TEXT: GGGGiiiiffffttttssss    ooooffff    tttthhhheeee    FFFFeeeeyyyy
  AAAA    TTTTwwwwoooo----RRRRoooouuuunnnndddd    DDDD&&&&DDDD    LLLLiiiivvvviiiinnnngggg    GGGGrrrreeeeyyyyhhhhaaaawwwwkkkk    AAAAddddvvvveeeennnnttttuuuurrrreeee
  RRRRoooouuuunnnndddd    1111::::    TTTThhhheeee    FFFFeeeeyyyy    W
  W
  W
  Wooooooooddddssss
  bbbbyyyy    EEEErrrriiiicccc    M
  M
  M
  Meeeennnnggggeeee    aaaannnndddd    SSSShhhhoooolllloooom
  m
  m
  m    W
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  Weeeesssstttt
  When a young boy is lost in the Fey Woods, the party must dare the capricious nature of the fey and
  journey to the Caves of Twilight Resplendent to negotiate with the Fey Queen. Are you willing to take
  on the faeries on their own terms? A regional adventure for characters level 1-6.
  DUN GEO NS & DR AGON S, D&D, G REYHAWK , and R PG A are register ed t radem ar ks o f
  Wizar ds o f t he Coast , Inc . LIVIN G G REYHAWK is a t radem ar k o f Wizar ds o f t he Coast ,
  Inc . S cenario d et ail co pyright 2000 b y Wizar ds o f t he Coast , Inc . ALL R IGHT S
  R ESER VED. T his scenar io is int en ded f or t ourn ament use o nly and m ay no t b e
  rep rod uced wit hou t app ro val o f t he R PG A Net wor k.   
  
  Gift of the Fey
  Round 1
  Page 2
  Thi s is  a RP GA N e tw or k a dv e nt ure g a m e.  A 
  f our -hour  t im e bl ock ha s be e n a llo ca t e d f or 
  pl a yi ng t he g a m e (o r t his ro und of t he g a m e) , but 
  t he a ct ua l pl a yi ng t im e w ill be a bo ut t hre e hour s.
  It is  a g oo d id e a t o a sk e a ch pl a ye r  t o put a 
  na m e t a g in f ro nt of him or  he r. The t a g sho uld
  ha v e t he pl a ye r 's  na m e a t t he bo t to m , a nd t he 
  cha r ac t er 's  na m e , ra c e,  a nd g e nde r a t t he t op . Thi s
  m a ke s it e a sie r  f or  t he pl a ye r s t o ke e p t ra ck of w ho
  is  pl a yi ng w hich cha r ac t er .
  Sc or ing t he g a m e f or  RP GA po int s: The RP GA
  ha s t hre e w a ys  t o sc ore t his g a m e.  C onsul t y our 
  co nv e nti on co or dina t or  t o de t e rm ine 
  w hich
  m e tho d t o use : 
  1. 
  N o- v ot e   sc ori ng : The pl a ye r s w rit e t he ir na m e s
  a nd num be rs  on t he sc ori ng pa c ke t g rid , y ou
  f ill in t he t op of t he g rid . Tha t is  a ll. N o one is 
  ra t e d. Thi s m e tho d is  use d f or  pe o ple w ho a re 
  j ust pl a yi ng f or  f un.
  2. 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e
  m a st e r a nd t he sc e nar io on t he ir pl a ye r  v ot ing 
  she e t , a nd pr ov id e pe r sona l  inf or m at io n, but 
  do n’t v ot e f or  ot he r pl a ye r s. The g a m e m a st e r
  ra t e s t he sc e nar io a nd co m ple t e s pe r sona l  a nd
  e v e nt inf or ma t io n, but do e s not ra t e t he 
  pl a ye r s a s a t e a m or  v ot e f or  pl a ye r s. Thi s
  m e tho d is  use d w he n t he re is  no co m pe t it ion,
  but 
  t he 
  co nv e nti on 
  co or dina t or  
  w a nts 
  inf or m at io n a s t o how t he g a m e m a st e rs a re 
  pe r fo rm ing , or  t he g a m e 
  m a st e r w a nts 
  f e e dba c k on his  or  he r ow n pe r fo rm a nce .
  3. 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs co m ple t e 
  t he e nt ire pa c ke t , inc luding v ot ing f or  be s t
  pl a ye r . If t his m e tho d is  use d , be sur e t o a llo w
  a bo ut 1 5 -2 0 m inut e s f or  t he pl a ye r s t o br ie f ly 
  de s cri be t he ir cha r ac t er s t o t he ot he r pl a ye r s,
  a nd a bo ut 5 - 10 m inut e s f or  v ot ing . Thi s
  m e tho d is  use d w he n t he pl a ye r s w a nt t o kno w 
  w ho pl a ye d t he be s t a m ong st t he m,  or  w he n
  t he a dv e nt ure is  run in t our nam e nt f or ma t 
  w it h 
  w inne rs 
  a nd 
  pr iz e s. 
  Mul ti -r ound
  a dv e nt ure s usua ll y re q uire d a dv a nci ng a 
  sm a lle r  num be r  of pl a ye r s t ha n pl a ye d t he 
  f irs t ro und, so v ot ing is  re q uire d f or  m ult i- 
  ro und a dv e nt ure s. 
  When using Voting, rank the players in order
  of your voting choice while they are completing
  their forms, so that you are not influenced by
  their comments on your abilities.
  The pl a ye r s a re f re e t o use t he g a m e rul es  t o le a rn
  a bo ut e qui pm e nt a nd w e ap ons  t he ir cha r ac t er s a re 
  ca r ry ing .
  So m e of  t he t e xt in t his sc e nar io is  w rit t e n so 
  t ha t y ou m a y pr e se nt it a s w rit t e n t o t he pl a ye r s,
  w hile ot he r t e xt is  f or  y our  e y e s onl y . Te x t f or  t he 
  pl a ye r s w ill be in bo ld it a lic s. It is  st ro ng ly 
  re c om m end e d t ha t y ou pa r a phra s e t he pl a ye r  t e xt ,
  ins te a d of re a d ing it a lo ud, a s so m e of t he t e xt is 
  g e ne ra l a nd m ust be a da p te d t o t he sp e cif ic 
  si tua t io n or  t o a ct io ns of t he pl a ye r  cha ra c te r s.
  LLLLIIIIVVVVIIIINNN
  NGGGG    GGGGRRRREEEEYYYYHHHHAAAAW
  W
  W
  WKKKK    TTTTiiiieeeerrrr
  SSSSttttrrrruuuuccccttttuuuurrrreeee
  To de t e rm ine t he t ie r, a dd t he cha r ac t er  le v e ls of 
  a ll t he cha r ac t er s. In a dd it ion,  a dd t he le v e ls of a ny 
  he nchm e n or  a nim a ls a cc ord ing t o t he v a lue s on
  t he ir ce r ti fi ca t es . C om pa re t he t ot a l t o t he cha r t
  be l ow t o f ind t he t ie r.
     4       players   
      5        players  
     6       players   
     7       players   
       Lvl       Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4nd
  T2:
  13-22
  14-24
  15-26
  16-28
  6th
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  The level cap indicated the highest level 
  of
  character 
  allowed 
  to 
  play 
  this 
  adventure.
  Characters of levels higher than the highest level
  shown for the highest tier cannot be played.
  LLLLiiiiffffeeeessssttttyyyylllleeee
  At the beginning of every scenario, each PC is
  required to pay upkeep costs matching the level
  of lifestyle they wish to maintain. The cost of
  each lifestyle will be indicated at the beginning of
  the scenario. The lifestyles, and the effects that
  each has on play, are:
  Destitute
  You have no living space, and must
  carry all your gear everywhere. You
  eat poor quality food. You wear a
  peasant outfit, your only change of
  clothes.
  Poor
  You sleep in poor accommodations,
  and eat poor quality food. You wear a
  peasant outfit, and have two sets of
  clothing.
  Common
  You have common lodgings, and eat
  common 
  quality 
  food. 
  You 
  have
  normal clothing for your profession
  (adventuring); 
  nothing 
  fancy. 
  You
  probably have two or three sets of
  clothing.
  High
  You stay in good quality lodgings, and
  eat 
  good 
  quality 
  food. 
  You 
  wear
  anything in value up to courtier’s
  outfits, and generally buy a new set of
  clothing every two weeks.
  Luxury
  You have luxurious accommodations
  (twice 
  the 
  cost 
  of 
  good
  accommodations), 
  and 
  you 
  eat
  excellent 
  foods. You can throw 
  a
  banquet for your friends every day,
  and frequently do. You wear clothing
  up to the value of noble’s outfit, and
  buy a new set of clothes every week.
  Lifestyles 
  come with bonuses or penalties 
  to
  Diplomacy, Intimidate, Disguise, and Bluff skill
  checks. These penalties, shown below, should be
  applied 
  at 
  the 
  DM’s 
  discretion, 
  and 
  can
  
  Gift of the Fey
  Round 1
  Page 3
  sometimes backfire—for example, a PC with a
  poor lifestyle would not have a penalty when
  talking to a beggar, but would when talking to a
  city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of
  street thugs, where a PC with a destitute lifestyle
  might not.
  DMs are encouraged to role-play these reactions
  whenever possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
   0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
  JJJJuuuuddddggggeeee’’’’ssss    IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  Gifts of the Fey is set in the Grand Duchy of
  Geoff in the LIVING GREYHAWK campaign setting.
  Most of the action takes place in a “fading land,”
  which 
  is 
  a 
  world 
  connected 
  to 
  mundane
  Greyhawk but very much different. This fading
  land is located in the southwestern Dim Forest
  and is the home to many fey spirits, including a
  powerful fey queen.
  At the beginning of this adventure the PCs
  are returning from deep inside the Dim Forest
  after delivering supplies and messages for the
  Army of Liberation. Elsewhere, while the PCs are
  on the road, a nanny who is supposed to be
  watching the youngest son of the outlawed lord,
  Darlon Lea, falls asleep beneath a tree. The boy
  wanders off into the woods and enters the fading
  land where the fey live. He meets a group of
  pixies, who take him to Queen Lhiannon of the
  nearby Seelie Court at the Caves of Twilight
  Resplendent.
  The 
  queen 
  assumes 
  that 
  the 
  boy 
  was
  abandoned and she therefore claims possession
  of him. However, Gaunt, the ambassador for King
  Liir from the Unseelie Court at the Glades of
  Shadows Lurking, recognizes the boy. He asks the
  Queen to give him the boy in settlement for a
  debt the Queen owes to King Liir. The Queen
  agrees. However, before Gaunt can take the boy
  back to the Unseelie Court and dream up some
  nefarious plot, the party arrives at the Caves of
  Twilight Resplendent.
  The PCs must get the boy back or Gaunt and
  his lord will use the lad to cause great mischief. If
  the party succeeds, they will gain the gratitude of
  a powerful leader who will play a large role in the
  upcoming campaign to retake the Grand Duchy of
  Geoff from the occupying giants.
  Adventure Synopsis
  The PCs enter a fading land to rescue a little boy
  who’s lost. The party must learn the rules of the
  fey or they will pay the price for ignorance. After
  spying a faerie spirit of spring, the PCs encounter
  a group of pixies. The PCs must outwit the pixies
  and learn that the pixies took the boy to the fey
  queen of the Caves of Twilight Resplendent. The
  PCs journey to the caves. Along the way, they
  walk through an enchanted apple orchard, deal
  with a nymph who is a bit lonely, and handle a
  hag who tries to lure them off the path. Finally,
  the PCs get to the caves, but they must bribe the
  gatekeeper to gain entrance to the Fey Court. The
  PCs enter the Caves of Twilight Resplendent and
  finds the throne room, where they meet the
  Chamberlain of the queen who tells them the
  queen will meet with them tomorrow. He invites
  them to the Fey Ball.
  IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn::::    TTTThhhheeee    W
  W
  W
  Wooooeeee    ooooffff    aaaa
  NNN
  Neeeegggglllliiiiggggeeeennnntttt    NNN
  Naaaannnnnnnnyyyy
  (30 - 45 minutes)
  Alter the boxed text as needed to fit the group. If
  the PCs know each other, then they will be hired
  as a group. Otherwise, the army hires 
  them
  individually (or as smaller groups) and puts them
  together to form an escort.
  An officer in the Army of Liberation has asked
  your group to carry a message and escort some
  civilians and supplies from Hochoch to a wood
  elven village in the Dim Forest. The pay was
  minimal, but it was good to get out of town for a
  while. The long winter in the despair of the poor
  and hungry people in Hochoch could drag down
  the highest spirit. The trip was uneventful, your
  task is done, and you are making your way back to
  Hochoch.
  Winter is passing. While the trees are still
  barren and lifeless, the snow has melted and the
  bone-chilling cold is gone from the air. Birds are
  starting to return from the south and are
  searching for seed along the brown landscape.
  It is not yet midday, and you are on the
  outskirts of the Dim Forest. You hear a woman
  crying uncontrollably. A few minutes later, you
  come across a peasant woman who is sitting at
  the base of a tree. She has her arms wrapped
  around her knees, and her eyes are red and puffy.
  Next to her is another woman, a bard of some
  sort judging from her clothing and the harp
  strapped to her back, who is attempting to
  comfort her.
  The young woman, whose name is Alys (AHL-
  less), is the nanny to a young boy. She fell asleep
  while taking the child on a walk, and her charge
  wandered off in the woods. She hasn’t been able
  to find him, but she did find a place were he
  skidded down the bank to the Laughing Brook.
  The Laughing Brook separates 
  the mortal
  lands from the fey woods. Alys is very upset and
  afraid that the boy, Dyvan (DIE-van), is lost in the
  fey woods. The brook is maybe a two-minute walk
  from here.
  
  Gift of the Fey
  Round 1
  Page 4
  With the nanny is Morwenna (mor-WEHN-
  na) the Fair. She is a scop (or prydyth in Flan.
  They are the Flan lorekeepers), who was traveling
  nearby and heard Alys’s crying. Morwenna is a
  mission for the Tain (TANE) about which she
  won’t speak and cannot take too much time here.
  The Tain is a secretive organization of the scops.
  The arrival of the party provides Morwenna
  with the perfect solution. She asks the party to go
  into the fey woods and find Dyvan. Morwenna
  and Alys don’t have any money (beyond a handful
  of silver) so they cannot pay with anything but
  gratitude.
  Assuming 
  that the party accepts, Alys is
  overcome 
  with 
  relief, 
  thanks 
  the 
  party
  repeatedly, 
  and gives 
  them 
  a description 
  of
  Dyvan. Dyvan is about 3-feet tall, has curly dark
  brown hair and has green eyes. Alys is not quite
  sure 
  how 
  old 
  Dyvan 
  is. She thinks 
  he 
  is
  somewhere between 5 and 7. Alys refuses to say
  who the father is. She is afraid that she could get
  Darlon Lea in trouble. If asked, she says that
  Dyvan’s father is in the Olwythi gan Gyruff
  (Rangers of Geoff).
  Morwenna 
  is also thankful and offers to
  guide them to the stream. Alys is afraid and won’t
  go too close to the stream. As the party walks to
  the Laughing Brook, Morwenna gives them the
  following pieces of advice on how to deal with the
  fey:
  § 
  Be careful.
  § 
  The fey operate by their own rules.
  § 
  Obey their rules or be prepared to suffer the
  consequences.
  § 
  Look for unusual solutions and ways to cheat.
  § 
  Fey have to be bargained with; combat is
  rarely a good solution.
  § 
  Fey do not like iron. They see it as a
  perversion of nature.
  § 
  Gifts must be recognized and should be
  reciprocated with another gift.
  § 
  Passage is a gift – be sure to ask for
  permission to leave the fey woods.
  § 
  The fey lords are immensely powerful—don’t
  cross them.
  § 
  The fey have no respect for possessions;
  except their own.
  § 
  A fey’s possessions are usually part of the fey.
  If you gain power over the possession, you
  gain power over the fey.
   
   After several minutes of walking, the party comes
  to the bank where the boy slid down to the
  stream.
   
  Weak sunlight shines through the bare branches
  overhead. The forest floor is carpeted with
  decayed leaves. The ground slopes down sharply
  for about five feet to a small stream that bounces
  and rushes over countless small stones and
  pebbles. The sound of the flowing water babbles
  and chatters in a way that sounds oddly like
  laughter.
   
   The water is shallow and easily crossed. Anyone
  that makes a Search check (DC 10) can see the
  scrapes where someone else slid down the bank a
  few hours before. Morwenna leaves the party at
  this point and heads back the way she came.
   
  When the party crosses the stream, they feel a
  tingling on their skin. They have now entered the
  fey wood, which is a fading land.
   
  The PCs can attempt to Track check (DC 10) to
  find Dyvan’s tracks going up the other bank. To
  follow the trail further, the party must make
  another Track check (DC 15). The trail leads to
  Encounter 1. If the PCs don’t include someone
  with the Track feat, the party can get a general
  direction from where the boy came up the bank.
  Whichever 
  way 
  the PCs go, they arrive 
  at
  Encounter 1.
   
   EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111::::
  W
  W
  W
  Whhhheeeennnn    SSSSpppprrrriiiinnnngggg    CCCCoooom
  m
  m
  meeeessss
   (5 - 10 minutes)
  The sound of the Laughing Brook is fading
  behind you as you walk deeper into the fey
  woods. The air feels strange here. You can’t put
  your finger on it, but something is definitely
  different.
   
   Have the party makes a Spot check (DC 10). Those
  that make it see the following.
   
  Through the trees you see a wispy figure. It
  vaguely resembles a young woman, but she has no
  legs, instead she just tapers off into nothing. In
  addition, her skin, her hair, and her clothing are
  all various shades of green. She is skimming
  along the ground with her arms outstretched on
  either side of her. She seems to be wearing a long
  cloak that ripples as it moves. She quickly glides
  across the ground in silence. In a few moments,
  she passes out of sight through the trees.
  You notice that grass is growing where she
  passed and that the trees are starting to bud.
   
   This faerie is the spirit of Spring. If attacked, she
  flees. If 
  the party 
  pursues 
  her, 
  she 
  moves
  extremely fast (Speed 50 ft.), and quickly loses
  them in the dense trees. If necessary, she flutters
  behind a tree and seemingly vanishes once out of
  the sight of the PCs.
   
   EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    TTTThhhheeee    GGGGaaaam
  m
  m
  meeeessss    PPPPiiiixxxxiiiieeeessss
  PPPPllllaaaayyyy
   (20 - 30 mintues)
   About an hour after seeing the Faerie of Spring,
  the party encounters a group of pixies. If they
  were following the boy’s tracks, the trail leads
  directly to this encounter.
  
  Gift of the Fey
  Round 1
  Page 5
   
  The forest seems endless. All you can see are
  massive trees in every direction. You can’t hear
  the sound of the Laughing Brook anymore. Wait,
  but you do hear something. It sounds like tiny
  bells. It is coming from the tree branches above
  you.
   
   In the tree branches above the party are three
  pixies, all of whom are currently invisible. The
  pixies spotted the party a little while ago and
  want to play. They use their spell abilities to
  create funny situations and to make the mortals
  do silly things. They cast Otto’s irresistible 
  dance,
  throw walnuts at the party, pull arrows from
  their quiver, and pull hoods up and over a PC’s
  head. The pixies do not take any actions that
  would physically injure the party. If the PCs
  attack the pixies, the pixies respond by shooting
  sleep 
  arrows. 
  Rudeness 
  includes 
  threatening
  them with iron weapons. The pixies make nasty
  comments about the iron weapons and tell the
  party to put them away. The pixies do not use
  their memory loss arrows.
   
  If on of the PCs calls out in an attempt to
  parley, one of the pixies, Quenth, becomes visible
  and flutters down to talk. She does the same if
  she hears the one of the PCs mentioning the little
  boy. Quenth will first address the party in Flan. If
  that fails, she reverts to a Common but she isn’t
  very fluent in it. She is quite open and is willing
  to tell the party that she and her friends found
  Dyvan and thought he had been abandoned and
  wasn’t wanted any more., so they took him to the
  Queen.
   
  She is also willing to tell the PCs how to get
  to the Queen’s Court, but first they have to play a
  game with her. Quenth holds both of her hands
  out and ask the party to guess which hand holds a
  pebble. If the party guesses wrong, she laughs and
  shows the pebble in the other hand. If the party
  guesses correctly, she puts both hands behind her
  back, switches the pebble to the other hand and
  brings both hands in front of her to show them
  that the pebble is now in the other hand. She
  laughs and tells them that they are 
  wrong.
  Quenth 
  finds 
  this 
  immensely 
  amusing 
  and
  continues to play it over and over. If the party
  points to both hands at the same time, Quenth
  fumes for a moment and admits that they have
  won. If the party comes up with another creative
  solution that you think is clever, that works just
  as well.
   
  When the PCs win, reads the following:
   
  “Well played, mortal,” Quenth says. “And now for
  my end of the bargain. You must follow the path
  to the Queen’s Court at the Caves of Twilight
  Resplendent” She points in a direction near to
  that you were already walking. “Walk toward the
  Knobby Oak for a while. You will come to the
  path. Take it toward its source, and you will find
  the gate to the Caves behind the falling water.”
  Quenth flutters closer. “It is important, mortal,
  that you stay in the path.” She giggles once more,
  and then flutters up into the tree branches, tiny
  bells tinkling all the while.
   
   When the party heads in the direction Quenth
  pointed, they head in the direction of Encounter
  3. The boy’s tracks lead in the same direction.
   
  AAAAllllllll    TTTTiiiieeeerrrrssss    ((((EEEELLLL    7777))))::::
   Pixies (3): CR 4; Small Fey; HD 1d6; hp 3; Init +4
  (Dex); Spd 20 ft., fly 60 ft. (good); AC 16 (+1 size, +4
  Dex, +1 natural); Atks +5 melee ( 1d4-2 [crit 19-20],
  dagger); or +6 ranged (1d6 [crit. x3], composite
  shortbow); SA Spell-like abilities, special arrow;
  SQ SR 16, Natural invisibility; AL NG; SV Fort +0,
  Ref +6, Will +4
   
  Str 7, Dex 18, Con 11, Int 16, Wis 15, Chr 16
   
  Skills: Bluff 
  +7, Concentration 
  +4, Craft
  Arrows +7, Escape Artist +8, Heal +6, Hide +12,
  Listen +8, Ride +8, Search +9, Sense Motive +6,
  Spot +8; Feats: Dodge, Point Bank Shot, Rapid
  Shot, Weapon Finesse (dagger), Weapon Focus
  (shortbow)
   
  SA: Spell-Like 
  Abilities – 1/day: confusion
  (the pixie must touch the target), dancing lights,
  detect chaos, detect good, detect evil, detect law,
  detect 
  thoughts, 
  dispel 
  magic, 
  entangle,
  permanent 
  image (visual and auditory elements
  only), and polymorph 
  s e l f. These abilities are as
  the spells cast by an 8th-level sorcerer (save DC 13
  + spell level). One of these pixes can also cast use
  Otto’s irresistible dance once per day as cast by a n
  8th-level sorcerer; Special Arrows 
  (Ex)—Memory
  L o s s – An opponent struck by the arrow must
  succeed at a Fortitude save (DC 15) or lose all
  memory. The subject retains skills, languages, and
  class abilities but forgets everything else until he
  or 
  she 
  receives 
  a 
  heal 
  spell 
  or 
  memory
  restoration with limited wish, wish, or miracle.
  Sleep 
  – Any opponent struck by the arrow,
  regardless 
  of Hit 
  Dice, 
  must 
  succeed 
  at 
  a
  Fortitude save (DC 15) or be affected as though by
  a sleep spell.
   
  SQ: Natural Invisibility (Su)—pixie remains
  invisible even when it attacks. This ability is
  constant, but the pixie can suppress or resume it
  as a free action.
   
   If killed, the pixies dissolve away into mist that
  quickly dissipates. They reform over the next few
  months. The fey cannot be truly killed while in
  this fading land. They do loose cohesion for a few
  months and then reform. The more powerful the
  spirit, the longer this takes.
   
   EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333::::    TTTThhhheeee    FFFFeeeeyyyy    OOOOrrrrcccchhhhaaaarrrrdddd
   (5 - 20 minutes)
  The pixie’s directions lead you deeper into the
  forest. Soon you can hear the sound of rushing
  water ahead.  As you continue walking, you notice
  that your path is taking you through an apple
  
  Gift of the Fey
  Round 1
  Page 6
  orchard. Even though it is early spring, the trees
  are heavy with ripe fruit.
   
   The PCs are passing through a large stand of a
  group of faeries that look like apple trees. The fey
  apple trees are sleepy creatures that spend most
  of their days napping. Their eyes and mouth are
  closed and blend into the rough trunks. If the
  party looks closely, they can see the cracks with a
  Search check (DC 25). Also, they can hear one of
  the trees gently snoring with a Listen check (DC
  15).
   
  The trees ignore the party unless harm it in
  any way, including picking an apple. If a PC
  strikes a tree, the tree instantly awakes and starts
  demanding 
  what 
  is going on. If 
  the 
  party
  continues to attack, the tree and the three other
  trees nearby, who awoke when the first tree
  started shouting, strike at the PCs with their
  branches.
   
  If a PC picks an apple, the tree instantly
  awakes and demands the apple back. If the PC
  gives the apple back, the tree grumbles at the
  party and tells them to “shove off!”  Otherwise
  the tree starts 
  throwing 
  hard, green, unripe
  apples at the party saying “So you want some
  apples do you? How’s them apples?” Three other
  nearby trees join in the fun. If the PCs attack the
  trees, they hit back with their branches.
   
  The trees 
  are 
  very 
  nervous 
  about 
  iron
  weapons and try to bend out of the way of the
  metal. The trees tell the party how cruel and
  malicious they are to use iron.  The trees are
  especially afraid of axes. If a party member with
  an axe threatens them, they raise their branches
  and say they give. They allow the PCs with axes to
  take as many apples as they want. The trees also
  bargain for their apples, but the party must give
  them something a tree would like.  They would
  especially like a kite stuck up in their branches.
   
  AAAAllllllll    TTTTiiiieeeerrrrssss    ((((EEEELLLL    5555))))
   Fey Apple Tree: CR 5; Huge Plant; HD 7d8+35; hp
  66; Init –1 (dex); Spd 0 ft.; AC 20 (-2 size, -1 Dex,
  +13 natural); Atks +12 melee (2d6+9 slam); or +6
  ranged (1d4+7 hard, green apples); SQ plant, fire
  vulnerability, half damage from piercing; AL N;
  SV Fort +10, Ref +1, Will +6
   Str 29, Dex 8, Con 21, Int 12, Wis 15, Chr 12
   Feats: Iron Will, Power Attack
   Skills: Hide –9 (+16 in forest areas), Intimidate +8,
  Knowledge 
  (Geography) 
  +8, Listen 
  +9, Sense
  Motive +9, Spot +9, Wilderness Lore +9
   SQ: Plant – Immune to mind-influencing effects,
  poison, 
  sleep, 
  paralysis, 
  stunning, 
  and
  polymorphing. Not subject to critical hits; Fire
  Vulnerability 
  (Ex)—Takes double damage from
  fire attacks unless the attack allows a save, in
  which case it takes double damage on a failure
  and no damage on a success; Half Damage f r o m
  Piercing (Ex)—Piercing weapons deal only half
  damage, with a minimum of 1 point of damage.
   
   If killed, the apple tree dissolves away into mist
  that quickly dissipates. It reforms over the next
  few months.
   
  After the party gets by the trees by either
  ignoring 
  the 
  trees, 
  going 
  around 
  them, 
  or
  otherwise 
  getting past them, they come to a
  stream after 10 minutes of walking. On the other
  bank is a gnarled oak that has many knobs from
  old branches on it. There are several knotholes in
  the trunk, each of which look like a face. Nothing
  the party can do makes the tree do anything other
  than act like a normal tree.
   
  The stream is the path Quenth was referring
  to. It is only a few inches deep, but is moving
  quite fast and is a little chilly. The banks are
  fairly steep but can be climbed with ease. The
  party should turn to their left and start walking
  upstream. Because of the steep bank, it is easiest
  to walk in the stream itself. The boy’s trail leads
  to the stream.
   
   EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    TTTThhhheeee    SSSSppppiiiirrrriiiitttt    ooooffff    tttthhhheeee
  W
  W
  W
  Waaaatttteeeerrrr    M
  M
  M
  Moooovvvveeeessss    M
  M
  M
  Meeee
   (5 - 30 minutes)
  As you splash down the stream, the branches of
  the trees reach overhead. In the height of
  summer you wouldn’t be able to see the sky. The
  trees here are just budding so you can see parts of
  blue sky. You then hear a woman’s voice singing
  over the sounds of the stream.
   
   If the PCs advance, they come upon a place where
  the stream pools on one bank. There, they find a
  nymph sitting on a grassy spot with her feet in
  the water, brushing her hair. She is absolutely
  stunning in appearance and has honey blonde
  hair that reaches past her waist. She is dressed in
  a gown that appears to be made of silk and hugs
  every curve.
   
  The nymph sees the party unless they were
  hiding. Even then, she has a chance to spot them
  with her high Spot skill.  If she sees the party, she
  suppresses her blinding beauty ability. If the
  party sneaks up on her and looks directly at her,
  they must make a Fortitude save (DC 15) or be
  stricken blind.
   
  The nymph, whose name is Sesonya (sess-
  OWN-ya), is lonely and wants someone to talk to.
  She is very friendly to the party and wants to
  know their names, what they are up to, and their
  favorite flower (hers is the daffodil). If the party
  talks to her, they learn that she is the fey spirit of
  this stream. In fact, she says, most things in
  nature have a fey spirit. Every tree, every rock,
  everything. The bigger and more important the
  natural feature—the bigger and more powerful
  the fey. Sesonya makes reference to the Green
  Man, who is the strongest faerie she knows. He is
  the fey spirit of all the land that the mortals call
  Gyruff.
  
  Gift of the Fey
  Round 1
  Page 7
   
  Sesonya is very leery of iron. She will shy
  away from it and ask the party not to point it in
  her direction or touch her with it.
   
  After some small talk, she asks the most
  charming or diplomatic party member (male or
  female—you determine the character who makes
  the best impression on the nymph) to stay with
  her for “a month or two” and talk with her (and
  only to talk; she just wants some company). If no
  PC is kind to her, she does not make the offer.
   
  If the character makes a Diplomacy check (DC
  15) she is willing to wait for the character to
  come back after the adventure. Otherwise 
  she
  gets 
  quite 
  insistent 
  and 
  doesn’t 
  want 
  the
  character to leave at all. Sesonya uses all of her
  abilities and powers (as a 7th level druid) to get
  the party member to stay, such as charm p e r s o n
  or mammal. If the party specifically mentions
  that they are going to visit the Fey Queen, the
  Sesonya’s 
  “chosen” 
  friend 
  can make 
  another
  Diplomacy check (DC 10). If successful, Sesonya
  takes the PCs word that he or she will return.
  Once the person has spent one month (4 Time
  Units) with her, she will make that PC a shirt
  made of her hair.
   
  If attacked, Sesonya evokes her Unearthly
  Beauty ability 
  and dimension 
  doors 
  away as
  quickly as possible. If she is “killed” (fey cannot
  be truly killed while in this fading land), she
  curses the party (or just those members of the
  party that participated in “killing” her). Targets of
  the curse must make a Will save (DC 13) or their
  hands are masked by a glamer that makes them
  look covered in blood. The curse can be dispelled
  or removed normally.
   
  If the party takes her brush, Sesonya begs and
  pleads for its return. She is willing to bargain for
  its return and will offer several locks of her hair
  for it. She does not weave the hair into a shirt so
  the party will have to find someone to do that for
  them. Also, she allows her “chosen” friend to
  leave if the brush is returned to her right away. If
  the party leaves 
  with her brush, Sesonya 
  is
  frantic and does everything in her power to stop
  them and gain it back.
   
  AAAAllllllll    TTTTiiiieeeerrrrssss    ((((EEEELLLL    6666))))::::
   Nymph: CR 6; Medium-size Fey; HD 3d6; hp 16;
  Init +1 (Dex); Spd 30 ft., swim 20 ft.; AC 11 (+1
  Dex); Atks +1 melee (1d4 [crit. 19-20], dagger); SA
  Blinding Beauty, Unearthly Beauty; SQ Spell-like
  abilities; AL CG; SV Fort +1, Ref +4, Will +8
   
  Str 10, Dex 13, Con 10, Int 16, Wis 17, Chr 19
   
  Skills: Animal Empathy +1, Knowledge (Fey)
  +7, Escape Artist +7, Heal +9, Hide +7, Listen +11,
  Move Silently +7, Sense Motive +9, Spot +11;
  Feats: 
  Ability 
  Focus 
  (Unearthly 
  Beauty),
  Alertness, Dodge, Iron Will
   
  SA: 
  Blinding 
  Beauty 
  (Su)—This 
  ability
  operates continuously, affecting all humanoids
  within 60 feet of the nymph. Those who look
  directly at the nymph must succeed at a Fortitude
  save (DC 15) or be blinded permanently as though
  by a blindness spell. The nymph can suppress or
  resume this ability as a free action; Unearthly
  Beauty (Su)—The nymph can evoke this ability
  once every 10 minutes. Those within 30 feet of the
  nymph who look directly at it must succeed at a
  Will save (DC 17) or die.
   
  SQ: Spell-Like 
  Abilities—Nymphs 
  can use
  dimension door once per day a cast by a 7th-level
  sorcerer. They can also replicate druid spells as
  7th-level casters (save DC 13 + spell level).
   
   If killed, Sesonya dissolves away into mist that
  quickly dissipates. She reforms over the next few
  months.
   
   EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::    W
  W
  W
  Woooouuuulllldddd    YYYYoooouuuu    LLLLeeeeaaaavvvveeee
  tttthhhheeee    PPPPaaaatttthhhh????
   (10 – 30 minutes)
   The party continues walking up the stream for
  about an hour after meeting Sesonya.
   
  The further you walk the more like spring it feels.
  The air is warmer, and large butterflies flutter
  around new flowers. The forest is not the drab
  brown and gray of winter, but a pale green that
  promises more growth.
   
   Have the PCs make a Listen check (DC 15). Those
  that make it hear human voices off in the
  distance to his or her right, beyond the bank. If
  the PCs approach 
  (either by walking up the
  stream or by climbing the bank), present the
  boxed text below. If the party fails the Listen
  check, they still see the following scene when
  they get further down the stream.
   
  Up on a knoll beyond bank to your right, you see a
  small cottage surrounded by a garden. A middle-
  aged woman wearing an apron sticks her head out
  of a window. “Dyvan! Dyvan, you little scoundrel.
  Have you been playing in my garden?” You hear a
  little boy laugh and small high-pitched voice
  playfully 
  say 
  something 
  that 
  sounds 
  like
  “capapillas”  “Oh, who could stay mad at such a
  little angel?” the woman says.  She exits the
  cottage and walks into the garden. “Come here
  and give me a hug.” She walks into the garden.
   
   The boy matches the description of Dyvan given
  to the PCs. If the PCs leave the stream, climb the
  bank, and approach the cottage, the woman, or
  both, read the following.
   
  You walk out from under the trees and toward
  the cottage through the far end of the garden
  where the woman stands. She turns to face you.
  The boy is nowhere to be seen. The woman’s
  plump and round face dissolves, revealing and
  under-face of wrinkled green skin. Her lips pull
  back in a grotesque way showing a mouth full of
  sharp teeth. Her red eyes sparkle with malice.
  
  Gift of the Fey
  Round 1
  Page 8
  “You shouldn’t have left the path,” she
  cackles. She then attacks.
   
   The hag goes after 
  the physically 
  strongest-
  looking 
  PC and 
  attempts 
  use 
  her 
  weakness
  ability. If that attack is successful, she shifts her
  attention to the next strongest PC and tries to
  repeat the process. When all the PCs that appear
  of above-average strength are weakened, she will
  then try to tear or pound the party to bits. She
  saves wizards and sorcerers to the end, counting
  on her saving throws to protect her. The hag
  mocks any bards, by telling them that she will
  keep their tongues for her collection. The hag can
  speak both Flan and Common.
   
  If the party runs back to the stream, the hag
  does not 
  follow. 
  In fact, 
  she 
  tosses 
  fallen
  characters into the stream and tells them to
  listen to directions next time. She only tosses PCs
  into the stream if she is no longer in combat.
   
  When an unconscious PC is thrown into the
  water, he or she immediately heals one point—as
  per a cure minor 
  w o u n d s spell (a gift from
  Sesonya, the spirit of the stream) and becomes
  stabilized. 
  If 
  all 
  the 
  PCs 
  are 
  rendered
  unconscious, Sesonya wanders up that direction
  and heals them. She then asks for payment. She
  would appreciate a mirror if the party has one. If
  the party killed her, she isn’t around to heal
  them.
   
  If the party does not leave the stream, the hag
  does not transform and she does not attack. After
  a while she enters the cottage and doesn’t come
  out again. The party can hear the boy playing in
  the garden. If the party then investigates, she
  transforms 
  and attacks when they’ve left the
  stream.
   
  The hag does not respond to calls from people
  in the stream and neither 
  does the boy. To
  actually speak with her, the party must leave the
  stream. The house and the hag are on top of a
  small knoll more than 100 feet from the stream.
  The knoll 
  is surrounded 
  by preventing 
  any
  effective missile fire from the stream (give the
  hag 3/4 cover and 3/4 concealment).
   
  If the PCs do not leave 
  the stream 
  and
  continues 
  onward—following 
  the 
  pixie’s
  advice—the hag has another trick. Have the party
  make a Spot check (DC 15). Those that make the
  check see the following:
   
  Up ahead of you, you see a boy that matches the
  description of Dyvan. He is crouched over the
  edge of the stream scooping up water with his
  hands. He sees you, looks very afraid, and
  scampers up the bank. He hides behind a tree.
  You can see him peeking out.
   
   The boy is the hag, trying to lure the PCs off the
  path. If the party follows the boy, he transforms
  into the hag.
   
  The 
  boy’s 
  features 
  go 
  through 
  a 
  seemly
  impossible change. His limbs stretch and grow in
  spurts and fits. The soft boyish skin dissolves into
  wrinkled green skin. His lips pull back in a
  grotesque way that shows a mouth full of sharp
  teeth. Her—the creature is definitely now a
  her—red eyes sparkle with malice. “You shouldn’t
  have left the path,” she cackles. She then attacks.
   
   If a PC calls to the boy from the stream instead of
  following him, the hag asks them to come up and
  get him, because he is scared. If the PCs bring up
  the faerie queen, and ask the disguised hag why
  she is not with the queen, the hag, lies, telling the
  PCs that “the queen was scary. I ran away from
  her.”
   
  The hag is too far away to be reached with
  effective missile fire from the stream—more
  than 50 feet away and with 3/4 cover and 3/4
  concealment.
   
  Tier 3 only: If the party doesn’t fall for this
  and continues on the path, the hag tries another
  ploy. Have the party make a Spot check (DC 15).
   
  You see the boy walking through the woods not
  far from you. He has a long stick that he is
  sweeping back and forth in front of him. Behind
  him you hear the cracking of branches as
  something unseen is slinking through the trees
  after the boy. The beast growls, and it sounds
  close enough to have him in a few moments.
   
   If the party rushes to the rescue, the cat dissolves
  into a stick, and the boy transforms as written
  above into the hag, who tells the party they
  should not have left the path and attacks. The boy
  and the cat are too far away to be reached with
  effective missile fire from the stream—more
  than 50 feet away and with 3/4 cover and 3/4
  concealment.
   
  If the party does not rush to the rescue, the
  beast attacks the boy. The party can hear him
  screaming for help, as the cat begins to rend him
  to pieces. If the party still does not leave the path,
  they can watch the cat treat the boy the same way
  a house cat treats a mouse. The boy’s cries die off
  and a low roar of the cat echoes through the
  forest.
   
  The hag then gives up trying to trick the PCs.
   
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    3333))))
   Lesser 
  Green 
  Hag*: 
  CR 
  3; 
  Medium-size
  Monstrous Humanoid; HD 5d8+5; hp 29; Init +1
  (Dex); Spd 30 ft.; AC 19 (+1 Dex, +7 natural); Atks
  +9 (1d4+4, 2 claws); 
  SA Spell-Like 
  Abilities,
  Weakness; SQ Darkvision 90 ft., Mimicry; AL CE;
  SV Fort +4, Ref +5, Will +5
   
  Str 18, Dex 12, Con 12, Int 12, Wis 13, Chr 10.
   
  Skills: Knowledge (nature) +3, Hide +7, Listen
  +9, Spot +11; Feats: Alertness, Combat Casting,
  Greater Fortitude.
   
  SA: Spell-Like Abilities—At will – change self,
  dancing 
  lights, 
  ghost 
  sound, 
  invisibility, 
  p a s s
  without 
  trace, 
  tongues, and 
  water 
  breathing.
  These spell s are as the spells cast by a 4th-level
  
  Gift of the Fey
  Round 1
  Page 9
  sorcerer (save DC = 10 + spell level); Weakness
  (Su)—The green hag can weaken a foe by making
  a special touch attack. The affected 
  opponent
  must succeed at a Fortitude save (DC 13) or take
  1d4 points of temporary Strength damage;
   
  SQ: Mimicry (Ex)—Green hags can imitate
  the sounds of almost any animal found near their
  lairs.
   
   *The lesser green hag is a 5 Hit Die variant of t h e
  normal green hag. It has a lesser version of t h e
  normal green hag’s weakness 
  ability, and lacks
  spell resistance.
   
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    5555))))
   Green 
  Hag: 
  CR 
  5; 
  Medium-size 
  Monstrous
  Humanoid; HD 9d8+9; hp 49; Init +1 (Dex); Spd 30
  ft., swim 30 ft.; AC 22 (+1 Dex, +11 natural); Atks
  +13 melee (1d4+4, 2 claws); SA Spell-Like Abilities,
  Weakness; SQ SR 18, Darkvision 90 ft. Mimicry;
  AL CE; SV Fort +6, Ref +7, Will +7
   
  Str 19, Dex 12, Con 12, Int 13, Wis 13, Chr 10
   
  Skills: Knowledge 
  (nature) 
  +5, Hide +11,
  Listen 
  +11, 
  Spot 
  +11; 
  Feats: 
  Alertness,
  Blind–Fight, Combat Casting, Great Fortitude
   
  SA: Spell-Like Abilities—At will – change self,
  dancing 
  lights, 
  ghost 
  sound, 
  invisibility, 
  p a s s
  without 
  trace, 
  tongues, and 
  water 
  breathing.
  These spell s are as the spells cast by a 4th-level
  sorcerer (save DC = 10 + spell level); Weakness
  (Su)—The green hag can weaken a foe by making
  a special touch attack. The affected 
  opponent
  must succeed at a Fortitude save (DC 13) or take
  2d4 points of temporary Strength damage;
   
  SQ: Mimicry (Ex)—Green hags can imitate
  the sounds of almost any animal found near their
  lairs.
   
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))::::
   Green Hag, Sor3: CR 8; Medium-size Monstrous
  Humanoid; HD 9d8+3d4+12; hp 60; Init +1 (Dex);
  Spd 30 ft., swim 30 ft.; AC 22 (+1 Dex, +11 natural);
  Atks +14 melee (1d4+4, 2 claws); SA Spell-Like
  Abilities, Weakness; SQ SR 18, Darkvision 90 ft.
  Mimicry; AL CE; SV Fort +7, Ref +8, Will +10
   
  Str 19, Dex 12, Con 12, Int 13, Wis 13, Chr 12.
   
  Skills: Concentration +10 (+14 while casting
  on the defensive), Knowledge (nature) +5, Hide
  +11, Listen 
  +11, Spot 
  +11; Feats: 
  Alertness,
  Blind–Fight, Combat Casting, Great Fortitude
   
  SA: Spell-Like Abilities—At will – change self,
  dancing 
  lights, 
  ghost sound, 
  invisibility, 
  p a s s
  without 
  trace, 
  tongues, and 
  water 
  breathing.
  These spell s are as the spells cast by a 4th-level
  sorcerer (save DC = 10 + spell level); Weakness
  (Su)—The green hag can weaken a foe by making
  a special touch attack. The affected opponent
  must succeed at a Fortitude save (DC 13) or take
  2d4 points of temporary Strength damage;
   
  SQ: Mimicry (Ex)—Green hags can imitate
  the sounds of almost any animal found near their
  lairs.
   
  Spells Known (6/6; Spell DC = 11 + spell level):
  0-lvl—daze, detect magic, flare, mage hand, ray o f
  frost; 1st-lvl—shocking grasp, silent image, sleep.
   
   If killed, the hag dissolves away into an ichor that
  quickly evaporates. She reforms over the next
  year.
   
   
   EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666::::    OOOOffff    GGGGaaaatttteeeessss    aaaannnndddd
  GGGGuuuuaaaarrrrddddiiiiaaaannnnssss
   (15 - 30 minutes)
   After about 15 minutes of walking once the PCs
  leave the hag, they hear the sounds of a waterfall.
  In a few minutes they come to a small waterfall.
  Behind the waterfall are the gates to the Caves of
  Twilight Resplendent—the heart of this fading
  land.
   
  Ahead of you, the stream pours over a ledge
  maybe 30 feet in height. The waterfall lands in a
  rocky pool that is deep in the center and shallow
  on the sides. Sunlight is reflecting through the
  mist, fracturing into all the colors of the rainbow.
  Even here on the far side of the pool, the noise
  made by the falls makes it difficult to hear
  anything else.
   
   If the PCs climbs the falls, they will discover that
  the stream continues to wind its way into the
  forest. It stretches out of sight through the trees.
  If the party follows it further, they encounter
  nothing else until they get bored and come back.
   
  PCs that make a Spot check (DC 20) notice
  that arcs of mushrooms are growing on the ledge
  on either side of the waterfall and form a ring
  around it. If the party approaches the waterfall
  and looks carefully, they find a small path behind
  the waterfall.
   
  The path leads to a small cave behind the
  waterfall. The cave is narrow and winds directly
  into 
  the 
  hillside. 
  After 
  100 feet, 
  the 
  PCs
  encounter the Gates to the Caves of Twilight
  Resplendent and their guardian.
   
  The fall of water is a distant roar behind you, but
  you are still damp from its spray. The first part of
  the cave was coated in slick, green lichen. Now it
  has given way to bare rock. A little bit of light
  filters in behind you to show the glint of metal
  ahead. As you light a torch and get closer, you see
  a pair of large gates block the entire passageway.
  The gates seem to be made out of silver, and the
  swirling decorative bars are adorned with stars.
  To the left side of the gate is a statute of some
  creature that looks like a wingless eagle but has
  four legs, no wings, and has two ram’s horns
  curving out from the top of its head. The front
  legs 
  are 
  vaguely 
  human looking 
  but 
  have
  powerful long claws. The back legs are those of a
  cat. As you look more closely at it, you notice that
  its eyes are closed. It is sitting on a two-foot
  
  Gift of the Fey
  Round 1
  Page 10
  pedestal but is squatting down, making its face
  about the same height as yours.
  You step back as its eyes open, revealing pupil-
  less orbs that glow softly. “You have not been
  summoned,” it says in a deep and grating voice.
   
   To pass the gate, the PCs must get permission
  from the Guardian to enter or break down the
  gates. The Guardian first speaks Flan and then
  switches to Common.
   
  If the PCs ask for permission to enter, the
  Guardian tells them that since they have not been
  summoned, they have to bargain with him to
  receive “the gift of passage.” The Guardian states
  that he will grant the gift of passage to each PC
  who can show him something new. This item
  must 
  be an original 
  creation 
  from 
  the PC,
  otherwise the Guardian has heard or seen it and
  rejects their offer. An original creation could be a
  new 
  song, 
  a 
  picture, 
  a 
  sketch, 
  something
  involving a craft skill, other creative ideas, as
  long as it is impromptu and made up on the spot.
  You have complete discretion in this. Anything
  that you think qualifies as original satisfies the
  Guardian.
   
  As each PC show the Guardian 
  something
  new, the Guardian says “that is something new to
  me. You may pass.” He then opens the gates for
  that PC.
   
  When all the PCs pass the gates, the Guardian
  welcomes 
  them 
  to 
  the 
  Caves 
  of 
  Twilight
  Resplendent and advises them to stay on the
  path, as it leads them to the Queen’s court.
   
  The gates completely block the tunnel and
  cannot be jumped or climbed over. If the party
  decides to break down the gates, the Guardian
  attacks them if they do so. Once he is dealt with,
  the party can force the gates with a successful
  Strength check (DC 30). The Guardian also fights
  to defend himself.
   
  Should it come to combat, the Guardian does
  everything in its power to defeat the PCs. He
  positions himself in a corner so that he cannot be
  flanked. He tries to concentrate on the most
  dangerous PC first and get them to withdraw and
  then turns his attention to the next PC. The
  guardian does not follow the PCs beyond the
  immediate vicinity of the gates (about 20 feet).
  However, if the party tries to use range weapons,
  the Guardian hides in the darkness, which grants
  him from 1/4 to 9/10 concealment (depending on
  the light sources the party is using), and behind
  his pedestal, which gives him 1/2 cover.
   
  AAAAllllllll    TTTTiiiieeeerrrrssss
   Guardian of the Gates: CR 3; Medium-Size
  Magical Beast; HD 4d10+16; hp 45; Init +2 (dex);
  Spd 45 ft.; AC 4 (+2 Dex, +4 natural); Atks +10
  melee (1d6+4, 2 claws), +7 melee (1d8+4 bite), or +7
  melee 
  (1d8+4 gore); 
  SQ Last 
  curse, 
  damage
  reduction 10/+1, SQ Still as a statue; AL N; SV
  Fort +8, Ref +6, Will +1
   
  Str 18, Dex 13, Con 18, Int 6, Wis 11, Chr 7
   
  Skills: Hide +9, Listen +4, Spot +4; Feats:
  Multiattack, Weapon Focus (claws).
   
  SA: Last Curse (Su)—As an automatic action
  when a guardian reaches –1 or lower hit points it
  curses the creature that delivered the damage.
  That creature must succeed at a Will save (DC 14)
  or suffer the effects of a bestow 
  curse spell as
  cast by an 8th-level sorcerer. This curse bestows a
  –6 effective decrease to Charisma (minimum of 1)
  until 
  the 
  curse 
  is 
  removed 
  by 
  a 
  break
  enchantment, 
  limited 
  wish, 
  miracle, 
  r e m o v e
  curse, or wish spell.
   
  SQ: Still as a Statue (Ex)—The guardian can
  hold itself so still it appears to be a statue. An
  observer must succeed at a Spot check (DC 20) to
  notice the Guardian is really alive.
   
   If killed, the Guardian dissolves away into mist
  that quickly dissipates. He will reform in a few
  months.
   
  As the party passes through the gates, all of
  their iron (including steel) is temporarily turned
  into silver. Everything still functions as normal,
  but it is no longer a threat to the powerful fey.
  The PCs can make a successful Spellcraft check
  (DC 10) to determine that the effect is magical.
  Some PCs (Spellcraft, DC 20) will know that this
  an effect of powerful fey magic, that only the
  most powerful of fey can command.
   
   EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777::::    W
  W
  W
  Whhhheeeennnn    tttthhhheeee    M
  M
  M
  Maaaasssskkkk    iiiissss
  tttthhhheeee    FFFFaaaacccceeee
   (10 - 15 minutes)
   After passing the gates, the party enters the Caves
  of Twilight Resplendent.
   
  The cave descends into the earth, twisting and
  turning all the while. After a few hundred yards,
  small clumps of crystal start studding the rock
  faces of the walls, ceiling, and floor. These
  crystals glow with a light that waxes and wanes
  in a rhythmic pattern.
   
   The party walks down the cave, going deeper into
  the fading land. The glowing crystals light the
  path, providing enough light to see. These crystals
  are present throughout 
  the caves so that the
  party will not need light for the remainder of
  their time in the caves.
   
  If a party member breaks off a piece of
  crystal, it continues to glow. However, it turns
  into near worthless coal upon leaving the fey
  lands.
   
  The cave doesn’t branch and leads the party
  straight to the Queen’s Court. The party walks for
  a while. Perhaps an hour, perhaps less. It is hard
  to feel the passage of time here.
   
  The cave you have been following passes through
  an elaborately carved arch and opens up into a
  grand hall. It might have been a natural cavern at
  one point, but the high vaulted ceilings and
  
  Gift of the Fey
  Round 1
  Page 11
  fluted walls are sculpted to look like those of a
  palace. Smaller hallways connect with the grand
  hall on several 
  different 
  levels, 
  and many
  balconies overlook the hall. The center of the hall
  is an elaborate mosaic that depicts a beautiful
  forest scene. The mosaic forms a path down the
  center of the hall. The crystals set into the ceiling
  and walls light the great open space. Their cyclic
  waxing and waning gives the appearance that
  they are twinkling like stars.
  The great hall is not empty. Countless fey are
  here, and they move about in a hundred different
  directions. Pixies fly through the air, leaving
  trails of glittering dust in their wake, satyrs lope
  along, their hooves clicking on the stone floor,
  grigs hop across the intricately 
  tiled floor,
  skillfully avoiding their larger fey kin, and
  nymphs gather on balconies, their 
  laughter
  falling on you like a warm rain.
  The fey effortlessly leap from one floor to
  another. Even those without wings are able to
  jump dozens of feet straight up. After watching
  intently you realize that there is some sort of
  pattern. The fey are all jumping from particular
  spots that have stylized frogs carved into the
  stone floor.
   
   The great hall and the mosaic path leads directly
  through the caves and ends in the Queen’s throne
  room. If the party leaves the main hallway, they
  wander around the caves for a while until they
  are deposited back onto the main hallway. It
  doesn’t matter if the directions don’t make sense.
  In the caves, direction matters very little.
   
  The frog carvings in the floor are enchanted
  with the jump spell. Anyone standing on top of
  the carving gains the spell’s benefit as long as he
  or she leaps from that space.
   
  After a half an hour of walking, the party
  reaches the throne room.
   
  The hall ends in a large rectangular chamber. It is
  vast with several levels of balconies and halls as
  large as the one you just left pierce the wall
  opposite you and the wall to your left. Living
  vines climb up the columns and pilasters that
  support … nothing. There is no ceiling. Instead
  you are looking up at the night sky, dotted with
  thousands of stars. That can’t be. You are deep
  underground.
  A large throne sits on a raised dais at one end
  of the room to your right. Fruit trees rise from
  the floor on either side of it and their leafy
  branches combine to form a canopy overtop the
  throne. The throne itself is made of stone, but
  large flowers—a type of lily maybe—loom on it.
  A hummingbird merrily flutters around them.
  In the very center of the throne room stands
  a faerie. He is wearing a long robe that is made
  out of live birds that are cooing contentedly. His
  hands are covered in gloves, and his face is hidden
  behind a porcelain mask. He turns to face your
  direction as you enter the hall.
   
   The trees 
  have apples, 
  pears, 
  figs, 
  currants,
  oranges, and cherries.
   
  The fey in the center of the room is the
  Queen’s Chamberlain. He has no other name or
  role other than that. The Chamberlain listens to
  whatever the party has to say and answers to the
  best of his ability. When he speaks to the party,
  they 
  hear 
  him 
  speak 
  in 
  their 
  native
  tongue—whether 
  it be Flan, 
  Keolandish, 
  or
  Common.
   
  If asked about the Dyvan, the Chamberlain
  recommends that they speak to the Queen. If
  they ask to speak to the Queen, he says that he
  will pass on their request.
   
  In a sudden rush to movement, the birds on his
  robe all take flight, revealing that there is
  nothing underneath. Two birds grab the gloves
  and one grabs the mask. The birds flap away down
  the many different hallways from this room,
  leaving nothing behind.
   
   In a few minutes, the birds return and reform the
  Queen’s Chamberlain. When the mask drops into
  place, he says that Queen Lhiannon sends her
  greetings 
  and 
  extends 
  to them 
  the gift 
  of
  hospitality. They can meet with her tomorrow
  when she holds court. To fill their time until
  then, the Queen has invited them to attend the
  ball that is being held tonight. If the party
  accepts, 
  the 
  Queen’s 
  Chamberlain 
  summons
  several pixies to show the party to rooms where
  they can rest and get a bite to eat.
   
   
   CCCCoooonnnncccclllluuuussssiiiioooonnnn
   (5 -15 minutes)
   The 
  pixies 
  guide 
  the 
  party 
  through 
  the
  complicated maze of passages that is the Caves of
  Twilight Resplendent and show them to pleasant
  rooms where there is watered wine, food, and a
  warm fire.
   
  The pixies also ask the party what costumes
  they would they like for the ball. They insist that
  the party must wear a costume, and they can
  accommodate any character’s request. If a party
  member refuses to wear a costume, the pixies
  relent and do not force him or her to wear one.
  When the party has rested and eaten, the pixies
  guide the party to the ballroom.
   
  The pixies flutter in front of you. “This way, this
  way. The ball is already underway.” They lead you
  down a passage lit by the glowing crystals, which
  ends in a ballroom. The ballroom is a cavern that
  would rival that richest of kings.  Arcades
  surround a great open space 
  with support
  balconies lining every wall. Music, haunting and
  enchanting, floats through the room. In the
  center of the room is a tiled floor where dozens
  of faeries are dancing. Large pools at each corner
  of the tiled floor are filled with water. Bubbles
  rise out of the top of the water, drifting upward.
  
  Gift of the Fey
  Round 1
  Page 12
  A nymph and satyr start rising with the bubbles,
  dancing all the while.
  You step out into the ballroom.
   
   The Fey Ball is played as the Interactive at the
  premiere.  If this is the premiere, skip the rest of
  the conclusion and end the round now.
   
  Otherwise, is you have time, you can role play
  the party’s interaction with the faeries. In the
  course 
  of 
  the 
  conversation, 
  sprinkle 
  the
  information below in the conversation. If you are
  short on time, simply make a Gather Information
  check and give the appropriate information 
  as
  listed below.
   
   Gather Information (DC 10)
  1. 
  The 
  Queen 
  has 
  extended 
  her 
  Gift 
  of
  Hospitality to you.
  2. 
  Bells make such terribly awful sounds.
  3. 
  You are in the Seelie Court of the Caves of
  Twilight Resplendent.
  4. 
  Iron 
  is a repulsive 
  thing. 
  It 
  is 
  nature
  tormented and changed.
  5. 
  The Fey can’t die.  Not here in the Caves at
  least.
  6. 
  The Queen is the ruler of all the Caves. She is
  kind and wise.
  7. 
  Don’t you want to stay with us here forever
  and ever?
  8. 
  An abandoned mortal boy was brought to the
  court a few days ago.
   
   Gather Information (DC 15)
   
  1. 
  The ambassador of the Unseelie Court was
  very interested in the boy for some reason
  2. 
  The Queen gave the boy to the ambassador to
  repay a debt.
  3. 
  The caves stretch in all directions for miles
  and miles. They twist and turn and change
  position as it suits them.
  4. 
  The ambassador is the representative of the
  Unseelie Court at Glades of Shadows Lurking
  5. 
  Passage is a gift. You must always seek the
  gift of passage before going somewhere.
  6. 
  Each fey land is also divided into two courts –
  the Seelie and the Unseelie.
  7. 
  Mortals should avoid the Unseelie Court. The
  Unseelie play too rough.
  8. 
  The Unseelie Court has been very secretive of
  late.
   
   Gather Information (DC 20)
   
  1. 
  The Unseelie court has been communicating
  with mortals regularly lately.
  2. 
  The boy brought to the court is said to be the
  son of an important mortal leader.
  3. 
  The mortal Brenin of Gyruff visited the Caves
  recently – how long ago? That’s hard to say –
  time is tricky.
  4. 
  Followers 
  of the Shalm 
  have 
  long 
  had
  relations with the Unseelie Court, but then
  again, so have the Dark Druids of Nerull.
  5. 
  The leader of the mortal druids is very ill and
  could die soon. Death is so strange.
  6. 
  The most recent incarnation of the mortal
  Brenin was on good terms with the Queen.
  They spoke by messenger often.
  After the party has talked and learned all they
  can, a faerie wanders the ballroom and sprinkles
  glitter on the PCs one by one, while saying “Sleep
  now, mortal. Perchance to dream.” The PC falls
  asleep when the faerie dust is sprinkled on them.
  When all the PCs are asleep, the round ends.
  TTTThhhheeee    EEEEnnnndddd
   
   
   EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
   To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the discretionary roleplaying experience
  award. The roleplaying award should be given for
  consistent character portrayal and contribution
  to the fun of the game. You can award different
  roleplaying amounts to different characters.
   
  Award 
  the 
  total 
  value 
  (objectives 
  plus
  roleplaying) to each character.
   
   Encounter 2
   Finding out the location of Dyvan from the Pixies
   
  50 xp
   
   Encounter 3
   Defeating the Fey Apple Tree*: 
  50 xp
   
   Encounter 3
   Defeating the Nymph*: 
  50 xp
   
   
   Encounter 4
   Defeating the Hag*: 
  200 xp
   
   Encounter 5
   Defeating the Guardian to the Caves of Twilight
  Resplendent*: 
  150 xp
   
  * There are many ways to defeat the creatures in
  this adventure. With the fey trees, not picking a n
  apple is counted as successfully defeating the
  encounter. Having no one suffer the charms of
  the nymph and enlisting her aid is counted as
  defeating the nymph. Not attacking the hag will
  also defeat that particular encounter. Gaining
  entrance to the Caves of Twilight Resplendent
  defeats the guardian in Encounter 5. Defeating
  each encounter through combat will also yield
  the experience award. 
   
   Roleplaying Experience: `
  0-50 xp
   Total Possible Experience: 500 xp
  
  Gift of the Fey
  Round 1
  Page 13
   Treasure Summary
  Player 
  characters 
  may keep items 
  from 
  the
  scenario that are listed on the treasure list below
  or which meet the following conditions:
  1- 
  The 
  item 
  must 
  be 
  non-magical 
  and
  specifically listed in the text of the adventure
  (e.g. armor on foes). If it is not listed in the text,
  the characters cannot keep it. Items 
  of this
  nature can be sold for 50% of book value, or
  recorded on a log sheet.
  2- Animals, followers, monsters, henchmen, and
  so forth (any living being, basically) may not be
  kept from a scenario for any reason unless the
  treasure summary lists the being specifically. It
  is okay for 
  the player 
  characters 
  to 
  form
  relationships with NPCs, but these will not be
  certed and cannot bring material benefit to the
  character. 
  Contacts 
  (sources 
  of 
  extra
  information) must be specifically certed.
  3- Theft is against the law, but may be practiced
  by some player characters. Items which are worth
  more than 250 gp that are of personal significance
  to the owner (including family heirlooms), and
  all magical items, 
  will be discovered in the
  possession of the character 
  by one means or
  another. The character must return the item and
  pay a fine equal to three times the value of the
  item stolen. In addition, the PC caught receives
  campaign-decided penalties for being known as a
  thief. For other stolen items which meet the
  criteria in #1 above, use your judgment and the
  circumstances within 
  the game to determine
  whether a PC thief gets away with the theft or
  not.
  Any item retained according to these rules, which
  does not have a certificate, will not ever have a
  certificate 
  issued for it. The campaign 
  staff
  reserves the right to take away any item or gold
  acquired 
  for 
  things 
  which 
  it 
  later 
  finds
  unreasonable 
  but which were allowed 
  at the
  time.
   
   Introduction
  • 
  50 gps for delivering the message to the camp
  in the Dim Forest.
   
   Encounter Three\
  • 
  Scarf of Sesonya’s 
  Hair: (800 gp, *, silken
  nymph hair, uncommon) There are two ways
  to gain this item. The first is if a character
  returns to Sesonya the Nymph and spends
  one month (4 Time Units—marked on the
  Character’s Log), talking and laughing and
  having a great time. At the end of such time,
  she weaves the scarf for that character out of
  several locks of her own hair just before she
  sends that PC back to the mortal realm. The
  second is if a character holds Sesonya the
  Nymph’s brush hostage, the nymph will give
  them several locks of her hair which are
  magical and woven by a skilled weaver (10 or
  more ranks) will be enough to make a scarf.
  The PC given the locks of hair must find
  someone 
  capable of weaving the delicate
  fibers (spend two time unit and 100 gp—mark
  on the Character’s Log), in order for the scarf
  to be made. If a scarf is worn, it grants the
  wearer a +1 enhancement bonus to Charisma
  when worn. The PC must wear the scarf for a
  full day for the bonus to be applied, and the
  PC loses the bonus as soon as he or she takes
  off the scarf. The scarf is very fragile, and
  when worn into battle there is a 25% chance
  that it will be destroyed each time the PC
  wearing it suffers a critical hit.
   
  800 gp
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/GEO (Geoff)/GEO1-03a Gifts of the Fey - Round 1 (3E).pdf