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  KEO6-02 
   
   
   
   
  FOREST OF RIBBONS 
  A One-Round D&D® LIVING GREYHAWKTM  
  Keoland Regional Adventure 
  Version 1.01 
   
  by Phineas Walsh and Judy “jr” Rudolph 
  Reviewer: Keoland Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Jennifer Knapp, Jon Knapp, Justin Knapp, Maeve & Nathan Salla, Trevor Salla, Cindy & 
  Russ Lighton, Bruce & Kathy Wienckowski, Robert Smith, and John Rogers. 
  For many years the Dreadwood has housed secrets beyond compare, secrets kept by a small cabal of 
  militants called the Dreadwalkers. Secrets that would be deadly should they ever stir to life and erupt from 
  the care of their warders. The forces of unrest are legion and the Dreadwalkers dwindle season by 
  season. Pushed to the breaking point, a desperate gamble is taken to develop a new weapon against 
  Keoland’s biggest secret…and Keoland’s most vicious enemy. 
  Note: This adventure counts as Reporting for Duty for Dreadwalkers, Dreadwalker Reservists, and 
  Greyhill military.  PCs who have negative or otherwise unfavorable influence with House Lizhal or the 
  Dreadwalkers are unable to participate in this Module.  Nature-types and elves are encouraged to 
  participate.  Large heroes will experience difficulty. 
  
  KEO6-02 Forest of Ribbons 
   
  Page 1 
  ADVENTURE BACKGROUND 
  • 
  The Dreadwood covers approximately 
  20,000 square miles, or about one-sixth of the 
  total area of Keoland. 
  • 
  The general area approximately 25 miles 
  from any edge of the Dreadwood (both deeper 
  within the forest and extending outward into 
  the surrounding lands) is known as the 
  “Dreadverge”. 
  • 
  It is effectively a rain forest that also 
  contains hardwood and unusual [ironwood, 
  darkwood, etc.] trees, some of which outdate 
  Keoland itself. 
  • 
  The depths of the Dreadwood are 
  generally unknown and unexplored, and is 
  considered “primeval”. 
  • 
  There are strange creatures that roam the 
  Dreadwood that are not normally seen 
  elsewhere. 
  • 
  The Dreadwalkers are a specially-trained 
  group of people (primarily druids, rangers, and 
  elves) 
  devoted 
  to 
  dealing 
  with 
  the 
  ‘uniqueness’ of the Dreadwood. 
  • 
  The Dreadwalkers tend to chase folks out 
  who are curious about the ‘uniqueness’ of the 
  Dreadwood (since curiosity tends to breed all 
  kinds of trouble). 
  • 
  The Dreadwalkers seem to have generally 
  unfriendly relations with most of the rest of the 
  surrounding regions.  The most notable 
  exceptions to this are the Barony of Greyhill 
  (presumably because the King of Keoland, 
  Kimbertos Skotti of House Lizhal, was himself 
  a Dreadwalker), and the Viscounty of Nume 
  Eor (the Viscount Richart Jorgos was a cousin 
  of Kimbertos’ through marriage). 
  • 
  It is known that there is an elven kingdom 
  within the Dreadwood, though they are 
  reclusive and generally don’t contact the 
  outside world except to kick trespassers off of 
  their land.  The exceptions to this rule seem to 
  be the demihumans and Flan of the Good Hills 
  [also 
  a 
  Protectorate 
  of 
  Keoland] 
  and 
  druidic/Old Faith types. 
  Prequel:  Forests of Iron - the intro mod that 
  precedes this one is focused upon a group of 
  missing loggers and some of the warped dangers 
  of the Dreadwood.  It is helpful, but NOT 
  necessary, to have played that module. 
  ADVENTURE SUMMARY 
  FOCUS: The main goal of the mod is twofold; (1) 
  to introduce the elven kingdom of the Dreadwood 
  to the PCs, and (2) to keep an elven sage alive. 
  Introduction: This brief introduction merely sets 
  the stage for encounter 1 and gives players a 
  chance to introduce their PCs. 
  Encounter 1: (Subtitled “Welcome to Keoland: 
  Roll Initiative!”)  PCs are traveling along the High 
  Road 
  through 
  Greyhill 
  when 
  they 
  see 
  a 
  disturbance on the road ahead.  If PCs move 
  quickly to investigate, they are able to see a group 
  of humanoids attacking a caravan and a 
  Dreadwalker Reservist shoot an arrow off towards 
  the Dreadwood that leaves a brightly-colored 
  purplish alchemical trail.  PCs will face off against 
  against a group of leveled tieflings [and a pet at 
  higher APLs].   
  Encounter 2: After the combat is over, a group of 
  injured elves led by Vayleran Moonchild meets 
  with the PCs.  He thanks them for saving the 
  caravan, then asks if they will accompany both it 
  and him back to Dourstone.  They pass by some 
  unusual scenery, then meet Kialla Skotti outside of 
  the keep’s gates.  She will greet the PCs and take 
  their measure, then ask them be part of her honor 
  guard since Vayleran and his group are too injured 
  to go along.  
  Encounter 3: PCs will have the chance to speak 
  with Kialla and other NPCs as they travel, to find 
  out a little about her journey to the elven town of 
  Aridul to swear allegiance to the elven kingdom.  
  They rest at a Dreadwalker safehouse for the 
  evening, and Kialla must make the difficult 
  decision of choosing which Dreadwalker her druid 
  should reincarnate. 
  Encounter 4:  Kialla must complete her mission 
  alone.  PCs are pretty much waiting around doing 
  nothing when they notice a purple-eyed owl trying 
  to get their attention.  The owl brings them to a 
  ring of standing stones where a blind elven harper 
  waits.  He takes their measure, then offers them 
  the chance to help the elves and Kialla alike by 
  accompanying an old sage on his mission to 
  search for a rare plant.  PCs must figure out how 
  to transport the old elf, who is unable to walk.  A 
  druid gives metal-wearing characters a hard time. 
  Note: Three of the four encounters [5,6,7] take 
  place on the SAME DAY. 
  Encounter 5:  The PCs travel for half a day until 
  they cross the boundary between elven-controlled 
  
  land and Dreadwood ‘wilderness’.  There are 
  several near-encounters if PCs don’t climb into the 
  safety of the sage’s rope trick.  The next morning, 
  PCs may [or may not] discover while they are 
  going about their morning routine, something 
  particularly valuable/unusual has gone missing.  If 
  the PCs discover the culprit, a sylph, they may 
  either attack it or parlay.  Should PCs choose to 
  attack, they may find it a more difficult encounter 
  than originally perceived.  If PCs speak to her 
  [she’s stealing just out of curiosity], they will 
  discover that it has seen the plant the elf is looking 
  for within a day’s journey. 
  Encounter 6: Needlefolk have a racial hatred for 
  elves, and the old sage is an easy target.  They 
  can sense elves from a quarter-mile away and lie 
  in ambush. They will randomly attack any elf in the 
  party and then concentrate fire until either all elves 
  are dead (not dying) or their own lives are in 
  danger. 
  Note: the sage has ten hit points regardless of 
  APL; it is very possible for him to die in either this 
  encounter or the next one - especially at higher 
  APLs.  
  Encounter 7: If the PCs did not attack the Sylph 
  from Encounter #5, it comes back to warn them of 
  the Kaorti and its pet a moment before it arrives.  
  The sage reveals his plans for the plant, and the 
  Kaorti will seek to flee with that information. 
  Conclusions: 
  There 
  are 
  several 
  possible 
  conclusions.  By default, if the elf lives, he will 
  automatically find the herb and the PCs will be 
  fully successful.  It may be possible for PCs to find 
  the herb on their own [but only with the 
  appropriate skills and die rolls].  It is considered a 
  critical failure only if the sage dies and PCs do not 
  bring the body back.  If the elf is dead and there 
  are no Dreadwalkers or trackers in the party, PCs 
  wander the Dreadwood for several extra TUs.  
  PCs will eventually return to Aridul to find Kialla 
  changed from her ordeal. 
  PREPARATION FOR PLAY 
  • 
  Make sure players fill out DM Aid #1, 
  which includes pre-rolled spot and listen 
  checks, a list of shiny, pretty, “stealable” 
  items, as well as PC names, classes, and 
  metaorgs. 
  • 
  This module is designed to be easier if 
  there are Dreadwalkers in the party.  If you’re 
  not sure, err for Dreadwalkers and against 
  other PCs. 
  • 
  This module has a ‘natural’ break just before 
  Encounter 5 begins.  Allow PCs time to figure 
  out how to protect the sage and prepare 
  tactics for the Dreadwood encounters. 
  INTRODUCTION: FROM THE 
  SHORES TO THE HILLS 
  The Great High Road is the largest paved road 
  in the entire Sheldomar valley.  From its 
  origins at the port city of Gradsul’s western 
  gate, it stretches for nearly a thousand miles, 
  passing through or forming the border of fully 
  half of Keoland’s twenty-seven provinces until 
  it turns near Fortress Ravonnar and crosses 
  the Javan river far to the northwest.  Its fifty-
  foot width and drainage ditches are well-
  maintained by the Royal Guild of Highways 
  and Byways, making travel easy and the road a 
  favorite for merchants and adventurers alike.   
   
  Also known as the Road of Conquest, 
  however, it was originally built to allow an easy 
  way for all six Oeridian provinces to move 
  massive amounts of Keobred warhorse cavalry 
  anywhere they were needed - as evidenced in 
  the summer of CY 595 when nearly fifteen 
  thousand 
  soldiers 
  of 
  the 
  Keoish 
  Royal 
  Standards marched to join the unified forces of 
  the Sheldomar in the retaking of the city of 
  Gorna from the giants.  The soldiers have long 
  since returned home, however, and the only 
  horses on the road now belong to local 
  patrols, 
  heraldric 
  mail 
  carriers, 
  wealthy 
  travelers, or merchant caravans.   
   
  You’ve kept pace with perhaps two dozen 
  others for some time now, and have gotten to 
  know a few better than others. 
  Insert character introductions here, then continue 
  to Encounter #1. 
  ENCOUNTER 1: DARK 
  RAIDERS ATTACKED US 
  As always, there are tales to be told and 
  exaggerations to be exchanged, and coin to be 
  earned if you have talent (or won, if you have 
  luck).  You and your traveling companions 
  have gained ground and overtaken three slow-
  moving caravans already, and as you slowly 
  advance on the fourth, you hear at least some 
  of them comment that luckily their adventuring 
  career has proven fruitful enough that they no 
  KEO6-02 Forest of Ribbons 
   
  Page 2 
  
  longer have to depend on caravan guard duty 
  to pay their way. 
   
  Still, caravan duty exists for a reason, and 
  that reason is evident now as you see several 
  humanoids jump up from various hiding 
  places along the side of the road and attack.  
  You are a mere sixty feet away, and already 
  some of your traveling companions are 
  backtracking.  Others look ready to join you if 
  you act.... 
   
  The heroes are traveling with another half-
  dozen NPCs in a fairly jovial pack. The ones that 
  are backing up are NPCs who are not combat 
  capable; hopefully the PCs will be heroic and act! 
  APL2 (EL 4) 
  Tiefling War1/Ftr1 (2) and Tiefling War1/Rog1 
  (3) - See Appendix Two 
  APL4 (EL 6) 
  Tiefling War1/Ftr2 (2) and Tiefling War1/Rog2 
  (2) - See Appendix Three 
  APL6 (EL 8) 
  Tiefling War1/Ftr2 (4) and Tiefling War1/Rog2 
  (3) and 5-Headed Hydra, Pseudonatural - See 
  Appendix Four 
  APL8 (EL 10) 
  Tiefling War1/Ftr2 (3) and Tiefling War1/Rog2 
  (3) and 6-Headed Hydra, Pseudonatural - See 
  Appendix Five 
  See Map #1 
  Tactics:  In the surprise round, the Tieflings stand 
  up and draw their weapons.   
  On the first round, the Dreadwalker Reservist will 
  fire a fey arrow towards the treeline [which bursts 
  into purplish faerie fire], but afterwards will fight to 
  the best of his capabilities.  The bard does her 
  best to get to a safe place of hiding inside of the 
  wagon, but will begin to sing in the second round 
  as long as she is still alive.  The other NPCs 
  defend themselves at all APLs, though it becomes 
  increasingly fruitless, as they are first level, 
  regardless of the APL being played.  See 
  Appendix One for NPC stats. 
   
  PCs should not realize that the creatures 
  in fact are tieflings unless they move within range. 
   If no PC is able to make the appropriate planes 
  check, you can mention the obvious - slight horns, 
  a forked tongue, snakelike tails, glowing red eyes, 
  etc.  Be creative. 
   
  At APL 6 & 8, the Pseudonatural 
  Pyrohydra is hiding in the nearby copse of trees.  
  Any of the Tieflings can call for him as a move-
  equivalent action, but will only do so if it looks like 
  the PCs are gaining the upper hand. As well, 
  should all the Tieflings go down, the Hydra will 
  roar out of the treeline. 
   
  On the third round of combat, Perceptive 
  PCs [DC 20 on listen check #1, see DM’s Aid] will 
  notice the sound of area spell effects in the nearby 
  Dreadwood. 
   
  The tieflings will fight until half of their 
  number is killed and the remaining are at 1/4 hp.  
  The “pet” will fight to the death. 
  Development: The Dreadwalkers arrive the 
  requisite 2d4 rounds after the battle has ended. 
  ENCOUNTER 2: TO HER 
  SIDE NOW I MUST GO 
  You barely have time to catch your breath from 
  the fight and look around at the others who 
  joined you when a hawk bursts from the 
  treeline near the spot of the flare arrow.  The 
  hawk cries out as it circles the caravan and 
  lands on one of the wagons.  Moments later, 
  four bloodied and battered elves emerge from 
  the nearby woods; a fifth is strapped across 
  the back of a dire wolverine, hanging limply. 
  PCs who have previously met Vayleran Moonchild 
  recognize the elf in the lead.  He will recognize 
  them and greet them appropriately. 
  If the Dreadwalker Reservist or herald is still alive, 
  he will speak with them privately, and will do the 
  same to any Reporting-for-Duty PCs.  Otherwise, 
  he will ask PCs what happened.  If they are 
  honest, he replies:  
  “I believe they were.... traveling companions of 
  the creatures we fought.  We were victorious, 
  after a fashion,” he adds as he points to the 
  dead elf.  “If you will aid us in gathering those 
  who have fallen, and travel with us to 
  Dourstone, it would be greatly appreciated. 
  After the PCs agree… 
  Outgrown caravan duty, indeed.... 
  The journey would be idyllic if not for the ever-
  present loom of the Dreadwood.  Like much of 
  central Keoland [also called the “breadbasket 
  of the Sheldomar”] grain is the largest export 
  of Greyhill, and the ever-present farms are 
  KEO6-02 Forest of Ribbons 
   
  Page 3 
  
  diligently tended.  However, something seems 
  to be out-of-place.  It takes a while for you to 
  put your finger on it, but then you realize what 
  it is - you haven’t seen any farmhouses. 
  If the PCs point this out to Vayleran, he motions 
  off towards a squat, bunker-like structure. 
  “The locals call them “tows” - for “little 
  towers”.  These safehouses are much more 
  defensible than farmhouses. 
  It is nearly noon when Dourstone keep rises 
  into view from a dip in the road.  The flag flying 
  above the great fortress is the same one that 
  adorns the caravan wagons - a gold sword, 
  pointing downward, against a black oak tree 
  on a field of green.  The words “Eternal 
  Vigilance” are written below it in Ancient Suel. 
  Unlike 
  many 
  other 
  castles 
  in 
  Keoland, 
  Dourstone is built to withstand a siege.  The 
  towers are crenellated and evenly spaced, the 
  entryway 
  is 
  covered 
  and 
  probably 
  switchbacked, and the walls are seemingly 
  built of a single piece of granite. 
  Vayleran disembarks from the lead wagon and 
  approaches the welcoming committee that 
  appears to have been waiting outside of the 
  heavily reinforced ironwood gates.  In the lead 
  is a woman sitting astride a beautiful roan light 
  warhorse with tawny mane.  The woman is tall 
  and athletic, with light brown hair pulled back 
  into an elegant ponytail by a silver hair 
  ornament of obvious elven design.  The mithril 
  breastplate she wears has been polished to an 
  almost painful sheen, and the Lizhal family 
  crest enameled upon it is equally resplendent 
  in green and gold.  An elegant elven longsword 
  is strapped to her back, tucked behind a pair of 
  ornate quivers in a way that makes it clear 
  which weapon she would draw first, should the 
  need arise. 
  Behind her are fifteen other warhorses.  One 
  lieutenant stands at the ready, and a young 
  fresh-faced recruit bears a pennant with the 
  Lizhal heraldic crest that could double as a 
  lance if necessary.  Only the clean-pressed 
  tabards the guards wear gives any indication 
  of a formal ceremony; all wear armor and are 
  armed with live steel - mostly opposing blades. 
  As Vayleran approaches, the woman moves 
  forward to meet him.  “We were waiting for 
  you, Vayleran.  What happened?” 
  “We ran into another raiding party, Princess.”  
  The woman frowns, and the elven ranger 
  cleared his throat.  “Forgive me, milady.  We 
  lost Soralynn this time,” he motions to the 
  wagon where the elves are removing the body 
  of the dead elven wizard.  It seems another 
  waylaid the relief supply caravan, but there 
  were some brave of heart and strong of 
  character enough to fend them off.” 
  The woman the elf called “princess” oddly 
  enough, does not appear to be wearing any 
  items designating her rank, but there is a 
  definite authoritative ring to her voice.  “I thank 
  you for safeguarding our supplies - they are 
  sorely needed.   
  PCs who have already met Kialla Skotti [Keo5-03 
  Closure and Disclosure] will recognize her.  PCs 
  who have met the king, Kimbertos Skotti, will 
  easily see the family resemblance.  Dreadwalkers 
  automatically recognize her, as does anyone who 
  makes a DC 15 Knowledge (nobility) or Bardic 
  Lore check.  A DC 20 Knowledge (local) skill 
  check will also identify Princess Kialla.  They will 
  also know that she has been released from her 
  oaths to the Knights of the Dispatch, to attend her 
  family. 
  Kialla will introduce herself only as “Kialla Skotti”.  
  Allow PCs to introduce themselves.  She will 
  automatically recognize Dreadwalkers and anyone 
  she’s met personally, and will “remember hearing 
  about” any PCs who have gained influence with: 
  Kimbertos Skotti, Calisse Skotti, Richart Jorgos, or 
  the Knights of the Watch/Dispatch. 
  Once PCs have introduced themselves, she asks 
  for a description of the battle.  If PCs faced the 
  Pseudonatural Pyrohydra, she will turn to Vayleran 
  and exchange a knowing glance. A Sense motive 
  10+APL can translate the look into a combination 
  of “why is everything hitting the fan today?! and 
  “That really, really, isn’t good…”] 
  Once PCs are done describing the battle if there 
  are any PCs that have influence: 
  “You have proven yourself trustworthy in the 
  past.  Will you vouch for these others?” 
  If none of the PCs have any influence: 
  She studies you carefully for a moment, then 
  seems to come to a decision as she speaks: 
  Either way, read the following: 
  “You have already proven yourselves an asset 
  to our House; I would ask of you to do so 
  KEO6-02 Forest of Ribbons 
   
  Page 4 
  
  again.  Ride with me.  We do not expect trouble 
  on our journey, but I would not further deepen 
  the wounds already borne in my name,” Kialla 
  says as she motions to Vayleran and the 
  injured elves. 
  If there are PCs who do not have any mounts, she 
  directs Vayleran to have appropriate-sized ones 
  supplied for the PCs, and will wait  
  Once you are ready, Kialla wheels her mount 
  with practiced ease and leads the entourage 
  through the courtyard of the donjon and past 
  the inner walls.   
   
  ENCOUNTER 3: RIDE NOW 
  AND GO UNAFRAID 
  Like other villages and towns in Keoland, 
  overly productive fields of grain surround 
  Dourstone.  As you pass through the massive 
  ironwood gates and the outer wall, one thing 
  stands out - the fact that there are no 
  farmhouses.  Anyone who wants to wake up in 
  the morning sleeps within the protection of the 
  battlements.  A wide strip of open grassland 
  separates the farms from the forest, and 
  provides a work area for the small groups of 
  loggers concentrated around specially-marked 
  trees.   
  "Arrows' Pointe Road," Kialla waves her hand 
  expansively.  "The widest, most negotiable, 
  well-traveled road in all of Greyhill besides the 
  capitol spur of the Great High Road."  What 
  lies before you is nothing more than a hard-
  packed trail barely twenty feet wide and nearly 
  swallowed by the trees on either side which 
  rise over a hundred feet into the air.  "Enjoy it 
  while you can," she adds wryly "It’s also the 
  only other road in the entire barony you can 
  take a pair of horses down comfortably.  Let's 
  go."  She lets the reins out on her horse, and it 
  takes off at a comfortable trot. 
  You are barely half an hour’s ride down the 
  path when around you, various guards open 
  up bags to light bull’s-eye lanterns and set 
  them into various holders in the saddlebags, 
  and soon you understand why.  It has become 
  darker the further into the Dreadwood you 
  have ridden, and the canopy has thickened 
  overhead to the point where almost no light 
  penetrates from the sky above.  Kialla strikes a 
  single sunrod.  “To keep track of time,” Kialla 
  explains.  “Though it always appears to be 
  night, the denizens can tell when the sun has 
  truly set.”  Kialla’s druid dismounts and moves 
  to each of the horses, who seem to settle 
  down.  In a moment, you start up again, 
  following his lead.   
  Spellcraft (DC 26) will allow PCs to note that the 
  druid used a silenced, stilled Calm Animals spell 
  on the horses. 
  PCs who wish to talk to the Druid, Nevarr, will find 
  him very laid back, and willing to talk about nature. 
   He seems to be a senior member of Kialla’s 
  household [a fact which he will confirm].  He will 
  inform PCs that the Lizhals are allied with the 
  elven kingdom within the Dreadwood, and that the 
  elves felt that the oath was violated when an elven 
  town fell and no help came.  One of the princes 
  arrived at Dourstone yesterday and demanded 
  that the situation be remedied.  Kialla is going to 
  Aridul [elven for “Grey Hill”] the site where the 
  original treaty was signed between the two 
  houses, to try to ‘smooth the ruffled feathers’.  If 
  they ask him for further details, he will inform PCs 
  that it is not his place to say, and suggests they 
  talk to Kialla directly. 
  Allow PCs who wish to edge their horse up next to 
  Kialla at some point during the trip to ask a 
  question or two.  Determine whether more 
  questions are directed towards the history of the 
  elves or the history of House Lizhal.  Read that 
  section from DM AID #4 first, then allow the PCs 
  interact with other NPCs at the Hollows and rest 
  [uneventfully, as long as PCs don't do anything 
  stupid], then read the other section the next 
  morning so that they have the information before 
  they arrive at Aridul. 
  If anyone asks Kialla a question from the 
  "personal" list, she answers it immediately.  She 
  appears to be comfortable with the eeriness of the 
  Dreadwood, but the PCs may realize as they 
  speak with her that it is something she grew up in 
  and was accustomed to. 
  PCs who are overly rude or nosy get their mounts 
  pushed aside by Nevarr on his horse. 
  If the PCs don't make the attempt to chat with 
  Kialla, she will appear quiet and withdrawn, and 
  will barely notice when they arrive at the Hollows. 
  “Come,” she beckons to you as she leads you 
  through a carefully concealed opening in the 
  unnaturally thick growth of foliage, and you 
  enter a small, wooden-walled compound.  
  "Welcome to the Hollows - safest place outside 
  KEO6-02 Forest of Ribbons 
   
  Page 5 
  
  of Dourstone's walls in all of Greyhill."  "The 
  Hollows" seems to be little more than a dent in 
  the side of the road, a semi-circular clearing 
  60' in diameter with a few platforms built into 
  nearby trees manned by pairs of vigilant wood-
  elf archers.  "Make yourselves comfortable, 
  and don't do anything to make them shoot at 
  you," she motions to the Dreadwalkers in the 
  trees, "not all of them speak Common."  She, 
  like her soldiers, dismounts and begins to take 
  care of her own horse. 
  There seems to be only a large inn-type 
  structure, a supply shed, and a cleared area 
  that could easily be training grounds.  The 
  common area of the barracks is nearly filled by 
  your numbers, but several soldiers follow the 
  lieutenant back into what is obviously the 
  kitchen.  The fare is simple; a hearty stew, 
  bread, and honeyed mead.  The first mug gets 
  passed to Bevin, the young standard bearer. 
  If PCs did not speak to Kialla on the ride in, they 
  may do so [with the same results] now.   
  Kialla's honor guard, like the Dreadwalkers 
  stationed here, is heavily mixed between elves, 
  half-elves, and humans.  The half-breed animosity 
  so highly evident throughout the rest of Keoland is 
  conspicuously absent here; they are treated as 
  equals [as are PC half-breeds, including half-orcs, 
  as long as they 'behave' appropriately].  Nor would 
  it be possible to pick out a single pure-blooded 
  human, either; nearly everyone has a noticeable 
  Flan or Oeridian trait.  Strangely enough for 
  Keoland, it does not seem to foster any animosity 
  amongst them. 
  Gather Info or Diplomacy is DC 10+APL for 
  Dreadwalkers, Greyhill military, and anyone 
  paying standard lifestyle, (or DC 20+APL for 
  anyone paying high or luxury lifestyle):  Give 
  circumstance bonuses for PCs finding someone of 
  their own ‘type’. 
  People they can chat with: 
  The Guards - Apparently an elven noble went to 
  Dourstone to accuse Kialla of not keeping her 
  oath.  They are absolutely furious at his treatment 
  of Kialla, but are trained enough to know that 
  taking matters into their own hands would only 
  make the situation worse. 
  Bevin, the standard-bearer is barely a teenager.  
  He is a young Suel-Oeridian who feels a bit 
  overwhelmed by being in the Dreadwood and by 
  being in an honor guard for his first assignment.  
  He tells them of the ‘initiation’ he went through - 
  camping out in the clearing, and spending the 
  night not realizing the compound was hidden a 
  few dozen feet away all along.  It was scary - you 
  can hear the “screaming trees”.  He doesn’t know 
  what they look like [nor does he want to get close 
  enough to find out], but says they sound like a 
  rusty door creaking on hinges followed by the 
  sound of thunder. 
  After PCs have the time to chat for a while:  
  Nevarr enters the barracks and moves to 
  Kialla’s 
  side. 
   
  The 
  boisterous 
  soldiers 
  suddenly grow very quiet.  Kialla stands and 
  asks, with a deep sigh, “How many?”  She 
  steadies herself for the answer.  “Eight,” the 
  druid replies.  “The Dreadtrapper says since 
  they are all human, the choice is yours to 
  make.”  She is handed a tankard from 
  somewhere down table.  With barely a glance 
  drains it, and then follows the druid back 
  through the door. 
  Not even Reporting-for-Duty PCs will be allowed 
  to follow her, and the NPCs will block the way if 
  they make the attempt.  [If PCs push it and try to 
  force or sneak their way in, they earn Unfavorable 
  notice the mod is over for them.] 
  If players don’t understand, an NPC will inform 
  them that the druid has gone to reincarnate fallen 
  Dreadwalkers.  PCs can make Sense Motive, 
  Knowledge: 
  Nobility 
  and 
  Royalty, 
  or 
  Knowledge: History checks [DC 15] or simply 
  ask an NPC to realize that as both a Keoish noble 
  and a Dreadwalker, she is the leader of the slain 
  heroes and feels a certain amount of responsibility 
  for their safety.   
  The night passes uneventfully, and everything 
  about the next day seems more somber, 
  subdued, from the conversations at breakfast 
  to the journey along Arrow’s Pointe road. 
  If there are any bards or performer-types in the 
  party, Bevin will quietly make his way over to them 
  and ask if they could sing a song to cheer her up.  
  He doesn’t have any recommendations.  If the 
  player decides to do so, note what type/style of 
  song they come up with on the Critical Event 
  Summary [if applicable].  The DC is 13+APL.  If 
  they succeed, they can gain whatever information 
  from DM Aid #4 they have not already gained as 
  Kialla becomes more talkative. 
  There is movement from the front of the 
  column, and in moments the group comes to a 
  complete stop.  Looking ahead, you can see 
  why; the path simply ends as a heavy growth 
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  Page 6 
  
  of trees similar to what lies on either side of 
  you blocks your way.  Without speaking a 
  word, Kialla rides to the front of the column.  A 
  metallic ring of steel on steel reverberates 
  loudly in the silence as Oathbinder is drawn.  
  She reverses the sword, presenting the hilt as 
  she slides the flat of the blade across her arm 
  and the tip at her own throat as she closes her 
  eyes.  Perhaps it is part of a ritual, or perhaps 
  she speaks to one whom only she can hear; 
  but suddenly the very trees part before her, 
  and your way ahead is clear.  You move 
  forward, and, for the first time in nearly a day, 
  see sunlight before you. 
  ENCOUNTER 4: EYES OF 
  FROST 
  It is easy to understand how Grayhill got its 
  name; there is a natural clearing in the forest 
  here.  Its edges are lined with all manner of 
  sturdy trees, from oak to ironwood, banyan to 
  darkwood. At its centre is a large circle of 
  standing stones; two circles would be more 
  accurate.  One set seems to be almost 
  impossibly old, cracked and broken and fallen 
  to large boulders.  The stones and centre altar 
  that are still standing seemed to be made of 
  petrified wood.  Both sets have been carved 
  with various symbols.   
  PCs who speak the appropriate languages can 
  identify elven, suel, flan, and sylvan, one language 
  on each side of the stones.  Druids, rangers and 
  nature-type clerics automatically recognize the 
  symbols as various symbols of power, as well as 
  stylized holy symbols of various gods of nature, 
  elven and otherwise; it is an active Standing Stone 
  Circle.  This group also gets a sudden, dizzying 
  rush when they cross to the circle’s interior.  
  Druids are fairly certain that there is a great 
  intersection of multiple powerful ley lines beneath 
  the circle; clerics are fairly certain they are on 
  consecrated, hallowed ground.  Chaotic neutral 
  PCs feel “creeped out” by the place, as though 
  suddenly disconnected from their deity. 
  The procession climbs the hill and Kialla holds 
  up her sword just as you step within the first 
  ring of standing stones, calling the entourage 
  to a halt.  Within the circle of stones stand 
  nearly fifty elves, each wielding a sword and 
  wearing a tabard with a golden oak tree upon a 
  field of green.  She dismounts with practiced 
  ease, and yet, for the first time, you see 
  hesitation in her movements, doubt playing 
  across her face.  “Nevarr?” 
  The Druid shakes his head.  “I am many things, 
  but I am not the one they are waiting for.  Your 
  honor will protect you in Aridul.  Go.  Have 
  faith in your heritage.” 
  Allow PCs to make whatever preparations for 
  combat that they wish; components can be drawn, 
  weapons may be loosed, actions may be readied, 
  etc.  Nevarr will notice and shake his head for 
  them to ‘stand down’. 
  If the PCs attack the elven host, the mod is over.  
  They are quickly over come and are slain, unless 
  they have escape magics or surrender.  Any 
  member of the party that surrenders is ejected 
  from the Dreadwood. 
  Kialla squares her shoulders and barely begins 
  to move forward when one of the elves, 
  wearing a crown, steps forward and wrests the 
  sword from her hands.  “You haven’t earned 
  this yet,” he sneers as he pulls Oathbinder 
  from her grasp.  “And you were supposed to 
  come alone.” 
  Kialla’s eyes blaze in defiance, then her gaze 
  shifts to a spot behind the elven prince, and 
  the tension eases from her shoulders.  At the 
  top of one of the standing stones a great 
  horned owl with amethyst-colored eyes peers 
  at the gathering.  The prince’s expression 
  changes from one of anger to one of extreme 
  annoyance, as he realizes that he seems to 
  have lost this battle of wills.  With a curt 
  gesture, he motions towards his guards, and 
  they fall in behind Kialla as he leaves the circle 
  and walks towards a large wooden structure 
  built into a nearby row of ironwood trees. 
  Nevarr will guide the PCs along with the remaining 
  honor guard to one of the oaken treehouses. 
  “Our job here is done,” the druid informs you.  
  “Now, we wait.  Do not go exploring - you are 
  Kialla’s guests, but you have not been 
  recognized by the elves.” 
  PCs will not be able to go exploring without having 
  elven arrows pointed at their hearts.  Inform 
  players that several hours pass, with no word from 
  either the druid or Kialla.  The rest of her guard 
  seems content to stay put, very much afraid of 
  doing anything wrong and making Kialla look bad. 
  Give players a chance to roleplay their PCs 
  frustrations, and then pull aside any PCs who 
  have bird familiars (or if there is a druid who 
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  Page 7 
  
  wildshapes into a bird form and tries to explore 
  incognito) and read them the following: 
  You notice an owl with large violet eyes in the 
  tree overhead studying you intently in a way 
  that makes you fairly certain it’s not “just 
  another owl”.  That suspicion is confirmed 
  when your familiar sends back a sense of 
  urgency and of going somewhere”  
  or, if the PC is high enough level to speak with the 
  familiar:  
  “Uh, boss, purple-eyes here says he wants you 
  to get everyone together and follow him,” 
  If PCs have no bird familiars, go next to druids or 
  rangers with any animal companions; otherwise 
  have PCs roll spot checks and give the following 
  to the player with the highest check: 
  You notice an owl with large violet eyes in the 
  tree overhead studying you intently in a way 
  that makes you fairly certain it’s not “just 
  another owl”.  You remember that it is the one 
  from the standing stones.  Once it realizes it 
  has your attention, it flies down towards you, 
  landing 
  on 
  a 
  nearby 
  branch 
  - 
  or 
  an 
  outstretched arm.  It twists its head around, as 
  though looking for something, then looks back 
  at you.” 
  Allow for some “What is it, Lassie?” roleplaying.  If 
  the player doesn’t realize what it wants, it will fly 
  ahead 10 ft, wait for the PC to catch up, and then 
  do the same again.  If that doesn’t work, it will tug 
  on the PC’s sleeve, etc.  Otherwise the PC knows 
  the owl wants the PC to follow it, and it will fly back 
  and find the PCs one at a time.  Once all of the 
  PCs are together: 
  The owl with the purple eyes circles above 
  your heads several times once you are all 
  together, then flies off out of the treeline and 
  into the clearing towards a menhir.  An elf in 
  elegant green and gold shirt, vest, and 
  breeches sits on one of the great standing 
  stones, a small lap harp perched easily on his 
  knee.  As you approach, you can hear the 
  words of a wistful melody drifting out towards 
  you. 
  “O, the king’s youngest daughter 
  was ravishing fair; 
  bright blue were her eyes 
  and bright golden was her hair; 
  and the king’s second daughter 
  had eyes like the sky 
  with hair of soft midnight 
  that made courtiers sigh....” 
  The words trail off when you reach his side, 
  though 
  his 
  fingers 
  continue 
  to 
  dance 
  gracefully across the harpstrings.  “But then, 
  you are not here for either of those daughters, 
  are you?  Nor the first either, but the third.” 
   Remind players (if necessary) that Kialla was 
  Kimbertos’ third daughter.  
  He turns to face you, and you can clearly see a 
  white film across both of his eyes.  “It is said 
  you do not wear her colors; why are you here, 
  then?”  His head tilts to one side in 
  anticipation of your answer. 
  Let the PCs say what they wish, however they 
  wish.  He appears to be interested in what they 
  have to say, rather than how they actually say it, 
  and will even smile if anyone vents about how the 
  ambassador has treated Kialla.  Once the PCs 
  make it clear they are on Kialla’s side and want to 
  help her, continue: 
  “The answer lies not here, but beyond Aridul, 
  in the Dreadwood, where all answers lie.  Are 
  you willing to prove your loyalty to the one 
  who brought you here, or are your words 
  hollow?  Does your loyalty end when coins no 
  longer cross your palm?”  
  Again, allow PCs to speak their minds as 
  eloquently [or not] as they wish. 
  “There is one among us here in Aridul, ancient 
  even to my eyes. He has taken up a lifequest in 
  search of knowledge, and of discovery therein. 
  His quest takes him beneath the trees at the 
  turning of the seasons every spring.  The 
  learned one normally has bodyguards, but 
  they will be busy with the ceremony.  Since 
  you are not be allowed in, it will give you 
  something to.... keep busy with until it is time 
  to return to Dourstone.” 
  PCs may choose not to accept the task; they will 
  simply remain in Aridul for a week, then return with 
  Kialla to Dourstone.  If so, their Notice of House 
  Lizhal AR item shifts from “Favorable” to 
  “Recognition”, as the elves are considered allies.  
  Assuming that PCs accept the responsibility: 
  The harper nods.  “Thank you for your 
  assistance.  You will have two days to prepare 
  for your journey.  You are free to move about 
  Aridul in the meantime, as long as you respect 
  our wishes and remain within the diplomatic 
  areas.” 
  KEO6-02 Forest of Ribbons 
   
  Page 8 
  
  If any PCs have large animal companions or 
  brought their own horses: 
  “One more thing,” he adds.  “I’m afraid your 
  large animals will be unable to accompany 
  you. If you wish to bring another along, ask 
  someone with such a companion to assist you 
  in finding one nearby.”  
  If they agree, PCs will have time to choose a small 
  or medium-sized animal companion appropriate to 
  be found in a forest and advanced to their 
  appropriate druidic level. 
  Note: If there are any large PCs [ie Centaurs], he 
  notifies them that will cost them an extra 480gp to 
  have an elven mage polymorph it into an elf for the 
  duration of the spell.  When they are ready to 
  return, it will cost the same to cast the spell a 
  second time. 
  As 
  you 
  leave, 
  the 
  harpsong 
  shifts 
  to 
  something.... strange.  Different.  Perhaps it 
  has something to do with being on such 
  sacred ground, perhaps not, but a strange - 
  note? - of energy bursts within your soul, as 
  though you had discovered the most perfectly 
  balanced blade or bow, or learned a true 
  phrase of power, or suddenly heard the voice 
  of your god in your own mind. 
  PCs need to make a Fortitude save (DC 25).  PCs 
  who fail are momentarily stunned; those who save 
  are merely dazed.  Any PCs who follow a god will 
  feel his/her influence at that moment - feel Pelor’s 
  light, hear Olidamarra’s laughter, feel the good 
  solid earth of Moradin beneath their feet, etc.  PCs 
  who don’t follow a god feel nothing.   
  Once they shake off the effect in d4 rounds, any 
  questions asked will be met with  
  “If you choose to understand, the answer will 
  be yours.”    
  Bards in the party receive Player Handout #1 and 
  will know immediately; everyone else will realize 
  once they receive their ARs that the bard is a 
  Seeker of the Song, and they have been exposed 
  to the Truesong. 
  To prep for their journey, PCs can obtain any non-
  magical standard PHB equipment they wish, with 
  the exception of alchemist’s fire.  Each Reporting-
  for-Duty PC may purchase a core-access scroll or 
  potion equal to half the APL in hundreds of gold 
  pieces (100gp-400gp) as long as it is something 
  that they themselves may use [no buying and 
  handing off to other party members.]  Although the 
  harper will not offer it, if a PC bard seeks him out 
  and specifically asks, they will be able to get a 
  scroll [using the guidelines above] as well. 
  Note: PCs who make a serious attempt at trying to 
  get into places they’re not supposed to will get 
  caught and will not be able to participate in the 
  remainder of the module, except to get escorted 
  back to Dourstone with a very angry Kialla. 
  When the time for your journey is at hand, you 
  make your way to the treetower where the 
  harper indicated that he would meet you.  He is 
  there waiting for you, and sitting next to him in 
  a carrying chair is probably the oldest elf 
  you’ve ever seen; he actually looks old.  He is 
  dressed in simple robes and a vest, and a well-
  made but non-extravagant circlet holds back 
  his thinning hair. 
  ALL APLs: 
  Throion Na’nai, Elven Sage: Ancient Male 
  elf, Wiz3/Exp7 - see Appendix One. 
  The sage is overly friendly and more than a bit 
  eccentric, and speaks in that stereotypical 
  “grampa” voice. 
  “Hello, hello, excellent, excellent.  We’ve not 
  much time left, just these few days after the 
  equinox if we’re going to find it.  I’ve searched 
  nearly the entire area, you know, I’m bound to 
  find it this decade.  Where is our ride?  Oh, 
  excellent, excellent, here they come now.  
  Hurry, hurry, you know how important this is!  
  Can’t you hurry any faster, turn into something 
  that flies or dives or something?”   
  The recipients of his beratings appear to be a 
  pair of druids, dressed for combat.  The half-
  elven female laughs and gently pats his cheek 
  affectionately.  “Dear, dear Throion; you’ve 
  been at this since before I was born.  Surely 
  there is something else for you to pursue 
  besides this perennial wild bird chase?” 
  Throion raises a bushy eyebrow. “Birds? I’m 
  not hunting birds. Hrmph, that’s the problem 
  these years. Too many younglings with not 
  enough sense to pay attention!” 
  The elf in the scruffy hide armor next to her 
  has such a sour disposition that it shows.  He 
  steps into the room, takes a look around, 
  points to <any PCs with any metal armor on, 
  including mithril bucklers> and says “No.” The 
  blind elf turns his head slightly away, as if 
  ready to listen to your response. 
  KEO6-02 Forest of Ribbons 
   
  Page 9 
  
  Behaving in town was the harper’s first test of the 
  PCs; this is the second.  If PCs are polite and try 
  to be reasonable [how are we supposed to defend 
  him without any weapons?  It got me killed, but I 
  finally made enough gold, I just bought this last 
  mod, etc] then ask them what their diplomacy 
  modifier is and roll it in secret. Regardless of the 
  roll, any PC who makes a compelling argument for 
  why they should be allowed to keep their gear will 
  succeed, possibly for the entire party if they are 
  eloquent enough. 
  If they go about it all wrong [who do you think you 
  are, telling me what armor I can and can’t wear], 
  then no amount of diplomacy will sway him.  The 
  elven druid will only take the sage, animal 
  companions, and any unarmored or non-metal 
  armored PCs.  If there are more than four 
  metallically-armored PCs, the group must decide 
  which of the PCs will have to remove ALL metal 
  from their person and give it to one of the four PCs 
  the half-elf with carry.  [Note: This is just the druid 
  testing the PCs. The elder sage is very important 
  to the community and a test of their spirit is in 
  order - PCs will have time to re-equip after the 
  spell has been completed.]   
  Once things are settled:  
  The blind elf turns back in your direction.  “I 
  am glad things are decided.  The learned one’s 
  searches have been fruitless so far, but 
  success would give us an advantage in this 
  war.  Keep him safe, and bring him back to us 
  with his quest fulfilled,” he says before he 
  leaves.  The half-elven woman turns to you.  
  “Hold hands,” she instructs as her companion 
  places his hands on the sage’s shoulder.  
  Once the chains are complete, she nods, and 
  with a word of magic, each druid puts a hand 
  onto the trunk of the ironwood tree at the 
  center of the room. With a sardonic grin, the 
  druids pull you into the trees. 
  PCs make may a Spellcraft DC:21 to recognize a 
  Transport Via Plant spell has just been cast by 
  each druid. 
  One step later you arrive at a location that 
  seems to be almost identical to the one you 
  left; a battle platform surrounding a large 
  ironwood tree in the heart of the Dreadwood.  
  Continual light spells that enable you to see 
  are almost swallowed by the ancient forest. 
  If PCs had to remove armor because they were 
  rude to the elven druid, they may gear up now. 
  An exceedingly large and muscular specimen 
  of the ape family peers onto the platform. 
  Without a spoken word, it picks up the sage 
  with one hand and carries him down the side 
  of the tree to the forest floor.  The ape quickly 
  returns to the top in search of other 
  passengers. 
  PCs who wish to make their own way down the 
  tree [50’] may do so; otherwise, the ape will carry 
  them down.  Once everyone is on the ground: 
  The woman you came with unpacks several 
  apparently magical bags and begins to restock 
  the outpost, while the elf turns into a large 
  heap of what looks to be rotting vegetation and 
  shambles off.  A hawk flies out of a nearby 
  tree, landing on the shoulder of the ape, which 
  turns, walks into the tree and, disappears.  
  Changing of the guard in the Dreadwood 
  seems to be rather.... unique.   
  ENCOUNTER 5: THEY’VE 
  STOLEN OUR TREASURE 
  Note: This is a good point in the mod to pause if 
  you need to take a break. 
   
  At this point, PCs need to decide how to 
  transport the sage.  The following points are 
  duplicated in Player Handout #2: 
  • 
  Terrain in the Dreadwood is difficult 
  ground at all times; everyone is at half 
  movement and no 5’ adjusts are possible 
  unless the PC has Woodland Stride, 
  Freedom of Movement or a Climb speed. 
  • 
  Large (or larger) creatures are considered 
  to be squeezing at all times.  The 
  Dreadwood recognizes its own, however, 
  and large creatures (or larger) with Plant 
  traits do not suffer this penalty. 
  • 
  The first tier of canopy of the Dreadwood 
  is 50’ from the ground. 
  • 
  Unless the entire party has darkvision, 
  PCs are unable to see and must carry a 
  light source at all times. 
  • 
  Due to the shadows and the density of the 
  Dreadwood, ranged attacks are extremely 
  difficult in the Dreadwood.  Treat anything 
  within 30’ as normal.  Attacks from 30’-60’ 
  suffer a 20% miss chance, and anything 
  beyond 60’ suffers a 50% miss chance. 
  KEO6-02 Forest of Ribbons 
   
  Page 10 
  
  • 
  The sage weighs 75lbs and has a carrying 
  harness.  Any medium-sized PC can strap 
  the sage onto his back.  He cannot be 
  dropped as a free action.  The harness 
  can be cut free in two move actions; 
  otherwise removing him is the same as 
  removing light armor. 
  • 
  The sage will not subject himself to a 
  broom of flying; carpets, wings, boots, 
  spells, etc are ok.  Tenser’s Floating disk 
  is useable, but PCs must be able to 
  maintain it for 16 hours per day.  He is 
  able to ride large creatures [wildshaped 
  druids, mount scrolls, paladin mounts, 
  etc.], but untrained creatures [ie mount 
  spell] need to be controlled by someone in 
  the party with animal handling.  He has no 
  ranks in ride, only his dex modifier, but 
  enterprising PCs can jury-rig the harness 
  to serve as a makeshift saddle with the 
  right equipment an appropriate skill check 
  [use rope, disable device, crafts or 
  professions, etc.]  
  • 
  The 
  PC 
  carrying 
  the 
  sage 
  may 
  intentionally take all damage directed to 
  the sage onto himself, even if flatfooted or 
  otherwise denied his dexterity bonus. If 
  the PC chooses to do so, any attack that 
  would hit the sage’s AC (+4 for cover) will 
  hit the PC, regardless of the PC’s AC. 
  This is a chance for a PC to be heroic, 
  though it may cost him. 
  • 
  The sage has 25 lbs. of equipment that 
  someone needs to carry around for him. 
  Note: Do not tell the PCs how many hit points the 
  sage has.  The fact that they have to carry him 
  around should be enough of a warning that he is 
  not the most robust person in the group.  Do not 
  drop hints to PCs about spelling him up, either; 
  this is the challenge, to think outside of the box 
  and adapt to having a liability within the party.   
  Travel through this area of the Dreadwood is 
  not easy.  There is almost no undergrowth due 
  to the thickness of the forest ceiling, but the 
  ground is rough and uneven due to the roots 
  that rise above the forest floor.  It’s easy to get 
  a foot caught in them, even though you are 
  being careful, and your knees have discovered 
  that they are soon able to tell when you fall 
  into an ironwood, darkwood, or regular tree.  
  You’re not quite sure you remember even 
  having been this bruised up outside of combat 
  before. 
  There is a trail marker here; Reporting for Duty 
  PCs automatically spot it and recognize it for what 
  it 
  is: 
  a 
  marker 
  designating 
  the 
  edge 
  of 
  Dreadwalker/Elven-controlled territory and the 
  beginning of the untamed wilderness of the 
  Dreadwood. 
  Other PCs may make a spot check [DC 15 + APL] 
  to notice it.  Nature-ish PCs that belong to any 
  metaorg [Keoish or otherwise] that would likely 
  use trail markers will recognize it for what it is, 
  though they will not be able to discern its actual 
  meaning. 
  If PCs question the elf about it, he will dismiss it: 
  “Eh, it’s nothing; those Dreadwalkers are 
  always out here leaving messages for each 
  other, ‘party tonight at the old oak tree’ and 
  such....”   
  However, a Sense Motive DC 10+APL will reveal 
  that he’s full of it; he’s scared as all get out, but is 
  too much the classic ‘mad scientist’ to let matters 
  of survival actually interfere with his research. 
  You travel for the better part of the day; there 
  is no sunlight to filter through the canopy to 
  otherwise measure time.  After hours of what 
  seems to be fruitless searching, the old elf 
  finally calls it a night.    It takes a bit of time, 
  but you are finally able to find a spot that 
  seems like it would be a suitable place to set 
  up camp.  The old sage insists on a fire, even 
  offering up his own tindertwigs to assist in the 
  task.  “No, no, no, these old bones are not as 
  young as they used to be, you know.  A little 
  bit of fire to warm them never hurt anyone.  
  Actually, this one time it did, back when I was 
  a young’un like you....”  
  The elf has more stories than he has years 
  behind him and is not shy at sharing them with 
  anyone within hearing. 
  There is enough deadfall for PCs to make a fire; 
  he will absolutely get frantic if PCs try to take an 
  axe, adamantine greatsword, etc. to any of the 
  trees.  He will actually raise his voice to the PCs 
  over this. 
  “Are you insane?  Are you trying to get us 
  killed?  Do you know how many trees there are 
  in the Dreadwood that hit back?”  He begins to 
  beat at you with his cane.  
   If the PC complies, there are no further 
  consequences.  If they don’t, they earn the 
  Treekiller! AR item. 
  KEO6-02 Forest of Ribbons 
   
  Page 11 
  
  Allow PCs to make normal arrangements to settle 
  down for the night and set watches, then read the 
  following: 
  “Eh?  What’s this?  Don’t be silly, young 
  man/(woman),” the elf says as he realizes what 
  you are doing.  “I’m not going to get 
  rheumatoid by sleeping out here on this cold 
  ground.  Sucks the life right out of you.  Just 
  like it did to....”  It takes a story and a half for 
  him to dig through his pack and pull out a 
  scroll.  “And you call yourselves adventurers? 
   I don’t know how you made it this far.  We 
  learned our lesson, I tell you....” the half-
  finished story from a few moments ago is 
  abandoned for a new one.  He somehow finally 
  manages to finish the story, open the scroll, 
  and cast it.  A rope slides 10’ into the air from 
  his open bag.  “Well, don’t stand around now, 
  everyone in, no use in being something else’s 
  dinner; always better to eat than to be eaten, I 
  say.  Said it way back when, too, when folks 
  didn’t always listen to me....” the story 
  continues as he waits for someone to get him 
  into the safe zone at the other end of the rope.” 
  The rope trick will last for ten hours. There is 
  enough space for the rope, the elf, and six other 
  creatures; familiars and tiny animal companions 
  stay with their PC.  Small and medium-sized 
  animal companions must wait out the night in the 
  Dreadwood. 
  If any PCs even think of staying in the Dreadwood, 
  outside of the safety of the rope trick: 
  It is the first time the sage has stopped in mid-
  sentence.  He blinks once, as if not trusting his 
  own hearing.  “If I had known you were coming 
  along just to get yourself killed, I would have 
  asked for other companions.”  No story 
  follows; there is only silence and a look of 
  absolute incomprehension on the elf’s face. 
  Reporting for Duty PCs should know better.  They 
  can get a new animal companion later if they have 
  to, but the Dreadwood is too dangerous at night; 
  many of its inhabitants have ways of knowing 
  when the sun has set and venture out.  These PCs 
  and the sage can point this out to those thinking 
  about staying outside of the rope trick. 
  Note: the Optional Encounter in Appendix 1, the 
  Rukanyr, will attack Any PC who stays outside the 
  Rope Trick. This encounter will likely lead to the 
  death of any PC foolish enough to stay outside the 
  Rope Trick. Furthermore, the Rukanyr is worth no 
  XP and has no treasure. The PCs are not 
  rewarded for foolishness. Any PC who dies this 
  way is considered recoverable, as long as the 
  remainder of the PCs don’t mind picking up the 
  pieces (literally). 
  ALL APLS (EL 9) 
  Rukanyr -hp 91; see Appendix One 
   
  The old elf is an early riser and will use his 
  bony foot to poke awake any late sleepers in 
  the morning.  “No time for dilly-dallying, the 
  rope is going to spit you out any moment now, 
  might as well be awake already, that’s a very 
  rude way to wake up in the morning, you know. 
   Reminds me of this one time I was out 
  adventuring way before your grandparents 
  were born....”  
  The sage continues to regale you with stories 
  of his youth as he impatiently pokes at his 
  porter with his cane, waiting to be carried 
  down. 
  If any animal companions were left outside of the 
  rope trick, they are nearly scared stiff when PCs 
  come out of the rope trick.  It will take all of their 
  skills to get it to follow them; any PCs that do not 
  focus all of their attention this encounter [no 
  attacking, 
  pursuing, 
  or 
  parlaying 
  with 
  the 
  upcoming thief] trying to reassure their animal 
  companion will not be able to get it to follow them 
  through the rest of the module. 
  The elf insists on a warm breakfast, and soon a 
  large pot of oatmeal and honey is bubbling 
  over a renewed fire as you go about your 
  normal morning routine.  “I see that look,” 
  The sage starts again, pointing to a random PC.  
  “Don’t 
  tell 
  me 
  that 
  adventuring 
  without 
  breakfast is a good idea - it’s the most 
  important meal of the day.  Sticks to your ribs, 
  it does - it’ll help you fill out that armor (robes). 
  Seen someone shrivel up into nothing ‘cuz 
  they didn’t have breakfast, I did; didn’t believe 
  it myself at first....” True or not, the old guy 
  certainly has his share of stories.   
  ALL APLS (EL 7) 
  Zulaykha - Sylph Sor2 (1) - female, hp 29; 
  see Appendix One 
  Tactics: Use the Spot and Listen checks. From 
  DM Aid #1.  She is collecting “pretties”, one PC at 
  a time.  PCs may either hear her hummingbird-
  type wings, or see an item disappear from 
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  another. Her reaction depends on the PCs 
  actions, although she will stay completely still and 
  let the heroes react for one round before she 
  takes any action: 
  Diplomacy: The sylph speaks Auran at first, but 
  will switch to common if PCs are diplomatic about 
  it.  She is merely curious, is highly attracted to 
  “pretties”, and wants to know if the PCs are going 
  to go talk to the plants that are coming. 
  Intimidate/Subdue: the Sylph will spend one round 
  using defensive spells [grease, slow, etc.] to try to 
  distance herself and the PCs.  If she is grappled, 
  pinned, etc, and PCs don’t immediately try to talk it 
  down, it switches to survival mode [go to Attack, 
  below] 
  Attack: the Sylph with either empower her best 
  spell and unload on the party, or will summon the 
  air elemental and rely on her improved invisibility 
  and speed to escape. 
  Development: 
   
  Zulaykha 
  can’t 
  give much 
  information about other critters in the Dreadwood - 
  most of them are ‘bad’, and the Dreadwood 
  doesn’t change all that much from one untamed 
  area to another.  However, the sylph will tell the 
  sage that the plant he is looking for is similar to 
  some she’s seen recently, and the party is going in 
  the right direction. If asked about the “Plants that 
  are coming”, the Sylph will tell the PCs that the 
  Dreadwood knows the PCs are here, and that the 
  wood itself hungers for them. This is an unusual 
  departure from the Sylph’s normal carefree 
  attitude and should serve as a serious warning. 
  ENCOUNTER 6: TO SEARCH 
  ALL THE WOODS 
  Note: This encounter takes place two hours after 
  the end of Encounter #6. 
  You swear you could set an hourglass by the 
  old man’s stomach, which rumbles as loudly 
  as a half-orc’s.  You’re not entirely sure that 
  stopping to eat is a good idea, but the old sage 
  stubbornly refuses to eat on the go.  “Bad for 
  the digestive system, you know; you should 
  wait an hour after you eat before you go off 
  and open something’s insides with your 
  sword.”  Still, it’s a chance for those who have 
  been carrying him to unload and be free of him 
  for a few moments.  The rations supplied by 
  the elves are basic, serviceable food.  Unlike 
  most trail rations you’ve seen, however, you’d 
  swear the old sage’s consists entirely of 
  oatmeal and prunes. 
  Travel begins in an hour after the sage eats.  
  Remember that there are no trails or paths, so 
  PCs may spread out as they travel.  Use DM Aid 
  5 for this combat, placing the PCs at one end and 
  the Needlfolk at the other. . 
  APL2 (EL 2) 
  Needlefolk (1) - hp 24; see Appendix Two 
  APL4 (EL 4) 
  Needlefolk (2) - Advanced 5HD, hp 40; see 
  Appendix Two 
  APL6 (EL 6) 
  Needlefolk (2) - Advanced 7HD, Rng1, hp 72; 
  see Appendix Two 
  APL8 (EL 8) 
  Needlefolk (2) - Advanced 9HD, Rng3, hp 
  108; see Appendix Two 
  Tactics:  The needlefolk have ‘taken 10’ to hide, 
  and PCs are traveling slowly enough that the 
  needlefolk have keyed into the correct position to 
  attack. Allow the heroes to make a Spot or Listen 
  check. 
  • 
  APL 2 Spot DC 29, Listen DC 18 
  • 
  APL 4 Spot DC 33; Listen DC 18 
  • 
  APL 6 Spot DC 35, Listen DC 30 
  • 
  APL 8 Spot DC 35, Listen DC 30 
  Success allows that PC to act in the surprise 
  round. The needlefolk will randomly concentrate 
  on any elves or half-elves in the party, beginning 
  the attack once the party comes within 30’, unless 
  they are detected before that. 
  The PC carrying the sage may intentionally take 
  all damage directed to the sage onto himself, even 
  if flatfooted or otherwise denied his dexterity 
  bonus. If the PC chooses to do so, any attack that 
  would hit the sage’s AC (+4 for cover) will hit the 
  PC, regardless of the PC’s AC. This is a chance 
  for a PC to be heroic, though it may cost them. 
  THE SAGE: If he gets a chance, the sage will cast 
  Protection from Arrows as his first spell to protect 
  himself against their needles. 
  The needlefolk will concentrate their attacks and 
  attempt to kill all elves and half-elves until they are 
  dead (-10 hp), not just unconscious - they can 
  KEO6-02 Forest of Ribbons 
   
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  sense the difference.  They will either fight until 
  one is dead and the other is at 25% of its original 
  hit points or, once all elves are dead, the 
  needlefolk will continue to attack, but will flee once 
  they drop below 1/2 hit points. 
  Remember that the needlefolk are plants and are 
  not subject to critical hits, sneak attacks, 
  paralyzing effects, etc. 
  Treasure: None.  
  Development: If the PCs have access to life 
  restorative magics [ie, last breath, reincarnate, 
  etc.], Throion will return from the dead.  If the elf 
  dies and is not immediately brought back to life 
  adjust the boxed text in the next encounter 
  accordingly.  
   
  ENCOUNTER 7: TRUST IN 
  THE SPELL AND THE BLADE 
  Note: This encounter takes place APL hours after 
  the Needlefolk encounter, so only day-long or 
  extended spells would still be in effect. 
  Despite the fact that the very forest seems 
  intent on killing him, the elven sage is even 
  more animated than he was before.  “Yes, yes, 
  yes, I know all of that; but we’re getting close, 
  don’t you see?  It only grows near known 
  needlefolk trails.  I have a theory that when the 
  needlefolk drop their seeds to spawn in the 
  autumn that it uses them as fertilizer, and then 
  appears in the spring when it has had time to 
  absorb all of the nutrients....”  
  The old elf happily prattles on about the 
  mating habits of needlefolk, which, really, was 
  more information than you needed to know. 
  If the PCs kept the sage alive, it takes him only 
  another fifteen to twenty minutes to find the plants 
  and harvest them with a small sickle that he 
  carries.  PCs with five or more ranks of Survival or 
  Knowledge: Nature may assist him if they are 
  willing to submit to his instructions, as the 
  harvesting method seems to be unusually precise. 
  If the PCs were unable to keep the sage alive, 
  they may spend the remainder of the day looking 
  for it.  Finding it requires a series of Knowledge: 
  Nature checks.  PCs with five or more ranks of 
  Survival or Knowledge: Nature may assist, but 
  may not then make their own roll to find the plant.  
  The PCs must succeed on a trio of checks 
  consecutively of DC 18+APL, 22+APL and 
  26+APL.  Failure on any check means that PC is 
  unable to find the plant. 
  PCs who think to rifle through the sage’s bags will 
  find his notes and, if they choose to skim through, 
  will gain a +2 circumstance bonus to their roll.  Up 
  to two PCs may assist (as above).  Note that 
  Locate Object spells will be unsuccessful, as PCs 
  have never seen the plant before, nor are the 
  sage’s sketches accurate enough. 
  If PCs attacked the sylph, they receive no warning. 
  Combat begins with a regular initiative roll. 
  Note: If PCs either befriended Zulaykha or never 
  spotted her, the sylph flies across their path.  She 
  becomes temporarily visible to warn them of 
  impending danger.  It is obvious she is fleeing 
  from something, and is equally obvious she isn’t 
  staying around to watch whatever happens next.  
  Because of her warning, all PCs get a free 
  surprise round. 
  Use DM Aid 5 for this combat, placing the PCs at 
  one end and the Kaorti at the other.. 
  APL2 (EL 5) 
  Kaorti Wmg4 (CR4) and Pseudonatural 
  Badger (CR2); see Appendix Two 
  APL4 (EL 7) 
  Kaorti Wmg6 (CR6) see Appendix Three and 
  Barghest - MM (p.22) 
  APL6 (EL 9) 
  Kaorti Wmg8 (CR8) see Appendix Four and 
  Greater Barghest - MM (p.22) 
  APL8 (EL 11) 
  Kaorti Wmg10 (CR10) and Pseudonatural 
  Shambling Mound (CR8); see Appendix Five 
  Tactics: The Kaorti has several spells already in 
  effect, depending upon APL, but is always at least 
  invisible while it is traveling.  The only visible 
  target at the beginning of the encounter should be 
  the “pet”. 
  THE SAGE: Will cast mirror image on himself if it 
  is still available.  If at any point he is able to 
  actually see the Kaorti, or if someone else 
  describes it to him, he will begin shouting in 
  common: 
  “Monster!  It is too late!  I have found it, and I 
  will use it to dissolve your armor and your 
  ribbon daggers and your cocoons that steal 
  my fallen people and force you to return to the 
  hellspawn 
  from 
  whence 
  you’ve 
  come!”  
  KEO6-02 Forest of Ribbons 
   
  Page 14 
  
  Curiously enough, he repeats it in Ancient 
  Suel. 
  The warmage and “pet” will always fight to the 
  death.  If it is a pseudonatural creature [APLs 2 & 
  8], be sure to describe it with the stereotypical 
  oozing and pussing and extra tentacle action.  It’s 
  more than just gross; it has resistances.  
  Proceed to the appropriate conclusion(s). 
  CONCLUSION A: YOU’VE 
  PASSED ALL OUR TESTS 
  If PCs keep the sage alive : 
  As you cross back into the elven-controlled 
  lands, you notice a violet-eyed owl circling 
  overhead, as if noting your location - or 
  guiding you back to the outpost.  A different 
  pair of druids await to return you to the elven 
  town.  When you arrive at Aridul, you notice 
  that conversation once again stops at your 
  approach, but this time it is a silence of 
  respect rather than disdain.  No sooner do you 
  set foot into the clearing than Throion is off 
  and running [or what passes for such, at his 
  age].  You come upon the menhir where you 
  last saw the blind elven harper who sent you 
  on this journey, and he is there still.  The 
  harper smiles as he listens to the fading 
  footsteps of the sage.  “You have enabled him 
  to nearly complete his life’s quest of the past 
  half of a century.  Should he complete it, it will 
  bring us something which we have not known 
  for quite some time: Hope.”  Before you can 
  question him further, he asks you to recount 
  your adventure. 
  Assuming the PCs do so: He nods.  “You will 
  understand, then.  The creature you fought at 
  the end, the humanoids that infest these 
  woods - they cannot survive without their 
  armor. 
   
  Noble 
  Throion’s 
  research 
  has 
  discovered a way to create an alchemical 
  agent which will dissolve their armor.  If we 
  were to posses this, we would gain an ability 
  to send them back to where they came from - if 
  only temporarily - until they weave another 
  cocoon of armor.”  He holds up his hand, 
  silencing both himself and further questions 
  from you as his head tilts to one side.  “Things 
  have…. changed…. since you left here as 
  well,” he says with a gentle smile as he stands 
  up and turns towards the treeline.  You turn to 
  see the guards from House Lizhal emerge from 
  the Warrens and begin to ascend the stairs 
  around the largest of the ironwood trees.  The 
  bard shoulders his harp and motions for you 
  to follow as he unerringly negotiates the root 
  tangles and leads you up into a spacious room 
  where the soldiers have rejoined their liege.  
  That Kialla has changed is evident; her light-
  brown hair is shot through with grey, and eyes 
  once the color of mithril now burn with the 
  amethyst of elven magic.  Whatever other 
  changes the ceremony has placed upon her 
  you are not yet sure. 
  Kialla notices your arrival, and understanding 
  reflects across her face.  “I see you have done 
  well; you would likely not have made it this far 
  otherwise.  We have accomplished all that 
  which we are able to during this visit; it is time 
  we return to Dourstone.”  Her last comment 
  seems to be directed at both you and the 
  harper, and it elicits a knowing smile.  “The 
  Oaken Heart is forever open to you, Guardian,” 
  he replies.  Kialla addresses you once again.  
  “I thank you adventurers; the path was 
  difficult, and I have only just begun to travel it, 
  but your companionship has made my journey 
  that much easier.  Feel free to return at any 
  time.”  It is only after you bid her goodbye and 
  turn to leave that you notice the elven harper 
  leaning against the wall, violet-eyed owl 
  perched on his shoulder.... 
  THE END 
   
  CONCLUSION B: RIDE OFF 
  WITH MY BLESSINGS 
  If PCs are unable to keep the elf alive (and 
  have the body), and may or may not discover 
  the plant: 
  As you near the elven outpost, you notice a 
  violet-eyed owl circling overhead, as if noting 
  your location.  Whatever occupied the elves 
  before 
  you 
  left 
  appears 
  to 
  have 
  been 
  completed, considering the many almond-
  shaped eyes upon you as you return.  The 
  looks you receive are exactly what you’d 
  expect; anger, disdain, and that smug “we 
  knew you couldn’t handle it” look of knowing 
  superiority.  You make your way to the last 
  place you saw the one remotely-friendly face, 
  by the standing stones, and, indeed, it almost 
  seems as if the blind harper elf never left.  His 
  KEO6-02 Forest of Ribbons 
   
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  hands go flat against the strings, silencing 
  them as you approach.  “Such is the way of the 
  Dreadwood,” he adds softly as his hands pluck 
  out a sorrowful chord.  “He has tried for nearly 
  half a century to attain his life’s quest.  The 
  druids will come, and if his will is stronger 
  than his body, he will continue his work. 
  If PCs made the appropriate checks and were 
  able to find and gather the plants, or if the sage 
  found the plant before dying, add the following: 
  The elf seems a bit less surprised than you 
  would have expected.  “It does have an 
  unusual scent; I hoped that that’s what it was.  
  Suffice it to say, if Throion returns, he will 
  make good use of your efforts.” 
  Note: Read Conclusion C also if it applies. 
  CONCLUSION C: A TROOP 
  OF HIS OWN ELVEN GUARD 
  The elven sage is dead, and there are no 
  Reporting for Duty PCs in the party, no PCs 
  have the Track feat, and no one thought to 
  mark their trail: 
  It didn’t seem like you had traveled all that far. 
   You barely made it out alive, and that was only 
  because you’ve been running for the last four 
  weeks - and finally ran into a party of 
  Dreadwalkers that escorted you back to the 
  ‘real’ world. 
  These PCs are docked an additional 4TUs, and in 
  addition become shaken as per the PHB 
  description any time they encounter Kaorti, 
  Rukanyr or Pseudonatural creatures of any type.  
  [See AR item] 
  Note: Read Conclusion D also if it applies. 
  CONCLUSION D: CRITICAL 
  FAILURE 
  If the elven sage dies and the PCs do NOT 
  return with the body: 
  You 
  notice 
  the 
  violet-eyed 
  owl 
  circling 
  overhead as you desperately try to find your 
  way back towards the outpost.  Thankfully, its 
  purpose seems to be to guide you there.  You 
  are barely inside the elven boundary when you 
  glance up into the trees to see that the owl has 
  rested on the shoulder of the blind elven 
  harper sitting on a branch about ten feet in the 
  air.  “The Dreadwalkers have a motto:  None 
  Left 
  Behind. 
   
  An ally claimed by the 
  Dreadwood is more dangerous than any 
  creature born an adversary.  There will be 
  nothing I can do to protect you if you were to 
  return to the outpost.”  He motions to the two 
  druids that have come up behind you who 
  originally transported you here.  “Go.  You will 
  arrive outside of Dourstone.  The baroness will 
  know what has transpired.  Do not expect to 
  stay long once you arrive there, either.” 
  PCs who do not go with the druids and have no 
  way of returning on their own will simply wander 
  the Dreadwood until it claims them [ie, they are 
  dead in boxed text].  They will not receive any 
  Influence and will gain Unfavorable notice from the 
  Dreadwalkers.  It is possible for Reporting for Duty 
  PCs to gain Unfavorable notice. 
  The End 
   
  TREASURE SUMMARY 
  Unfavorable Notice of the Dreadwalkers:  The 
  PC proved that both word of promise and loss of 
  life are meaningless.  This character may not play 
  in Dreadwood modules until this notice is 
  removed.  Expend 5 Keoland Influences/Favors 
  from Keoish nobility to remove this unfavorable 
  notice. 
   
  Reporting For Duty: Dreadwalkers, Dreadwalker 
  Reservists, Greyhill Militia and Grayhill Royal 
  Standards gain Regional access to items marked 
  with an (*) below. 
   
  Influence with the Dreadwalkers:  For going on 
  the sage’s quest.  Spend this influence and 4TUs 
  to have reincarnate cast upon you for only the 
  material component cost. Spend two Dreadwalker 
  influences to have reincarnate cast upon another 
  character at the table, but at LGCS cost, instead of 
  the normal Keoland cost. 
   
  Elven Earring: grants a +5 competence bonus on 
  Listen checks.  This item may not be crafted. 
  (Faint Div., CL3, Special, 5,000 gp). 
   
   
  Treekiller! - You cut down a tree in the 
  Dreadwood.  Plant-type creatures automatically 
  make you their primary target in the next 
  Dreadwood module. 
   
  KEO6-02 Forest of Ribbons 
   
  Page 16 
  
  KEO6-02 Forest of Ribbons 
   
  Page 17 
  APPENDIX 1 – ALL APLS 
   
  Caravan Guards (3), Male/Female Human 
  (mixed) War 1: Medium humanoid; CR 1/2; HD 
  1d8+3; hp 9; Init +1; Spd 30 ft.; AC 16, touch 11, 
  flat-footed 15 (+1 Dex, +3 armor, +2 shield); Base 
  Atk/Grp: +1/+2; Atk +3 melee (1d8+1/19-20, 
  longsword) 
  or 
  +2 
  ranged 
  (1d8/19-20, 
  light 
  crossbow); Full Atk +3 melee (1d8+1/19-20, 
  longsword) 
  or 
  +2 
  ranged 
  (1d8/19-20, 
  light 
  crossbow); SA -; SQ -; AL NG; SV Fort +2, Ref +1, 
  Will +0; Str 13, Dex 12, Con 11, Int 8, Wis 10, Cha 
  8. 
   
  Skills & Feats: Handle Animal +3, Ride +5; 
  Toughness, Weapon Focus (longsword). 
   
  Languages: Common. 
   
  Possessions: Studded leather armor, large 
  wooden shield, longsword, dagger, light crossbow, 
  10 bolts and case. 
   
  Description: Sharp eyed men and women who 
  look capable of wielding the swords at their hips. 
   
  Teamsters, Male/Female Humans (mixed) Exp 
  1: Medium humanoid; CR 1/2; HD 1d6+4; hp 9; 
  Init +1; Spd 30 ft.; AC 13, touch 11, flat-footed 12 
  (+1 Dex, +2 armor); Base Atk/Grp: +0/+0; Atk +0 
  melee (1d6, club) or +1 ranged (1d8, light 
  crossbow); Full Atk +0 melee (1d6, club) or +1 
  ranged (1d8, light crossbow); SA -; SQ -; AL NG; 
  SV Fort +1, Ref +1, Will +2; Str 10, Dex 12, Con 
  13, Int 8, Wis 11, Cha 8. 
   
  Skills & Feats: Handle Animal +3, Intimidate 
  +3, Profession (teamster) +7, Ride +5, Survival, 
  +4, Use Rope +5; Skill Focus (teamster), 
  Toughness. 
   
  Languages: Common. 
   
  Possessions: Leather armor, club, dagger, 
  light crossbow, 10 bolts and case. 
   
  Description: A tough looking lot, that nervously 
  keep an eye on the Dreadwood as they go about 
  their tasks. 
   
  Deltin Kanier, Male Human (flan) Rng 1: 
  Medium humanoid; CR 1; HD 1d8+1; hp 7; Init +2; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 14 (+2 Dex, 
  +4 armor); Base Atk/Grp: +1/+3; Atk +3 melee 
  (1d8+2/19-20, longsword) or +5 ranged (1d8/x3, 
  masterwork 
  longbow); 
  Full 
  Atk 
  +3 
  melee 
  (1d8+2/19-20, longsword) or +5 ranged (1d8/x3, 
  masterwork 
  longbow); 
  SA 
  favored 
  enemy 
  (aberrations); SQ Wild empathy; AL NG; SV Fort 
  +3, Ref +4, Will +1; Str 14, Dex 15, Con 12, Int 8, 
  Wis 13, Cha 10. 
   
  Skills & Feats: Hide +6, Listen +5, Move 
  Silently +6, Profession (dreadwalker) +5, Search 
  +3, Spot +5; Point Blank Shot, Weapon Focus 
  (longbow). 
   
  Languages: Common. 
   
  Possessions: Chain shirt, longsword, dagger, 
  masterwork longbow, 10 normal arrows, 4 cold 
  iron arrows, 4 alchemical silver arrows, 2 Fey 
  arrows. 
   
  Description: Bow in hand, wearing a woodland 
  green cloak emblazoned with a golden tree and 
  arrow upon the breast.  This young flan seems 
  overly serious for his years. 
   
  Galina Torranow, female half-elf, Brd 1: Medium 
  humanoid; CR 1; HD 1d6+1; hp 6; Init +0; Spd 30 
  ft.; AC 12, touch 10, flat-footed 12 (+2 armor); 
  Base Atk/Grp: +0/-1; Atk +0 melee (1d6-1/18-20, 
  masterwork rapier); Full Atk +0 melee (1d6-1/18-
  20, masterwork rapier); SA Bardic music, spells; 
  SQ Bardic knowledge (+3), countersong; AL NG; 
  SV Fort +1, Ref +2, Will +3; Str 8, Dex 10, Con 12, 
  Int 14, Wis 13, Cha 15. 
   
  Skills & Feats: Bluff +6, Concentration +5, 
  Diplomacy +8, Gather Information +6, Knowledge 
  (history) +6, knowledge (nobility and royalty) +6, 
  Perform +6, Tumble +4; Negotiator. 
   
  Languages: Common, Keoish, and Suel. 
   
  4 Spells Known (3, save DC = 12 + spell 
  level): 0 – Flare, message, prestidigitation, read 
  magic.   
   
  Possessions: 
  Masterwork 
  leather 
  armor, 
  masterwork rapier, masterwork lute, 2 potions of 
  cure light wounds. 
   
  Description: Dressed in fine leathers, with her 
  hair styled in the latest fashions of Niole Dra, she 
  is a stunningly beautiful woman.  If not for her 
  unfortunate parentage, she would probably have 
  been serving in a noble’s manor. 
   
  Throion Na’Nai, elven sage, male grey elf 
  Wiz(div) 3/ Exp 7:Medium humanoid; CR 4; HD 
  3d4-12 plus 7d6-28; hp 10; Init +1; Spd 10 ft.; AC 
  11, touch 11, flat-footed 10 (+1 Dex); Base 
  Atk/Grp: +6/+2; Atk none; Full Atk none; SA 
  Spells; SQ -; AL LG; SV Fort +1, Ref +6, Will +14; 
  Str 3, Dex 13, Con 3, Int 26, Wis 16, Cha 12. 
  
   
  Skills & Feats: Concentration +9, Craft 
  (alchemy) 
  +24, 
  Knowledge 
  (arcana) 
  +21, 
  Knowledge 
  (dungeoneering) +21, Knowledge 
  (nature) +26, Knowledge (nobility and royalty) +21, 
  Knowledge (planes) +21, Profession (herbalist) 
  +18, Spellcraft +23; Brew Potion, Practiced 
  Spellcaster, Scribe Scroll, Skill Focus (alchemy), 
  Skill Focus (Knowledge (nature)). 
   
  Languages: Ancient Suel, Auran, Common, 
  Draconic, Dwarven, Elven, Flan, Gnomish, Old 
  Oeridian, Sylvan, Terran. 
   
  Spells Prepared (4/5/4, save DC = 18 + spell 
  level): 0 – Daze, Detect Poison, Prestidigitation, 
  Resistance; 1st – Comprehend Languages, Mage 
  Armor, Obscuring Mist, Shield, Sleep; 2nd – Locate 
  Object, Mirror Image, Protection from Arrows, See 
  Invisibility. 
   
  Spellbook: 0 – Daze, Detect Magic, Detect 
  Poison, Mage Hand, Message, Prestidigitation, 
  Read 
  Magic, 
  Resistance; 
  1st 
  – 
  Alarm, 
  Comprehend Languages, Expeditious Retreat, 
  Feather Fall, Mage Armor, Obscuring Mist, Shield, 
  Sleep; 2nd – Darkvision, Locate Object, Mirror 
  Image, Protection from Arrows, Rope Trick, See 
  Invisibility. 
   
  Possessions: 
  Traveling 
  Spellbook, 
  Headband of Intellect +2, 2 scrolls of rope trick 
  (caster level 10th), 2 potions of cure moderate 
  wounds, 6 potions of cure light wounds, Vest of 
  Resistance +3. 
   
  Description: A brittle, ancient grey elf, seeming 
  to hunch in on himself.  Age spots cover his hands 
  and transparent wisps of hair still cling to his 
  weathered scalp.  He speaks with a surprisingly 
  strong voice. 
   
  Zulaykha, female sylph Sor 2: Small outsider 
  (air); CR 7; HD 3d8+3 plus 2d4+2; hp 29; Init +2; 
  Spd 30 ft., fly 90 ft. (good); AC 21, touch 13, flat-
  footed 19 (+2 Dex, +1 size, +4 mage armor, +4 
  shield); Base Atk/Grp: +4/+0; Atk +5 melee (1d2, 
  unarmed strike) or +7 ranged touch (by spell); Full 
  Atk +5 melee (1d2, unarmed strike) or +7 ranged 
  touch (by spell); SA Spells; SQ Improved 
  invisibility, outsider traits, spell resistance 16, 
  summon elemental, wild empathy (+11); AL N; SV 
  Fort +4, Ref +5, Will +8; Str 10, Dex 15, Con 12, 
  Int 15, Wis 14, Cha 22.  Monster Manual II, page 
  192. 
   
  Skills & Feats: Balance +10, Concentration 
  +9, Escape Artist +8, Hide +12, Jump +1, 
  Knowledge (nature) +11, Listen +8, Move Silently 
  +8, Spot +9, Survival +8, Tumble +9; Combat 
  Casting, Empower Spell. 
   
  Improved Invisibility (Sp):  At will, a sylph 
  can use improved invisibility (self only).  Caster 
  level 12th. 
   
  Summon Elemental (Sp):  Once per day, a 
  sylph can use summon nature’s ally VI (caster 
  level 12th) to summon a Large air, earth, fire or 
  water elemental. 
  Outsider Traits:  Darkvision 60’, an outsider can 
  not be raised, resurrected or reincarnated, a 
  limited wish, miracle, true resurrection, or wish are 
  need to bring them back from the dead. 
   
  Languages: Common, Auran, Sylvan. 
   
  8/5/4/3/2 Spells Known (6/6/7/7/5, save DC = 
  16 + spell level): 0 – Dancing lights, detect magic, 
  ghost sound, light, mage hand, prestidigitation, ray 
  of frost, read magic; 1st – Mage armor, magic 
  missile, obscuring mist, ray of enfeeblement, 
  shield; 2nd – Glitterdust, protection from arrows, 
  scorching ray, touch of idiocy; 3rd – Dispel magic, 
  slow, stinking cloud; 4th – Enervation, Lesser globe 
  of invulnerability.   
   
  Possessions: None. 
   
  Description: 
  Generally 
  encountered while 
  invisible, if the party manages to spot Zulaykha 
  she is a small, beautiful woman with translucent, 
  brightly colored wings.  She wears a filmy dress of 
  silk. 
   
  OPTIONAL ENCOUNTER  
   
   
  Rukanyr: Large aberration; CR 9; HD 7d8+49; hp 
  91; Init -2; Spd 40 ft., climb 20 ft.; AC 22, touch 7, 
  flat-footed 22 (-1 size, -2 Dex, +15 natural); Base 
  Atk/Grp: +5/+14; Atk +9 melee (3d6+5, slam); Full 
  Atk Slam +9 melee (3d6+5) and 6 claws +7 melee 
  (1d6+2) and 3 Bites +7 melee (1d8+2); SA Poison, 
  stunning strike, sundering roar; SQ Darkvision 60 
  ft., fast healing 5, reflexive sunder, sonic immunity, 
  stability; AL NE; SV Fort +9, Ref +0, Will +1; Str 
  21, Dex 7, Con 24, Int 15, Wis 2, Cha 2.  Fiend 
  Folio, page 144. 
   
  Skills & Feats: Climb +23, Listen +6, Search 
  +12, Spot +6; Improved Sunder, Multiattack, 
  Power Attack. 
   
  Poison (Ex): A rukanyr delivers its poison 
  (Fort DC 20 negates) with each successful bite 
  attack. Initial and secondary damage are the same 
  (2d6 Dex). The save DC is Constitution based. 
   
  Stunning Strike (Ex): Anyone hit by a 
  rukanyr’s slam attack must make a Fortitude 
  KEO6-02 Forest of Ribbons 
   
  Page 18 
  
  saving throw (DC 18) or be stunned for 1d4 
  rounds. The save DC is Constitution based. 
   
  Sundering Roar (Su): Once every 1d4 
  rounds, a rukanyr can emit a devastating roar from 
  one of its mouths. All creatures within 60 ft. of a 
  rukanyr must make Fortitude saves (DC 20) or be 
  deafened for 2d6 rounds. Additionally, a rukanyr 
  can target one creature or object within its range 
  to be the focal point of this of this destructive 
  attack. This creature or object takes 12d6 points of 
  sonic damage (Reflex DC 20 for half). If a creature 
  is targeted, this damage also applies to the armor 
  worn and weapons carried by a creature. Both 
  saves DC are Constitution based. 
   
  Fast Healing (Ex): A rukanyr regains lost hit 
  points at the rate of 5 per round. Fast healing does 
  not restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow a rukanyr to 
  regrow or reattach lost body parts. 
   
  Reflexive Sunder (Ex): The armor plates that 
  cover a rukanyr shift and rub against each other in 
  combat, creating a jarring sound like that of trees 
  rubbing together in a high wind. Anyone who 
  strikes a rukanyr with a slashing or piercing melee 
  attack must make a Reflex save (DC 11) or the 
  armor plates shift and crush the weapon, dealing 
  4d6+5 points of damage to the weapon and 
  tearing it from the victim’s grasp. The weapon 
  lands at the attacker’s feet if it is not broken by the 
  damage. The save DC is Constitution based. 
   
  Stability (Ex): A rukanyr is incredibly stable 
  and can not be tripped. It gains a +20 stability 
  bonus on its Strength check to avoid being bull 
  rushed. 
   
  Skills: Rukanyrs have a +8 racial bonus on 
  Climb checks and can always choose to take 10 
  on Climb checks, even if rushed or threatened. 
   
  Languages: Ancient Suel, Common, Elven. 
   
  Possessions: None. 
   
  Description: A rukanyr resembles an armor-
  plated, 15 ft. tall, leafless tree, with one thick 
  branch emerging from the top that ends in a ball of 
  spikes and jagged spines. The numerous smaller 
  branches end in grasping claws. Three large, 
  stalked maws filled with teeth are arrayed at the 
  thing’s base, amid a tangled mess of thick 
  insectoid legs. One large, lidless black eye stares 
  out from the thing’s “front” side. 
   
  KEO6-02 Forest of Ribbons 
   
  Page 19 
  
  KEO6-02 Forest of Ribbons 
   
  Page 20 
  APPENDIX 2 – APL 2 
   
  ENCOUNTER 1 
   
   
   
   
  Sneaks (2), male/female tiefling Rog 1/War 1: 
  Medium outsider (native); CR 1; HD 1d6+2 plus 
  1d8+2; hp 15; Init +3; Spd 30 ft.; AC 19, touch 13, 
  flat-footed 16 (+3 Dex, +4 chain shirt, +2 shield); 
  Base Atk/Grp: +1/+4; Atk +6 melee (1d6+3/15-20, 
  keened 
  masterwork 
  rapier) 
  or 
  +4 
  ranged 
  (1d8+3/x3, mighty +3 composite longbow); Full Atk 
  +6 melee (1d6+3/15-20, keened masterwork 
  rapier) or +4 ranged (1d8+3/x3, mighty +3 
  composite longbow); SA darkness, sneak attack 
  +1d6; SQ Darkvision 60’, resistance to cold, 
  electricity, and fire 5, trap finding; AL NE; SV Fort 
  +4, Ref +5, Will +0; Str 17, Dex 17, Con 14, Int 12, 
  Wis 11, Cha 4. 
   
  Skills & Feats: Bluff +3, Hide +10, Move 
  Silently +4, Sleight of Hand +3, Tumble +8; 
  Weapon Focus (Rapier). 
   
  Darkness (Sp): A tiefling can use darkness 
  (as the spell) once per day (caster level equal to 
  class levels). 
   
  Languages: Common, Elven, Infernal. 
   
  Possessions: Chain shirt, heavy steel shield, 
  club, dagger, MW rapier, mighty +3 composite 
  longbow, 10 normal arrows, 10 alchemical silver 
  arrows, Potion of Cure Moderate Wounds, Oil of 
  Keen Edge (used). 
   
  Description: These beings look like humans, 
  but have a faintly disturbing demeanor about them 
  and a wicked gleam in their eyes.  Short horns 
  sprout from their foreheads. 
   
  Toughs (3), male/female tiefling Fgt 1/War 1: 
  Medium outsider (native); CR 1; HD 1d10+2 plus 
  1d8+2; hp 18; Init +3; Spd 30 ft.; AC 19, touch 13, 
  flat-footed 16 (+3 Dex, +4 chain shirt, +2 shield); 
  Base Atk/Grp: +2/+5; Atk +7 melee (1d6+3/15-20, 
  keened 
  masterwork 
  rapier) 
  or 
  +5 
  ranged 
  (1d8+3/x3, mighty +3 composite longbow); Full Atk 
  +7 melee (1d6+3/15-20, keened masterwork 
  rapier) or +5 ranged (1d8+3/x3, mighty +3 
  composite longbow); SA darkness; SQ Darkvision 
  60’, resistance to cold, electricity, and fire 5; AL 
  NE; SV Fort +6, Ref +3, Will +0; Str 17, Dex 17, 
  Con 14, Int 12, Wis 11, Cha 4. 
   
  Skills & Feats: Bluff +3, Hide +8, Move Silently 
  +3, Sleight of Hand +3, Tumble +4; Blind-fighting, 
  Weapon Focus (Rapier). 
   
  Darkness (Sp): A tiefling can use darkness 
  (as the spell) once per day (caster level equal to 
  class levels). 
   
  Languages: Common, Elven, Infernal. 
   
  Possessions: Chain shirt, heavy steel shield, 
  club, dagger, MW rapier, mighty +3 composite 
  longbow, 10 normal arrows, 10 alchemical silver 
  arrows, Potion of Cure Moderate Wounds, Oil of 
  Keen Edge (used). 
   
  Description: These beings look like humans, 
  but have a faintly disturbing demeanor about them 
  and a wicked gleam in their eyes.  Short horns 
  sprout from their foreheads. 
   
  ENCOUNTER 6 
   
   
   
   
  Snipers (2), Needlefolk: Medium plant; CR 2; HD 
  3d8+3; hp 21; Init +0; Spd 30 ft.; AC 14, touch 10, 
  flat-footed 14 (+4 natural); Base Atk/Grp: +2/+3; 
  Atk +2 ranged (1d12+1, needles) or +3 melee 
  (1d4+1, claw); Full Atk +2 ranged (1d12+1, 
  needles) or +3/+3 melee (1d4+1, 2 claws); SA 
  Needles; SQ Elf sense, plant traits; AL N; SV Fort 
  +4, Ref +1, Will +3; Str 12, Dex 10, Con 13, Int 6, 
  Wis 15, Cha 5.  Monster Manual II, page 158. 
   
  Skills & Feats: Hide +8*, Listen +4, Move 
  Silently +2, Spot +4; Alertness, Stealthy. 
   
  Needles (Ex): Each round, a needlefolk can 
  launch a cluster of needles from its body (range 
  increment 20 feet, maximum range 200 feet). 
   
  Elf Sense (Su): The only thing that excites 
  needlefolk is elves – they hate elves passionately. 
   Needlefolk can sense the presence of an elf 
  within 1500 feet.  They are unable to pinpoint an 
  elf that has concealment (such as from invisibility) 
  and thus they still suffer from the mischance 
  associated with the concealment.  They always 
  move to attack when one is detected.  However, 
  the monsters do possess enough intelligence and 
  cunning not to commit suicide if they can see that 
  the odds are against them.  If badly outnumbered, 
  a needlefolk may shadow the target elves until it 
  can see that enough additional needlefolk have 
  gathered. 
   
  Skills (Ex): *A needlefolk’s coloration and 
  needles give it excellent camouflage in the forest.  
  While there it has a +16 racial bonus on Hide 
  checks when stationary.  This bonus drops to +8 if 
  it moves at up to half-speed. 
  
   
  Plant Traits (Ex): Immunity to poison, sleep 
  effects, paralysis, polymorphing, and stunning.  
  Not subject to critical hits or mind-affecting effects. 
   Has low-light vision. 
   
  Languages: Sylvan. 
   
  Possessions: None. 
   
  Description: 
  Superficially 
  resembling 
  humanoids, a needlefolk is an emaciated, green, 
  hairless bipedal creature whose body is covered 
  with short, stiff bristles (actually needle-like 
  thorns). 
  ENCOUNTER 7 
   
   
   
   
   Hunter, Male  Kaorti Wmg 4: Medium outsider 
  (evil, extraplanar); CR 4; HD 2d8+4 plus 4d6+8; 
  hp 42; Init +3; Spd 30 ft.; AC 20, touch 14, flat-
  footed 17 (+3 Dex, +2 natural, +4 armor, +1 
  deflection); Base Atk/Grp: +4/+2; Atk +2 melee 
  (1d6-2, bite) or +8 melee (1d4-2/x4, masterwork 
  ribbon dagger) or +7 ranged touch (varies, spells); 
  Full Atk +2 melee (1d6-2, bite) or +8 melee (1d4-
  2/x4, masterwork ribbon dagger) or +7 ranged 
  touch (varies, spells); SA Spells, spell-like abilities, 
  vile transformation, warmage edge +3; SQ 
  Advanced learning, armored mage (light), material 
  vulnerability, outsider traits, poison immunity; AL 
  NE; SV Fort +7, Ref +8, Will +8; Str 7, Dex 16, 
  Con 15, Int 16, Wis 10, Cha 20.  Kaorti are from 
  Fiend Folio, page 108.  Warmage class is from the 
  Complete Arcane, page 10. 
   
  Skills & Feats: Concentration +11, Craft 
  (alchemy) +8, Craft (resin-working) +8, Heal +13, 
  Intimidate 
  +13, 
  Knowledge 
  (arcana) 
  +12, 
  Knowledge (the planes) +8, Spellcraft +14 (+16 
  deciphering scrolls), Survival +5 (+7 on other 
  planes), Use Magic Device +12 (+14 to use 
  scrolls); 
  Exotic 
  Weapon 
  Proficiency 
  (ribbondagger)(b), Sudden EmpowerCA, Sudden 
  SilentCA, Weapon Finesse. 
   
   Vile Transformation (Su): A kaorti can infuse 
  any living creature with otherworldly essence from 
  the Far Realm, permanently transforming the 
  target into a mockery of its previous form. This 
  process takes 8 hours, during which time the 
  kaorti’s jaws must be locked onto the victim, who 
  must be either willing or helpless for the duration. 
  After 8 hours, the victim must make a Fortitude 
  save (DC 11). Failure indicates that victim 
  transforms into a kaorti (if the victim is human), or 
  into a kaorti thrall. If the victim succeeds at the 
  save, the kaorti can attempt the transform again; 
  each attempt to transform a victim increases the 
  save DC by +1. 
  Creatures transformed into kaorti retain any class 
  abilities and modify their ability scores as follows: 
  Str –4, Dex +4, Int +4, Cha +6. They become 
  neutral evil and embrace the racial ethos of the 
  kaorti. They gain all of the other abilities and 
  disadvantages 
  of 
  a 
  standard 
  kaorti. 
  This 
  transformation is the only way the kaorti can 
  propagate their kind. 
   
  Material Vulnerability (Ex): The Material 
  Plane is painful to an unprotected kaorti. An 
  unprotected kaorti must make a Fortitude save 
  each hour (DC 15, +1 per previous check) or take 
  1d6 points of nonlethal damage and become 
  fatigued. This fatigued condition persists until the 
  kaorti recovers all the nonlethal damage it took 
  from its exposure to the Material Plane. Is a kaorti 
  is rendered unconscious through the accumulation 
  of nonlethal damage (from this ability or from any 
  other source), the Material Plane environs begin to 
  deal normal damage at the same rate (Fort save 
  negates; save DC continues to increase per check 
  as stated above). A kaorti wearing a resin suit, or 
  a kaorti in a cyst, is protected from the effects of 
  the Material Plane. 
   
  Skills: Kaorti have a +8 racial bonus on Heal 
  checks. 
   
  Outsider Traits: Kaorti have darkvision (60-
  foot range), and they cannot be raised or 
  resurrected (though a wish or miracle can restore 
  life). 
   
  Languages: Ancient Suel, Common, Draconic, 
  Infernal. 
   
  Spell-Like Abilities: 1/day – disguise self, color 
  spray, feather fall, ray of enfeeblement (1d6+1), 
  reduce, spider climb. Caster level 2nd; save DC 
  15+ spell level 
   
  Spells (6/8/4, save DC = 15 + spell level): see 
  Appendix 5 for spell list. 
   
  Possessions: Resin SuitFF, masterwork ribbon 
  daggerFF, 
  brooch 
  of 
  shielding, 
  dust 
  of 
  tracelessness (x2), ring of protection +1, vest of 
  resistance +1CA. 
   
  Description: This creature appears to be an 
  emaciated humanoid, over seven feet tall with 
  elongated arms and legs.  It is covered from head 
  to toe in a thick resinous armor which completely 
  hides its features.  Its motions are slithery and 
  undulant. 
  Pseudonatural Dire Badger: Medium outsider; 
  CR 2; HD 3d8+15; hp 33; Init +3; Spd 30 ft., 
  burrow 10 ft.; AC 16, touch 13, flat-footed 13 (+3 
  Dex, +3 natural); Base Atk/Grp: +2/+4; Atk +4 
  melee (1d4+2, claw); Full Atk +4/+4 melee 
  KEO6-02 Forest of Ribbons 
   
  Page 21 
  
  (1d4+2, 2 claws) and -1 melee (1d6+1, bite); SA 
  Rage, truestrike; SQ Alternate form, low-light 
  vision, resistance to acid and electricity 5, scent, 
  spell resistance 13; AL N; SV Fort +7, Ref +7, Will 
  +4; Str 14, Dex 17, Con 19, Int 3, Wis 12, Cha 10. 
   Pseudonatural template from the Complete 
  Arcane, page 160 or Lords of Madness, page 161. 
   
  Skills & Feats: Listen +6, Spot +6; Alertness, 
  Toughness, Track. 
   
  Rage (Ex): A dire badger that takes damage 
  in combat flies into a berserk rage on its next turn, 
  clawing and biting madly until either it or its 
  opponent is dead.  It gains +4 Strength, +4 
  Constitution, and -2 AC.  The creature cannot end 
  its rage voluntarily. 
   
  Truestrike 
  (Su): 
  Once 
  per 
  day, 
  a 
  pseudonatural creature can gain a +20 Insight 
  bonus on a single attack roll.  In addition, the 
  creature suffers no miss chance against a target 
  that has concealment or total concealment when 
  making this attack.  NOTE—Due to a Hydra’s 
  unique physiology, a pseudonatural hydra makes 
  five truestrike attacks, so long as the attacks are 
  all in the same round.  
   
  Alternate Form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass.  Despite the alien 
  appearance, its abilities remain unchanged.  Other 
  creatures receive a -1 morale penalty on their 
  attack rolls against a pseudonatural creature when 
  it is in this alternate form. 
   
  Languages: None. 
   
  Possessions: None. 
   
  Description: This squat, muscular creature is 
  covered in wild, mangy fur.  Its stout legs end in 
  clawed feet and its pointed snout has a wide, 
  drooling mouth full of sharp teeth. 
   
  Raging Pseudonatural Dire Badger: Medium 
  outsider; CR 2; HD 3d8+21; hp 39; Init +3; Spd 30 
  ft., burrow 10 ft.; AC 14, touch 13, flat-footed 13 
  (+3 Dex, +3 natural, -2 rage); Base Atk/Grp: 
  +2/+6; Atk +6 melee (1d4+4, claw); Full Atk +6/+6 
  melee (1d4+4, 2 claws) and +1 melee (1d6+2, 
  bite); SA Rage, truestrike; SQ Alternate form, low-
  light vision, resistance to acid and electricity 5, 
  scent, spell resistance 13; AL N; SV Fort +9, Ref 
  +7, Will +4; Str 18, Dex 17, Con 23, Int 3, Wis 12, 
  Cha 10. 
   
  KEO6-02 Forest of Ribbons 
   
  Page 22 
  
  KEO6-02 Forest of Ribbons 
   
  Page 23 
  APPENDIX 3 – APL 4 
   
  ENCOUNTER 1 
   
   
   
   
  Sneaks (2), male/female tiefling Rog 2/War 1: 
  Medium outsider (native); CR 2; HD 2d6+4 plus 
  1d8+2; hp 21; Init +3; Spd 30 ft.; AC 22, touch 13, 
  flat-footed 19 (+3 Dex, +3 barkskin, +4 chain shirt, 
  +2 shield); Base Atk/Grp: +2/+5; Atk +7 melee 
  (1d6+3/15-20, keened masterwork rapier) or +5 
  ranged (1d8+3/x3, mighty +3 composite longbow); 
  Full 
  Atk 
  +7 
  melee 
  (1d6+3/15-20, 
  keened 
  masterwork rapier) or +5 ranged (1d8+3/x3, 
  mighty +3 composite longbow); SA darkness, 
  sneak attack +1d6; SQ Darkvision 60’, evasion, 
  resistance to cold, electricity, and fire 5, trap 
  finding; AL NE; SV Fort +4, Ref +6, Will +0; Str 17, 
  Dex 17, Con 14, Int 12, Wis 11, Cha 4. 
   
  Skills & Feats: Bluff +5, Hide +11, Move 
  Silently +9, Sleight of Hand +3, Tumble +9; 
  Dodge, Weapon Focus (Rapier). 
   
  Darkness (Sp): A tiefling can use darkness 
  (as the spell) once per day (caster level equal to 
  class levels). 
   
  Evasion (Ex): If a Sneak is exposed to any 
  effect that normally allows her to attempt a Reflex 
  saving throw for half damage, she takes no 
  damage with a successful saving throw, she takes 
  full damage on a failed save. 
   
  Languages: Common, Elven, Infernal. 
   
  Possessions: Chain shirt, heavy steel shield, 
  club, dagger, MW rapier, mighty +3 composite 
  longbow, 10 normal arrows, 10 alchemical silver 
  arrows, Potion of Barkskin +3 (used), Potion of 
  Cure Moderate Wounds, Oil of Keen Edge (used). 
   
  Description: These beings look like humans, 
  but have a faintly disturbing demeanor about them 
  and a wicked gleam in their eyes.  Short horns 
  sprout from their foreheads. 
  Toughs (2), male/female tiefling Fgt 2/War 1: 
  Medium outsider (native); CR 2; HD 2d10+4 plus 
  1d8+2; hp 27; Init +3; Spd 30 ft.; AC 22, touch 13, 
  flat-footed 19 (+3 Dex, +3 barkskin, +4 chain shirt, 
  +2 shield); Base Atk/Grp: +3/+6; Atk +8 melee 
  (1d6+3/15-20, keened masterwork rapier) or +6 
  ranged (1d8+3/x3, mighty +3 composite longbow); 
  Full 
  Atk 
  +8 
  melee 
  (1d6+3/15-20, 
  keened 
  masterwork rapier) or +6 ranged (1d8+3/x3, 
  mighty +3 composite longbow); SA darkness; SQ 
  Darkvision 60’, resistance to cold, electricity, and 
  fire 5; AL NE; SV Fort +7, Ref +3, Will +0; Str 17, 
  Dex 17, Con 14, Int 12, Wis 11, Cha 4. 
   
  Skills & Feats: Bluff +5, Hide +6, Move Silently 
  +3, Sleight of Hand +3, Tumble +5; Blind-fighting, 
  Dodge, Mobility, Weapon Focus (Rapier). 
   
  Darkness (Sp): A tiefling can use darkness 
  (as the spell) once per day (caster level equal to 
  class levels). 
   
  Languages: Common, Elven, Infernal. 
   
  Possessions: Chain shirt, heavy steel shield, 
  club, dagger, MW rapier, mighty +3 composite 
  longbow, 10 normal arrows, 10 alchemical silver 
  arrows, Potion of Barkskin +3 (used), Potion of 
  Cure Moderate Wounds, Oil of Keen Edge (used). 
   
  Description: These beings look like humans, 
  but have a faintly disturbing demeanor about them 
  and a wicked gleam in their eyes.  Short horns 
  sprout from their foreheads. 
   
  ENCOUNTER 6 
   
   
   
   
  Snipers (2), Advanced Needlefolk: Medium 
  plant; CR 3; HD 7d8+7; hp 49; Init +0; Spd 30 ft.; 
  AC 14, touch 10, flat-footed 14 (+4 natural); Base 
  Atk/Grp: +5/+6; Atk +5 ranged (1d12+1, needles) 
  or +6 melee (1d4+1, claw); Full Atk +5 ranged 
  (1d12+1, needles) or +6/+6 melee (1d4+1, 2 
  claws); SA Needles; SQ Elf sense, plant traits; AL 
  N; SV Fort +6, Ref +2, Will +5; Str 12, Dex 10, 
  Con 13, Int 6, Wis 16, Cha 5.  Monster Manual II, 
  page 158. 
   
  Skills & Feats: Hide +12*, Listen +5, Move 
  Silently +2, Spot +5; Alertness, Point Blank Shot, 
  Stealthy. 
   
  Needles (Ex): Each round, a needlefolk can 
  launch a cluster of needles from its body (range 
  increment 20 feet, maximum range 200 feet). 
   
  Elf Sense (Su): The only thing that excites 
  needlefolk is elves – they hate elves passionately. 
   Needlefolk can sense the presence of an elf 
  within 1500 feet.  They are unable to pinpoint an 
  elf that has concealment (such as from invisibility) 
  and thus they still suffer from the mischance 
  associated with the concealment.  They always 
  move to attack when one is detected.  However, 
  the monsters do possess enough intelligence and 
  cunning not to commit suicide if they can see that 
  the odds are against them.  If badly outnumbered, 
  a needlefolk may shadow the target elves until it 
  can see that enough additional needlefolk have 
  gathered. 
  
   
  Skills (Ex): *A needlefolk’s coloration and 
  needles give it excellent camouflage in the forest.  
  While there it has a +16 racial bonus on Hide 
  checks when stationary.  This bonus drops to +8 if 
  it moves at up to half-speed. 
   
  Plant Traits (Ex): Immunity to poison, sleep 
  effects, paralysis, polymorphing, and stunning.  
  Not subject to critical hits or mind-affecting effects. 
   Has low-light vision. 
   
  Languages: Sylvan. 
   
  Possessions: None. 
   
  Description: 
  Superficially 
  resembling 
  humanoids, a needlefolk is an emaciated, green, 
  hairless bipedal creature whose body is covered 
  with short, stiff bristles (actually needle-like 
  thorns). 
  ENCOUNTER 7 
   
   
   
   
   Hunter, Male  Kaorti Wmg 6: Medium outsider 
  (evil, extraplanar); CR 6; HD 2d8+6 plus 6d6+18; 
  hp 63; Init +3; Spd 30 ft.; AC 20, touch 14, flat-
  footed 17 (+3 Dex, +2 natural, +4 armor, +1 
  deflection); Base Atk/Grp: +5/+3; Atk +3 melee 
  (1d6-2, bite) or +9 melee (1d4-2/x4, masterwork 
  ribbon dagger) or +8 ranged touch (varies, spells); 
  Full Atk +3 melee (1d6-2, bite) or +9 melee (1d4-
  2/x4, masterwork ribbon dagger) or +8 ranged 
  touch (varies, spells); SA Spells, spell-like abilities, 
  vile transformation, warmage edge +3; SQ 
  Advanced learning, armored mage (light), material 
  vulnerability, outsider traits, poison immunity; AL 
  NE; SV Fort +9, Ref +9, Will +9; Str 7, Dex 16, 
  Con 16, Int 16, Wis 10, Cha 22.  Kaorti are from 
  Fiend Folio, page 108.  Warmage class is from the 
  Complete Arcane, page 10. 
   
  Skills & Feats: Concentration +14, Craft 
  (alchemy) +8, Craft (resin-working) +8, Heal +13, 
  Intimidate 
  +16, 
  Knowledge 
  (arcana) 
  +14, 
  Knowledge (the planes) +8, Spellcraft +16 (+18 
  deciphering scrolls), Survival +5 (+7 on other 
  planes), Use Magic Device +14 (+16 to use 
  scrolls); 
  Exotic 
  Weapon 
  Proficiency 
  (ribbondagger)(b), Sudden EmpowerCA, Sudden 
  SilentCA, Weapon Finesse. 
   
   Vile Transformation (Su): A kaorti can infuse 
  any living creature with otherworldly essence from 
  the Far Realm, permanently transforming the 
  target into a mockery of its previous form. This 
  process takes 8 hours, during which time the 
  kaorti’s jaws must be locked onto the victim, who 
  must be either willing or helpless for the duration. 
  After 8 hours, the victim must make a Fortitude 
  save (DC 11). Failure indicates that victim 
  transforms into a kaorti (if the victim is human), or 
  into a kaorti thrall. If the victim succeeds at the 
  save, the kaorti can attempt the transform again; 
  each attempt to transform a victim increases the 
  save DC by +1. 
  Creatures transformed into kaorti retain any class 
  abilities and modify their ability scores as follows: 
  Str –4, Dex +4, Int +4, Cha +6. They become 
  neutral evil and embrace the racial ethos of the 
  kaorti. They gain all of the other abilities and 
  disadvantages 
  of 
  a 
  standard 
  kaorti. 
  This 
  transformation is the only way the kaorti can 
  propagate their kind. 
   
  Material Vulnerability (Ex): The Material 
  Plane is painful to an unprotected kaorti. An 
  unprotected kaorti must make a Fortitude save 
  each hour (DC 15, +1 per previous check) or take 
  1d6 points of nonlethal damage and become 
  fatigued. This fatigued condition persists until the 
  kaorti recovers all the nonlethal damage it took 
  from its exposure to the Material Plane. Is a kaorti 
  is rendered unconscious through the accumulation 
  of nonlethal damage (from this ability or from any 
  other source), the Material Plane environs begin to 
  deal normal damage at the same rate (Fort save 
  negates; save DC continues to increase per check 
  as stated above). A kaorti wearing a resin suit, or 
  a kaorti in a cyst, is protected from the effects of 
  the Material Plane. 
   
  Skills: Kaorti have a +8 racial bonus on Heal 
  checks. 
   
  Outsider Traits: Kaorti have darkvision (60-
  foot range), and they cannot be raised or 
  resurrected (though a wish or miracle can restore 
  life). 
   
  Languages: Ancient Suel, Common, Draconic, 
  Infernal. 
   
  Spell-Like Abilities: 1/day – disguise self, color 
  spray, feather fall, ray of enfeeblement (1d6+1), 
  reduce, spider climb. Caster level 2nd; save DC 
  16+ spell level 
   
  Spells (6/8/7/4, save DC = 16 + spell level): 
  see Appendix 5 for spell list. 
   
  Possessions: Resin SuitFF, masterwork ribbon 
  daggerFF, brooch of shielding, cloak of charisma 
  +2, dust of tracelessness (x2), ring of protection 
  +1, vest of resistance +1CA. 
   
  Description: This creature appears to be an 
  emaciated humanoid, over seven feet tall with 
  elongated arms and legs.  It is covered from head 
  to toe in a thick resinous armor which completely 
  hides its features.  Its motions are slithery and 
  undulant. 
  KEO6-02 Forest of Ribbons 
   
  Page 24 
  
  KEO6-02 Forest of Ribbons 
   
  Page 25 
  APPENDIX 4 – APL 6 
   
  ENCOUNTER 1 
   
   
   
   
  Sneaks (2), male/female tiefling Rog 2/War 3: 
  Medium outsider (native); CR 3; HD 2d6+4 plus 
  3d8+6; hp 37; Init +3; Spd 30 ft.; AC 22, touch 13, 
  flat-footed 19 (+3 Dex, +3 barkskin, +4 chain shirt, 
  +2 shield); Base Atk/Grp: +4/+7; Atk +10 melee 
  (1d6+5/15-20, keened, greater magic weapon +1 
  masterwork rapier) or +7 ranged (1d8+4/x3, 
  mighty +4 composite longbow); Full Atk +10 melee 
  (1d6+5/15-20, keened, greater magic weapon +1 
  masterwork rapier) or +7 ranged (1d8+4/x3, 
  mighty +4 composite longbow); SA darkness, 
  sneak attack +1d6; SQ Darkvision 60’, evasion, 
  resistance to cold, electricity, and fire 5, trap 
  finding; AL NE; SV Fort +5, Ref +7, Will +1; Str 18, 
  Dex 17, Con 14, Int 12, Wis 11, Cha 4. 
   
  Skills & Feats: Bluff +5, Hide +13, Move 
  Silently +11, Sleight of Hand +3, Tumble +10; 
  Dodge, Weapon Focus (Rapier). 
   
  Darkness (Sp): A tiefling can use darkness 
  (as the spell) once per day (caster level equal to 
  class levels). 
   
  Evasion (Ex): If a Sneak is exposed to any 
  effect that normally allows her to attempt a Reflex 
  saving throw for half damage, she takes no 
  damage with a successful saving throw, she takes 
  full damage on a failed save. 
   
  Languages: Common, Elven, Infernal. 
   
  Possessions: Chain shirt, heavy steel shield, 
  club, dagger, MW rapier, mighty +4 composite 
  longbow, 10 normal arrows, 10 alchemical silver 
  arrows, Potion of Barkskin +3 (used), Potion of 
  Cure Moderate Wounds, Oil of Greater Magic 
  Weapon +1 (used), Oil of Keen Edge (used). 
   
  Description: These beings look like humans, 
  but have a faintly disturbing demeanor about them 
  and a wicked gleam in their eyes.  Short horns 
  sprout from their foreheads. 
   
  Toughs (2), male/female tiefling Fgt 2/War 3: 
  Medium outsider (native); CR 3; HD 2d10+4 plus 
  3d8+6; hp 43; Init +3; Spd 30 ft.; AC 22, touch 13, 
  flat-footed 19 (+3 Dex, +3 barkskin, +4 chain shirt, 
  +2 shield); Base Atk/Grp: +5/+8; Atk +11 melee 
  (1d6+5/15-20, keened, greater magic weapon +1 
  masterwork rapier) or +8 ranged (1d8+4/x3, 
  mighty +4 composite longbow); Full Atk +11 melee 
  (1d6+5/15-20, keened, greater magic weapon +1 
  masterwork rapier) or +8 ranged (1d8+4/x3, 
  mighty +4 composite longbow); SA darkness; SQ 
  Darkvision 60’, resistance to cold, electricity, and 
  fire 5; AL NE; SV Fort +8, Ref +4, Will +1; Str 18, 
  Dex 17, Con 14, Int 12, Wis 11, Cha 4. 
   
  Skills & Feats: Bluff +5, Hide +7, Move Silently 
  +3, Sleight of Hand +3, Tumble +7; Blind-fighting, 
  Dodge, Mobility, Weapon Focus (Rapier). 
   
  Darkness (Sp): A tiefling can use darkness 
  (as the spell) once per day (caster level equal to 
  class levels). 
   
  Languages: Common, Elven, Infernal. 
   
  Possessions: Chain shirt, heavy steel shield, 
  club, dagger, MW rapier, mighty +4 composite 
  longbow, 10 normal arrows, 10 alchemical silver 
  arrows, Potion of Barkskin +3 (used), Potion of 
  Cure Moderate Wounds, Oil of Greater Magic 
  Weapon +1 (used), Oil of Keen Edge (used). 
   
  Description: These beings look like humans, 
  but have a faintly disturbing demeanor about them 
  and a wicked gleam in their eyes.  Short horns 
  sprout from their foreheads. 
   
  “Biter”, Pseudonatural Five-Headed Hydra: 
  Huge Outsider (native); CR 5; HD 5d10+28; hp 66; 
  Init +1; Spd 20 ft.; AC 15, touch 9, flat-footed 14 (-
  2 size, +1 Dex, +6 natural); Base Atk/Grp: +5/+16; 
  Atk 5 bites +6 melee (1d10+3, bite); Full Atk 5 
  bites +6 melee (1d10+3, bite); Space/Reach 15 
  ft./10 ft.; SA Truestrike; SQ Alternate form, 
  damage reduction 5/magic, darkvision 60 ft., fast 
  healing 15, low-light vision, regrow heads, 
  resistance to acid and electricity 5, scent, spell 
  resistance 15; AL N; SV Fort +9, Ref +5, Will +3; 
  Str 17, Dex 12, Con 20, Int 3, Wis 10, Cha 9.  
  Pseudonatural 
  template 
  from 
  the 
  Complete 
  Arcane, page 160 or Lords of Madness, page 161. 
   
  Skills & Feats:  Listen +6, Spot +6, Swim +11; 
  Combat Reflexes (b), Iron Will, Toughness. 
   
  Truestrike 
  (Su): 
  Once 
  per 
  day, 
  a 
  pseudonatural creature can gain a +20 Insight 
  bonus on a single attack roll.  In addition, the 
  creature suffers no miss chance against a target 
  that has concealment or total concealment when 
  making this attack.  NOTE—Due to a Hydra’s 
  unique physiology, a pseudonatural hydra makes 
  five truestrike attacks, so long as the attacks are 
  all in the same round.  
   
  Fast Healing (Ex): Each round, a hydra heals 
  damage equal to 10 plus five the number of 
  original heads. 
  
   
  Alternate Form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass.  Despite the alien 
  appearance, its abilities remain unchanged.  Other 
  creatures receive a -1 morale penalty on their 
  attack rolls against a pseudonatural creature when 
  it is in this alternate form. 
   
  Regrow Heads (Su): A player may choose to 
  Sunder the hydra’s heads by causing 13 points of 
  damage with a slashing weapon (this provokes an 
  attack of opportunity if the character does not have 
  the Improved Sunder feat).  Two new heads grow 
  from the stump of the severed head in 1d4 rounds, 
  unless at least 5 points of fire or acid damage are 
  applied to the stump.  A hydra may not have more 
  than double its original number of heads (ten in 
  this case). 
   
  Feats (Ex): All of a hydra’s heads may attack 
  when an attack of opportunity is provoked with in 
  its reach.  The Combat Reflexes feat allows this 
  hydra two attacks of opportunity per head. 
   
  Languages: None. 
   
  Possessions: None. 
   
  Description: This beast vaguely resembles 
  some great reptile with a veritable forest of heads 
  on long, slender necks.  Its body is covered in 
  writhing tentacles, oozing pustules and disgusting 
  tumors. 
   
  ENCOUNTER 6 
   
   
   
   
  Snipers (2), Advanced Needlefolk Rng 2: 
  Medium plant; CR 5; HD 7d8+21 plus 2d8+6; hp 
  81; Init +2; Spd 30 ft.; AC 14, touch 10, flat-footed 
  14 (+4 natural); Base Atk/Grp: +7/+10; Atk +9 
  ranged (1d12+3, needles) or +10 melee (1d4+3, 
  claw); Full Atk +7/+7 ranged (1d12+3, rapid shot 
  needles) or +10/+10 melee (1d4+3, 2 claws); SA 
  Favorite enemy (elf), needles; SQ Elf sense, plant 
  traits, wild empathy (-1); AL N; SV Fort +11, Ref 
  +4, Will +4; Str 16, Dex 14, Con 16, Int 8, Wis 14, 
  Cha 5.  Monster Manual II, page 158. 
   
  Skills & Feats: Hide +14*, Listen +4, Move 
  Silently +14, Spot +4; Alertness, Point Blank Shot, 
  Precise Shot, Rapid Shot(b), Stealthy, Track(b). 
   
  Needles (Ex): Each round, a needlefolk can 
  launch a cluster of needles from its body (range 
  increment 20 feet, maximum range 200 feet). 
   
  Elf Sense (Su): The only thing that excites 
  needlefolk is elves – they hate elves passionately. 
   Needlefolk can sense the presence of an elf 
  within 1500 feet.  They are unable to pinpoint an 
  elf that has concealment (such as from invisibility) 
  and thus they still suffer from the mischance 
  associated with the concealment.  They always 
  move to attack when one is detected.  However, 
  the monsters do possess enough intelligence and 
  cunning not to commit suicide if they can see that 
  the odds are against them.  If badly outnumbered, 
  a needlefolk may shadow the target elves until it 
  can see that enough additional needlefolk have 
  gathered. 
   
  Skills (Ex): *A needlefolk’s coloration and 
  needles give it excellent camouflage in the forest.  
  While there it has a +16 racial bonus on Hide 
  checks when stationary.  This bonus drops to +8 if 
  it moves at up to half-speed. 
   
  Plant Traits (Ex): Immunity to poison, sleep 
  effects, paralysis, polymorphing, and stunning.  
  Not subject to critical hits or mind-affecting effects. 
   Has low-light vision. 
   
  Languages: Sylvan. 
   
  Possessions: None. 
   
  Description: 
  Superficially 
  resembling 
  humanoids, a needlefolk is an emaciated, green, 
  hairless bipedal creature whose body is covered 
  with short, stiff bristles (actually needle-like 
  thorns). 
  ENCOUNTER 7 
   
   
   
   
   Hunter, Male  Kaorti Wmg 8: Medium outsider 
  (evil, extraplanar); CR 8; HD 2d8+6 plus 8d6+24; 
  hp 78; Init +3; Spd 30 ft.; AC 21, touch 14, flat-
  footed 17 (+3 Dex, +2 natural, +4 armor, +1 
  enhancement, +1 deflection); Base Atk/Grp: 
  +6/+4; Atk +4 melee (1d6-2, bite) or +10 melee 
  (1d4-2/x4, masterwork ribbon dagger) or +9 
  ranged touch (varies, spells); Full Atk +4 melee 
  (1d6-2, bite) or +10 melee (1d4-2/x4, masterwork 
  ribbon dagger) or +9 ranged touch (varies, spells); 
  SA Spells, spell-like abilities, vile transformation, 
  warmage edge +6; SQ Advanced learning, 
  armored mage (medium), material vulnerability, 
  outsider traits, poison immunity; AL NE; SV Fort 
  +9, Ref +9, Will +10; Str 7, Dex 16, Con 16, Int 16, 
  Wis 10, Cha 22.  Kaorti are from Fiend Folio, page 
  108.  Warmage class is from the Complete 
  Arcane, page 10. 
   
  Skills & Feats: Concentration +16, Craft 
  (alchemy) +8, Craft (resin-working) +8, Heal +13, 
  Intimidate 
  +18, 
  Knowledge 
  (arcana) 
  +16, 
  Knowledge (the planes) +8, Spellcraft +18 (+20 
  deciphering scrolls), Survival +5 (+7 on other 
  planes), Use Magic Device +15 (+16 to use 
  scrolls); Energy SubstitutionCA (electricity), Exotic 
  Weapon 
  Proficiency 
  (ribbondagger)(b), 
  Extra 
  KEO6-02 Forest of Ribbons 
   
  Page 26 
  
  EdgeCA, Sudden EmpowerCA (b), Sudden SilentCA, 
  Weapon Finesse. 
   
   Vile Transformation (Su): A kaorti can infuse 
  any living creature with otherworldly essence from 
  the Far Realm, permanently transforming the 
  target into a mockery of its previous form. This 
  process takes 8 hours, during which time the 
  kaorti’s jaws must be locked onto the victim, who 
  must be either willing or helpless for the duration. 
  After 8 hours, the victim must make a Fortitude 
  save (DC 11). Failure indicates that victim 
  transforms into a kaorti (if the victim is human), or 
  into a kaorti thrall. If the victim succeeds at the 
  save, the kaorti can attempt the transform again; 
  each attempt to transform a victim increases the 
  save DC by +1. 
  Creatures transformed into kaorti retain any class 
  abilities and modify their ability scores as follows: 
  Str –4, Dex +4, Int +4, Cha +6. They become 
  neutral evil and embrace the racial ethos of the 
  kaorti. They gain all of the other abilities and 
  disadvantages 
  of 
  a 
  standard 
  kaorti. 
  This 
  transformation is the only way the kaorti can 
  propagate their kind. 
   
  Material Vulnerability (Ex): The Material 
  Plane is painful to an unprotected kaorti. An 
  unprotected kaorti must make a Fortitude save 
  each hour (DC 15, +1 per previous check) or take 
  1d6 points of nonlethal damage and become 
  fatigued. This fatigued condition persists until the 
  kaorti recovers all the nonlethal damage it took 
  from its exposure to the Material Plane. Is a kaorti 
  is rendered unconscious through the accumulation 
  of nonlethal damage (from this ability or from any 
  other source), the Material Plane environs begin to 
  deal normal damage at the same rate (Fort save 
  negates; save DC continues to increase per check 
  as stated above). A kaorti wearing a resin suit, or 
  a kaorti in a cyst, is protected from the effects of 
  the Material Plane. 
   
  Skills: Kaorti have a +8 racial bonus on Heal 
  checks. 
   
  Outsider Traits: Kaorti have darkvision (60-
  foot range), and they cannot be raised or 
  resurrected (though a wish or miracle can restore 
  life). 
   
  Languages: Ancient Suel, Common, Draconic, 
  Infernal. 
   
  Spell-Like Abilities: 1/day – disguise self, color 
  spray, feather fall, ray of enfeeblement (1d6+1), 
  reduce, spider climb. Caster level 2nd; save DC 
  16+ spell level 
   
  Spells (6/8/8/6/4, save DC = 16 + spell level): 
  see Appendix 5 for spell list. 
   
  Possessions: +1 Resin SuitFF , masterwork 
  ribbon daggerFF, brooch of shielding, cloak of 
  charisma +2, dust of disappearance, dust of 
  tracelessness (x2), ring of protection +1, scroll of 
  cure serious wounds, scroll of fly, scroll of 
  glitterdust x2, scroll of freedom of movement 
  (used), vest of resistance +1CA. 
   
  Description: This creature appears to be an 
  emaciated humanoid, over seven feet tall with 
  elongated arms and legs.  It is covered from head 
  to toe in a thick resinous armor which completely 
  hides its features.  Its motions are slithery and 
  undulant. 
   
  KEO6-02 Forest of Ribbons 
   
  Page 27 
  
  KEO6-02 Forest of Ribbons 
   
  Page 28 
  APPENDIX 5 – APL 8 
   
  ENCOUNTER 1 
   
   
   
   
  Sneaks (3), male/female tiefling Rog 3/War 3: 
  Medium outsider (native); CR 4; HD 3d6+6 plus 
  3d8+6; hp 44; Init +3; Spd 30 ft.; AC 22, touch 
  13, flat-footed 19 (+3 Dex, +3 barkskin, +4 chain 
  shirt, +2 shield); Base Atk/Grp: +5/+8; Atk +13 
  melee (1d6+7/15-20, keened, greater magic 
  weapon +1 masterwork rapier) or +10 ranged 
  (1d8+6/x3, mighty +4 composite longbow); Full 
  Atk +13 melee (1d6+7/15-20, keened, greater 
  magic weapon +1 masterwork rapier) or +10 
  ranged 
  (1d8+6/x3, 
  mighty 
  +4 
  composite 
  longbow); SA darkness, sneak attack +2d6; SQ 
  Darkvision 60’, evasion, resistance to cold, 
  electricity, and fire 5, trap finding; AL NE; SV 
  Fort +8, Ref +9, Will +4; Str 18, Dex 17, Con 14, 
  Int 12, Wis 11, Cha 4. 
   
  Skills & Feats: Bluff +10, Hide +16, Move 
  Silently +14, Sleight of Hand +7, Tumble +14; 
  Blind-fighting, Dodge, Weapon Focus (Rapier). 
   
  Darkness (Sp): A tiefling can use darkness 
  (as the spell) once per day (caster level equal to 
  class levels). 
   
  Evasion (Ex): If a Sneak is exposed to any 
  effect that normally allows her to attempt a 
  Reflex saving throw for half damage, she takes 
  no damage with a successful saving throw, she 
  takes full damage on a failed save. 
   
  Languages: Common, Elven, Infernal. 
   
  Possessions: Chain shirt, heavy steel shield, 
  club, dagger, MW rapier, mighty +4 composite 
  longbow, 10 normal arrows, 10 alchemical silver 
  arrows, Potion of Barkskin +3 (used), Potion of 
  Cure Moderate Wounds, Potion of Good Hope 
  (used), Oil of Greater Magic Weapon +1 (used), 
  Oil of Keen Edge (used). 
   
  Description: These beings look like humans, 
  but have a faintly disturbing demeanor about 
  them and a wicked gleam in their eyes.  Short 
  horns sprout from their foreheads. 
   
  Toughs (3), male/female tiefling Fgt 3/War 3: 
  Medium outsider (native); CR 4; HD 3d10+6 
  plus 3d8+6; hp 53; Init +3; Spd 30 ft.; AC 22, 
  touch 13, flat-footed 19 (+3 Dex, +3 barkskin, +4 
  chain shirt, +2 shield); Base Atk/Grp: +6/+9; Atk 
  +14 melee (1d6+7/15-20, keened, greater magic 
  weapon +1 masterwork rapier) or +11 ranged 
  (1d8+6/x3, mighty +4 composite longbow); Full 
  Atk 
  +14/+9 
  melee 
  (1d6+7/15-20, 
  keened, 
  greater magic weapon +1 masterwork rapier) or 
  +11/+6 ranged (1d8+6/x3, mighty +4 composite 
  longbow); SA darkness; SQ Darkvision 60’, 
  resistance to cold, electricity, and fire 5; AL NE; 
  SV Fort +10, Ref +7, Will +4; Str 18, Dex 17, 
  Con 14, Int 12, Wis 11, Cha 4. 
   
  Skills & Feats: Bluff +7, Hide +9, Move 
  Silently +5, Sleight of Hand +5, Tumble +10; 
  Blind-fighting, Dodge, Mobility, Spring Attack, 
  Weapon Focus (Rapier). 
   
  Darkness (Sp): A tiefling can use darkness 
  (as the spell) once per day (caster level equal to 
  class levels). 
   
  Languages: Common, Elven, Infernal. 
   
  Possessions: Chain shirt, heavy steel shield, 
  club, dagger, MW rapier, mighty +4 composite 
  longbow, 10 normal arrows, 10 alchemical silver 
  arrows, Potion of Barkskin +3 (used), Potion of 
  Cure Moderate Wounds, Potion of Good Hope 
  (used), Oil of Greater Magic Weapon +1 (used), 
  Oil of Keen Edge (used). 
   
  Description: These beings look like humans, 
  but have a faintly disturbing demeanor about 
  them and a wicked gleam in their eyes.  Short 
  horns sprout from their foreheads. 
   
  “Biter”, Pseudonatural Seven-Headed Hydra: 
  Huge Outsider (native); CR 7; HD 7d10+38; hp 
  91; Init +1; Spd 20 ft.; AC 17, touch 9, flat-footed 
  16 (-2 size, +1 Dex, +8 natural); Base Atk/Grp: 
  +7/+19; Atk 7 bites +10 melee (1d10+3, bite); 
  Full Atk 7 bites +10 melee (1d10+3, bite); 
  Space/Reach 15 ft./10 ft.; SA Truestrike; SQ 
  Alternate form, damage reduction 5/magic, 
  darkvision 60 ft., fast healing 17, low-light vision, 
  regrow heads, resistance to acid and electricity 
  5, scent, spell resistance 17; AL N; SV Fort +10, 
  Ref +6, Will +4; Str 19, Dex 12, Con 20, Int 3, 
  Wis 10, Cha 9.  Pseudonatural template from 
  the Complete Arcane, page 160 or Lords of 
  Madness, page 161. 
   
  Skills & Feats:  Listen +7, Spot +7, Swim 
  +12; Combat Reflexes (b), Iron Will, Toughness, 
  Weapon Focus (bite). 
   
  Truestrike 
  (Su): 
  Once 
  per 
  day, 
  a 
  pseudonatural creature can gain a +20 Insight 
  bonus on a single attack roll.  In addition, the 
  creature suffers no miss chance against a target 
  that has concealment or total concealment when 
  
  making this attack.  NOTE—Due to a Hydra’s 
  unique physiology, a pseudonatural hydra 
  makes five truestrike attacks, so long as the 
  attacks are all in the same round.  
   
  Fast Healing (Ex): Each round, a hydra 
  heals damage equal to 10 plus seven the 
  number of original heads. 
   
  Alternate Form (Su): As a standard action, 
  a pseudonatural creature can take the form of a 
  grotesque, tentacled mass.  Despite the alien 
  appearance, its abilities remain unchanged.  
  Other creatures receive a -1 morale penalty on 
  their attack rolls against a pseudonatural 
  creature when it is in this alternate form. 
   
  Regrow Heads (Su): A player may choose 
  to Sunder the hydra’s heads by causing 13 
  points of damage with a slashing weapon (this 
  provokes an attack of opportunity if the 
  character does not have the Improved Sunder 
  feat).  Two new heads grow from the stump of 
  the severed head in 1d4 rounds, unless at least 
  5 points of fire or acid damage are applied to the 
  stump.  A hydra may not have more than double 
  its original number of heads (ten in this case). 
   
  Feats (Ex): All of a hydra’s heads may 
  attack when an attack of opportunity is provoked 
  with in its reach.  The Combat Reflexes feat 
  allows this hydra two attacks of opportunity per 
  head. 
   
  Languages: None. 
   
  Possessions: None. 
   
  Description: This beast vaguely resembles 
  some great reptile with a veritable forest of 
  heads on long, slender necks.  Its body is 
  covered in writhing tentacles, oozing pustules 
  and disgusting tumors. 
   
  ENCOUNTER 6 
   
   
   
   
  Snipers (2), Advanced Needlefolk Rng 2/War 
  4: Medium plant; CR 7; HD 9d8+27 plus 
  6d8+18; hp 147; Init +2; Spd 30 ft.; AC 14, touch 
  10, flat-footed 14 (+4 natural); Base Atk/Grp: 
  +12/+15; Atk +15 ranged (1d12+3, needles) or 
  +15 melee (1d4+3, claw); Full Atk +13/+13 
  ranged (1d12+3, rapid shot needles) or +15/+15 
  melee (1d4+3, 2 claws); SA Favorite enemy 
  (elf), needles; SQ Elf sense, plant traits, wild 
  empathy (-1); AL N; SV Fort +16, Ref +6, Will 
  +8; Str 17, Dex 14, Con 16, Int 8, Wis 14, Cha 5. 
   Monster Manual II, page 158. 
   
  Skills & Feats: Hide +14*, Listen +6, Move 
  Silently +14, Spot +6; Alertness, Endurance, 
  Iron Will, Point Blank Shot, Precise Shot, Rapid 
  Shot(b), Stealthy, Track(b), Weapon Focus 
  (needles). 
   
  Needles (Ex): Each round, a needlefolk can 
  launch a cluster of needles from its body (range 
  increment 20 feet, maximum range 200 feet). 
   
  Elf Sense (Su): The only thing that excites 
  needlefolk 
  is 
  elves 
  – 
  they 
  hate 
  elves 
  passionately.  Needlefolk can sense the 
  presence of an elf within 1500 feet.  They are 
  unable to pinpoint an elf that has concealment 
  (such as from invisibility) and thus they still 
  suffer from the mischance associated with the 
  concealment.  They always move to attack when 
  one is detected.  However, the monsters do 
  possess enough intelligence and cunning not to 
  commit suicide if they can see that the odds are 
  against them.  If badly outnumbered, a 
  needlefolk may shadow the target elves until it 
  can see that enough additional needlefolk have 
  gathered. 
   
  Skills (Ex): *A needlefolk’s coloration and 
  needles give it excellent camouflage in the 
  forest.  While there it has a +16 racial bonus on 
  Hide checks when stationary.  This bonus drops 
  to +8 if it moves at up to half-speed. 
   
  Plant Traits (Ex): Immunity to poison, sleep 
  effects, paralysis, polymorphing, and stunning.  
  Not subject to critical hits or mind-affecting 
  effects.  Has low-light vision. 
   
  Languages: Sylvan. 
   
  Possessions: None. 
   
  Description: 
  Superficially 
  resembling 
  humanoids, a needlefolk is an emaciated, green, 
  hairless bipedal creature whose body is covered 
  with short, stiff bristles (actually needle-like 
  thorns). 
  ENCOUNTER 7 
   
   
   
   
   Hunter, Male  Kaorti Wmg 10: Medium 
  outsider (evil, extraplanar); CR 10; HD 2d8+6 
  plus 10d6+30; hp 93; Init +3; Spd 30 ft.; AC 21, 
  touch 14, flat-footed 17 (+3 Dex, +2 natural, +4 
  armor, +1 enhancement, +1 deflection); Base 
  Atk/Grp: +7/+6; Atk +6 melee (1d6-1, bite) or 
  +11 
  melee 
  (1d4-1/x4, 
  masterwork 
  ribbon 
  dagger) or +10 ranged touch (varies, spells); 
  Full Atk +6 melee (1d6-1, bite) or +11 melee 
  (1d4-1/x4, masterwork ribbon dagger) or +10 
  ranged touch (varies, spells); SA Spells, spell-
  like abilities, vile transformation, warmage edge 
  KEO6-02 Forest of Ribbons 
   
  Page 29 
  
  +6; SQ Advanced learning, armored mage 
  (medium), material vulnerability, outsider traits, 
  poison immunity; AL NE; SV Fort +10, Ref +10, 
  Will +11; Str 8, Dex 16, Con 16, Int 16, Wis 10, 
  Cha 22.  Kaorti are from Fiend Folio, page 108.  
  Warmage class is from the Complete Arcane, 
  page 10. 
   
  Skills & Feats: Concentration +18, Craft 
  (alchemy) +8, Craft (resin-working) +8, Heal 
  +13, Intimidate +20, Knowledge (arcana) +18, 
  Knowledge (the planes) +8, Spellcraft +20 (+22 
  deciphering scrolls), Survival +5 (+7 on other 
  planes), Use Magic Device +16 (+17 to use 
  scrolls); 
  Energy 
  SubstitutionCA 
  (electricity), 
  Exotic Weapon Proficiency (ribbondagger)(b), 
  Extra EdgeCA, Sudden EmpowerCA (b), Sudden 
  EnlargeCA (b), Sudden MaximizeCA, Sudden 
  SilentCA, Weapon Finesse. 
   
   Vile Transformation (Su): A kaorti can 
  infuse any living creature with otherworldly 
  essence from the Far Realm, permanently 
  transforming the target into a mockery of its 
  previous form. This process takes 8 hours, 
  during which time the kaorti’s jaws must be 
  locked onto the victim, who must be either 
  willing or helpless for the duration. After 8 hours, 
  the victim must make a Fortitude save (DC 11). 
  Failure indicates that victim transforms into a 
  kaorti (if the victim is human), or into a kaorti 
  thrall. If the victim succeeds at the save, the 
  kaorti can attempt the transform again; each 
  attempt to transform a victim increases the save 
  DC by +1. 
  Creatures transformed into kaorti retain any 
  class abilities and modify their ability scores as 
  follows: Str –4, Dex +4, Int +4, Cha +6. They 
  become neutral evil and embrace the racial 
  ethos of the kaorti. They gain all of the other 
  abilities and disadvantages of a standard kaorti. 
  This transformation is the only way the kaorti 
  can propagate their kind. 
   
  Material Vulnerability (Ex): The Material 
  Plane is painful to an unprotected kaorti. An 
  unprotected kaorti must make a Fortitude save 
  each hour (DC 15, +1 per previous check) or 
  take 1d6 points of nonlethal damage and 
  become 
  fatigued. 
  This 
  fatigued 
  condition 
  persists until the kaorti recovers all the nonlethal 
  damage it took from its exposure to the Material 
  Plane. Is a kaorti is rendered unconscious 
  through the accumulation of nonlethal damage 
  (from this ability or from any other source), the 
  Material Plane environs begin to deal normal 
  damage at the same rate (Fort save negates; 
  save DC continues to increase per check as 
  stated above). A kaorti wearing a resin suit, or a 
  kaorti in a cyst, is protected from the effects of 
  the Material Plane. 
   
  Skills: Kaorti have a +8 racial bonus on 
  Heal checks. 
   
  Outsider Traits: Kaorti have darkvision (60-
  foot range), and they cannot be raised or 
  resurrected (though a wish or miracle can 
  restore life). 
   
  Languages: 
  Ancient 
  Suel, 
  Common, 
  Draconic, Infernal. 
   
  Spell-Like Abilities: 1/day – disguise self, 
  color spray, feather fall, ray of enfeeblement 
  (1d6+1), reduce, spider climb. Caster level 2nd; 
  save DC 16+ spell level 
   
  Spells (6/8/8/7/6/4, save DC = 16 + spell 
  level): see Appendix 5 for spell list. 
   
  Possessions: +1 Resin SuitFF , masterwork 
  ribbon daggerFF, brooch of shielding, cloak of 
  charisma +2, dust of disappearance, dust of 
  tracelessness (x2), Heward’s handy haversack, 
  metamagic rod of lesser empower, ring of 
  protection +1, scroll of cure serious wounds, 
  scroll of fly, scroll of glitterdust (x2), scroll of 
  freedom of movement (used), vest of resistance 
  +1CA. 
   
  Description: This creature appears to be an 
  emaciated humanoid, over seven feet tall with 
  elongated arms and legs.  It is covered from 
  head to toe in a thick resinous armor which 
  completely hides its features.  Its motions are 
  slithery and undulant. 
   
  Elite, Advanced, Pseudonatural Shambling 
  Mound: Large outsider; CR 8; HD 11d8+55; hp 
  121; Init +1; Spd 20 ft., swim 20 ft.; AC 20, touch 
  10, flat-footed 20 (-1 size, +1 Dex, +11 natural); 
  Base Atk/Grp: +8/+19; Atk +16 melee (2d6+7, 
  slam); Full Atk +16/+16 melee (2d6+7, 2 slams); 
  Space/Reach 10 ft./10 ft., SA Improved grab, 
  constrict 2d6+10, truestrike; SQ Alternate form, 
  damage reduction 5/magic, darkvision 60 ft., 
  immunity to electricity, low-light vision, plant 
  traits, resistance to acid and fire 10, spell 
  resistance 21; AL N; SV Fort +11, Ref +4, Will 
  +6; Str 25, Dex 12, Con 19, Int 5, Wis 12, Cha 9. 
   Pseudonatural template from the Complete 
  Arcane, page 160 or Lords of Madness, page 
  161. 
   
  Skills & Feats: Hide +4*, Listen +9, Move 
  Silently +9; Blind-Fighting, Iron Will, Power 
  Attack, Weapon Focus (slam). 
   
  Truestrike 
  (Su): 
  Once 
  per 
  day, 
  a 
  pseudonatural creature can gain a +20 Insight 
  KEO6-02 Forest of Ribbons 
   
  Page 30 
  
  bonus on a single attack roll.  In addition, the 
  creature suffers no miss chance against a target 
  that has concealment or total concealment when 
  making this attack.   
   
  Alternate Form (Su): As a standard action, 
  a pseudonatural creature can take the form of a 
  grotesque, tentacled mass.  Despite the alien 
  appearance, its abilities remain unchanged.  
  Other creatures receive a -1 morale penalty on 
  their attack rolls against a pseudonatural 
  creature when it is in this alternate form. 
   
  Improved Grab (Ex): To use this ability, a 
  shambler must hit with both slam attacks.  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): A shambler deals 2d6+10 
  points of damage with a successful grapple 
  check. 
   
  Immunity to Electricity (Ex): Shamblers 
  take no damage from electricity.  Instead, any 
  electricity attack used against a shambler 
  temporarily grants it 1d4 points of Constitution.  
  The shambler loses these points at the rate of 1 
  per hour. 
   
  Skills: Shambling mounds have a +4 racial 
  bonus to Hide, Listen, and Move Silently checks. 
   *They have a +12 racial bonus on Hide checks 
  when in a swampy or forested area. 
   
  Languages: None. 
   
  Possessions: None. 
   
  Description: This creature looks like a 
  confusing mix of leaves and vines and fleshy 
  tentacles and bulbous tumors.  It has a generally 
  human-like form, with a barrel-shaped body, 
  ropey arms and stumpy legs.  It does not seem 
  to have a head. 
  KEO6-02 Forest of Ribbons 
   
  Page 31 
  
  KEO6-02 Forest of Ribbons 
   
  Page 32 
   
   
   
   
   
   
   
   
  APPENDIX 5 – NEW ITEMS
   
   
  Kaorti Items: Kaorti devices are made 
  from resins secreted by the creatures’ 
  palms. The resin is shaped while fresh, and 
  then (if appropriate) alchemically treated to 
  maintain flexibility. 
   
  The principle use for kaorti resin is to 
  create a cyst, a space enclosed by walls of 
  resin. Within such a space, kaortis are 
  protected from the harmful effects of the 
  Material Plane. A kaorti can produce roughly 
  1 cubic foot of resin each day, enough to 
  coat 10 square feet of surface to a depth of 
  1 inch. It takes a kaorti about 1 hour to 
  produce and apply this much resin. The 
  substance dries to a rigid covering 1 hour 
  after being applied. Walls and doors 
  encrusted 
  with 
  this 
  resin 
  have 
  their 
  hardness increased by 2. 
   
  Untreated kaorti resin lasts for only 
  about 500 days before crumbling to shards, 
  so kaortis constantly maintain the walls of 
  their cysts. A single kaorti can keep a 40-
  foot-square room 10 feet high covered in 
  resin by spending 1 hour a day maintaining 
  its cyst. 
   
  Resin Suit: A kaorti resin suit consists 
  of thin straps of alchemically treated resin 
  that are wrapped around the body fully, 
  similar to a mummy’s bandages. A resin suit 
  is light armor with the following properties: 
  +4 armor bonus, +3 maximum Dex bonus, -
  4 armor check penalty, 25% arcane spell 
  failure chance. Creatures other that kaorti 
  can wear resin suits, but the resin causes 
  most humanoids to break out in hives. In 
  addition to its armor qualities, a kaorti resin 
  suit protects a creature on the Material 
  Plane from the effects of the environment. 
  Resin suits are costly and time-consuming 
  to make; ordinary kaorti (those with 1 HD) 
  are only rarely allowed to use them as a 
  result. 
  Cost: 250gp. Weight: 20 lbs. 
   
  Ribbon Dagger: A ribbon dagger is a 
  Small 
  exotic 
  weapon 
  crafted 
  from 
  alchemically treated kaorti resin. It consists 
  of a resin handle to which is affixed a 1-foot-
  long flexible strip of resin. This ribbon of 
  resin is razor-sharp and deals 1d4 points of 
  damage on a hit with a critical multiplier of 
  x4. The ribbon can wrap around objects with 
  ease; disarm attacks made with a ribbon 
  dagger gain a +2 bonus. 
  Cost: 50gp. Weight: 1 lb. 
   
  Kaorti Characters: A small number of 
  kaortis turn rogue and abandon their native 
  cysts. These characters have resisted the 
  psychological transformation into kaorti, and 
  struggle to survive in a hostile world. 
   
  Kaortis have a natural predisposition to 
  become 
  sorcerers. 
  Kaorti 
  sorcerers 
  generally become the leaders of a kaorti 
  cyst. Kaorti wizards do not keep ordinary 
  spellbooks, they record their spells on long 
  strips of resin that are hung from the ceiling 
  in the kaorti’s lair. Kaorti wizards or 
  sorcerers never summon animal familiars. 
  Most non-spellcasting kaortis are rogues, 
  although fighters are not unheard of. Kaortis 
  only rarely become barbarians, and no 
  instance of divine spellcaster kaorti have 
  been recorded. 
   
  Sorcerer is a kaorti’s favored class. 
  Because of its special abilities, a kaorti PC’s 
  effective character level (ECL) is equal to its 
  class level +4. Thus, a 1st-level kaorti 
  sorcerer has an ECL of 5 and is the 
  equivalent of a 5th-level character. 
   
   
  
  DM AID #2 - QUICK REFERENCE GUIDE 
  A one page encapsulation of major NPC personalities and encounter instructions. 
  (aka: How to run this module “cold” at Midnight Madness!) 
  MAJOR NPCS (IN ORDER OF APPEARANCE): 
  Vayleran Moonchild (Rgr 8) - arrives late and injured as usual.  This high-elven ranger is well-known for 
  both enforcing the Dreadwood border against trespassers and unsavory types, as well as for getting 
  himself into unusually precarious and otherwise dangerous situations. 
  Dreadtrapper Kialla Skotti (former Princess and Knight of the Dispatch (Persistant Sparrow)) - 
  Jadzia Dax-meets-Alias.  A tall and athletic Suel, with long light-brown hair generally pulled back into a 
  ponytail with an elven filigree barrette.  Her eyes change from a mithril blue-grey to violet in this module.  
  Personable and easygoing, but expects PCs to respect the boundary between themselves (commoners) 
  and herself (born a noble).  Of his four daughters, Kialla resembles King Kimbertos the most in looks and 
  actions, and she has spent most of her life trying to establish her own identity (which is why she became 
  an archer instead of a two-weapon fighter).  Her husband, a Knight of the Watch from the Gran March, 
  was killed in the Battle of Bloody ridge.  Her son remains with his father’s family, far from the Dreadwood. 
  Nevarr (Drd 10) - Looks like a middle-aged “surfer dude” - tanned skin, wild blonde hair and scruffy 
  beard. This Suel-Flan House druid to the Lizhals takes his duties seriously and “cleans up well” when he 
  has to.  He’s generally gruff to non-nature types, and to anyone who doesn’t treat Kialla with respect. 
  “Tal” - A grey elven noble with dark brown hair and filmed-over eyes [blind].  Charismatic in the “quiet 
  and mysterious” kind of way.  It should be obvious he is an ally to both the PCs and Kialla.  The violet-
  eyed owl is this bard/Seeker of the Song’s familiar, and acts as his eyes. 
  Throion Na’nai (the Sage) - Yoda-meets-Grampa Simpson.  Occassionaly has his “senior moments”, 
  but is an excellent natural alchemist and knows his way around the Dreadwood, despite his limited 
  mobility.  He hates the Kaorti with a vengeance, and the resin-breaker he seeks to create may turn the 
  tide of battle. 
  ENCOUNTERS: 
  INTRO - It’s just an intro - find out who’s at the table.  Make sure players fill out the grid in DM Aid #1. 
  ENCOUNTER #1 -  Classic caravan ambush. Tieflings fight intelligently and flee when down to 2 
  survivors and 1/4 hp.  Don’t forget the “pet” at APLs 6 and 8 [only if the tieflings need help].  Hydra fights 
  to death. 
  ENCOUNTER #2 - Moodsetter.  “Dour”stone gets its name for a reason.  This place is different from the 
  rest of Keoland.   
  ENCOUNTER #3 - The Dreadwood is creepy [think the Amazon forest with hardwood trees instead of 
  palm trees].  PCs should feel like something big is happening, and they’re caught in the middle of it.  They 
  can find out if they make the right checks and ask the right people. 
  ENCOUNTER #4 - There’s something funky about the bard [isn’t there always?], but he gives you a 
  chance to do something instead of sitting around waiting for Kialla. 
  ENCOUNTER #5 - The sylph is curious.  Go for the smallest and/or most unusual items first.  Not meant 
  to be a combat encounter, but she can pack a punch if PCs start the fight. 
  ENCOUNTER #6 - Pwn the elves.  Needlefolk flee at 1/4 hp or when all elves are dead (-10 hp).  
  Remember they can tell the difference between dead and dying elves. 
  ENCOUNTER #7 - Final showdown - Bring it!  Both fight to the death.  The sage will urge PCs to try to 
  capture the Kaorti. 
  KEO6-02 Forest of Ribbons 
   
  Page 34 
  
  DM AID #3: MAP OF ENCOUNTER #1 [CARAVAN AMBUSH] 
   
   
   
  KEO6-02 Forest of Ribbons 
   
  Page 35 
  
  DM AID #4 - QUESTIONS FOR KIALLA 
  (answerable in either Encounter #2 or #3) 
  As the PCs are traveling, if they strike up polite conversation with Kialla, she will volunteer the following 
  information: 
  House Lizhal 
  • 
  After the Rain of Colorless fire, the archmage Slerotin led twelve Suel tribes east across the 
  barren wastelands and through the Crystalmist mountains.  The Lerarans were sealed in the 
  underground passages beneath the Crystalmists on the westernmost borders the Yeomanry.  
  Two tribes settled into the fertile Sheldomar valley, others continued on [forming the ‘Great 
  Kingdom’, etc.].  Following the advice of their diviners, the Neheli and their Linth allies settled in 
  the lands north of the great forest, while the Rhola and their Lizhal allies followed the rivers and 
  settled the lands and forests bordering the great Azure sea to the south.   
  • 
  Oeridians fleeing the Twin Cataclysms had settled into the plainslands to the north of the 
  Dreadwood between the two Suel tribes, providing an extra buffer between the old rivals.   
  • 
  Keoland was founded less than a hundred years later, in CY -342.  The demihumans of the Good 
  Hills and the elves of the Dreadwood (which, at the time, was a single stretch of forest that 
  included the area now known as the Axewood) signed the Founding Charter of Keoland.  These 
  two major and two minor Suel tribes became the founding Houses of Keoland, and all of 
  Keoland’s rulers [except for The Oeridian] have been from these houses. 
  The Elven Kingdom 
  • 
  Before the Suel and the Oeridians came, the elven kingdom of the Dreadwood known as the 
  Oaken Heart, lived in peace with the Flan humans. 
  • 
  When the Suel tribes fought each other before the founding of Keoland, many elven communities 
  were destroyed, causing the elves to consider their peace treaty violated.  House Lizhal was then 
  established as the protectors of the Dreadwood and the Oaken Heart and its allies.  The 
  hereditary sword of House Lizhal, Oathbinder, was given as a permanent and constant reminder 
  of that duty. 
  Personal Questions 
  • 
  What of Linth?  Kialla shakes her head sadly.  “It is difficult to watch such an ancient and 
  noble house fall into decay, but the source of its corrosion must be found and dealt with.” 
  • 
  What of the Knights of the Watch/Dispatch (non-Linth) and leaving the order [or of giving up her 
  royal title of “princess”]?  “Such was my chosen way for over half of my life.  It is not truly 
  my wish to abandon them, but the duties of my House supercede my oath to the 
  Knighthood.  My father had been king for over a decade when they accepted me; it was a 
  known risk at the time they chose to accept.  I cannot - will not - divide my attention 
  between oaths.  This is the path I have chosen, and, unlike my father, I will not stray from 
  its course.  My existence will be naught but devoted to returning the Dreadwood to its 
  natural stage, without aberrations and invaders from the far realms that bleed through the 
  portals that appear and disappear throughout the Dreadwood like bubbles upon a 
  stagnant pond.” 
  • 
  What of the Knights of the Watch/Dispatch and the situation in Hochoch?  A distant look comes 
  to Kialla’s eyes.  “A part of me will forever remain in Gyruff.  It is some comfort to know 
  that Morsbur’s death at the hands of the giants was not in vain.” Morsbur Doulonfon was her 
  husband, a high-ranking Knight of the Watch and noble of the Gran March. 
  • 
  What of Jessa?  Kialla turns away, not in shame, but in sorrow.  “Jessa had always been 
  the most ambitious of the four of us.  Kharn’s son was nearly triple her age when she 
  KEO6-02 Forest of Ribbons 
   
  Page 36 
  married him, but that didn’t seem to bother her in the slightest.  She accepted it for the 
  political maneuver that it was, and made the most of it.” 
  
   
  DM AID #5: MAP OF ENCOUNTER #6/#7 [NEEDLEFOLK AND 
  FINAL ENCOUNTER] 
   
   
   
  KEO6-02 Forest of Ribbons 
   
  Page 38 
  
  KEO6-02 Forest of Ribbons 
   
  Page 39 
  PLAYER HANDOUT #1 – SEEKER OF THE SONG 
  (To be given to any PCs with levels of bard in Encounter #4) 
   
  Any thoughts of gods or nature disappear as the chord seems to resonate in your mind.  The notes of the 
  harp seem to reach in, grabbing some hidden part of your consciousness.  You can feel your heart 
  interrupting its own beating as it tries to readjust to the rhythm of the music.  Everything else seems to 
  fade away; every other sight, every other sound, every other thought, every other emotion disappears as 
  the music takes over.  Something stirs within you, something.... primal. 
  Slowly, your senses return, and you notice the others staring at you, trying to get you to ‘wake up’.  A 
  knowing smile creases wrinkles into the blind harper’s eyes. 
   
  Congratulations.  You have been touched by The Song and have met one of the requirements for the 
  Seeker of the Song prestige class (Complete Arcane). 
  
  PLAYER HANDOUT #2 - WELCOME TO THE DREADWOOD  
   
  Things PCs need to know: 
  • 
  Terrain in the Dreadwood is difficult ground at all times; everyone is at half movement and no 5’ 
  adjusts are possible unless the PC has Woodland Stride, Freedom of Movement or a Climb 
  speed. 
  • 
  Large (or larger) creatures are considered to be squeezing at all times.  The Dreadwood 
  recognizes its own, however, and large creatures (or larger) with Plant traits do not suffer this 
  penalty. 
  • 
  The first tier of canopy of the Dreadwood is 50’ from the ground.  Creatures larger than Tiny 
  whose movement is otherwise restricted [see above] are unable to move through the canopy. 
  • 
  Unless the entire party has darkvision, PCs are unable to see and must carry a light source at all 
  times. 
  • 
  Due to the shadows and the density of the Dreadwood, ranged attacks are extremely difficult in 
  the Dreadwood.  Treat anything within Point Blank range as normal.  Attacks from 30’-60’ suffer a 
  20% miss chance, and anything beyond 60’ suffers a 50% miss chance. 
  • 
  The sage weighs 75lbs. and has a carrying harness.  Any medium-sized PC can strap the sage 
  onto his back.  He cannot be dropped as a free action.  The harness can be cut free in two 
  standard actions; otherwise removing him is the same as removing medium armor. 
  • 
  The sage will not subject himself to a broom of flying; carpets, wings, boots, spells, etc are ok.  
  Tenser’s Floating disk is useable, but PCs must be able to maintain it for 16 hours per day.  He is 
  able to ride large creatures [wildshaped druids, mount scrolls, paladin mounts, etc.], but untrained 
  creatures [ie mount spell] need to be controlled by someone in the party with animal handling.  
  He has no ranks in ride, only his dex modifier, but enterprising PCs can jury-rig the harness to 
  serve as a makeshift saddle with the right equipment an appropriate skill check [use rope, disable 
  device, crafts or professions, etc.]  
  • 
  The PC carrying the sage may intentionally take all damage directed to the sage onto himself, 
  even if flatfooted or otherwise denied his dexterity bonus. If the PC chooses to do so, any attack 
  that would hit the sage’s AC (+4 for cover) will hit the PC, regardless of the PC’s AC. This is a 
  chance for a PC to be heroic, though it may cost him. 
  • 
  The sage has 25 lbs. of equipment that someone needs to schlep around for him. 
  • 
  During combat, the sage is able to crawl 5’ as a move-equivalent action [standard penalties 
  apply]. 
   
  KEO6-02 Forest of Ribbons 
   
  Page 40 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/KEO (Keoland)/KEO6-02 - Forest of Ribbons (ver 1.01) (3E).pdf