actions. 
   
  Secondary Note: The ghost(s) from Jor-Russ 
  have 
  been 
  housed 
  in 
  special 
  Jor-Russ 
  Kondkannen – Kondkannen painted with the blood 
  of a powerful celestial (Meneliant).  As a result 
  these ghosts are protected by an unbeatable turn 
  resistance, rendering them immune to turn or 
  rebuke checks.   
   
  Special Note:  Any PCs that bears the HUS 
  Rune is punished for their actions against Oomkar 
  Hus or his servants.  The Hus rune is actually a 
  Mark of Justice (CL 20th; PHB p252) triggered 
  when the PCs refuse to do Hus’ bidding – 
  recipients suffer a -6 penalty to their Con score (to 
  a minimum of 1).   
   
  Tactics: The ghost(s) attack the PCs with 
  extreme prejudice, the penalty of defying the 
  wishes of their master Oomkar Hus.  The ghost(s) 
  will attempt to possess a PC initially (choosing 
  obvious fighter types as targets over strong willed 
  casters), before unleashing their most devastating 
  spells at the remaining PCs (or starting with spell 
  attacks if they are already possessing a PC).  The 
  PCs will have to drive out the ghost possessing 
  any of their number to actually injure the ghost 
  itself, or incapacitate any of their number 
  possessed to force the ghost to choose another 
  body to control. 
   
  Troubleshooting: If the PCs are losing to the 
  ghost(s), then they can leave Meneliant to be 
  captured.  If this occurs the ghost(s) will break off 
  the attack and move to retrieve the angel’s body.  
  Continue as if the PCs had given up the angel 
  themselves, and move to Encounter 7.  Any PCs 
  with triggered HUS runes remain afflicted by the 
  mark of justice. 
   
  Treasure: There is no treasure gained in this 
  encounter. 
   
  Development:  If the PCs defeat the ghost(s) 
  they can check on the condition of Meneliant. The 
  angel is mostly healthy (except for the scars left 
  unhealed from his previous imprisonment), but has 
  been subjected to a Feeblemind – his Intelligence, 
  and Charisma have been reduced to a score of 1. 
   He will follow any PCs that are nice to him, acting 
  like a favourite pet instead of an all powerful angel. 
   See 
  the 
  Adventure 
  Background 
  for 
  more 
  information on Meneliant. 
   
  MENELIANT’S COLLAR 
  The PCs may also try to investigate the collar 
  around Meneliant’s neck.  It is the collar that is 
  preventing him from healing completely, as well as 
  subjecting him to several other afflictions and 
  curses, it blocks any attempt to heal the angel or 
  remove the current feeblemind effect.   
   
  The 
  collar 
  detects 
  both 
  as 
  powerful 
  Necromantic magic and powerful Evil (Caster 
  Level 20th), and is a demonic artifact.  It cannot be 
  destroyed by any normal means available to the 
  PCs at this time – a DC 20 Knowledge (Arcana) 
  check reveals that only another artifact or similarly 
  powerful item has the power to destroy an artifact. 
   See Appendix 2 for further details.  
   
  7: ANOTHER DEAL? 
  Once the PCs have obtained the demon-killing 
  poison or have the angel in tow, they are 
  approached by another player in the information 
  game before they leave the city of Riberlund – a 
  demon, disguised as a young boy. 
   
  “Excuse me sirs (madam).  Alms for the 
  poor?” 
   
  Against the nearby wall a young boy of 
  perhaps nine or ten, dressed in tattered rags 
  smiles weakly, holding a plain wooden bowl 
  out towards you.   
   
  If the PCs stop to give him some coins, or to 
  speak to him, the boy continues. 
   
  “You shouldn’t listen to what they say you 
  know.  They always lie….it is their nature.  Oh 
  they tell you some truth, just enough to get 
  you to go along with their plans.  Always using 
  you to further their goals, but you won’t see it 
  until it is too late. I know some truths myself 
  you see….things you should know.” 
   
  The boy smiles again, but this time it is 
  anything but a weak smile. 
   
  
  PER8-05 The HUS Factor 
   
  Page 18 
  Development: The boy is a quasit (or succubus at 
  higher APLs), a demon in the service of the Cult of 
  the Fiend.  The cult is all but defeated with the 
  death of Drelnza, but has one last plan to defeat 
  their enemies.  The cult is aware of the PCs 
  involvement in the investigation of the Voormann’s 
  illness and is concerned that Oomkar Hus may 
  have provided the PCs with a solution.  The 
  demon wants to shake their faith, more specifically 
  cloud their perception of the ‘help’ that Hus is 
  providing.  If the PCs can be turned from their 
  present course, the Voormann will die, further 
  dividing an already factionalized nation, as well as 
  weakening Nerull’s hold over the Quaglands.  This 
  would make it much easier for the Cult of the 
  Fiend to rebuild, and continue the fight against 
  Oomkar Hus and the people of Perrenland. 
   
  Who are you? 
  “Who I am is not important.  What I know is.  They 
  are using you all…I’m surprised you haven’t seen 
  it yourselves.” 
   
  What do you mean? 
  “Why is the reaper’s hand so interested in saving 
  your Voormann?  Where did you find this Perren, 
  of all places?  Surely you must suspect he is a 
  plant, a servant that will obey his dark master and 
  bring doom to your nation in the future.” 
   
  What if you are telling the lies? 
  “I think you are smarter than that.  You and your 
  friends have managed to thwart our plans in the 
  recent past, when we were actually trying to help 
  you.  You have defeated one evil only to accept 
  another instead…and it will bring you to ruin if you 
  let it.” 
   
  And if we believe you, what would you have us 
  do? 
  “Walk away.  That’s all.  Let things take their 
  present course.  We do not want to control your 
  nation, but only wish to stop our true enemy from 
  claiming these lands.  That is what the war was all 
  about.  We did not wish to fight you, only the 
  reaper’s high servant and his minions.  But you 
  had to involve yourselves, and we could not have 
  that occur.” 
   
  Development: The following combat encounter 
  may or may not occur, depending on the PCs 
  actions previously in Encounter 6. 
  • 
  If the PCs have fought the ghosts in 
  Encounter 6, then the quasit will flee if the 
  PCs attack.  The PCs are now free to 
  return to Schwartzenbruin to hopefully 
  save the Voormann.  By now Karla and 
  Conrad Hussen have heard of the PC’s 
  quest, 
  and 
  will 
  provide 
  magical 
  transportation to get them to the capital.  
  Even if the PCs believe what the demon 
  has told them, the PCs will need to delve 
  further to find the real truth – that means 
  returning to Schwartzenbruin. Move to 
  Encounter 8 
  • 
  If the PCs did not fight the ghosts in 
  Encounter 6, the quasit will call in some 
  demonic help to deal with the PCs directly. 
  Continue below: 
   
  APL 2 (EL 3) 
   
  Demon, Quasit: hp 13; see Monster Manual 
  p46. 
   
  APL 4 (EL 5) 
   
  Demon, Quasit: hp 13; see Monster Manual 
  p46. 
   
  Demon, Dretch (2): hp 13 each; see Monster 
  Manual p42. 
   
  APL 6 (EL 7) 
   
  Demon, Quasit: hp 13; see Monster Manual 
  p46. 
   
  Demon, Dretch: hp 13; see Monster Manual 
  p42. 
   
  Demon, Babau: hp 66; see Monster Manual 
  p40. 
   
  APL 8 (EL 9) 
   
  Demon, Quasit: hp 13; see Monster Manual 
  p46. 
   
  Demon, Babau (3): hp 66 each; see Monster 
  Manual p40. 
   
  APL 10 (EL 11) 
   
  Demon, Succubus: hp 33; see Monster 
  Manual p47. 
   
  Demon, Babau (3): hp 66 each; see Monster 
  Manual p40. 
   
  Demon, Vrock: hp 115; see Monster Manual 
  p48. 
   
  APL 12 (EL 13) 
   
  Demon, Succubus: hp 33; see Monster 
  Manual p47. 
   
  Demon, Vrock (3): hp 115 each; see Monster 
  Manual p48. 
   
  APL 14 (EL 15) 
   
  Demon, Succubus: hp 33; see Monster 
  Manual p47. 
  
  PER8-05 The HUS Factor 
   
  Page 19 
   
  Demon, Vrock (3): hp 115 each; see Monster 
  Manual p48. 
   
  Demon, Glabrezu: hp 174; see Monster 
  Manual p48. 
   
  Tactics:  The demons will attack the PCs directly, 
  attempting to stop the PCs from reaching the Lund 
  oak permanently.  The demons do not know what 
  aid the PCs have received from Oomkar Hus 
  (unless the boy-demon learned this information), 
  but fear that the PC have the means to cure the 
  Lund oak of its affliction.  As the cult of the fiend 
  has been all but defeated within Perrenland, they 
  have only this small force to stop the PCs from 
  reaching the Lund oak and will fight fanatically to 
  stop them. 
   
  Treasure: There is no treasure gained in this 
  encounter.  
   
  Development: Once the PCs have defeated 
  the 
  demons, 
  they 
  are 
  free 
  to 
  return 
  to 
  Schwartzenbruin.  By now Conrad Hussen has 
  heard of the PC’s quest, and will provide magical 
  transportation to get them to the capital.  Even if 
  they believe what the demon has told them, the 
  PCs will need to delve further to find the real truth 
  – that means returning to Schwartzenbruin. 
    
  Once the PCs have spoken to (and possibly 
  fought) the demon(s), they are found by one of the 
  commanders of Riberlund.   
   
  Auchdritter (Speziallerie) Mika Morgenrood: 
  Human female Ranger 4/Fighter 2 
   
  “Greetings heroes, I am Auchdritter Mika 
  Morgenrood, commander of the Speziallerie 
  force in the city.  The Pfalzgraf’s son is aware 
  of your investigation and has just learned of 
  your presence in Riberlund.  He has instructed 
  me to provide you will any assistance should 
  you require it, no questions asked.  You must 
  be doing something pretty important to get the 
  star treatment….but it’s not my place to ask.  
  Just to help...” 
   
  Mika smiles wryly at her last remark. 
   
  Mika has been given specific instructions to help 
  the PCs by Conrad Hussen, son of Karla Hussen, 
  Pfalzgraf of clan Hussen and Het Rechter of 
  Perrenland.  Mika has advanced far through the 
  Auszug ranks due to her actions in the war and 
  since, and has earned the trust and respect of 
  Riberlund’s ruling council.  Because of her position 
  as the commander of the Speziallerie, she is 
  uniquely positioned to provide the PCs with almost 
  any assistance they require. 
   
  Mika can also tell the PCs of the current state 
  of Riberlund, which has resurrected itself from the 
  damages of the witch queen’s invasion of 595CY 
  and is now finally beginning to thrive.  The return 
  of Perren, the heroic leader of old has spurred the 
  city and its people to further heights and there is a 
  real sense of hope for the future.  None of the 
  negative thoughts behind Perren’s return are 
  evident, as Riberlund’s citizens have become used 
  to the unique nature of the necropolis and the city 
  that sits above it. 
   
  Development: The next move for the PCs 
  should be to return to Schwartzenbruin – either 
  with the poison should they have it, or with the 
  angel Meneliant in tow instead.  Mika can provide 
  access to Auszugen wizards with teleportation 
  magic to speed up the PCs journey considerably.  
  Although 
  they 
  cannot 
  teleport 
  directly 
  into 
  Schwartzenbruin (because of the Girdle of Dian), 
  they can teleport to a way station only a few hours 
  ride from the city.  
  • 
  If the PCs have the demon-killing poison, 
  they most likely have all the urgency they 
  need to return to Schwartzenbruin and will 
  most likely ask about travel arrangements. 
   Skip the rest of this encounter and move 
  to Encounter 9. 
  • 
   If the PCs rescued Meneliant, they may 
  not have any urgency to return to 
  Schwartzenbruin initially.  Continue below. 
   
  With a low moan Meneliant drops to his knees, 
  scratching at the legions and scabs that cover 
  his body.  Droplets of blood fall to the ground 
  at his feet from the new wounds, leaving 
  several small crimson puddles.  With an 
  almost childlike fascination the angel dips his 
  finger in its own blood and begins to paint his 
  face, leaving long, dark streaks.  As some of 
  the blood drips onto the spiked collar however, 
  the blood begins to sizzle and boil before 
  evaporating completely.  
   
  This is a clue to the reaction of Meneliant’s blood 
  and the demonic nature of the collar that imprisons 
  him.  It may also give the PCs an idea about the 
  true ingredient of the poison Oomkar Hus was 
  peddling – the blood of a powerful angel.   
   
  Development: 
  The 
  PCs 
  need 
  more 
  information and the only place where they may 
  receive 
  the 
  answers 
  they 
  need 
  is 
  Schwartzenbruin.  If the PCs do not think of this, 
  Mika will suggest it to them. 
   
  
  PER8-05 The HUS Factor 
   
  Page 20 
  8: TO KILL A WEED 
  When the PCs arrive at the way-station outside 
  the capital, they discover that a representative of 
  the cantonal council is waiting for them. 
   
  Untergraf Varen Hansdraag, human male Ari 
  5; 
   
  “Esteemed heroes, I am glad to see you finally. 
   But I am afraid I do not bear good news.  
  Several hours ago we learned that the 
  Voormann is missing from his residence and 
  has not been seen since.  The council fears 
  that he has decided to act while he still can, 
  and has left his sickbed to fight the very 
  problem 
  you 
  have 
  been 
  investigating.  
  Although we cannot be sure, we think he is 
  headed for the Lund oak to take the fight 
  personally to the enemy.  
   
   You must move quickly if you are to catch 
  him before it is too late.  I fear that our nation 
  will fall apart if Perren is lost, and I hope you 
  have been successful in finding a way to save 
  our only hope.  I bit you to move with all the 
  haste you can muster to Fortress Dian, and I 
  wish the best of luck to you all.” 
   
  Fresh, fast Rosjrider horses have been saddled 
  and readied for the PCs use along with fresh 
  supplies and a quick meal of rations should they 
  require any.  The journey should only take the PCs 
  a little over an hour now, thanks to the swift 
  mounts provided. 
   
  Treasure: To help the PCs in the fight ahead, 
  the council has arranged the gift of several magic 
  items: 
   
  All APLs: Loot 0gp; Coin 0gp; Magic 9608gp; 
  Total 1603gp – Pearl of Power 1st (83gp), Pearl of 
  Power 2nd (333gp), Pearl of Power 3rd (750gp), 
  Pearl of Power 4th (1333gp), Pearl of Power 5th 
  2083gp), Wand of Cure Light Wounds (10charges) 
  (13gp), Wand of Cure Moderate Wounds (10 
  charges) (375gp), Wand of Cure Serious Wounds 
  (10 charges) (938gp), Belt of Priestly Might (Old 
  Kerk deities only) (500gp), Boots of the Mountain 
  King (108gp), Boots of the Mountain King, Greater 
  (1792gp), Death Strike Bracers (417gp), Dispelling 
  Cord (83gp), Inquisitor Bracers (125gp), Rapid 
  Strike Bracers (258gp), Ring of Arming (417gp). 
   
  FORTRESS DIAN 
  After an hour or so of hard riding you find 
  yourselves 
  on 
  the 
  outskirts 
  of 
  Schwartzenbruin.  Circling around the city you 
  quickly head for the ancient fortress of Dian, 
  where a troop of Auszug regulars now stand 
  guard where the Sacraal Hund once stood.  
  Word must have reached them of your haste 
  and need, for the gates are quickly drawn open 
  as you approach. 
   
  If the PCs stop to talk to any of the Auszug, their 
  officer will tell them that they are here on the 
  orders of the cantonal council, and have been 
  given orders to let the PCs past (they have been 
  given detailed descriptions of the PCs).  They will 
  tell the PCs that no one has passed within or 
  without the fortress gates since the beginning of 
  their patrol.  This last fact is not true, although they 
  do not know it – Perren himself passed through 
  the gate several hours earlier, under an invisibility 
  spell. 
   
  Once the PCs move into the fortress they may 
  pick up Perren’s tracks with a DC 20 Track check. 
   His tracks lead to the archway portal to the Lund 
  oak’s amphitheatre and disappear within.   
   
  When the PCs step through the archway 
  themselves, continue below. 
   
  Again the large, natural amphitheatre stretches 
  out before you, hundreds of feet wide. Filling 
  the area is the same fetid jungle of foul 
  smelling plants and funguses, and the air is 
  filled with a light mist that gives off a sickly 
  green glow. Standing in the jungle’s centre is a 
  huge, withered tree, covered in abnormal 
  growths that encompass it almost completely 
  now.  
   
  The fungal growth on the Lund oak has almost 
  completely smothered the ancient tree and it is on 
  its last legs – in a few hours more it will be dead, 
  and the Voormann with it, unless the PCs can stop 
  the growth. 
   
  If the PCs are tracking Perren, they can see 
  his tracks leading down into the amphitheatre, but 
  the jungle soon swallows up any trace of them. 
   
  When the PCs enter the jungle themselves, 
  they find that the jungle itself seems to be fighting 
  their travel, even more than before.  This time 
  movement through the jungle is treated as heavy 
  undergrowth, quartering the PCs movement and 
  increasing Tumble check DCs by 5 (mostly due to 
  the thick vines that twist around the PCs legs as 
  they walk).  
   
  The thin mist or fog that hovers over the jungle 
  restricts normal vision to 2d6 x 10 feet – this 
  impairment extends to any PCs flying over the 
  jungle canopy as well as those walking below. 
  
  PER8-05 The HUS Factor 
   
  Page 21 
   
  The high humidity and heat within the jungle 
  may also be a problem – treat this as very hot 
  conditions (see Heat Dangers DMG p303), 
  requiring a DC15 Fortitude save every hour or 
  take 1d4 points of non-lethal damage.  Characters 
  in heavy clothing or armor take a -4 penalty to this 
  save. Any character failing this save is fatigued. 
  As the PCs will most likely not be in this jungle for 
  that long, they will only need to make one saving 
  throw – have them roll this during the combat 
  below as physical exertion speeds up the need to 
  resist the hot and stifling environment of the 
  fungus jungle. 
   
  Development: If the PCs move through the 
  jungle on foot, it will take them an hour to reach 
  the Lund oak.  The jungle almost seems sentient 
  and is aggressive in slowing down the PCs travel. 
   The PCs are continually turned around by the 
  fungus jungle, and find that the paths they walk 
  end in dead ends.  Eventually the PCs find 
  themselves hacking their way through, creating 
  their own path to travel. 
    
  If the PCs fly over the jungle, they will arrive at 
  the Lund oak much quicker, in a matter of minutes 
  instead of an hour. 
   
  THE LUND OAK 
  The Lund oak is covered almost completely in 
  the dark black fungus that is slowly choking it 
  to death.  Even the tree’s upper limbs are 
  covered in the growth and almost none of its 
  bark is visible now.  But where the growth was 
  silent and still before, it is now a riot of 
  activity, with hundreds of dark vines writhing 
  hypnotically in air around the doomed Lund 
  oak. 
   
  But it is a second figure that draws your 
  immediate attention.  It is the Voormann 
  Perren, whose lower limbs are covered in the 
  same black fungus as the Lund oak.  More of 
  the barbed, vicious vines surround Perren as 
  well, lashing out at his drawn, dying face.  But 
  the determination to fight remains in his eyes 
  and it is with an inhuman effort that he slashes 
  at them with his dreaded axe Boonbane.  But 
  still more vines rise to attack, and are slowly 
  making their mark upon him with their 
  unrelenting attack.   
   
  All APLs  
   
  The Lund oak’s Fiendish Black Fungus: hp 
  600; AC 3; fire and cold resistance 10.   
   
   
  The Voormann’s Fiendish Black Fungus: 
  hp 100; AC 3; fire and cold resistance 10. 
    
   
  APL 2 (EL 4*) 
   
  Assassin Vine : hp 30; see Monster Manual 
  p46. 
   
  APL 4 (EL 6*) 
   
  Assassin Vine (2): hp 30; see Monster 
  Manual p46. 
   
  APL 6 (EL 8*) 
   
  Assassin Vine, Advanced (2): hp 68 each; 
  see Appendix 1. 
   
  APL 8 (EL 10*) 
   
  Assassin Vine, Advanced (2): hp 144 each; 
  see Appendix 1. 
   
  APL 10 (EL 12*) 
   
  Assassin Vine, Advanced (2): hp 240 each; 
  see Appendix 1. 
   
  APL 12 (EL 14*) 
   
  Assassin Vine, Advanced (2): hp 330 each; 
  see Appendix 1. 
   
  APL 14 (EL 16*) 
   
  Assassin Vine, Advanced (2): hp 412 each; 
  see Appendix 1. 
   
  DM’s Note: 
  The DM should review the various sections below 
  dealing with the effects and reactions of the NPCs 
  involved to run this encounter effectively.  The 
  various distractions on the PCs attention have 
  been factored into the APL of this encounter, 
  adding +1 to the EL. 
   
  If time is a factor in this adventure, then this 
  encounter can be run quickly, with the poison or 
  the angel’s blood working more quickly than 
  described in the sections below.  Also, Perren can 
  put up more of a fight if need, or can fall even 
  faster if that spurs the PCs into action more 
  quickly.  If the angel is present then Perren can 
  move to sunder the collar, if the PCs suggest it. 
    
  Tactics: The black fungus is aware of the PCs 
  approach and senses it is in extreme danger.  It 
  has control over the assassin vines and will use 
  them to keep the PCs at bay.  The vile plant has 
  been enjoying its torture of Perren, but the PCs 
  arrival sparks it into action.  It now tries to kill 
  Perren with one of the assassin vines and defend 
  itself from the PCs with the other.  It will take a few 
  more hours for the fungus to destroy the Lund oak 
  forever, but with Perren’s death it will have 
  achieved its mistress’ goal anyway.   
   
  
  PER8-05 The HUS Factor 
   
  Page 22 
   
  Development:  The assassin vines are 
  actually separate from the black fungus itself and 
  are merely under the fungus’ control (the fungus 
  cannot directly attack the PCs itself, and it would 
  take days for it to drain Perren’s Con score 
  enough to kill him).   
   
  The PCs can attack the assassin vines without 
  fear of harming the Lund oak or the Voormann.  If 
  the PCs attack the fungus however they made 
  inadvertently speed up this process.  All attacks on 
  the fungus affect the Lund oak (or Perren) as well, 
  each taking half the damage dealt.  Only the 
  angel’s blood or the poison can break that bond - 
  see below. 
       
  The Voormann, Perren 
   The Voormann was frustrated that he could not 
  do anything, and came here to fight his own battle. 
   But instead he was trapped, and has been 
  tortured ever since.  But the Voormann has not 
  lost his resolve and has fought every minute of his 
  capture, and continues to fight even now.  His legs 
  and lower torso is covered in the black fungus 
  preventing him from moving anywhere, and the 
  fungus is slowly drawing the life from him as well.  
  Each round Perren is attacked by the assassin 
  vine’s tentacle, unless the PCs move to help him. 
   
  The PCs can sacrifice themselves to take 
  attacks meant for the Voormann.  This action 
  results in the assassin vine automatically hitting 
  the PCs with the blow intended for the Voormann, 
  but also draws an attack of opportunity from the 
  vine as well.  If they attack the vine they may 
  divert its attention from Perren, increasing the 
  chance of his survival.  Also any healing magic 
  used on Perren does not heal the fungus, so the 
  PCs can attempt to keep Perren alive this way as 
  well. 
   
  Troubleshooting: Some PCs may not want to 
  see the Voormann cured, given his possible 
  connection to Oomkar Hus and rumors that he is 
  evil.  If one PC is willing to place himself in danger 
  to save the voormann then he will be saved – 
  even if the rest of the PCs disagree (but unless 
  they wish to commit regicide themselves and kill 
  him by their own hand). 
   
   
  The Poison 
  If the PCs have the demon killing poison, the PCs 
  will have to get close enough to administer it onto 
  the black fungus.  There is only one problem – the 
  PCs only have enough poison to deliver to the 
  larger fungus encompassing the Lund oak or the 
  smaller one  encompassing the voormann – they 
  do not have enough poison to use on both.     
   
  The poison is highly virulent on demonic 
  creatures, and will begin to attack the fungus and 
  the bond it has with the Lund oak (or Perren).  The 
  bond is instantly severed (meaning the fungus can 
  be attacked without injuring the Lund oak or the 
  Voormann), and it will take 10 rounds for the 
  fungus to die from the poison.  Yet its death throes 
  the fungus will increase the attack on Perren to 
  take him with it, unless the PCs intervene. 
    
  Development: The ideal move for the PCs 
  should use the poison on the black fungus 
  attacking the Lund oak, and try to keep Perren 
  alive long enough for the larger fungus to die.  
  However this may not be on the PCs mind is they 
  are suspicious of the Voormann’s link to Oomkar 
  Hus – in fact they may even decide to sacrifice the 
  Voormann because of what they know (or think 
  they know). 
   
  The Angel 
  If the PCs have Meneliant with them, the angel is 
  still feebleminded, but is distraught when it sees 
  Perren in his predicament.  The angel will feel sad 
  and is filled with pity, and begins to cry.     
   
  In subsequent rounds Meneliant will move 
  over to Perren with his hands outstretched, as if to 
  heal the voormann itself.  The assassin vine will 
  lash out at the angel, but he does not even feel the 
  blows, and shrugs off any of the vines that attempt 
  to grab a hold on him.  Once it reaches him, he 
  uses its own health to keep Perren alive, 
  effectively transferring the damage the voormann 
  is suffering on to his self instead.  The assassin 
  vine will begin to direct its attacks at Meneliant, 
  opening wounds all over his body – these wounds 
  bleed on the fungus constricting Perren, severing 
  the bond it has on him and will eventually kill it.  
  Perren is also rejuvenated, and when free will 
  participate more in the fight if needed.   
   
  The Angel’s Blood 
  Meneliant’s blood has a similar effect as the 
  demon-killing poison, albeit much slower than the 
  poison itself.  The angels blood will sever the bond 
  and kill the fungus, but it will take twice as long to 
  be effective (20 rounds to kill the fungus instead of 
  he 10 rounds it takes for the poison to work).  The 
  problem that the PCs face is convincing Meneliant 
  that they need his blood – he will not willingly let 
  the PCs injure him enough to draw his blood, and 
  will move away from any such attempts from the 
  PCs, but will not return the attack himself. 
   
   
  The Collar of Meneliant 
  The collar around Meneliant’s neck is the true 
  source of all his troubles, including the Feeblemind 
  
  PER8-05 The HUS Factor 
   
  Page 23 
  affecting him presently.  Only another artifact has 
  the power to destroy the collar, and one such 
  artifact is present – the Voormann’s weapon, 
  Boonbane, combined with the power of the 
  Diadem of Kir-Russ.  A Knowledge (Local) check 
  DC 20 also reveals this possibility to the PCs.   
   
  The PCs may realize this fact themselves, and 
  in doing so realize that freeing the angel may be 
  the best course of action.  If they call out to Perren 
  to attack the angel’s collar he will at first look at 
  them strangely, but will put his trust in the PCs 
  judgement and make the strike. 
   
  When he strikes the blow against the collar 
  continue below: 
     
  Perren’s blow against the angel’s collar is 
  greeted with a blinding flash of light and a 
  thunderclap.  Both Perren and Meneliant are 
  knocked from their feet, rendered senseless. 
   
  With a loud, cracking sound the collar 
  around the angel’s neck breaks into a million 
  pieces and falls to the ground.  The angel’s 
  body instantly begins to heal, and new 
  feathered wings start to grow from his 
  shoulders.   
   
  As Meneliant stands he extends his arms 
  and wings, calling out a triumphant, pure voice 
  that is beautiful beyond compare.  His now 
  whole, perfect form begins to glow with a pale 
  light that flares into a glorious, continuous 
  pulse of positive energy.  The black fungus 
  surrounding the Lund oak recoils from the 
  light of his magnificence and begins to shrink 
  in size, smaller and smaller until it is no more.  
       
  Development:  When the PCs have defeated their 
  enemies, saved the day or have fallen to the 
  darkness, move to the appropriate conclusion. 
   
  CONCLUSION 
  CONCLUSION 1:  THE COLLAR IS 
  DESTROYED 
   
  Once the fungus is gone, Meneliant turns to 
  face you all. 
   
  “You have all faced darkness beyond 
  compare as a people for a thousand years.  I 
  know this more than you know, as my path 
  behind as the sacrifice cannot be put into 
  words that you could understand.  You may 
  ask me why I did it, but that does not matter.  
  In my sacrifice were you given the time to rise 
  to the occasion yourselves, and it is this that 
  has brought you to this day.  As a people your 
  nation has passed the trials of ancient history 
  with both valor and blood, and is now strong 
  enough to face the trials ahead on its own.” 
   
  “Fear not about the pact, the shrine 
  alliance that seems broken by my freedom.  
  For it is you that has decided my freedom, and 
  given me a chance to live free once again.  It 
  was not my god or the others that have caused 
  this pact to be sundered – it was your choice 
  to free me.  Therefore the pact is not broken 
  and still binds the evil, and my goddess 
  Myrhiss will ensure the balance remains so for 
  all time.  So I thank you all one last time, and 
  wish you all the success in your future.”   
   
  With a final salute the angel takes to the 
  air, and shimmers away.  
   
  With the angel gone, Perren turns to speak to 
  you, with the first smile you have ever seen on 
  his face.  The smile quickly turns to a grin, 
  followed by a light laughter.  
   
  “Today you have served your nation like 
  no other has in history.  Not only that, you 
  have earned my eternal gratitude.  I have just 
  seen a miracle my friends, and it has lifted my 
  head out of the darkness that was once in my 
  heart. Now I feel joy where all before there was 
  only anger and sorrow, and I will never be the 
  same.  And your nation thanks you for it.”  
   
   
  The PCs receive the Gift of Meneliant, as well as 
  the Gratitude of Perren.  They also receive the 
  Grand Hero of Perrenland favour.   
   
  CONCLUSION 2:  THE POISON WORKS 
  AND PERREN IS ALIVE 
   
  With a final screech the black fungus withers 
  and dries up, forming a dry husk over the Lund 
  oak and the Voormann.  The husk begins to 
  break apart as Perren struggles free of its 
  confines, his strength starting to come back to 
  him now that the fungus is dead.  Once he is 
  free he turns to the covered tree and begins to 
  clear the husk from it as well, motioning for 
  you to give him a hand.  Once the Lund oak is 
  free, Perren turns to face you all. 
   
  “Today you have served me like no other 
  has in history.  Not only that, you have earned 
  my eternal gratitude.  You have brought an end 
  to the hold the cult of the fiend has had over 
  this nation, and have ended the curse of the 
  witch queen and her daughter.  You are heroes 
  in every sense of the word, and you shall be 
  rewarded for you efforts all these years.”  
  
  PER8-05 The HUS Factor 
   
  Page 24 
   
  “In addition to all of this, I will enter your 
  names on the rolls of the Voormannsgardt, my 
  most faithful of servants, and the Rechters, as 
  well, high judges of the Quaglands.  You shall 
  be placed highest amongst my council.  You 
  shall answer to no one but me, and will be free 
  to act in my name.  You shall be my 
  messengers against the darkness and more, 
  and you shall help me lift this nation to the 
  loftiest heights of power and influence in 
  Oerth.”   
   
  “Do you accept this charge I have placed 
  before you?”  
    
  If the PCs accept, they receive the Warden of 
  Perren favour.  They also receive the Grand Hero 
  of Perrenland favour and the favour of the Old 
  Kerk.  But for giving up the angel to Hus, they 
  receive the Torments of An Angel disfavour. 
   
  CONCLUSION 3:  THE ANGEL’S BLOOD 
  SAVES THE LUND OAK, BUT THE 
  COLLAR REMAINS INTACT 
   
  With a final screech the black fungus withers 
  and dries up, forming a dry husk over the Lund 
  oak and the Voormann.  The husk begins to 
  break apart as Perren struggles free of its 
  confines, his strength starting to come back to 
  him now that the fungus is dead.  Once he is 
  free he turns to the covered tree and begins to 
  clear the husk from it as well, motioning for 
  you to give him a hand.     
   
  As Perren works, the spent form of 
  Meneliant slowly stands, the strain evident for 
  you all to see.  With his head bowed the angel 
  turns to face a figure you have not noticed 
  before.  The tall, skeletal form of Oomkar Hus 
  approaches your group, and with a gesture 
  motions the angel over to his side.  Meneliant 
  turns to face you, his expression proud, yet 
  drawn, but free of the feeblemind at last.      
   
  “It is time for me to go.  I remember my 
  choice made so long ago, and why I made it 
  then and do so again here and now.  Do not 
  mourn my sacrifice, for it keeps the quaglands 
  secure from within.  The pact of the Old kerk 
  has stood for a thousand years, and it will 
  survive another thousand.  It is my legacy, and 
  my fate.” 
   
  Oomkar Hus regards you plainly as the 
  angel moves slowly to his side. 
   
  “The Shrine Alliance is whole once again, 
  the pact secure.  Your greatest ruler has 
  returned, and the enemy is defeated, your 
  nation is once again secure.  You have 
  succeeded in your task heroes, and played 
  your part well.  All is proceeding as I have 
  forseen…and I have you to thank for it…..” 
   
  Both Hus and Menelient disappear. 
  With the angel gone, Perren finishes clearing 
  the Lund oak quickly with your help.  He then 
  turns to face you,  
  “Today you have served me like no other has 
  in history.  Not only that, you have earned my 
  eternal gratitude.  You have brought an end to 
  the hold the cult of the fiend has had over this 
  nation, and have ended the curse of the witch 
  queen and her daughter.  You are heroes in 
  every sense of the word, and you shall be 
  rewarded for you efforts all these years.”  
   
  “In addition to all of this, I will enter your 
  names on the rolls of the Voormannsgardt, my 
  most faithful of servants, and the Rechters, as 
  well, high judges of the Quaglands.  You shall 
  be placed highest amongst my council.  You 
  shall answer to no one but me, and will be free 
  to act in my name.  You shall be my 
  messengers against the darkness and more, 
  and you shall help me lift this nation to the 
  loftiest heights of power and influence in 
  Oerth.”   
   
  “Do you accept this charge I have placed 
  before you?”  
   
  If the PCs accept, they receive the Warden of 
  Perren favour.  They also receive the Grand Hero 
  of Perrenland favour.  But for giving up the angel 
  to Hus, they receive the Torments of An Angel 
  disfavour. 
   
  CONCLUSION 4:  PERREN IS KILLED, 
  BUT THE LUND OAK IS SAVED 
   
  With a final screech the black fungus withers 
  and dries up, forming a dry husk over the Lund 
  oak and the Voormann.  Slowly the husk 
  begins to crack and break off, but many more 
  pieces remain. 
   
  Meneliant slowly stands (‘or appears’ if 
  Hus already has him), the strain evident for 
  you all to see.  With his head bowed the angel 
  turns to face a figure you have not noticed 
  before.  The tall, skeletal form of Oomkar Hus 
  approaches your group, and with a gesture 
  motions the angel over to his side.  Meneliant 
  turns to face you, his expression proud, yet 
  drawn, but free of the feeblemind at last.      
   
  “It is time for me to go.  I remember my 
  choice made so long ago, and why I made it 
  then and do so again here and now.  Do not 
  
  PER8-05 The HUS Factor 
   
  Page 25 
  mourn my sacrifice, for it keeps the Quaglands 
  secure from within.  The pact of the Old kerk 
  has stood for a thousand years, and it will 
  survive another thousand.  It is my legacy, and 
  my fate.” 
   
  Oomkar Hus regards you plainly as the 
  angel moves slowly to his side. 
   
  “The Shrine Alliance is whole once again, 
  the pact secure.  Your greatest ruler is no 
  more, but your enemy is defeated and your 
  nation is once again secure.  But you lack 
  leadership as a nation, so more will fall onto 
  your shoulders in the times ahead.  But 
  perhaps that is better for you to rule 
  yourselves, rather than have my servant 
  control your nation once again.  That choice is 
  no longer an option, but perhaps he can return 
  again in another thousand years….” 
   
  Both Hus and Menelient disappear. 
   
  In the wake of the Voormann’s death the nation 
  mourns the loss of a legend and a hero.  But it 
  is in this sorrow that a new path may be forged 
  for the future.  You alone bear the burden of 
  knowledge of a dark future averted, but this 
  loss will take the nation some time to 
  understand.  Regardless of his future, The 
  Perren of the past was a true hero….  
   
  The PCs receive the Voormanns Gift favour.  But 
  for giving up the angel to Hus, they receive the 
  Torments of An Angel disfavour.  They also 
  receive the “Perrenland in Mourning” disfavour. 
   
  CONCLUSION 5:  PERREN IS KILLED, 
  AND THE LUND OAK IS LOST 
   
  With a final, triumphant screech the black 
  fungus withers and dries up, falling  away from 
  the Lund oak and the still form of Perren.  It is 
  then you notice the Lund oak, which is now 
  only a dry husk.  Slowly the husk begins to 
  crack and break off into a million pieces. 
   
  Meneliant slowly stands (‘or appears’ if 
  Hus already has him), the strain evident for 
  you all to see.  With his head bowed the angel 
  turns to face a figure you have not noticed 
  before.  The tall, skeletal form of Oomkar Hus 
  approaches your group, and with a gesture 
  motions the angel over to his side.  Meneliant 
  turns to face you, his expression proud, yet 
  drawn, but free of the feeblemind at last.      
   
  “It is time for me to go.  I remember my 
  choice made so long ago, and why I made it 
  then and do so again here and now.  Do not 
  mourn my sacrifice, for it keeps the Quaglands 
  secure from within.  The pact of the Old kerk 
  has stood for a thousand years, and it will 
  survive another thousand.  It is my legacy, and 
  my fate.” 
   
  Oomkar Hus regards you plainly as the 
  angel moves slowly to his side. 
   
  “The Shrine Alliance is whole once again, 
  the pact secure.  Your greatest ruler is no 
  more, but your enemy is defeated and your 
  nation is once again secure.  But you lack 
  leadership as a nation and the bond to the land 
  as well, so more will fall onto your shoulders in 
  the times ahead.  But perhaps that is better for 
  you to rule yourselves, rather than have my 
  servant control your nation once again.  That 
  choice is no longer an option, but perhaps he 
  can return again in another thousand years….” 
   
  Both Hus and Menelient disappear. 
   
  In the wake of the Voormann’s death the nation 
  mourns the loss of a legend and a hero.  But it 
  is in this sorrow that a new path may be forged 
  for the future.  You alone bear the burden of 
  knowledge of a dark future averted, but this 
  loss will take the nation some time to 
  understand.  Regardless of his future, The 
  Perren of the past was a true hero….  
   
  The PCs do not receive any favors, but for giving 
  up the angel to Hus, they receive the Torments of 
  An Angel disfavour.  They also receive the 
  “Perrenland in Mourning” disfavour. 
   
  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 role-playing) to each 
  character. 
   
  3: The Poisoned Lund oak 
  Kill, defeat, or bypass the fungal guardians. 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
   
  6: Date with an Angel or 7: Another Deal 
  Kill, defeat, or bypass the Ghosts or the Demons. 
  
  PER8-05 The HUS Factor 
   
  Page 26 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
  APL 14  
  450 XP 
   
  8: To Kill a Weed 
  Defeat the Assassin Vines protecting the Black 
  Fungus. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
   
  Objective 
  Destroying the Black Fungus. 
  All APLs  
  120 XP 
   
  Objective 
  Saving Perren. 
  All APLs  
  60 XP 
   
  Discretionary roleplaying award 
  APL 2  
  45 XP 
  APL 4  
  70 XP 
  APL 6  
  90 XP 
  APL 8  
  115 XP 
  APL 10  
  135 XP 
  APL 12  
  160 XP 
  APL 14  
  180 XP 
   
  Total possible experience: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
  APL 12  
  1575 XP 
  APL 14  
  1800 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 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.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = 
  Magic Items. 
   
  3: The Poisoned Lundoak 
  All APLs: Loot 20gp; Coin 0gp; Magic 
  1583gp; 
  Total 1603gp – Wilding Clasp (333gp), Collar of 
  Healing (417gp), Amulet of Emergency Healing 
  (500gp), Bracers of Accuracy (333gp) 
   
   
  8: To Kill a Weed 
  All APLs: Loot 0gp; Coin 0gp; Magic 9608gp; 
  Total 9608gp – Pearl of Power 1st (83gp), Pearl of 
  Power 2nd (333gp), Pearl of Power 3rd (750gp), 
  Pearl of Power 4th (1333gp), Pearl of Power 5th 
  2083gp), Wand of Cure Light Wounds (10charges) 
  (13gp), Wand of Cure Moderate Wounds (10 
  charges) (375gp), Wand of Cure Serious Wounds 
  (10 charges) (938gp), Belt of Priestly Might (Old 
  
  PER8-05 The HUS Factor 
   
  Page 27 
  Kerk deities only) (500gp), Boots of the Mountain 
  King (108gp), Boots of the Mountain King, Greater 
  (1792gp), Death Strike Bracers (417gp), Dispelling 
  Cord (83gp), Inquisitor Bracers (125gp), Rapid 
  Strike Bracers (258gp), Ring of Arming (417gp). 
   
  Total Possible Treasure 
  All APLs: Loot 20gp; Coin 0gp; Magic 11091gp; 
  Total 11111gp  
   
  ADVENTURE RECORD 
  ITEMS 
  Gift of the Voormann: For services to Perrenland 
  and its people you have earned the Gift of the 
  Voormann below:   
  � Lvl 1-4: 40 acres of New Seed land and 
  an annual pension of 100gp in Northern 
  Yattenheid. 
  � Lvl 5-8: 400 acres of New Seed land and 
  an annual pension of 500gp in Northern 
  Yattenheid 
  � Lvl 9-11: 4000 acres of New Seed land in 
  Northern Yattenheid, the title of Landgraf 
  of either your own clan or the Hus, an 
  annual pension of 5000gp and a seat on 
  the council of Grafs. 
  � Lvl 12+: 6000 acres of New Seed land in 
  Northern Yattenheid, the title of Landgraf 
  of either your own clan or the Hus, an 
  annual pension of 8000gp and a seat on 
  the council of Grafs. 
   
  Meneliant’ Gift: For freeing the solar you have 
  earned his eternal thanks. In gratitude the angel 
  has given you a part of itself that will protect and 
  guide you in the future.  Once per adventure you 
  can call upon this gift as a swift action to gain a +5 
  bonus to any one saving throw, attack roll or skill 
  check. 
   
  Gratitude of Perren: Not only have you save the 
  voormanns life, but you have lifted his spirits as 
  well.  He is forever changed and has you to thank 
  for it.  In gratitude you are named a Ritter (knight) 
  of Perrenland, or if already a Ritter you are named 
  a Rechter (judge) of Perrenland as well. In 
  addition your Gift of the Voormann favour is 
  elevated to the lvl 12+ benefit.  
   
  Warden of Perren:  By saving the Voormann you 
  have ensured the nation remains strong and 
  untied.  You are added to the rolls of the 
  Voormannsgardt and Rechters of Perrenland.  
  You are invited into Perren’s council, and hear his 
  plans for fame and glory in the future…  
   
  Torments of An Angel: By sacrificing the angel, 
  you feel that you have lost a part of yourself.  You 
  suffer nightmares of personal loss and guilt that 
  wake you frequently, forcing you to sleep or 
  meditate an extra 2 hours for you to rest.  
  Additionally you can no longer take 10 on any skill 
  check in any situation, as your thoughts are 
  always clouded.   
   
  Perrenland in Mourning: With the death of 
  Perren, the nation mourns a lost hero.  As word of 
  your failure to save him spreads you find the 
  people no longer sing your praises.  This favour 
  voids all previous Perrenland favours earned. 
   
  ITEM ACCESS 
  All APLs  
  • 
  Adventure access to 1 scroll of any core divine 
  or arcane spell  
  • 
  Adventure access to any 1 non-restricted 
  weapon, armor or shield enhancement from 
  the DMG 
  • 
  Wilding clasp; Adventure, MIC (4000gp) 
  • 
  Collar of Healing; Adventure, MIC (5000gp) 
  • 
  Pearl of Power (1st – 5th); Adventure; DMG 
  • 
  Wand of Cure Light, Moderate or Serious 
  Wounds (10 charges each); Adventure, DMG 
  • 
  Amulet of Emergency Healing; MIC (6000gp) 
  • 
  Belt of Priestly Might (Old Kerk deities only); 
  Adventure, MIC (6000gp) 
  • 
  Boots of the Mountain King; Adventure, MIC 
  (1300gp) 
  • 
  Boots 
  of 
  the 
  Mountain 
  King, 
  Greater; 
  Adventure, MIC (21500gp) 
  • 
  Bracers 
  of 
  Accuracy; 
  Adventure, 
  MIC 
  (4000gp) 
  • 
  Death 
  Strike 
  Bracers; 
  Adventure, 
  MIC 
  (5000gp) 
  • 
  Dispelling Cord; Adventure, MIC (1000gp) 
  • 
  Inquisitor Bracers; Adventure, MIC (1500gp) 
  • 
  Rapid 
  Strike 
  Bracers; 
  Adventure, 
  MIC 
  (3100gp) 
  • 
  Ring of Arming; Adventure, MIC (5000gp) 
   
   
   
  
  PER7-08 The Diadem of Kirr Russ part 3 
   
  Page 28 
  APPENDIX 1: APL 2 
  6: DATE WITH AN ANGEL 
  J O R-R U S S G HO S T 
  CR 3 
  Male Human Ghost Sorcerer 1 
  LE Undead (Augmented Humanoid) (Incorporeal) 
  Init +3; Senses Listen +2, Spot +2;  
  Languages Common. 
  AC 17, touch 17, flat-footed 14 
   (+3 dex, +4 deflection) 
  hp 9 (1 HD) 
  Fort +0, Ref +3, Will +3  
  Speed Fly 30 ft. (6 squares) 
  Melee Incorporeal touch +3 (1d6) or +0 against 
  ethereal foes (1d6)   
  SA Draining touch, malevolence, manifestation, 
  telekinesis 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +0 
  Sorcerer Spells Known (CL 1st ): 
   1st (5/day)— Back Biter (DC17), Color Spray 
  (DC17) 
   0 (5/day)— Acid Splash, Ghost Sound (DC15), 
  Mage Hand, Prestidigitation 
  �Already cast 
  Abilities Str 10, Dex 16, Con – , Int 10, Wis 12, Cha 
  18 
  SQ incorporeal traits, rejuvenation, +4 turn resistance, 
  undead traits 
  Feats Combat Casting 
  Skills Concentration +4 (+8 casting defensively), 
  Listen +2, SpellCraft +2, Spot +2 
  Possessions Cloak of Charisma +2 
  Manifestation (Su): When a ghost manifests it partly 
  enters the material plane, and becomes visible but 
  incorporeal on the material plane.  A manifested 
  ghost can be harmed only by other incorporeal 
  creatures, magic weapons, or spells, with a 50% 
  chance to ignore any damage from a corporeal 
  source. 
  Draining Touch (Su): A ghost that hits a living target 
  with its incorporeal touch attack drains 1d4 points 
  from any one ability score it selects.  On each 
  successful attack, the ghost heals 5 points of 
  damage to itself.  
  Malevolence (Su): Once per round, a ghost can 
  merge its body with a creature on the material 
  plane.  This is similar to Magic Jar, except it does 
  not need a receptacle.  The target can resist the 
  attack with a successful Will save (DC 15 + ghost’s 
  Cha modifier).  
   
   
   
   
   
   
   
  
  PER7-08 The Diadem of Kirr Russ part 3 
   
  Page 29 
  APPENDIX 1: APL 4 
  6: DATE WITH AN ANGEL 
  J O R-R U S S G HO S T 
  CR 5 
  Male Human Ghost Sorcerer 3 
  LE Undead (Augmented Humanoid) (Incorporeal) 
  Init +7; Senses Listen +5, Spot +3; Low light vision 
  Languages Common. 
  AC 21, touch 17, flat-footed 18 
   (+4 Mage Armor, +3 dex, +4 deflection) 
  hp 22 (3 HD) 
  Fort +2, Ref +5, Will +5  
  Speed Fly 30 ft. (6 squares) 
  Melee Incorporeal touch +4 (1d6) or +1 against 
  ethereal foes (1d6)   
  SA Draining touch, malevolence, manifestation, 
  telekinesis 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +1  
  Sorcerer Spells Known (CL 3rd ): 
  1st (6/day)— Back Biter (DC 15), Color Spray 
  (DC15),  Mage Armor  
  0 (6/day)— Acid Splash, Detect Magic, Ghost 
  Sound (DC14), Mage Hand, Prestidigitation 
  Already cast 
  Abilities Str 10, Dex 16, Con – , Int 10, Wis 12, Cha 
  18 
  SQ incorporeal traits, rejuvenation, unbeatable turn 
  resistance, undead traits 
  Feats Combat Casting, Improved Initiative 
  Skills Concentration +8 (+12 casting defensively), 
  Listen +2, SpellCraft +2, Spot +2 
  Possessions Cloak of Charisma +2, Vest of 
  Resistance +1 
  Manifestation (Su): When a ghost manifests it partly 
  enters the material plane, and becomes visible but 
  incorporeal on the material plane.  A manifested 
  ghost can be harmed only by other incorporeal 
  creatures, magic weapons, or spells, with a 50% 
  chance to ignore any damage from a corporeal 
  source. 
  Draining Touch (Su): A ghost that hits a living target 
  with its incorporeal touch attack drains 1d4 points 
  from any one ability score it selects.  On each 
  successful attack, the ghost heals 5 points of 
  damage to itself.  
  Malevolence (Su): Once per round, a ghost can 
  merge its body with a creature on the material 
  plane.  This is similar to Magic Jar, except it does 
  not need a receptacle.  The target can resist the 
  attack with a successful Will save (DC 15 + ghost’s 
  Cha modifier).  
  Konkannen Turn Resistance (Ex): This ghost has 
  been housed in a Kondkannen painted with the 
  blood of a powerful celestial being.  This has 
  granted the ghost an unbeatable turn resistance, 
  rendering it immune to turn or rebuke checks. 
   
   
   
   
   
   
  
  PER7-08 The Diadem of Kirr Russ part 3 
   
  Page 30 
  APPENDIX 1: APL 6 
  6: DATE WITH AN ANGEL 
  J O R-R U S S G HO S T 
  CR 7 
  Male Human Ghost Sorcerer 5 
  LE Undead (Augmented Humanoid) (Incorporeal) 
  Init +7; Senses Listen +2, Spot +3;  
  Languages Common. 
  AC 21, touch 17, flat-footed 18 
   (+4 Mage Armor, +3 dex, +4 deflection) 
  hp 22 (3 HD) 
  Fort +3, Ref +6, Will +7  
  Speed Fly 30 ft. (6 squares) 
  Melee Incorporeal touch +5 (1d6) or +2 against 
  ethereal foes (1d6)   
  SA Draining touch, malevolence, manifestation, 
  telekinesis 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2  
  Sorcerer Spells Known (CL 5th): 
  2nd (5/day)— Scorching Ray, Glitterdust (DC 16) 
  1st (7/day)— Back Biter (DC 15), Color Spray 
  (DC15), Ray of Enfeeblement,  Mage Armor  
  0 (6/day)— Acid Splash, Detect Magic, Ghost 
  Sound (DC14), Mage Hand, Prestidigitation, 
  Message 
  Already cast 
  Abilities Str 10, Dex 16, Con – , Int 10, Wis 12, Cha 
  19 
  SQ incorporeal traits, rejuvenation, unbeatable turn 
  resistance, undead traits 
  Feats Combat Casting, Improved Initiative 
  Skills Concentration +10 (+14 casting defensively), 
  Listen +2, SpellCraft +4, Spot +3 
  Possessions Cloak of Charisma +2, Vest of 
  Resistance +2 
  Manifestation (Su): When a ghost manifests it partly 
  enters the material plane, and becomes visible but 
  incorporeal on the material plane.  A manifested 
  ghost can be harmed only by other incorporeal 
  creatures, magic weapons, or spells, with a 50% 
  chance to ignore any damage from a corporeal 
  source. 
  Draining Touch (Su): A ghost that hits a living target 
  with its incorporeal touch attack drains 1d4 points 
  from any one ability score it selects.  On each 
  successful attack, the ghost heals 5 points of 
  damage to itself.  
  Malevolence (Su): Once per round, a ghost can 
  merge its body with a creature on the material 
  plane.  This is similar to Magic Jar, except it does 
  not need a receptacle.  The target can resist the 
  attack with a successful Will save (DC 15 + ghost’s 
  Cha modifier).  
  Konkannen Turn Resistance (Ex): This ghost has 
  been housed in a Kondkannen painted with the 
  blood of a powerful celestial being.  This has 
  granted the ghost an unbeatable turn resistance, 
  rendering it immune to turn or rebuke checks. 
   
  8. TO KILL A WEED 
  A S S A S S I N V IN E, A D VA N C ED 
  CR 5 
  N Huge plant  
  Init +0; Senses low-light vision, blindsight 30ft; 
  AC 16, touch 7, flat-footed 16 
   (-3 Size, -1 Dex, +9 natural armor) 
  hp 68 (8 HD);   
  Special Qualities cold and fire resistance 10, plant 
  traits, immunity to electricity 
  Fort +11, Ref +1, Will +7 
  Speed 5 ft. (1 square) 
  Melee Slam +13 (1d8+13)  
  Space 15 ft.; Reach 15 ft. 
  Base Atk +6; Grp +23 
  Feats –  
  Abilities Str 28, Dex 8, Con 20, Int – , Wis 13, Cha 9 
  Feats and Skills –  
  Entangle (Su): An assassin vine can animate plants 
  within 30ft of itself as a free action (Reflex DC 15 
  partial).  The effect lasts until the vine dies or 
  decides to end it.  The ability is otherwise similar to 
  entangle.  
  Improved Grab (Ex) To use this ability an assassin 
  vine must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check it establishes a hold and can 
  constrict.  
  Constrict (Ex): An assassin vine deals 1d8+13 points 
  of damage with a successful grapple check. 
  Blindsight (Ex): Assassin Vines have no visual 
  organs but cab ascertain all foes within 30ft using 
  sound, scent and vibration. 
  Camouflage (Ex): Since an assassin vine looks line a 
  normal plant when at rest, it takes a DC 20 spot 
  check to notice it before it attacks.  Anyone with 
  ranks in Survival or Knowledge (Nature) can use 
  one of those skills instead of Spot to notice the 
  plant.  Dwarves can use stonecutting to notice the 
  subterranean version. 
   
   
   
  
  PER7-08 The Diadem of Kirr Russ part 3 
   
  Page 31 
  APPENDIX 1: APL 8 
  3. THE POISONED LUNDOAK 
  F I E ND I S H  T E ND R IC UL O S (2) 
  CR 8 
  NE Huge plant (Extraplanar) 
  Init -1; Senses low-light vision, darkvision 60ft; Listen 
  +1, Spot +1 
  AC 16, touch 7, flat-footed 16 
   (-2 Size, -1 Dex, +9 natural armor) 
  hp 94 (9 HD); DR 5/magic 
  Special Qualities cold and fire resistance 10, plant 
  traits, regeneration 10, SR 14 
  Fort +12, Ref +2, Will +4 
  Speed 20 ft. (4 squares) 
  Melee Bite +13 (2d8+9) and 2 tendrils +8 (1d6+4) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +6; Grp +23 
  Feats Alertness, Iron Will, Power Attack 
  Abilities Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3 
  Feats and Skills Alertness, Iron Will, Improved 
  Natural Attack (bite), Multiattack, Power Attack; 
  Hide +9, Listen +1, Move Silently +1, Spot +1  
  Improved Grab (Ex) To use this ability a tendriculos 
  must hit a creature at least one size smaller than 
  itself with its bite attack. It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check it 
  establishes a hold and can try to swallow the 
  opponent in the following round.  
   
  A tendriculos can also use its improved grab 
  ability on a tendril attack. If it wins the grapple 
  check, it establishes a hold, picks up the opponent 
  and transfers it to the mouth as a free action, 
  automatically dealing bite damage. 
  Swallow Whole / Paralysis (Ex): A tendriculos can 
  try to swallow a grabbed opponent by making a 
  successful grapple check. Once inside the plants 
  mass, the opponent must succeed on a DC 20 
  Fortitude save or be paralysed for 3d6 rounds by 
  the tendriculos’ digestive juices, taking 2d6 points 
  of acid damage per round. A new save is required 
  each round inside the plant.  The DC is constitution 
  based.  
   
  A swallowed creature that avoids paralysis can 
  climb out of the mass with a successful grapple 
  check. This returns it to the plant’s mouth, where 
  another successful grapple check is needed to get 
  free. A swallowed creature can also cut its way out 
  by using a light slashing or piercing weapon to deal 
  25 points of damage to the tendriculos’ interior (AC 
  14).  Once the creature exits, the plant’s 
  regenerative capacity closes the hole, another 
  swallowed opponent must cut its own way out. 
   
  A huge tendriculos’ interior can hold 2 large, 8 
  medium, 32 small, 128 tiny or 512 diminutive or 
  smaller opponents. 
  Regeneration (Ex): Bludgeoning weapons and acid 
  deal normal damage to a tendriculos.  A 
  tendriculos that loses a part of its body mass can 
  regrow it in 1d6 minutes. Holding the severed 
  portion against the mass enables it to reattach 
  instantly. 
  Smite Good (Su): Once per day a fiendish creature 
  can make a normal melee attack to deal extra 
  damage equal to its HD total (maximum of +20) 
  against a good foe.   
   
  6: DATE WITH AN ANGEL 
  J O R-R U S S G HO S T 
  CR 9 
  Male Human Ghost Sorcerer 8 
  LE Undead (Augmented Humanoid) (Incorporeal) 
  Init +7; Senses Listen +2, Spot +4; 
  Languages Common, Gnome. 
  AC 26, touch 18, flat-footed 22 
   (+4 Mage armor, +4 dex, +4 deflection, +4 shield) 
  hp 46 (59 with false life) (7 HD) 
  Fort +4, Ref +7, Will +8  
  Speed Fly 30 ft. (6 squares) 
  Melee Incorporeal touch +7 (1d6) or +3 against 
  ethereal foes (1d6)   
  SA Draining touch, malevolence, manifestation, 
  telekinesis 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Sorcerer Spells Known (CL 7th ): 
  3rd (5/day)— Suggestion (DC 17), Fireball (DC 17) 
  2nd (7/day)— Scorching Ray, Glitterdust (DC 16), 
  False Life. 
  1st 
  (7/day)— 
  Back 
  Biter 
  (DC 
  15), 
  Ray 
  of 
  Enfeeblement, Magic Missile, Mage Armor, 
  Shield.  
  0 (6/day)— Acid Splash, Detect Magic, Ghost 
  Sound 
  (DC15), 
  Mage 
  Hand, 
  Message, 
  Prestidigitation, Dancing Lights 
  Already cast 
  Abilities Str 10, Dex 18, Con – , Int 10, Wis 12, Cha 
  19 
  SQ Incorporeal traits, rejuvenation, unbeatable turn 
  resistance, undead traits 
  Feats Combat Casting, Improved Initiative, Empower 
  Spell 
  Skills Concentration +12 (+16 casting defensively), 
  Listen +2, Spellcraft +4, Spot +4 
  Possessions Cloak of Charisma +2, Gloves of 
  Dexterity +2, Vest of Resistance+2, Brooch of 
  Shielding. 
  Manifestation (Su): When a ghost manifests it partly 
  enters the material plane, and becomes visible but 
  incorporeal on the material plane.  A manifested 
  ghost can be harmed only by other incorporeal 
  creatures, magic weapons, or spells, with a 50% 
  chance to ignore any damage from a corporeal 
  source. 
  Draining Touch (Su): A ghost that hits a living target 
  with its incorporeal touch attack drains 1d4 points 
  from any one ability score it selects.  On each 
  successful attack, the ghost heals 5 points of 
  damage to itself.  
  
  PER8-06 The HUS Factor 
   
  Page 32 
  Malevolence (Su): Once per round, a ghost can 
  merge its body with a creature on the material 
  plane.  This is similar to Magic Jar, except it does 
  not need a receptacle.  The target can resist the 
  attack with a successful Will save (DC 15 + ghost’s 
  Cha modifier).  
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 12th or ghost’s HD, 
  which ever is higher).  When a ghost uses this 
  power, it must wait 1d4 rounds before using it 
  again. 
  Konkannen Turn Resistance (Ex): This ghost has 
  been housed in a Kondkannen painted with the 
  blood of a powerful celestial being.  This has 
  granted the ghost an unbeatable turn resistance, 
  rendering it immune to turn or rebuke checks. 
   
  8. TO KILL A WEED 
  A S S A S S I N V IN E, A D VA N C ED 
  CR 7 
  N Huge plant  
  Init +0; Senses low-light vision, blindsight 30ft; 
  AC 16, touch 7, flat-footed 16 
   (-2 Size, -1 Dex, +9 natural armor) 
  hp 144 (16 HD);   
  Special Qualities cold and fire resistance 10, plant 
  traits, immunity to electricity 
  Fort +15, Ref +4, Will +11 
  Speed 5 ft. (1 square) 
  Melee Slam +19 (1d8+13)  
  Space 15 ft.; Reach 15 ft. 
  Base Atk +12; Grp +29 
  Feats –  
  Abilities Str 28, Dex 8, Con 20, Int – , Wis 13, Cha 9 
  Feats and Skills –  
  Entangle (Su): An assassin vine can animate plants 
  within 30ft of itself as a free action (Reflex DC 19 
  partial).  The effect lasts until the vine dies or 
  decides to end it.  The ability is otherwise similar to 
  entangle.  
  Improved Grab (Ex) To use this ability an assassin 
  vine must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check it establishes a hold and can 
  constrict.  
  Constrict (Ex): An assassin vine deals 1d8+13 points 
  of damage with a successful grapple check. 
  Blindsight (Ex): Assassin Vines have no visual 
  organs but cab ascertain all foes within 30ft using 
  sound, scent and vibration. 
  Camouflage (Ex): Since an assassin vine looks line a 
  normal plant when at rest, it takes a DC 20 spot 
  check to notice it before it attacks.  Anyone with 
  ranks in Survival or Knowledge (Nature) can use 
  one of those skills instead of Spot to notice the 
  plant.  Dwarves can use stonecutting to notice the 
  subterranean version. 
  
  PER8-06 The HUS Factor 
   
  Page 33 
  APPENDIX 1: APL 10 
  3. THE POISONED LUNDOAK 
  A D V A NC E D  F I E N DI S H  T E N DR I CU LO S  (2)  CR 
  10 
  NE Huge plant (Extraplanar) 
  Init -1; Senses low-light vision, darkvision 60ft; Listen 
  +3, Spot +3 
  AC 16, touch 7, flat-footed 16 
   (-2 Size, -1 Dex, +9 natural armor) 
  hp 174 (16 HD); DR 10/magic 
  Special Qualities cold and fire resistance 10, plant 
  traits, regeneration 10, SR 21 
  Fort +16, Ref +4, Will +6 
  Speed 20 ft. (4 squares) 
  Melee Bite +19 (3d8+9) and 2 tendrils +17 (1d6+4) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +12; Grp +29 
  Special Attacks Improved grab, paralysis, swallow 
  hole, smite good 1/day (+16 damage) 
  Abilities Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3 
  Feats and Skills Alertness, Iron Will, Improved 
  Natural Attack (bite), Multiattack, Power Attack; 
  Hide +11, Listen +3, Move Silently +2, Spot +3  
  Improved Grab (Ex) To use this ability a tendriculos 
  must hit a creature at least one size smaller than 
  itself with its bite attack. It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check it 
  establishes a hold and can try to swallow the 
  opponent in the following round.  
   
  A tendriculos can also use its improved grab 
  ability on a tendril attack. If it wins the grapple 
  check, it establishes a hold, picks up the opponent 
  and transfers it to the mouth as a free action, 
  automatically dealing bite damage. 
  Swallow Whole / Paralysis (Ex): A tendriculos can 
  try to swallow a grabbed opponent by making a 
  successful grapple check. Once inside the plants 
  mass, the opponent must succeed on a DC 24 
  Fortitude save or be paralysed for 3d6 rounds by 
  the tendriculos’ digestive juices, taking 2d6 points 
  of acid damage per round. A new save is required 
  each round inside the plant.  The DC is constitution 
  based.  
   
  A swallowed creature that avoids paralysis can 
  climb out of the mass with a successful grapple 
  check. This returns it to the plant’s mouth, where 
  another successful grapple check is needed to get 
  free. A swallowed creature can also cut its way out 
  by using a light slashing or piercing weapon to deal 
  25 points of damage to the tendriculos’ interior (AC 
  14).  Once the creature exits, the plant’s 
  regenerative capacity closes the hole, another 
  swallowed opponent must cut its own way out. 
   
  A huge tendriculos’ interior can hold 2 large, 8 
  medium, 32 small, 128 tiny or 512 diminutive or 
  smaller opponents. 
  Regeneration (Ex): Bludgeoning weapons and acid 
  deal normal damage to a tendriculos.  A 
  tendriculos that loses a part of its body mass can 
  regrow it in 1d6 minutes. Holding the severed 
  portion against the mass enables it to reattach 
  instantly. 
  Smite Good (Su): Once per day a fiendish creature 
  can make a normal melee attack to deal extra 
  damage equal to its HD total (maximum of +20) 
  against a good foe.   
   
  6: DATE WITH AN ANGEL 
  J O R-R U S S G HO S T 
  CR 11 
  Male Human Ghost Sorcerer 9 
  LE Undead (Augmented Humanoid) (Incorporeal) 
  Init +8; Senses Listen +2, Spot +4; 
  Languages Common, Gnome. 
  AC 27, touch 19, flat-footed 23 
   (+4 Mage armor, +4 dex, +5 deflection, +4 shield) 
  hp 55 (68 with false life) (9 HD) 
  Fort +6, Ref +9, Will +10  
  Speed Fly 30 ft. (6 squares) 
  Melee Incorporeal touch +8 (1d6) or +4 against 
  ethereal foes (1d6)   
  SA Draining touch, malevolence, manifestation, 
  telekinesis 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Sorcerer Spells Known (CL 9th ): 
  4th (5/day)— Confusion (DC 19), Enervation (DC 
  19) 
  3rd (7/day)— Suggestion (DC 18), Fireball (DC 18), 
  Vampiric Touch 
  2nd (7/day)— Scorching Ray, Glitterdust (DC 17), 
  False Life, Mirror Image. 
  1st 
  (7/day)— 
  Back 
  Biter 
  (DC 
  16), 
  Ray 
  of 
  Enfeeblement, Magic Missile,, Shield, Mage 
  Armor.  
  0 (6/day)— Acid Splash, Detect Magic, Ghost 
  Sound 
  (DC15), 
  Mage 
  Hand, 
  Message, 
  Prestidigitation, Dancing Lights, Erase 
  Already cast 
  Abilities Str 10, Dex 18, Con – , Int 10, Wis 12, Cha 
  20 
  SQ Incorporeal traits, rejuvenation, unbeatable turn 
  resistance, undead traits 
  Feats Combat Casting, Improved Initiative, Empower 
  Spell, Improved Toughness 
  Skills Concentration +14 (+18 casting defensively), 
  Listen +2, Spellcraft +4, Spot +4 
  Possessions Cloak of Charisma +2, Gloves of 
  Dexterity +2, Vest of Resistance+3, Brooch of 
  Shielding. 
  Manifestation (Su): When a ghost manifests it partly 
  enters the material plane, and becomes visible but 
  incorporeal on the material plane.  A manifested 
  ghost can be harmed only by other incorporeal 
  creatures, magic weapons, or spells, with a 50% 
  chance to ignore any damage from a corporeal 
  source. 
  Draining Touch (Su): A ghost that hits a living target 
  with its incorporeal touch attack drains 1d4 points 
  
  PER8-06 The HUS Factor 
   
  Page 34 
  from any one ability score it selects.  On each 
  successful attack, the ghost heals 5 points of 
  damage to itself.  
  Malevolence (Su): Once per round, a ghost can 
  merge its body with a creature on the material 
  plane.  This is similar to Magic Jar, except it does 
  not need a receptacle.  The target can resist the 
  attack with a successful Will save (DC 15 + ghost’s 
  Cha modifier).  
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 12th or ghost’s HD, 
  which ever is higher).  When a ghost uses this 
  power, it must wait 1d4 rounds before using it 
  again. 
  Konkannen Turn Resistance (Ex): This ghost has 
  been housed in a Kondkannen painted with the 
  blood of a powerful celestial being.  This has 
  granted the ghost an unbeatable turn resistance, 
  rendering it immune to turn or rebuke checks. 
   
  8. TO KILL A WEED 
  A S S A S S I N V IN E, A D VA N C ED 
  CR 9 
  N Gargantuan plant  
  Init +0; Senses low-light vision, blindsight 30ft; 
  AC 16, touch 7, flat-footed 16 
   (-2 Size, -1 Dex, +9 natural armor) 
  hp 240 (20 HD);   
  Special Qualities cold and fire resistance 10, plant 
  traits, immunity to electricity 
  Fort +19, Ref +5, Will +13 
  Speed 5 ft. (1 square) 
  Melee Slam +25 (2d6+19)  
  Space 20 ft.; Reach 20 ft. 
  Base Atk +15; Grp +40 
  Feats –  
  Abilities Str 36, Dex 8, Con 24, Int – , Wis 13, Cha 9 
  Feats and Skills –  
  Entangle (Su): An assassin vine can animate plants 
  within 30ft of itself as a free action (Reflex DC 21 
  partial).  The effect lasts until the vine dies or 
  decides to end it.  The ability is otherwise similar to 
  entangle.  
  Improved Grab (Ex) To use this ability an assassin 
  vine must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check it establishes a hold and can 
  constrict.  
  Constrict (Ex): An assassin vine deals 2d6+19 points 
  of damage with a successful grapple check. 
  Blindsight (Ex): Assassin Vines have no visual 
  organs but cab ascertain all foes within 30ft using 
  sound, scent and vibration. 
  Camouflage (Ex): Since an assassin vine looks line a 
  normal plant when at rest, it takes a DC 20 spot 
  check to notice it before it attacks.  Anyone with 
  ranks in Survival or Knowledge (Nature) can use 
  one of those skills instead of Spot to notice the 
  plant.  Dwarves can use stonecutting to notice the 
  subterranean version. 
  
  PER8-06 The HUS Factor 
   
  Page 35 
  APPENDIX 1: APL 12 
  3. THE POISONED LUNDOAK 
  A D V A NC E D  F I E N DI S H  T E N DR I CU LO S  (2)  CR 
  12 
  NE Gargantuan plant (Extraplanar) 
  Init -1; Senses low-light vision, darkvision 60ft; Listen 
  +4, Spot +4 
  AC 18, touch 5, flat-footed 18 
   (-4 Size, -1 Dex, +13 natural armor) 
  hp 256 (20 HD); DR 10/magic 
  Special Qualities cold and fire resistance 10, plant 
  traits, regeneration 10, SR 25 
  Fort +20, Ref +5, Will +7 
  Speed 20 ft. (4 squares) 
  Melee Bite +24 (4d8+13) and 2 tendrils +22 (2d6+6) 
  Space 20 ft.; Reach 20 ft. 
  Base Atk +15; Grp +40 
  Special Attacks Improved grab, paralysis, swallow 
  hole, smite good 1/day (+20 damage) 
  Abilities Str 36, Dex 9, Con 26, Int 3, Wis 8, Cha 3 
  Feats and Skills Alertness, Iron Will, Improved 
  Natural Attack (bite), Improved Natural Attack 
  (tendril), Multiattack, Power Attack; Hide +11, 
  Listen +4, Move Silently +4, Spot +4  
  Improved Grab (Ex) To use this ability a tendriculos 
  must hit a creature at least one size smaller than 
  itself with its bite attack. It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check it 
  establishes a hold and can try to swallow the 
  opponent in the following round.  
   
  A tendriculos can also use its improved grab 
  ability on a tendril attack. If it wins the grapple 
  check, it establishes a hold, picks up the opponent 
  and transfers it to the mouth as a free action, 
  automatically dealing bite damage. 
  Swallow Whole / Paralysis (Ex): A tendriculos can 
  try to swallow a grabbed opponent by making a 
  successful grapple check. Once inside the plants 
  mass, the opponent must succeed on a DC 28 
  Fortitude save or be paralysed for 3d6 rounds by 
  the tendriculos’ digestive juices, taking 2d6 points 
  of acid damage per round. A new save is required 
  each round inside the plant.  The DC is constitution 
  based.  
   
  A swallowed creature that avoids paralysis can 
  climb out of the mass with a successful grapple 
  check. This returns it to the plant’s mouth, where 
  another successful grapple check is needed to get 
  free. A swallowed creature can also cut its way out 
  by using a light slashing or piercing weapon to deal 
  25 points of damage to the tendriculos’ interior (AC 
  14).  Once the creature exits, the plant’s 
  regenerative capacity closes the hole, another 
  swallowed opponent must cut its own way out. 
   
  A huge tendriculos’ interior can hold 2 large, 8 
  medium, 32 small, 128 tiny or 512 diminutive or 
  smaller opponents. 
  Regeneration (Ex): Bludgeoning weapons and acid 
  deal normal damage to a tendriculos.  A 
  tendriculos that loses a part of its body mass can 
  regrow it in 1d6 minutes. Holding the severed 
  portion against the mass enables it to reattach 
  instantly. 
  Smite Good (Su): Once per day a fiendish creature 
  can make a normal melee attack to deal extra 
  damage equal to its HD total (maximum of +20) 
  against a good foe.   
   
  R U K AR AZ Y LL                                        CR 12 
  CE Large Outsider (Extraplanar, Evil) 
  Init +8; Senses low-light vision, darkvision 60ft; Listen 
  +3, Spot +18 
  AC 23, touch 20, flat-footed 12 
   (-1 Size, +8 Dex, +3 natural armor, +3 profane) 
  hp 102 (12 HD); DR 15/magic silver; 
  Special Qualities evasion, outsider traits, profane 
  alacrity, SR 23 
  Fort +12, Ref +16, Will +11 
  Speed 70 ft. (14 squares), climb 50ft 
  Melee 3 Tendrils +14 (1d6-2) and bite +9 (1d6-2 plus 
  2d4 acid) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp +40 
  Special Attacks Fungus, spell-like abilities, spit ooze 
  Abilities Str 6, Dex 27, Con 19, Int 18, Wis 17, Cha 
  18 
  Feats and Skills Combat Expertise, Improved 
  Disarm, Improved Feint, Improved Trip, Weapon 
  Finesse; Bluff +19, Climb +6, Concentration +19, 
  Diplomacy +8, Disguise +19, Escape Artist +15, 
  Forgery +11, Hide +19, Intimidate +21, Jump +16, 
  Knowledge (religion) +12, Search +19, Sense Motive 
  +18, Spellcraft +12, Spot +18, Tumble +23  
  Fungus (Su) any living creature stuck by a 
  rukarazyll’s melee attack must make a Fortitude 
  saving Throw (DC 20) or become infected with the 
  fecund fungus that grows on the monster’s body.  
  Infestation requires 1 round for a small or smaller 
  creature or 1d4 rounds for a medium-sized 
  creature.  Each size category larger than medium-
  size adds an extra 1d4 rounds to the infestation 
  time.  An affected creature can free itself of the 
  fungus before infestation is complete with either a 
  remove disease spell or by taking 10 points of fire 
  or cold damage.  Once infestation is complete, the 
  fibrous white filaments begin to seethe and twist in 
  the host’s body, actively trying to resist any actions 
  the host attempts.  Because of this the host incurs 
  a -2 penalty on all attack rolls, Dexterity-based 
  checks and reflex saving throws.  In addition, the 
  fungus continues to grow in the host’s body, 
  dealing 1 point of Charisma drain per day.  A host 
  whose Charisma reaches 0 becomes unconscious, 
  and within 1 hour is transformed into an immobile 
  heap of fungus that lives for 3d6 weeks before 
  perishing.  A remove disease spell given after 
  infestation is complete destroys the fungus but 
  does not restore lost Charisma. 
  
  PER8-06 The HUS Factor 
   
  Page 36 
  Spell-Like Abilities (Ex) At will – alter self, blur, cat’s 
  grace, darkness, desecrate, detect good, detect 
  magic, entangle, mirror image, plant growth 
  protection from good, snare, telekinesis, teleport 
  without error (self plus 50 pounds of objects only), 
  undetectable alignment; 3/day – polymorph self, 
  unhallow, unholy blight; 1/day – command plants, 
  contagion, heal, wall of thorns.  Caster level 12th; 
  DC 14+ spell level. 
  Spit Ooze (Su): Once every 10 minutes, a rukarazyll 
  can expel a medium-sized gray ooze from its 
  mouth as a grenade like weapon with a 10ft range 
  increment. If it hits a target, the gray ooze can 
  immediately attempt to use its improved grab ability 
  and constrict if it gets a hold.  If the attack misses, 
  determine miss distance and direction normally.  
  Gray oozes created in this manner live only for 2d4 
  rounds, dissolving when the duration expires. 
  Evasion (Ex): If exposed to any effect that normally 
  allows a Reflex save for half damage, a rukarazyll 
  takes no damage on a successful save. 
  Profane Alacrity (Su): A rukarazyll is infused with an 
  unholy energy that grants it improved  reflexes and 
  speed.  This energy gives it a +3 profane bonus to 
  AC and allows it to take 10 on any balance, escape 
  artist and tumble checks in any circumstance.  
  Once per hour, a rukarazyll can call upon this 
  ability to gain a temporary boost to its movement, 
  doubling both its speed and the profane bonus to 
  its AC for 1 minute.  Afterward the rukarazyll’s 
  profane energy is depleted for 1 hour. During this 
  time, it loses the profane bonus to AC and cannot 
  take 10 on any skill check except those allowed in 
  normal circumstances.   
   
  6: DATE WITH AN ANGEL 
  J O R-R U S S G HO S T 
  CR 13 
  Male Human Ghost Sorcerer 11 
  LE Undead (Augmented Humanoid) (Incorporeal) 
  Init +8; Senses Listen +4, Spot +4; Low light vision 
  Languages Common. 
  AC 29, touch 19, flat-footed 25 
   (+6 Greater mage armor, +4 dex, +5 deflection, +4 
  shield) 
  hp 80 (96 with false life) (11 HD) 
  Fort +9, Ref +10, Will +11  
  Speed Fly 30 ft. (6 squares) 
  Melee Incorporeal touch +10 (1d6) or +5 against 
  ethereal foes (1d6)   
  SA Draining touch, malevolence, manifestation, 
  telekinesis 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5 
  Sorcerer Spells Known (CL 11th ): 
  5th (5/day)— Cloudkill (DC 21), Dominate Person 
  (DC 21) 
  4th (5/day)— Confusion (DC 19), Enervation (DC 
  20), Orb of Force 
  3rd (7/day)— Suggestion (DC 19), Fireball (DC 19), 
  Vampiric Touch, Greater Mage Armor 
  2nd (7/day)— Scorching Ray, Glitterdust (DC 18), 
  Web, False Life, Mirror Image. 
  1st 
  (7/day)— 
  Back 
  Biter 
  (DC 
  17), 
  Ray 
  of 
  Enfeeblement, 
  True 
  Strike, 
  Magic 
  Missile,, 
  Shield, Mage Armor.  
  0 (6/day)— Acid Splash, Detect Magic, Ghost 
  Sound 
  (DC16), 
  Mage 
  Hand, 
  Message, 
  Prestidigitation, Dancing Lights, Erase 
  Already cast 
  Abilities Str 10, Dex 18, Con – , Int 10, Wis 12, Cha 
  22 
  SQ Incorporeal traits, rejuvenation, unbeatable turn 
  resistance, undead traits 
  Feats Combat Casting, Improved Initiative, Empower 
  Spell, Improved Toughness 
  Skills Concentration +14 (+18 casting defensively), 
  Listen +4, Spellcraft +2, Spot +4 
  Possessions Cloak of Charisma +4, Gloves of 
  Dexterity +2, Vest of Resistance+3, Brooch of 
  Shielding. 
  Manifestation (Su): When a ghost manifests it partly 
  enters the material plane, and becomes visible but 
  incorporeal on the material plane.  A manifested 
  ghost can be harmed only by other incorporeal 
  creatures, magic weapons, or spells, with a 50% 
  chance to ignore any damage from a corporeal 
  source. 
  Draining Touch (Su): A ghost that hits a living target 
  with its incorporeal touch attack drains 1d4 points 
  from any one ability score it selects.  On each 
  successful attack, the ghost heals 5 points of 
  damage to itself.  
  Malevolence (Su): Once per round, a ghost can 
  merge its body with a creature on the material 
  plane.  This is similar to Magic Jar, except it does 
  not need a receptacle.  The target can resist the 
  attack with a successful Will save (DC 15 + ghost’s 
  Cha modifier).  
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 12th or ghost’s HD, 
  which ever is higher).  When a ghost uses this 
  power, it must wait 1d4 rounds before using it 
  again. 
  Konkannen Turn Resistance (Ex): This ghost has 
  been housed in a Kondkannen painted with the 
  blood of a powerful celestial being.  This has 
  granted the ghost an unbeatable turn resistance, 
  rendering it immune to turn or rebuke checks. 
   
  8. TO KILL A WEED 
  A S S A S S I N V IN E, A D VA N C ED 
  CR 11 
  N Gargantuan plant  
  Init +0; Senses low-light vision, blindsight 30ft; 
  AC 19, touch 7, flat-footed 16 
   (-3 Size, -1 Dex, +13 natural armor) 
  hp 330 (28 HD);   
  Special Qualities cold and fire resistance 10, plant 
  traits, immunity to electricity 
  Fort +21, Ref +6, Will +15 
  Speed 5 ft. (1 square) 
  Melee Slam +31 (2d6+19)  
  
  PER8-06 The HUS Factor 
   
  Page 37 
  Space 20ft.; Reach 20 ft. 
  Base Atk +21; Grp +46 
  Feats –  
  Abilities Str 36, Dex 8, Con 24, Int – , Wis 13, Cha 9 
  Feats and Skills –  
  Entangle (Su): An assassin vine can animate plants 
  within 30ft of itself as a free action (Reflex DC 21 
  partial).  The effect lasts until the vine dies or 
  decides to end it.  The ability is otherwise similar to 
  entangle.  
  Improved Grab (Ex) To use this ability an assassin 
  vine must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check it establishes a hold and can 
  constrict.  
  Constrict (Ex): An assassin vine deals 2d6+19 points 
  of damage with a successful grapple check. 
  Blindsight (Ex): Assassin Vines have no visual 
  organs but cab ascertain all foes within 30ft using 
  sound, scent and vibration. 
  Camouflage (Ex): Since an assassin vine looks line a 
  normal plant when at rest, it takes a DC 20 spot 
  check to notice it before it attacks.  Anyone with 
  ranks in Survival or Knowledge (Nature) can use 
  one of those skills instead of Spot to notice the 
  plant.  Dwarves can use stonecutting to notice the 
  subterranean version. 
  
  PER8-06 The HUS Factor 
   
  Page 38 
  APPENDIX 1: APL 14 
  3. THE POISONED LUNDOAK 
  A D V A NC E D  F I E N DI S H  T E N DR I CU LO S  (2)  CR 
  14 
  NE Gargantuan plant (Extraplanar) 
  Init -1; Senses low-light vision, darkvision 60ft; Listen 
  +6, Spot +6 
  AC 18, touch 5, flat-footed 18 
   (-4 Size, -1 Dex, +13 natural armor) 
  hp 342 (27 HD); DR 10/magic 
  Special Qualities cold and fire resistance 10, plant 
  traits, regeneration 10, SR 32 
  Fort +22, Ref +7, Will +9 
  Speed 20 ft. (4 squares) 
  Melee Bite +29 (4d8+13) and 2 tendrils +27 (2d6+6) 
  Space 20 ft.; Reach 20 ft. 
  Base Atk +20; Grp +45 
  Special Attacks Improved grab, paralysis, swallow 
  hole, smite good 1/day (+20 damage) 
  Abilities Str 36, Dex 9, Con 26, Int 3, Wis 8, Cha 3 
  Feats and Skills Alertness, Awesome Blow, Iron Will, 
  Improved Natural Attack (bite), Improved Bullrush, 
  Improved Natural Attack (tendril), Multiattack, 
  Power Attack; Hide +12, Listen +6, Move Silently 
  +4, Spot +6  
  Improved Grab (Ex) To use this ability a tendriculos 
  must hit a creature at least one size smaller than 
  itself with its bite attack. It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check it 
  establishes a hold and can try to swallow the 
  opponent in the following round.  
   
  A tendriculos can also use its improved grab 
  ability on a tendril attack. If it wins the grapple 
  check, it establishes a hold, picks up the opponent 
  and transfers it to the mouth as a free action, 
  automatically dealing bite damage. 
  Swallow Whole / Paralysis (Ex): A tendriculos can 
  try to swallow a grabbed opponent by making a 
  successful grapple check. Once inside the plants 
  mass, the opponent must succeed on a DC 31 
  Fortitude save or be paralysed for 3d6 rounds by 
  the tendriculos’ digestive juices, taking 2d6 points 
  of acid damage per round. A new save is required 
  each round inside the plant.  The DC is constitution 
  based.  
   
  A swallowed creature that avoids paralysis can 
  climb out of the mass with a successful grapple 
  check. This returns it to the plant’s mouth, where 
  another successful grapple check is needed to get 
  free. A swallowed creature can also cut its way out 
  by using a light slashing or piercing weapon to deal 
  25 points of damage to the tendriculos’ interior (AC 
  14).  Once the creature exits, the plant’s 
  regenerative capacity closes the hole, another 
  swallowed opponent must cut its own way out. 
   
  A huge tendriculos’ interior can hold 2 large, 8 
  medium, 32 small, 128 tiny or 512 diminutive or 
  smaller opponents. 
  Regeneration (Ex): Bludgeoning weapons and acid 
  deal normal damage to a tendriculos.  A 
  tendriculos that loses a part of its body mass can 
  regrow it in 1d6 minutes. Holding the severed 
  portion against the mass enables it to reattach 
  instantly. 
  Smite Good (Su): Once per day a fiendish creature 
  can make a normal melee attack to deal extra 
  damage equal to its HD total (maximum of +20) 
  against a good foe.   
   
  R U K AR AZ Y LL                                        CR 12 
  CE Large Outsider (Extraplanar, Evil) 
  Init +8; Senses low-light vision, darkvision 60ft; Listen 
  +3, Spot +18 
  AC 23, touch 20, flat-footed 12 
   (-1 Size, +8 Dex, +3 natural armor, +3 profane) 
  hp 102 (12 HD); DR 15/magic silver; 
  Special Qualities evasion, outsider traits, profane 
  alacrity, SR 23 
  Fort +12, Ref +16, Will +11 
  Speed 70 ft. (14 squares), climb 50ft 
  Melee 3 Tendrils +14 (1d6-2) and bite +9 (1d6-2 plus 
  2d4 acid) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp +40 
  Special Attacks Fungus, spell-like abilities, spit ooze 
  Abilities Str 6, Dex 27, Con 19, Int 18, Wis 17, Cha 
  18 
  Feats and Skills Combat Expertise, Improved 
  Disarm, Improved Feint, Improved Trip, Weapon 
  Finesse; Bluff +19, Climb +6, Concentration +19, 
  Diplomacy +8, Disguise +19, Escape Artist +15, 
  Forgery +11, Hide +19, Intimidate +21, Jump +16, 
  Knowledge (religion) +12, Search +19, Sense Motive 
  +18, Spellcraft +12, Spot +18, Tumble +23  
  Fungus (Su) any living creature stuck by a 
  rukarazyll’s melee attack must make a Fortitude 
  saving Throw (DC 20) or become infected with the 
  fecund fungus that grows on the monster’s body.  
  Infestation requires 1 round for a small or smaller 
  creature or 1d4 rounds for a medium-sized 
  creature.  Each size category larger than medium-
  size adds an extra 1d4 rounds to the infestation 
  time.  An affected creature can free itself of the 
  fungus before infestation is complete with either a 
  remove disease spell or by taking 10 points of fire 
  or cold damage.  Once infestation is complete, the 
  fibrous white filaments begin to seethe and twist in 
  the host’s body, activiely trying ot resist any actions 
  the host attempts.  Because of this the host incurs 
  a -2 penalty on all attack rolls, Dexterity-based 
  checks and reflex saving throws.  In addition, the 
  fungus continues to grow in the host'’s body, 
  dealing 1 point of Charisma drain per day.  A host 
  whose Charisma reaches 0 becomes unconscious, 
  and within 1 hour is transformed into an immobile 
  heap of fungus that lives for 3d6 weeks before 
  perishing.  A remove disease spell given after 
  
  PER8-06 The HUS Factor 
   
  Page 39 
  infestation is complete destroys the fungus but 
  does not restore lost Charisma. 
  Spell-Like Abilities (Ex) At will – alter self, blur, cat’s 
  grace, darkness, desecrate, detect good, detect 
  magic, entangle, mirror image, plant growth 
  protection from good, snare, telekinesis, teleport 
  without error (self plus 50 pounds of objects only), 
  undetectable alignment; 3/day – polymorph self, 
  unhalow, unholy blight; 1/day – command plants, 
  contagion, heal, wall of thorns.  Caster level 12th; 
  DC 14+ spell level. 
  Spit Ooze (Su): Once every 10 minutes, a rukarazyll 
  can expel a medium-sized gray ooze from its 
  mouth as a grenade like weapon with a 10ft range 
  increment. If it hits a target, the gray ooze can 
  immediately attempt to use its improved grab ability 
  and constrict if it gets a hold.  If the attack misses, 
  determine miss distance and direction normally.  
  Gray oozes created in this manner live only for 2d4 
  rounds, dissolving when the duration expires. 
  Evasion (Ex): If exposed to any effect that normally 
  allows a Reflex save for half damage, a rukarazyll 
  takes no damage on a successful save. 
  Profane Alacrity (Su): A rukarazyll is infused with an 
  unholy energy that grants it improved reflexes and 
  speed.  This energy gives it a +3 profane bonus to 
  AC and allows it to take 10 on any balance, escape 
  artist and tumble checks in any circumstance.  
  Once per hour, a rukarazyll can call upon this 
  ability to gain a temporary boost to its movement, 
  doubling both its speed and the profane bonus to 
  its AC for 1 minute.  Afterward the rukarazyll’s 
  profane energy is depleted for 1 hour. During this 
  time, it loses the profane bonus to AC and cannot 
  take 10 on any skill check except those allowed in 
  normal circumstances.   
   
  6: DATE WITH AN ANGEL 
  J O R-R U S S G HO S T 
  CR 15 
  Male Human Ghost Sorcerer 13 
  LE Undead (Augmented Humanoid) (Incorporeal) 
  Init +8; Senses Listen +4, Spot +4; Low light vision 
  Languages Common. 
  AC 30, touch 20, flat-footed 25 
   (+6 Greater mage armor, +5 dex, +5 deflection, +4 
  shield) 
  hp 93 (106 with false life) (13 HD) 
  Fort +7, Ref +11, Will +12  
  Speed Fly 30 ft. (6 squares) 
  Melee Incorporeal touch +10 (1d6) or +5 against 
  ethereal foes (1d6)   
  SA Draining touch, malevolence, manifestation, 
  telekinesis 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5 
  Sorcerer Spells Known (CL 13th ): 
  6th (5/day)— Cone of Cold (DC 22), Chain Lightning 
  (DC 21) 
  5th (5/day)— Cloudkill (DC 21), Dominate Person 
  (DC 21), Feeblemind (DC21) 
  4th (5/day)— Confusion (DC 19), Enervation (DC 
  20), Orb of Force, Evards Black Tentacles 
  (DC20) 
  3rd (7/day)— Suggestion (DC 19), Fireball (DC 19), 
  Vampiric Touch, Greater Mage Armor 
  2nd (7/day)— Scorching Ray, Glitterdust (DC 18), 
  Web, False Life, Mirror Image. 
  1st 
  (7/day)— 
  Back 
  Biter 
  (DC 
  17), 
  Ray 
  of 
  Enfeeblement, 
  True 
  Strike, 
  Magic 
  Missile,, 
  Shield, Mage Armor.  
  0 (6/day)— Acid Splash, Detect Magic, Ghost 
  Sound 
  (DC16), 
  Mage 
  Hand, 
  Message, 
  Prestidigitation, Dancing Lights, Erase 
  Already cast 
  Abilities Str 10, Dex 20, Con – , Int 10, Wis 12, Cha 
  23 
  SQ Incorporeal traits, rejuvenation, unbeatable turn 
  resistance, undead traits 
  Feats Combat Casting, Improved Initiative, Empower 
  Spell, Improved Toughness 
  Skills Concentration +14 (+18 casting defensively), 
  Listen +4, Spellcraft +2, Spot +4 
  Possessions Cloak of Charisma +4, Gloves of 
  Dexterity +4, Vest of Resistance+3, Brooch of 
  Shielding, Metamagic Rod of Empower, Lesser 
  Manifestation (Su): When a ghost manifests it partly 
  enters the material plane, and becomes visible but 
  incorporeal on the material plane.  A manifested 
  ghost can be harmed only by other incorporeal 
  creatures, magic weapons, or spells, with a 50% 
  chance to ignore any damage from a corporeal 
  source. 
  Draining Touch (Su): A ghost that hits a living target 
  with its incorporeal touch attack drains 1d4 points 
  from any one ability score it selects.  On each 
  successful attack, the ghost heals 5 points of 
  damage to itself.  
  Malevolence (Su): Once per round, a ghost can 
  merge its body with a creature on the material 
  plane.  This is similar to Magic Jar, except it does 
  not need a receptacle.  The target can resist the 
  attack with a successful Will save (DC 15 + ghost’s 
  Cha modifier).  
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 12th or ghost’s HD, 
  which ever is higher).  When a ghost uses this 
  power, it must wait 1d4 rounds before using it 
  again. 
  Konkannen Turn Resistance (Ex): This ghost has 
  been housed in a Kondkannen painted with the 
  blood of a powerful celestial being.  This has 
  granted the ghost an unbeatable turn resistance, 
  rendering it immune to turn or rebuke checks. 
   
  8. TO KILL A WEED 
  A S S A S S I N V IN E, A D VA N C ED 
  CR 13 
  N Colossal plant  
  Init +0; Senses low-light vision, blindsight 30ft; 
  AC 19, touch 7, flat-footed 16 
   (-4 Size, -1 Dex, +17 natural armor) 
  hp 412 (33 HD);   
  
  PER8-06 The HUS Factor 
   
  Page 40 
  Special Qualities cold and fire resistance 10, plant 
  traits, immunity to electricity 
  Fort +25, Ref +7, Will +17 
  Speed 5 ft. (1 square) 
  Melee Slam +38 (3d6+25)  
  Space 20ft.; Reach 20 ft. 
  Base Atk +24; Grp +57 
  Feats –  
  Abilities Str 44, Dex 8, Con 28, Int – , Wis 13, Cha 9 
  Feats and Skills –  
  Entangle (Su): An assassin vine can animate plants 
  within 30ft of itself as a free action (Reflex DC 27 
  partial).  The effect lasts until the vine dies or 
  decides to end it.  The ability is otherwise similar to 
  entangle.  
  Improved Grab (Ex) To use this ability an assassin 
  vine must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check it establishes a hold and can 
  constrict.  
  Constrict (Ex): An assassin vine deals 2d6+25 points 
  of damage with a successful grapple check. 
  Blindsight (Ex): Assassin Vines have no visual 
  organs but cab ascertain all foes within 30ft using 
  sound, scent and vibration. 
  Camouflage (Ex): Since an assassin vine looks line a 
  normal plant when at rest, it takes a DC 20 spot 
  check to notice it before it attacks.  Anyone with 
  ranks in Survival or Knowledge (Nature) can use 
  one of those skills instead of Spot to notice the 
  plant.  Dwarves can use stonecutting to notice the 
  subterranean version. 
  
  PER8-06 The HUS Factor 
   
  Page 41 
  APPENDIX 2: NEW RULES ITEMS 
  NEW MAGIC ITEMS 
  The Collar of Control 
  Price (Item Level): – (artifiact) 
   
  Caster Level: 20th  
   
  Aura: strong; (DC 25) necromancy and 
  enchantment 
   
  Activation: – standard (command) 
   
  Weight: – 
   
  This demonic looking, spiked collar radiates 
  a sickly green glow.     
   
  The collar of control gives its owner almost 
  complete control over its wearer, and is almost 
  impossible to remove.  Created by the demons 
  of old to bind others to servitude, these collars 
  are extremely rare and have all but been 
  forgotten.  They increase the strength and 
  intensity of spells cast by an ‘attuned’ owner 
  over the collar’s victim (+2 to save DCs and 
  caster level), and have a permanent dimensional 
  anchor effect.   
   
  The Collar also grants several spell-like 
  abilities as well: 3/day dominate, hold monster, 
  inflict serious wounds & suggestion; 1/day 
  bestow curse, power word stun, feeblemind, 
  harm, mark of justice.  
   
   
  
  PER8-06 The HUS Factor 
   
  Page 42 
  DM’S AID 1: PERRENLAND SPECIFIC EFFCTS 
   
  Exiled: You have been tried by a rechter, convicted of a serious crime, and sentenced to exile from the 
  Quaglands. This has the following effects on play. 
   
  1. The TU cost of all regional adventures are doubled (2 TU for a 1-round adventure, 4 TU for a 2-round 
  adventure). 
  2. While in Perrenland, you are unprotected by the law – an outlaw – unless you choose to repudiate the 
  heresy or stall the imposition of your sentence (see 3 below). 
  3. You must tell your DM at the start of the game which of the following options your character is taking as 
  they travel through Perrenland. 
   
  • 
  Repudiate the heresy [only available to those exiled for supporting the heresy]. Your sentence of 
  exile is removed if you expend 1 Perrenland favour or 2 uitlander favours to obtain suitable 
  character witnesses who testify to your sincere change of heart. If you had it, you lose access to 
  the Heretic organisation. You also have a -2 circumstance penalty to all Diplomacy checks made 
  to influence the attitude of heretic and traditionalist NPCs, as neither faction trusts your loyalty. 
  Have your DM note that you have repudiated the heresy and have this penalty in the Notes 
  section of the Adventure Record.  
  • 
  Stall the imposition of your sentence through the legal system by having additional character 
  witnesses testify on your behalf. This expends 1 Perrenland favour or 2 uitlander favours per 
  adventure, but does not change the rechter's decision to sentence you to exile. 
  • 
  Conceal your identify by wearing a disguise and using a different name. During the adventure, 
  you must succeed on any required Disguise check and always use a false name to successfully 
  alter your appearance: if not, you run the risk of an NPC recognising you (see 4 below) and 
  positively identifying you as an outlaw. In addition, if you were not positively identified during the 
  adventure, you must succeed on a DC 15 Bluff or Disguise check at the end of the adventure or 
  be postively identified.  
  • 
  Partially conceal your identity by wearing a disguise but using your own name. During the 
  adventure, you must succeed on any required Bluff check or run the risk of an NPC recognising 
  your name (see 4 below) and becoming suspicious of your disguise. If that occurs, you must 
  succeed on a Disguise check or be positively identified as an outlaw. In addition, if you were not 
  positively identified during the adventure, you must succeed on a DC 15 Bluff or Disguise check 
  at the end of the adventure or be positively identified. 
  • 
  Partially conceal your identify by using a different name but not wearing a disguise. During the 
  adventure, you automatically run the risk of an NPC recognising your appearance (see 4 below). 
  If that occurs, you must suceed on a Bluff check or be positively identified as an outlaw. In 
  addition, if you were not recognised during the adventure, you must succeed on a DC 15 Bluff 
  check at the end of the adventure or be positively identified.  
  • 
  Travel openly. You are positively identified by NPCs during and after the adventure. 
   
  4. To recognise your appearance or your name as that of an outlaw, an NPC must succeed on a DC 25 
  Intelligence check, using your equivalent character level (ECL) as a circumstance bonus to the roll. The 
  NPC may use their Knowledge: Local (Iuz's Border States) skill instead of their Intelligence check if they 
  have ranks in the skill. 
  5. Your character may be arrested if they are positively identified by a lawfully aligned non-heretic 
  Perrender NPC and reported to the authorities. During the adventure, the scenario states if an NPC will 
  do this, and what the consequences are if they do. If you are positively identified after the adventure, the 
  TU cost of the adventure is doubled again (4 TU for a 1-round adventure, 8 TU for a 2-round adventure) 
  as you spend weeks resisting arrest, escaping from custody, avoiding the authorities, and so on. You 
  have a -5 circumstance penalty to all Bluff and Disguise checks to conceal your identify in future 
  Perrenland scenarios, as you are now notorious as an outlaw who travels incognito throughout 
  Perrenland. Have your DM note that you have this penalty in the Notes section of the Adventure Record.
  
  PER8-06 The HUS Factor 
   
  Page 43 
  DM’S MAP 1: THE POISONED LUNDOAK 
   
   
   
  KEY:  1sqr = 5ft;  L = Lundoak; T = Tendriculos; V = Violet Fungus; O = Gray Ooze 
   
   
   
  
  PER8-06 The HUS Factor 
   
  Page 44 
   
  DM’S MAP 2: TRUTH IN THE DARK 
   
   
   
   
  KEY:  1Sqr = 5ft; F = Fanastas; H = Oomkar Hus 
   
   
   
  DM’S MAP 3: DATE WITH AN ANGEL 
   
   
  KEY: 1Sqr = 5ft; M = Meneliant 
  
  PER8-06 The HUS Factor 
   
  Page 45 
  DM’S MAP 4: TO KILL A WEED 
  KEY: 1Sqr = 5ft; P = Peren; A = Assassin Vine; L = Lundoak. 
   
   
   
   
   
  
  PER8-06 The HUS Factor 
   
  Page 46 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Perrenland/598/Normal Scenarios/PER8-05 - The Hus Factor (APL 2-14)/PER8-05 The Hus Factor.pdf