TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region please e-mail your Metaregional point of contact (POC) at 
  woesinger@yahoo.co.uk for LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
   
  TSS5-02  
   
   
   
   
   
   
   
  Seeds 
   
  A Two-Round D&D LIVING GREYHAWK
  ®  
  Splintered Suns Meta-Regional Adventure 
  Version 1.0 
   
   
   
  by Maya Deva Kniese 
  Circle Reviewer: Paul Looby 
  Editors: Pieter Sleijpen, Floris Kraak, Larry Komroh, Mike Rizzo,   
  Statblocks: Bas Vermeulen 
  Playtesters: Eric Jimmink, Floris Kraak, Ingo Teutsch, Krishna Simonse, Martin van Wezel, Mike Hoffman, Nenad 
  Petrovic, Paul James, Simone van der Stadt, Vincent van der Bijl, Ward van Oosterum 
   
   
  The bullywugs threaten to overrun Sunndi, and its people cry out for help as the followers of the Toad God lead the 
  murderous amphibians in an unholy war against everything not pure human. But are religious zeal and a desire to kill 
  anything that moves all there is to it? Come to Sunndi and find out. 
   
  Part 3 of the “When the Wind Blows” series; a dangerous, investigative fairy tale for APL 4-14.  
  (Yes, this means role-play, lots of it, and Fairies. You have been warned…) 
   
   
   
   
  
  TSS 5-02 Seeds 
   
  Page 2 
  RPGA Sanctioned PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the Living Greyhawk™ campaign—a worldwide, 
  ongoing D&D campaign set in the Greyhawk setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  Herald-Level gamemaster. The person who sanctions the 
  event is called the senior gamemaster, and is in charge of 
  making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back 
  to the RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or usually 
  just DM). Sometimes (and almost all the time in the cases 
  of home events) the senior gamemaster is also the table 
  DM. You don’t have to be a Herald-Level GM to run this 
  adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your Living Greyhawk 
  character. Second player and DMs gain rewards for 
  sanctioned RPGA play if they are members of the 
  Dungeons & Dragons Rewards program. Playing this 
  adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the Living Greyhawk character 
  creation and development, RPGA event sanctioning, and 
  Dungeons & Dragons Rewards, visit the RPGA website at 
  www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs and 
  monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a Living Greyhawk Adventure Record (AR).  
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to Living 
  Greyhawk games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  TSS 5-02 Seeds 
   
  Page 3 
   
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  Living Greyhawk adventures are designed for APL 2 
  and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  Time Units and Upkeep 
  This is a standard two-round Meta-Regional adventure, 
  set in the Splintered Suns.  Characters native to 
  Splintered Suns Meta-Region pay one Time Unit per 
  round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can be 
  found in the “Lifestyle and Upkeep” section of Chapter 3 
  of the LIVING GREYHAWK Campaign Sourcebook. 
   
   
   
   
  Adventure Background 
  This is part 3 of the series When the Wind Blows, with 
  SND3-01 Harvest Time and TSS4-06 Wind Reaping being 
  part 1 and 2. These scenarios describe how the bullywugs 
  from the Vast Swamp invade Sunndi, as they have done 
  once every generation for at least 500 years now. The 
  series also offers suggestions as to why this happens, and 
  possibly what can be done about it. In this scenario, the 
  party hopes to find some answers. 
   
  A long time ago the evil wizard Taldagar was defeated 
  by an ancient treant druid he sought to kill, and his tower 
  fell into ruins. Over time various beings sought to 
  plunder the ruins, set up lairs there, or simply passed by. 
  Through their disturbances an old unfinished magical 
  experiment was damaged. Magical fluids leaked out and 
  caused strange effects in the area. One such effect proved 
  surprisingly persistent: a mutation of small plants known 
  as Sun Children, turning them from a harmless herb into 
  a potential disaster. The pollen of a mutated Sun Child 
  greatly affects amphibians, throwing them into a 
  mindless, reckless rage. 
   
  This would be nothing more then a local hazard in an 
  uninhabited part of the Tilvanot Peninsula if not for 
  another, perfectly natural phenomenon: a weather 
  pattern that causes a strong, steady wind to blow for 
  weeks or even months from the south towards Sunndi 
  once every 25 years. On this wind the seeds of many 
  plants are blown across the Spine Ridge into the Vast 
  Swamp. There the mutated Sun Children turn into a true 
  menace to all for in the Vast Swamp live the bullywugs, 
  the amphibian worshippers of the insane frog god, 
  Wastri. 
   
  The bullywugs, unaware of the pollen, believe it is 
  Wastri’s blessing that grants them supernatural power 
  and the strength to defeat all that opposes their 
  supremacy. Whenever the mutated Sun Children flower 
  in the Vast Swamp the bullywugs fly into a mindless 
  raging frenzy, bent upon killing all that moves. The 
  murderous hosts are barely kept in check with drugs and 
  spells by Wastrian priests who try to guide the frog-
  people into destroying the enemies of Wastri rather than, 
  for instance, the Wastrians. 
   
  Meanwhile, the natural denizens of the Vast Swamp 
  feast upon the Sun Children. Eventually they wipe out 
  the foreign plant out and restore the natural balance. 
  Without the pollen from the mutated plants the 
  bullywugs lose their unnatural strength and endurance 
  and (so far) are beaten and driven back into the Vast 
  Swamp by the united forces of olves, humans, and other 
  races, and all is quiet again –until the next time the War 
  Wind blows. 
  
  TSS 5-02 Seeds 
   
  Page 4 
   
  This time though Sunndi has barely fought itself free 
  from the oppressing forces of the Great Kingdom and is 
  still weak from that long war of attrition, while in the 
  Vast Swamp the Wastrians, disgusted and enraged by the 
  fact that humans would voluntarily accept the rule of an 
  olven king, resolved to exterminate this blemish upon 
  human purity once and for all. It is doubtful Sunndi can 
  withstand the onslaught and help must be found lest 
  darkness falls over the bright lands of the Sun. 
   
  Adventure Summary  
  TSS5-02 Seeds starts in Newkeep, an important town 
  Sunndi on the border with Naerie and takes the PCs into 
  the Fey realm of Menowood in the hope of finding 
  answers to the mystery behind the bullywug invasion 
  that regularly plagues Sunndi. It is a Fey scenario, 
  meaning that there is a lot of opportunity to role-play and 
  those PCs who lose their temper quickly, might not be 
  particularly well suited for this adventure.  When you are 
  running this scenario in a time sensitive environment, 
  you should keep a close eye on the clock, because the risk 
  of running longer then intended is high. 
   
  Introduction: 
  The party gathers at the Queen's Halls in the town of 
  New Keep in Sunndi where the PCs learn about the 
  results of recent investigations into the bullywug 
  problem in southern Sunndi. Once properly briefed, they 
  are requested to enter Menowood and find the legendary 
  Menarden. The treant seems to know where Targandor's 
  tower is located and this tower, or its inhabitant appears 
  to be at the root of the recurring bullywug invasions. 
  Assuming they accept the mission the party also gets 
  instruction on how to safely enter Menowood. 
   
  Encounter 1: Entering Menowood 
  The party travels to the edge of Menowood. There they 
  hopefully enact their instructions on entering the 
  enchanted forest, meet the fairy Ispalian, answer his 
  riddle, and are invited inside. Ispalian takes the party to 
  Encounter 2. 
   
  Encounter 2: The Riddle Master 
  Ispalian takes the PCs to the Riddle Master, who turns 
  out to be a manticore with prophetic powers. He offers a 
  prophecy to all who can answer his riddles. If the party 
  answers his riddle, he gives them a prophecy concerning 
  their quest. Like all prophecies, it is not immediately clear 
  what it means. As the manticore does not explain, 
  Ispalian suggests the PCs ask the dryad Ethaliriye. 
   
   
  Encounter 3: The Dryad 
  The dryad Ethaliriye is in a bad mood. Somehow a wild 
  boar found his way into her garden where she raises the 
  best acorns of her tree into young oaks. The boar did 
  considerable damage to the saplings. Ethaliriye is 
  convinced somebody made the boar come this way and 
  refuses to help the party until the culprit has been found 
  and punished. The tracks of the boar are easy to follow 
  should the party be interested. 
   
  Encounter 4: The Boar 
  The boar is actually the animal companion of a were-boar 
  druid Shidan. Shidan did not send his boar on purpose, 
  the boar acted simply on instinct. Shidan is willing to 
  help the party and make peace with the dryad if the party 
  helps him first. Shidan desires certain items that are for 
  sale on the Summer Fair, a large fairy market for which 
  one needs a magical invitation. The pixies who run the 
  market refuse to give such an invitation to Shidan but 
  might be more helpful to the party. 
   
  Encounter 5: The Crystal Forest 
  On their way to the pixies, the party comes across an 
  enchanted piece of forest: where in the day there is a lake 
  during the night there is a forest of crystal trees. For now 
  all the party can do is walk there and wonder. In the 
  center of the forest is a ruined fountain, but this too, 
  remains mysterious for now. In the morning, the forest 
  vanishes again and only the lake remains. 
   
  Encounter 6: The Pixies 
  The favor of the pixies can be obtained by teaching them 
  something truly new, be it a song, a dish, a creative way to 
  use a spell, or anything else. By nature, Fey are incapable 
  of real creativity, and something really new is prized 
  greatly among them. 
   
  Encounter 7: The Summer Fair 
  Here, the PCs must obtain the items Shidan wants. The 
  Summer Fair is exactly that: a huge Fair where olves, Fey, 
  and other creatures come to trade and have fun. Here the 
  party meets with Veoliana, the sylph candle-maker; with 
  Lord Wylenan, the haughty and snobby armor smith who 
  will sell his wares only to people of breeding and fame, 
  with the Drinking Giant, and many others. 
   
  Encounter 8: Shidan and Ethaliriye 
  When the PCs bring him what he wants Shidan agrees to 
  make up with Ethaliriye. However, in the last few days 
  several of Ethaliriye beloved saplings died and she is bent 
  on revenge. Eventually she comes up with the "solution": 
  she will forgive Shidan if he suffers as she did, by seeing 
  
  TSS 5-02 Seeds 
   
  Page 5 
  the boar killed. Its blood would fertilize the soil her 
  saplings grow in, thus restoring the balance. Of course 
  Shidan isn't about to sacrifice his friend and the PCs must 
  find a different solution. 
   
  Once peace is made, Ethaliriye will listen and 
  translate the prophecy, giving the party the information 
  they need to continue. The party needs to restore the 
  Well of Life, a magical fountain that once was the home 
  of a water weird. In order to do so the party must retrieve 
  several missing parts of the fountain from the Realm of 
  Faerie, repair the fountain, and release the weird from her 
  prison. If the party succeeds, the water weird can tell 
  them how to reach the legendary Menarden. 
   
  Encounter 9: The One with No Legs 
  The party must retrieve the stolen parts of the fountain 
  from deep within the earth. A simple task, save for the 
  presence of some oozes. 
   
  Encounter 10: The One with No Brains 
  The party must gather a bag full of 4-leaved clover from a 
  sunny meadow filled with butterflies. Unfortunately this 
  meadow is also the favorite playground of Eoife and 
  Ygrawn, a pair of 5-year old Cloud Giant girls who are 
  instantly in love with the wonderful moving “toys” that 
  just walked in! The party need to find a way to distract the 
  girls (without harming them of course) while they gather 
  the clover. 
   
  Encounter 11: The One that Cannot Die 
  To return to the Crystal Forest, the party must sprinkle a 
  mushroom circle with 4-leafed clover. Unfortunately, this 
  disturbs an earth elemental, which the party must defeat 
  to reach their goal. However, the elemental has a special 
  bond with the place: that what the party fights is only part 
  of its body. Even a disintegrate will not stop this monster 
  from reforming 2 rounds after being "killed" and attack 
  the party again at full strength. Only nonlethal damage 
  will keep it down long enough for the party to activate 
  the circle. 
   
  Encounter 12: The One that isn't Thirsty 
  The dry fountain on the island must be made to work 
  again. The party must repair it, clean it out, and contact 
  the water weird. While they do so three tauric drow 
  displacer beasts (agents of the nymph Aurelia who does 
  not want to have the water weird back) try to kill the 
  party. 
   
  Encounter 13: To Menarden 
  The water weird sends the party to the Killoren, a group 
  of Fey druids. The party must convince these to help 
  them. The Killoren are not much interested in the 
  survival of Sunndian civilization and try to hold out. If 
  the party succeeds in persuading them however, they can 
  get the Killoren to send a representative to Menarden to 
  try and get some answers. A particularly high Diplomacy 
  check will allow the party to be taken to Menarden 
  himself and present their case directly. This has no 
  influence on the outcome of the adventure; it is simply a 
  role-playing boon. If the party speaks with Menarden 
  through the Killoren go to Encounter 14a. If they speak 
  directly with Menarden go to Encounter 14b. 
   
  Encounter 14a: Answers 
  The party finally gets the info they are looking for -sort of. 
  What they actually get is a lot of history, some 
  speculation, and a map to Targandor's Tower on the 
  Tilvanot Peninsula. It should not be difficult for the party 
  to figure out that the journey there is not one to 
  undertake lightly or unprepared...Most PCs will also 
  quickly realize that going there will at best prevent future 
  invasions from happening (if those going there can 
  destroy the mutated yellow flowers) but will do little to 
  stop the current war. Then again, both Menarden and the 
  Fey are now aware of the situation and they seem to think 
  the bullywug invasion is a bad thing. Who knows what 
  hidden powers may be unleashed from Menowood at 
  their bidding? 
   
  Encounter 14b: Menarden 
  The party is taken to the mighty treant himself and may 
  state their case and questions. Menarden does his best to 
  answer their questions and like in Encounter 14b the 
  party finally gets the info they are looking for -sort of 
  with the same results.  
   
  Conclusion 
  The party returns to Newkeep and reports their findings. 
  They get their rewards and the scenario ends. 
   
  Introduction 
  Read or paraphrase the following at the start of the event: 
   
  It is early summer and the weather is hot and sunny. For 
  months now the bullywugs from the Vast Swamp have 
  been on the move, invading the land of Sunndi and 
  killing everything in sight, apparently for no other 
  reason then that they can. Or are there other reasons 
  after all? The foul Wastrians, worshippers of the bigoted 
  Hopping Prophet, profess not to know and certainly 
  don’t care; they simply make use of this enormous army 
  to wipe out everything non-human. But is bloodlust the 
  only reason? What of the persistent rumor that speaks of 
  
  TSS 5-02 Seeds 
   
  Page 6 
  a strange yellow flower having a very unusual effect on 
  amphibians? Maybe this call for an investigation into 
  Menowood has something to do with it? Regardless, the 
  call offered a chance to earn good money doing good 
  deeds, a combination that is hard to pass up. 
   
  Ask the players if they played either SND3-01 Harvest 
  Time or TSS4-06 Wind Reaping with this character. PCs 
  that have played either module are given Player Handout 
  1. The PCs who have not played either module may make 
  up their own reasons for answering the call to investigate 
  the cause of the war. The Queen’s Halls is a temple, 
  library and wizard’s organization dedicated to and 
  associated with Boccob, Lydia, and Lirr in New Keep in 
  Sunndi. A DC 15 Knowledge (religion) or Knowledge 
  (local: the Splintered Suns) check reveals as much, and if 
  a PC succeeds by 5 or more that character remembers 
  rumors about the faith of Johydee (the Oeridian demi-
  goddess of deception and protection) being affiliated with 
  the temple as well. 
   
  Read or paraphrase after the players have read 
  Handout 1: 
   
  After a long journey you finally find yourselves at the 
  Queen’s Halls on a late afternoon on the 16
  th of Reaping. 
  When you explain your reason for coming you are 
  brought to the guardroom annex waiting room to the left 
  of the main hall and asked to wait for Chaldea Starglow. 
  Several other people are already there presumably on the 
  same business. 
   
  This is a good point for the characters to introduce 
  themselves and perhaps discuss Chaldea’s letter. 
   
  When you are ready to continue, read or paraphrase: 
   
  After about 10 minutes a young Suel woman in a simple 
  white gown enters, her only jewelry a silver symbol 
  depicting a hand from which a spray of colors springs.  
   
  She bows lightly to you and in a musical voice says 
  “Greetings. I am Jilicar, priestess of Our Lady of the 
  Light. If you would be so kind as to follow me? Mistress 
  Starglow is awaiting you.” 
   
  A DC 10 Knowledge (religion) check links both the title 
  ‘Lady of the Light’ and the silver symbol to the goddess 
  Lydia, goddess of knowledge, music, and daylight. At the 
  higher APLs, Jilicar is a bit shy around the powerful PCs 
  though obviously honored and if they treat her well, 
  pleased. 
   
  Assuming the party follows, continue: 
   
  Jilicar leads you through the main hall, up the stairs to 
  the Great Library itself. There she takes you to a small 
  conference room where three human females, a human 
  male, and a half-olven male rise as you enter. Scattered 
  on the round table are many old books, tomes, and 
  portfolios, as well as several maps.  
   
  One of the women speaks. “Welcome. I am Talmiria, 
  Keeper of the Library.”  
   
  She gestures at one of the human women, a young 
  dark-haired Oeridian woman, and the human male, an 
  older blond Flan, “Allow me to introduce to you Lady 
  Elia Donner, eldest daughter of Count Donner, ruler of 
  this county and his representative at this meeting. I also 
  have the pleasure of introducing to you Sir Andur 
  Sunnabi, here to represent Lord Jarinto of Stallward, the 
  county bordering the Vast Swamp. They are here as 
  observers.”  
   
  The two humans nod politely at you and Lady 
  Talmiria invites you, “Please, be seated. Mistress 
  Starglow has much to tell.”  
   
  She gestures at the many vacant chairs. 
   
  Those who played either SND3-01 Harvest Time or TSS4-
  06 Wind Reaping immediately recognize Mayor Chaldea 
  Starglow as well as Felan, the half-olven innkeeper of the 
  now burnt Olve & Bear Inn – both from the now 
  devastated viallage of Longwood on the margins of the 
  Vast Swamp. A DC 15 Knowledge (religion) or 
  Knowledge (local: the Splintered Sun) check reveals that 
  a Keeper of the Library is one of the higher ranking 
  librarians serving directly under Yasme Volongkech, the 
  head Librarian. Members of the Queen’s Halls, a 
  Sunndian Meta-Organization, know this automatically. 
   
  A DC 15 Knowledge (local: the Splintered Suns) 
  check reveals that Count Donner is the ruler of this 
  county, Pelsand, while Stalward is one of the two 
  provinces bordering on the Vast Swamp and currently 
  being invaded by the bullywugs. Characters native to 
  Sunndi know this automatically. Both are here more out 
  of personal curiosity and a desire to keep informed than 
  out of any belief of anything useful actually coming from 
  mayor Chaldea’s plan, but of course they are too polite to 
  admit this. 
   
  Chaldea is clearly glad and relieved the PCs have 
  come and warmly welcomes those she knows, politely 
  thanking those she does not know yet. When all are 
  seated, read or paraphrase: 
   
  As Jilicar leaves, discreetly closing the door behind her, 
  Chaldea Starglow, former Mayor of Longwood, takes a 
  deep breath and says, “My friends, I thank you for 
  coming. The dark times I feared so much have come at 
  
  TSS 5-02 Seeds 
   
  Page 7 
  last: the bullywugs are once again invading our land. 
  Now I need your help in what may well be a fool’s 
  errand, a wild goose chase after fairy tales and false 
  hope.”  
   
  She shakes her head, and continues, “Let me 
  explain. With Longwood in ashes and my villagers 
  scattered on the winds, serving in the army or seeking 
  safety in the north, Felan and I came here to New Keep, 
  both to keep my daughter and her children safe while 
  her husband and oldest daughter fight the bullywugs 
  and to try and solve the terrible puzzle of the invasion: 
  why? 
   
  “As some of you may know this is not the first time 
  the bullywugs invade our country, nay, nor the second or 
  third time. They have been doing it for ages, time and 
  again attacking and being driven back into the Vast 
  Swamp. Although much was lost in the wars and battles 
  of the last centuries, I have, with the help of the good 
  people of the Halls, created a record of the bullywug 
  attacks going back for over 300 years. That in itself 
  means nothing, other than the rather peculiar fact that 
  the invasions seem to happen roughly once every 
  generation and are almost always preceded by that 
  strange portent, the War Wind.  
   
  “But recently an old piece of paper was discovered 
  and brought to the Halls. This document implied that 
  the strange yellow flowers that began to grow around 
  our village in such abundance last year and that some 
  suggested may be linked with the aggressive behavior of 
  the bullywugs, that these flowers are in turn linked with 
  a far-off ruin. 
   
  “Now I know nothing of this ruin, but the name 
  Targandor rung a bell for Mistress Talmira and she 
  showed me a transcript of an old fairy tale. In this story a 
  powerful treant defeated a wizard named Targandor. 
  Now I am the first to admit I am grasping at straws here, 
  but Felan here assures me that treants, walking 
  intelligent trees, do indeed exist. If THIS treant, 
  Menarden, actually existed, Felan claims he may well 
  still be alive, and if so, know the way to this wizard’s 
  tower. If he exists and this is more than an old woman’s 
  desperate dreams then maybe, maybe we can find a way 
  to end this war once and for all.” 
   
   Chaldea looks at you all, then quietly says “I would 
  ask of you that you go into Menowood, find this 
  Menarden, and learn what you may of him. Even if he 
  does not know the answers we seek or indeed does not 
  exist at all, Menowood is a strange place and perhaps the 
  gods will lead you to others willing and able to help; the 
  Fey know many things long lost to mortal ken.”  
   
  Talmira, who sat silently while Chaldea spoke, now 
  adds, “While we hope you will find what Mistress 
  Chaldea is looking for, chances are in fact very slim. 
  However, if you enter Menowood and come out again 
  alive and well you are bound to have a most interesting 
  tale to tell. If you would come back afterwards and share 
  your knowledge with us in detail we are willing to 
  reward you for your efforts. Little is known of the lands 
  of the Fey, therefore all knowledge is welcome.” 
   
  Both Chaldea and Talmiria wait for the PCs to respond. 
  Travel from New Keep to the eves of Menowood takes 
  about 4 days by horse. In return for their efforts, Talmiria 
  is willing to offer 50 gp per APL for the PCs’ time if they 
  will agree to an in-depth hearing on their adventures in 
  Menowood afterward. 
   
  If the party accepts (or asks for it) Chaldea will hand 
  them the relevant information she found for their 
  perusal. Give the players handouts 2, and 3. Note that 
  Appendix 8 has a plain-text version for you, the DM, of 
  Player Handout 3. 
   
  When the party accepts the mission, read or paraphrase:  
   
  Felan, who so far said little, looks up and asks “Do you 
  know how to enter Menowood safely? The Fey are very 
  private and do not like to be disturbed.” 
   
  A DC 30 Knowledge (nature) or Bardic Knowledge check 
  reveals the relevant information but otherwise the party 
  is unlikely to know and so Felan tells them. 
   
  Read or paraphrase: 
   
  Felan nods as you admit ignorance and explains, 
  “Happily, I do know how to do this. I have distant kin in 
  Menowood and visited them once when I was young.”  
   
  He smiles in memory and then continues. 
   
  “Along the border of Menowood there are several 
  places where outsiders can request entrance. The one I 
  am familiar with lies not far east of the hamlet Taruk in 
  the County of Deltrees. I’ll draw a map for you later on, 
  but it should not be hard to find. 
   
  “About half a day’s travel east of Taruk is a hill upon 
  which stands an ancient oak that was struck by 
  lightning. At the foot of this tree stand three stones; with 
  a bit of fantasy one could say they form a chair, the tall 
  stone forming the back, the two smaller ones the 
  armrests. This is the Throne and this is where you must 
  hold a feast during the night of the full moon. Bedeck 
  the Throne with flowers, hang garlands in the oak, make 
  it as fanciful as you can manage! Prepare a delightful 
  meal, sing, dance, and be merry, and in time the Fey will 
  come.  
  
  TSS 5-02 Seeds 
   
  Page 8 
   
  “They will want to know what you are doing and 
  why and may try to steal food from the table. Do not let 
  them! Invite them to partake in the feast but do not let 
  them touch it until they have formally accepted your 
  hospitality. Likewise do not answer their questions and 
  under no circumstances give them your name or admit 
  to it, should they know it somehow. Find different 
  things to speak of, describe yourselves in any way you 
  like; avoid outright lies but do not give in until they have 
  formally introduced themselves and accepted your 
  invitation. Only then allow them to partake and use your 
  name. Make sure you offer them the best seat, the 
  Throne, to sit on!” 
   
  “When they have accepted and you have exchanged 
  names, they will want to know why you are there. Tell 
  them that you wish to celebrate the beauty of the Lover’s 
  Moon in the bowers of Menowood. Do not tell them you 
  wish to enter, much less why. Avoid any direct answer to 
  this. When the moon sets the feast will end and the Fey 
  will grant you a request. Now you may ask for their 
  permission to enter Menowood and walk there freely. It 
  may be that they will offer you other things; riches, 
  power, anything; politely refuse them and stick with 
  your request. It may be they will demand an additional 
  price; a gift, a task, something else. This you must pay, 
  lest they allow you to enter but never leave again. Then, 
  in the light of dawn, you may safely enter Menowood.” 
   
  Felan will answer questions to the best of his ability but 
  really has little more to say. The Lovers’ Moon is a 
  common name for full Luna this month and occurs the 
  25
  th (this takes a DC 10 Knowledge (local: the Splintered 
  Sun) check to know) and the PCs are not the only ones to 
  celebrate that night – although most people will do it 
  more privately. 
   
  If asked for his relatives, Felan replies that they may 
  mention his name to any olve the party happens to meet, 
  but among the Fey it is unlikely they’ll meet anyone who 
  knows him or cares if they do. 
   
  Development: Once the PCs have no further 
  questions the meeting is ended and the PCs can leave the 
  temple. It is now late afternoon and the party would do 
  well to find an inn. They have 9 days to reach the oak at 
  the border of Menowood, 4 of which they’ll need to travel 
  there if they go on horse. They could of course walk, 
  teleport, or find another way to arrive there but most 
  parties will have several days to spend on shopping for 
  the feast and other things. Once they are ready to leave, 
  continue with Encounter 1. 
   
  Encounter 1:  
  Entering Menowood 
  Adjust the boxed text below as needed if the players do 
  not travel on horseback. Read or paraphrase: 
   
  Having finished with your preparations in New Keep 
  you set out on a bright sunny morning towards 
  Menowood. The first night offers the hobniz hospitality 
  of the inns of Viceroc, the nights after that will be out in 
  the wilderness until you reach the hamlet Taruk. 
   
  Happily, thanks to the oppressive heat, any resident 
  monsters decided to stay indoors in the cool shade, 
  leaving you only the crickets for company under the 
  blistering sun. And so your trip goes speedy and well and 
  you arrive in Taruk with little trouble along the way, a 
  bush of stinging nettles the most dangerous thing to 
  encounter. Like so many other towns, the population of 
  Taruk has swollen with refugees and food and other 
  basic necessities are scarce, though not yet depleted. 
  That however is only a matter of time, especially since 
  many of the more southerly villages will not see their 
  harvest in… 
   
  With the threat of famine and plague on the horizon the 
  town’s mood is grim but not hostile. If the party asks 
  many people can point them to the Throne, though any 
  mention of the ritual to gain entrance to Menowood 
  draws only blank faces and warnings to stay well away 
  from both the forest and the Fey; they are dangerous and 
  not to be taken lightly.  
   
  If there is time you can roleplay the following 
  anecdote: One of the speakers tells how his own niece’s 
  husband’s cousin once outwitted a group of angry Fey 
  intend to murder him. They wanted him dead for no 
  other reason than Yehan having wandered, quite by 
  accident, into Menowood. The Fey took him prisoner and 
  sentenced him to death! Then the Fey told him he was 
  allowed one last statement. If the statement be false they 
  would boil him in oil. If it be true they would drown him. 
  But he was far too clever for them! After some thought 
  Yehan told the Fey they would boil him in oil, creating 
  much turmoil among his captors. For if they now boiled 
  him, his statement would be true and he should have 
  been drowned. But if they drowned him it would be false 
  and he should be boiled! The argument that followed 
  lasted all day and into the next morning but the Fey were 
  unable to solve the dilemma and, outwitted, were forced 
  to set him free. All the locals nod sagely at the story, 
  agreeing that Menowood is no place to be for honest folk. 
   
  Nevertheless, if the party wishes, a shepherd named 
  Ymon is willing to take the party to the Throne. In fact he 
  
  TSS 5-02 Seeds 
   
  Page 9 
  welcomes the opportunity as it means his flock is going to 
  be well protected. He doesn’t believe for a moment the 
  Fey come, but is quite happy to spend the night at the hill 
  and return home next morning (with the disappointed 
  party as he believes). Under no condition does he go into 
  Menowood with the party. 
   
  Note that the party may also wish to hire NPCs (like 
  a bard or a chef) to help them with the feast. Hiring a 
  NPC costs 3 sp per day as described in Table 4-1 (page 
  105) in the Dungeon Master Guide, plus 2 sp “hazard pay” 
  for a total of 5 sp per day. (“Dem Shinin’ Folk are risky!”) 
   
  If the party wishes to spend time (assuming they 
  have time to spend still) helping the refugees this is 
  gladly welcomed; there are many sick and wounded and 
  even simple chores like wood chopping for the public 
  kitchens or entertaining the children would be of use. 
  Apart from making the PCs feel good this gets them some 
  goodwill in town, so that any hired PCs foregoes the 
  hazard pay. Be sure to mention this lest the (rich!) PCs 
  never notice, but do keep it. 
   
  � Ymon: Male human Com1 (shepherd). 
  � Hazenys: Male human Com1 (chef). 
  � Imenta: Female human Com1 (musician). 
   
  From Taruk to the Throne is just over half a day of travel 
  on horseback or a whole day on foot and/or when 
  accompanied by Ymon and his flock. When the party 
  nears their goal, read or paraphrase (and adjust as needed): 
   
  A glorious sky of orange, pink, and golden clouds glows 
  over your heads by the time you reach what must be 
  your destination. Just a little bit ahead is a grassy knoll 
  upon which towers an enormous oak. In the deep 
  shadows underneath its mighty branches there seems to 
  be a rock, though it is hard to tell from here. As you 
  continue to follow the small trail leading up the hill, you 
  get a better view of the hill top and soon can see that 
  there are indeed 3 stones at the foot of the oak, standing 
  in front of a great rent in the trunk of the tree, going 
  upwards and out of sight: the path along which lightning 
  once crackled into the ground. 
   
  A DC 15 Search check or DC 20 Spot check shows more 
  markings, better healed but clearly indicating the tree 
  gets struck by lightning fairly often. 
   
  If Ymon is with the party he tells them tall stories 
  about the Fey, the Throne, and the oak tree itself which 
  he claims are all quite true. He watches with interest as 
  the party gathers flowers, cooks, uses magic and does 
  whatever else they think is needed to ready the place for 
  the feast, commenting on their choice of decorations (he 
  likes violets, forget-me-nots and anything purple), 
  offering advice on where to put candles or other lights, 
  sampling the dishes, and so on, being helpful, polite, and 
  very curious. Ymon has one actually helpful tip: the Fey 
  like merry, lively music. If the party has (or can somehow 
  improvise) an instrument he strongly suggests they play 
  it and see if that lures the fairies in. A DC 20 Knowledge 
  (nature) check or a DC 15 Bardic Lore check reveals this 
  as well. This check also shows the fact that the Fey often 
  react favorably to gifts. 
   
  Once the party decides they are finished all they can 
  do is wait and enjoy the feast. Meanwhile you, the DM, 
  can look at this checklist to see when and how many Fey 
  will come: 
   
  The party has: 
  • 
  Helped the villagers and refugees of Taruk (the 
  Fey look kindly upon helpful folk): 1 point. 
  • 
  Decorated the Throne with garlands: 1 point. 
  • 
  Decorated the tree with garlands: 1 point. 
  • 
  Provided other decorations: 1 point. 
  • 
  Provided festive lighting: 1 point. 
  • 
  Provided food and drinks: 1 point. 
  • 
  Provided a merry mood themselves: 1 point. 
  • 
  Used Pyrotechnics or other means to provide 
  fireworks: 1 point. 
  • 
  Made sure they have no cold iron on them: 1 
  point. 
  • 
  Provided acrobatic displays: 1 point. 
  • 
  Provided lively music: 2 points. 
  • 
  If the musician(s) succeeds in a DC 20 Perform 
  check (stacks with providing lively music): 1 
  point. 
  • 
  If the musician(s) succeed at a DC 30 Perform 
  check (stacks with the previous results): 1 point. 
  • 
  A ‘Fey touched’ PC in the party: 1 point. 
   
  If for any of the points above the party took extra pains, 
  be it through good role-play or skill checks, to create 
  something of excellent quality, double or triple the points 
  given for that part as seems appropriate. The Perform skill 
  results above are provided as an example. 
   
  Add these points together and check below what 
  happens: 
  - 
  If the party gets less than 5 points, no Fey 
  appear. In a cold dawn the party must admit 
  failure and the adventure is over. 
  - 
  If the party gets 5 or 6 points, shortly after 
  midnight a small group of Fey appears, lead by a 
  pixie Ispalian. He is not in a very nice mood, 
  (status: Unfriendly), but curious enough to 
  
  TSS 5-02 Seeds 
   
  Page 10 
  come out and see what’s going on. He is 
  accompanied by a swarm of shimmerlings (tiny 
  Fey). 
  - 
  If the party warrants between 7 and 9 points, 
  Ispalian comes out soon after the party is ready 
  and his mood improves rapidly to Indifferent as 
  he approaches and sees the feast. Like above he 
  is accompanied by a swarm of shimmerlings as 
  well. 
  - 
  Should the party get 10 to 14 points, Ispalian 
  comes right away, is merry, and accompanied by 
  6 more pixies in addition to the shimmerlings. 
  Ispalian is Friendly, his friends are Indifferent. 
  - 
  For 15 points or more, Ispalian is Helpful and 
  his 6 companions are Friendly. 
   
  Assuming the Fey appear at all, read or paraphrase: 
   
  The weather tonight is exceptionally clear and pleasant 
  and there is a crystal quality to the air that reminds you 
  of joyful nights of long ago, when you were still too 
  young to be aware of the harsher sides of the world. As 
  you overlook the results of your work you realize that 
  now there is only one thing left to do: be merry and 
  enjoy yourselves! 
   
  Ask the players if there is any last thing they want to do, 
  then proceed (adjust as needed): 
   
  It is a strange thing, to be feasting in a strange place in a 
  country at war and facing possible annihilation but on a 
  night like this being merry is not a difficult chore. Luna 
  shines a brilliant white in the starry sky, poring liquid 
  silver over the landscape. From your high vantage point 
  you can see Menowood as a great restless ocean - foam-
  crested waves over unfathomable dark depths. 
   
  Then you realize there is a light in the darkness 
  under the waves, bobbing around among the branches of 
  a tree at the edge of the forest. For a few seconds the 
  light lingers at the edge of the wood. Then, it moves 
  closer. 
   
  Give the party a chance to react if they like, then 
  continue: 
   
  As the light moves nearer you realize it isn’t a single 
  light but a myriad of tiny glowing creatures! 
   
  The creatures are maybe 4 inches long and glow 
  gently in all the colors of the rainbow, dancing and 
  spiraling in tune to an unheard music; a fascinating 
  sight! Somewhat harder to see, as it doesn’t glow, is a 
  creature [or with more points several] taller, well over 2 
  feet tall, which flies along with the swarm. Have your 
  guests arrived at last? 
   
  Creatures: The taller fairy is Ispalian, a pixie, as are his 
  taller friends when present. Ispalian’s friends are named 
  Gallagh, Irvin, and Teague (male pixies), and Birkita, 
  Edana, and Treasa (female pixies). The pixies look like 
  olves with dragonfly wings, and are dressed in colorful 
  garments with belt pouches to store equipment in and 
  armed with a bow and a tiny sword. 
   
  The tiny glowing Fey form a swarm, a Shimmerling 
  Swarm to be precise. They are totally indifferent to the 
  party and will not truly interact with them. The swarm is 
  purely a colorful detail, and they flee when attacked, 
  which would immediately finish the adventure since the 
  PCs cannot enter Menowood afterward. The Swarm has a 
  hive mind so when a PC (or NPC) speaks to one member 
  of the swarm, the response is likely to come from another. 
  An individual shimmerling looks like a 4-inch tall olve 
  with dragonfly wings. Its skin and hair are the same color 
  as the glow it gives off, which can be any color of the 
  rainbow. A shimmerling weighs 1 ounce. They 
  shimmerlings only speak Sylvan. The members of the 
  Shimmerling Swarm do not speak to the party until the 
  Swarm is invited to join the party, except perhaps to 
  cheer or boo as appropriate. After having been invited, 
  treat the Swarm as a single entity (which it is), a Fey like 
  the others. 
   
  All APLs (EL varies) 
  � Ispalian: Male Sprite (pixie); see Monster Manual page 
  235. 
  � Ispalian’s Friends: 6 Sprites (pixies); see Monster 
  Manual page 235. 
  � Shimmerling Swarm (1): See Monster Manual III. 
  (Since the PCs do fight these creatures, the monster has 
  not been reprinted in the scenario to save space).  
   
  Tactics: If the party moves to attack or otherwise acts 
  hostile or unfriendly, the Fey retreat into Menowood and 
  do not return. If the party takes no threatening actions, 
  the Fey approach and go straight for the table. If the party 
  does not protest, the Fey simply eat everything in sight 
  and then leave again, unless Ispalian is Helpful in which 
  case he stops the others in time. If the party does protest, 
  Ispalian takes the lead and the other Fey wait until he is 
  finished – for a while anyway. 
   
  Development: In order to gain permission to enter 
  Menowood, Ispalian’s attitude must be Helpful. In most 
  cases he is merely Friendly (or worse) and the party has to 
  work at improving his mood. This can be done in steps 
  
  TSS 5-02 Seeds 
   
  Page 11 
  over the course of the feast with several Diplomacy 
  checks as explained below. 
   
  Since this encounter relies heavily on the use of 
  Diplomacy, reread the skill description carefully if you 
  think you are unfamiliar with the rules. Note that with a 
  sufficiently high result, the skill allows one to shift an 
  NPC’s attitude multiple steps (from Unfriendly to 
  Friendly etc). If the party rolls high enough to warrant 
  such a result apply the rules as given in the table on page 
  72 of the Players Handbook. 
    
  There are several things the PCs can do to ruin, 
  hinder or help their attempts to enter the woods. Since 
  the PCs have been warned/informed of all of these, make 
  sure the player(s) did not miss this and if needed ask for a 
  DC 10 Intelligence check to remember it again: 
  • 
  The party should NOT give out their real names or 
  their real purpose for being here. If a PC gives his 
  real name, he incurs a -2 penalty on any social skill 
  checks with the Fey in this scenario as word of his 
  mistake spreads rapidly; a name is a valuable 
  commodity and anyone just handing it out is either a 
  liar or a fool.  
  • 
  The party should not reveal their desire to enter 
  Menowood too soon. Doing so immediately shifts 
  the mood of the Fey 1 step towards negative 
  (Friendly becomes Indifferent). The Fey are very 
  private and a stranger who is a blabbermouth to boot 
  is unwelcome. If the mood becomes hostile, the Fey 
  immediately leave and the adventure is over. 
  • 
  Any mention of the wish to meet Menarden ends the 
  encounter immediately. The Fey all but worship the 
  ancient treant and the thought of strangers wanting 
  to see him is simply unspeakable. If this happens, 
  they leave at once. 
   
  • 
  If the PCs think to give Ispalian a guest gift (any 
  small interesting trinket will do) Ispalian appreciates 
  it very much and becomes favorably inclined; the 
  party may re-roll a single failed Diplomacy check 
  during the encounter.  This can be done only once. 
   
  If the party fails a check, apply the results as given in the 
  table on page 72 of the Players Handbook and go from 
  there, adjusting the situation descriptions as appropriate. 
   
  Unfriendly 
  If Ispalian is Unfriendly he becomes rude and makes 
  derisive comments on the food, the decorations, and the 
  PCs, and demand the party tell him why they are 
  disturbing the night with their mortal idiocy. If the PCs 
  remain friendly and polite (perhaps even apologizing for 
  their meager skills) and invite him to the feast they may 
  make a DC 15 Diplomacy check in order to improve his 
  mood. If successful go to “Indifferent”. If the party fails 
  Ispalian becomes Hostile; if the party bears with him and 
  remains polite they may make a new check to improve 
  his mood to Indifferent, but now the check is DC 25. This 
  is slightly harder than the table indicates, but then the 
  skill usually does not allow a retry at all. 
   
  If they fail again the Fey snatch whatever food they 
  can and leave. 
   
  Indifferent 
  If Ispalian is Indifferent, he acts aloof rather than rude 
  and foregoes the derisive comments, but he still demands 
  to know why the party is here. If he already asked 
  (because he started out Unfriendly), he repeats the 
  question using new words, trying to trick the party into 
  answering it after all (if they fall for it, he becomes 
  Unfriendly as mentioned above). 
   
  Again, if the PCs remain friendly and polite, offering 
  hospitality and invitation (possibly for the second time) 
  they may make a DC 15 Diplomacy check to shift his 
  attitude to Friendly.  
   
  If the party succeeds proceed with “Friendly”.  
   
  Friendly 
  If Ispalian is Friendly, he politely inquires after the PCs’ 
  reasons for being here (unless he already did so) and 
  gladly accepts their invitation. He then inquires if the 
  party is going to invite the other Fey as well and if they 
  do, this too is gladly accepted. If the other Fey are not 
  welcome (unlikely but possible) they boo and jeer but go 
  away –spreading the tale of the PCs’ miserliness, resulting 
  in a -2 on all social checks involving Fey in this scenario. 
   
  Ispalian then formally introduces himself (and any 
  accompanying Fey) and ask the party for their names in 
  return (which they are now free to give). Once the feast is 
  well underway, Ispalian asks how the PCs spend their 
  days and if they have any interesting stories to tell. 
  Assuming they do (they are, after all, adventurers) they 
  can make a DC 20 Diplomacy check to improve Ispalian’s 
  attitude from Friendly to Helpful. If the PCs actually role-
  play this feel free to give a circumstance bonus if they 
  warrant it. 
   
  Helpful 
  When Ispalian is Helpful, he readily accepts the PCs 
  invitation without doing anything so crass as to inquire 
  after their reasons for being here. He asks if the other Fey 
  may also join (see “Friendly” for the results of the party’s 
  response) and in general be a merry and pleasant guest, 
  swapping tales, jokes, and songs with the party. If any of 
  the PCs are Fey-touched (which for example could be 
  gained in SND4-03 Woodland Games), Ispalian notices 
  
  TSS 5-02 Seeds 
   
  Page 12 
  this and he wants to know all about it, being 
  appropriately shocked at the deed and relieved all ended 
  well (assuming it did for this PC). 
   
  The Other Fey 
  Unless Ispalian starts with a friendly or better attitude, 
  the Fey accompanying Ispalian have to wait before they 
  can join the celebration. If they have to wait too long, 
  they become impatient. If, after 2 Diplomacy checks, 
  Ispalian has not yet accepted the party’s invitation, the 
  other Fey become restless and begin to make unfriendly 
  remarks about the party.  
   
  If a third Diplomacy check does not change things 
  several of the Fey will lose patience and snatch at the 
  food. If the party does not react, the Fey will snigger and 
  jeer; the next Diplomacy check is at a -2 penalty. If the 
  party reacts with hostility or violence the Fey will shy 
  back, but the next Diplomacy check is also at a -2 penalty. 
   
  If the party finds another way of preventing the theft 
  (don’t bother with initiative or the like; any reasonable 
  idea works), the Fey will laugh and withdraw; no penalty 
  is incurred. If the party was particularly creative or funny 
  they even get a +2 bonus to the next Diplomacy check, as 
  the Fey admire their resourcefulness. 
   
  Dawn 
  When Luna is setting and the feast nearing the end, 
  Ispalian thanks the party for the feast and asks if there is 
  anything he can do for the party to return the favor. Now, 
  finally, the party may ask permission to enter Menowood 
  though they still must not name Menarden. Ispalian is 
  very reluctant at first and the other Fey are downright 
  negative (but as guests of a guest have no vote in the 
  matter), but if helpful, he eventually agrees to allow the 
  party entrance if they solve a riddle for him. Although he 
  pretends it to be a meaningless whim, Ispalian does not 
  allow the party entrance unless they answer the riddle. 
   
  If the party agrees Ispalian recites the riddle for 
  them. Give the party Ispalian’s Riddle from Player’s 
  Handout 4: 
   
  In a marble hall white as milk 
  Lined with skin as soft as silk 
  Within a pool crystal-clear 
  A golden apple doth appear. 
  No doors or windows in this hold, 
  Yet thieves break in to steal its gold. 
   
  The PCs may discuss the riddle amongst themselves but 
  they must answer the riddle or the deal is off. 
   
  Now this is a plain riddle that the players have to 
  answer. However since some PCs are far smarter than 
  even possible for a real human, each player can make an 
  Intelligence check in order to get a hint from the DM (or 
  to aid another: DC10). If a PC has Bardic Knowledge or a 
  similar ability this can be used instead, using the same 
  DCs for the results. In addition if there are other pixies 
  (not merely the Swarm) with Ispalian, they offer 
  suggestions as well, some outrageous or ridiculous, some 
  actually helpful. If there are 2 other pixies add a +1 to the 
  roll; if there are more add a +2. 
   
  Then check the list below: 
   
  DC 10: Not a clue. 
  DC 15: It’s an item. 
  DC 20: It’s a mundane, even common object. 
  DC 25: It’s an egg. 
   
  Once the party answers the riddle (it is indeed an egg), 
  Ispalian becomes ecstatic, dancing and singing for joy. He 
  then grants the party permission to enter Menowood and 
  leave whenever they like and urges them to follow him; 
  they simply must see the Riddle Master! 
   
  If Ymon or other NPCs are with the party, they now 
  take their leave, their eyes filled with wonder at the truly 
  remarkable night they witnessed. Ispalian and the other 
  Fey spread among the sheep and whisper in their ears “so 
  they know what’s expected of them and don’t go astray” 
  and Ymon leaves a happy man with an uncommonly 
  orderly and obedient herd. The other villagers likewise go 
  home. If the party so desires, they can (for a small fee) 
  care for the horses of the party at the village, since large 
  mounts generally are not of much use in the forest (no 
  skill check needed to realize this; it’s obvious). The party 
  is free to take the animals along but should not expect to 
  get much benefit from it movement-wise. 
   
  Also since they spend the night feasting, the entire 
  party is considered fatigued unless they took measures to 
  prevent this, either by magic or by arriving a day early to 
  rest and prepare. 
   
  Continue with Encounter 2: The Riddle Master. 
   
  Encounter 2:  
  The Riddle Master 
  Ispalian, quite happy with his answer, urges the party to 
  follow him; he will take them to the Riddle Master, who 
  will be very happy to meet them. Assuming the PCs 
  follow him in, read or paraphrase:  
   
  In the bright light of dawn the colorful lights of the tiny 
  fairies are barely noticeable but Ispalian radiates enough 
  happy joy to easily make up for them, urging you to 
  follow him, laughing and singing as he flies. 
  
  TSS 5-02 Seeds 
   
  Page 13 
   
  After a short stroll across the glen you stand at the 
  edge of Menowood where you hope to find an answer to 
  the war. Enormous trees loom over you casting dark, 
  foreboding shadows. Strange birdcalls echo among the 
  black bowers and it seems a thousand hidden eyes peer 
  at you from among the branches and trees. Watching. 
  Evaluating. Judging. But there is something else even 
  more unsettling, not obvious at first glance, but there all 
  the same: the grass of the glen bends in the morning 
  breeze but the leaves of Menowood are still. And the 
  drifting clouds overhead cast their shadows on the land 
  but in the gloom ahead the light, what little there is, 
  shifts differently, as an afterthought to other more 
  interesting things… 
   
  Allow the party a chance to react, cast spells or otherwise 
  prepare. Ispalian and any other Fey blithely ignore the 
  phenomena and are surprised if it disturbs the PCs. If 
  asked Ispalian replies that time moves differently in the 
  lands of the Fey, the borders to which are very close in 
  Menowood. In the (unlikely) event a PC refuses to enter 
  the adventure is over for that PC; for those that do enter, 
  read or paraphrase: 
   
  When you step into the shadow of the eaves as Ispalian 
  bids you…nothing happens. No prickling skin, no 
  shivery spine, no tingling, - nothing. And yet the world 
  seems different, more exiting and colorful, the bullywug 
  invasion a distant almost irrelevant memory. There is 
  peace here; the air, sweet like heady wine, is still, not 
  silent, but quiet, full of joyful expectation, as might be 
  felt upon the morning of a great feast, the day’s promise 
  so full of marvelous wonder one might burst, the only 
  solution seemingly to dive into it headlong and forget all 
  else. Sunndi, the bullywugs, the whole world of 
  Greyhawk outside the lovely, wonderful forest - what do 
  they matter? Does anything matter other than the fact 
  that you are here, now, in this magic place? Does it?  
   
  Around you the Shimmerling Swarm disperses 
  among the trees, the merry lights of the individual 
  fairies winking out one by one as they vanish from sight. 
  Somewhere ahead Ispalian is singing a silly song about 
  eggs, giggling as he twirls about trees and branches and 
  dancing in mid-air. 
   
  Although no actual spells are involved it certainly may 
  seem that way to the PCs. However the urge to enjoy and 
  forget can simply be ignored, but any PC who is Fey-
  touched (which for example could be gained in SND4-03 
  Woodland Games) or simply of a chaotic, playful nature 
  finds it hard to be anything but merry. 
   
  There is nothing remarkable to find in this area 
  although a DC 15 Spot check shows that the world 
  outside the forest seems hazy and unreal, occasionally 
  shimmering like a mirage or a badly designed illusion. If 
  the party questions Ispalian on this, he has no idea what 
  causes it. He doesn’t know (or care) where the other Fey 
  went either; they just went their own way. 
   
  If the party follows Ispalian, read of paraphrase: 
   
  As you follow Ispalian down the gentle slopes deeper 
  into the forest the woods slowly become lighter, more 
  open. Wherever the sun reaches the forest floor colorful 
  flowers spring up, scenting the air with delicate 
  fragrances. As you walk the bluebells and primroses give 
  way to Creeping Jenny and bog lobelia and then rushes 
  and valerian as the ground gets increasingly soggy. Soon, 
  despite the trees, it is clear this isn’t a forest but 
  marshland. But Ispalian flies on, blithely ignoring the 
  pools you slog through and unaffected by the black mud 
  soon coming up to your knees.  
   
  Then he calls out; “Astenin! I solved it! Astenin! 
  Where are you? I solved your riddle! Now it’s my turn!”  
   
  A grumbling cough responds and from a clump of 
  elms on a rise in the ground a dark voice snarls;  
   
  “What, already? Where did you get so smart you 
  ugly pest?”  
   
  The trees sway wildly as something big moves 
  around and an enormous black leather wing pushes 
  heavy branches aside, revealing the most hideous beast 
  you ever saw. Dragon wings and a scaly tail ending in a 
  lump of vicious spikes, a lion’s body marred with dark 
  splotches and wickedly sharp pins rising from its back, it 
  all comes together in a hideous humanoid head, staring 
  balefully at you.  
   
  “More intruders?” it spits, “And what do YOU 
  want?” 
   
  Astenin the Riddle Master is a manticore and although 
  neutral rather than evil, he is unpleasant, sadistic, and 
  sour. He despises the Fey (who often tease, taunt, and 
  trick him) but suffers them because they can answer his 
  riddles. And Astenin craves those answers. 
   
  A long time ago Astenin drank from a wishing well, 
  wishing to know everything. Being poorly worded the 
  wish instead gave him prophetic powers and an insatiable 
  desire to learn and have answer to every riddle in the 
  world, as the manticore firmly believes that every riddle 
  answered will improve his intelligence that much 
  further. Good or evil, there is little Astenin won’t do if it 
  gets a riddle answered (up to and including becoming a 
  follower of Istus and a Divine Oracle) and so he stays, 
  
  TSS 5-02 Seeds 
   
  Page 14 
  even though it means living among the capricious, 
  chaotic Fey. 
   
  The Fey, on the other hand, consider the highly 
  lawful manticore to be a wonderful butt for their jokes 
  and his prophecies are often interesting if not downright 
  entertaining. Ispalian went a step further and agreed to a 
  riddle contest. If Ispalian wins Astenin will prophesy for 
  him whenever Ispalian wants for a year and a day. If he 
  loses he must serve Astenin for a like period and prevent 
  the other Fey from bothering the Manticore. The contest 
  continues until either party fails to answer a riddle by 
  noon the next day. 
   
  Since the manticore isn’t too bright, Ispalian 
  expected to have an easy time of it, but somehow the 
  blasted beast was able to answer every riddle so far; things 
  have dragged on now for 2 weeks and Ispalian has lost 
  interest. Of course losing is not an option, so he must 
  continue with the game until he wins. The current riddle 
  is in Ispalian’s opinion not all that hard, but he simply 
  couldn’t be bothered anymore in solving it. Thus, tricking 
  the party into answering the riddle for him seemed a nice 
  trick and he did so as soon as the opportunity presented 
  itself.  
   
  The manticore dislikes the party already, simply for 
  coming with Ispalian. However, if they behave politely, 
  he does not attack and simply wants to know what they 
  are doing here. If the party tells him of the troubles with 
  the bullywugs he is very interested but does not help 
  them. He is however willing to prophesy for the party if 
  they answer a riddle for him. Ispalian agrees this is a fair 
  bargain; it’s what the manticore usually asks and the party 
  should have no trouble answering the riddle – after all, 
  they solved the egg-riddle quite nicely, didn't they? 
   
  Oops… 
  Read or paraphrase the following the moment Ispalian 
  mentions that the party solved the riddle for him: 
   
  The moment Ispalian mentions that it was actually the 
  party and not him that answered the riddle, Astenin 
  explodes. One moment the moody creatures stands 
  glowering on the small dry patch, the next his fur and 
  spikes are on end and he roars, “WHAT?! Why you…”  
   
  In a flash of movement the manticore swipes the 
  surprised Ispalian from the air and pins him to the 
  ground so quickly the pixie doesn’t even get the chance 
  to scream. 
   
  Have everyone roll a Sense Motive check vs. Astenin’s 
  Bluff check. Those that made the Sense Motive check see 
  a telltale flicker in Astenin’s eyes and may act during the 
  surprise round on their initiative. Everyone else is 
  surprised and must wait until normal combat ensues. If 
  the party does not interfere Ispalian meets an untimely 
  end as a manticore snack. Presumably however the party 
  will interfere, either by attacking or talking. 
   
  Note that the EL is reduced by 1 because Astenin 
  does not attack the party during the surprise round or 
  round 1 (see under Tactics). 
   
  APL 4 (EL 7) 
  � Astenin: Male manticore Clr3/Divine Oracle3; hp 120; 
  see Appendix 1. 
   
  APL 6 (EL 9) 
  � Astenin: Male manticore Clr3/Divine Oracle5; hp 138; 
  see Appendix 2. 
   
  APL 8 (EL 11) 
  � Astenin: Male manticore Clr3/Divine Oracle7; hp 156; 
  see Appendix 3. 
   
  APL 10 (EL 13) 
  � Astenin: Male Manticore Clr3/Divine Oracle9; hp 174; 
  see Appendix 4. 
   
  APL 12 (EL 15) 
  � Astenin: Male manticore Clr4/Divine Oracle10; hp 
  188; see Appendix 5. 
   
  APL 14 (EL 17) 
  � Astenin: Male manticore Clr6/Divine Oracle10; hp 
  213; see Appendix 6. 
   
  Tactics: During the surprise round, Astenin grapples and 
  pins Ispalian. If the party attacks right away, the 
  manticore will waste one round to tell them to back off or 
  the fairy gets it. If the party does not stop their attack the 
  manticore, recognizing the greater threat, attacks the 
  party, ignoring Ispalian for now. 
   
  Astenin does not fight to the death but surrenders 
  when he is down to roughly ¼ of his hit points (adjust for 
  the situation; if only 1 PC is still standing it’s a bit 
  different of course). Until then Astenin is more 
  interested in driving the party off than outright killing 
  them, though he has no qualms about doing so. 
   
  Note that the party may well be fatigued from their 
  feast last night. 
   
  Treasure: None. Astenin long traded his possessions 
  away in his everlasting quest for knowledge. 
   
  Development: If the party kills the manticore they 
  will not get the prophecy and they have a harder time 
  
  TSS 5-02 Seeds 
   
  Page 15 
  later on. Refer to “Astenin Killed” at the end of this 
  encounter for suggestions on how to proceed. 
   
  Astenin is Lawful Neutral but has strong evil 
  tendencies; appealing to higher motives falls on deaf ears. 
  Still if the party does back off, they can convince him to 
  let Ispalian go free, if they solve another riddle for the 
  Manticore. Give the party Astenin’s riddle from Player’s 
  handout 4: 
   
  Bright as diamonds, 
  Loud as thunder, 
  Never still, 
  A thing of wonder. 
   
  This time the party must solve the riddle without fairies 
  to help them, but of course can still make an Intelligence 
  or Bardic Knowledge check: 
   
  DC 10: Not a clue (or Assisting) 
  DC 15: It’s something to look at 
  DC 20: It’s a natural occurrence 
  DC 25: It’s a waterfall 
   
  If the party solves the riddle, Astenin also prophesy for 
  them as they solved Ispalian's riddle (and he sneers at the 
  pixie as he says this). Ispalian is rather unhappy about 
  losing his year of free prophecies but can’t do much about 
  it as Astenin refuses to even speak to him. On the other 
  hand he is free of the dreary riddle contest, which is a 
  good thing as well. 
   
  If the party defeats but does not kill Astenin he will 
  offer the prophecy as the price for his freedom. 
   
  Extra: In case you need, for whatever reason, some more 
  riddles, here are two more: 
   
  Glittering points 
  That downward thrust, 
  Sparkling spears 
  That never rust 
  (icicle) 
   
  No sooner spoken than broken. What is it? (silence) 
   
  The Prophecy 
  If the manticore prophecies for the party read or 
  paraphrase: 
   
  The manticore settles on a dry piece of ground and closes 
  his eyes. For long moments Astenin sits motionless. 
  Then he shudders and his eyes snap open –and there is 
  only a bright, green-golden light in there and nothing 
  else. Then a clear crystal voice rings over the meadow, he 
  speaks: 
   
  “To find what you seek 
  Is no task for the weak. 
  In the hall where no man begs 
  Outrun the one that has no legs 
  In the land without rain 
  Outsmart the ones without brain 
  And before homewards you fly 
  Defeat the one that cannot die. 
  Then recall the first 
  To where she’ll never thirst 
  She will give what you need 
  To ban the foully tainted seed.” 
   
  Slowly, Astenin’s eyelids close again, blocking out the 
  brilliant light. When he opens them again there are only 
  two normal yellow lion’s eyes. 
   
  Give the players Player’s Handout 5. 
   
  The manticore does explain. This is all the PCs need 
  to know; if they don't understand that is not his problem. 
  If anything he enjoys saddling others with riddles of their 
  own. Ispalian however (from the safety of a tree) suggests 
  the PCs ask the dryad Ethaliriye; that's what he usually 
  does. She is quite old and very wise. 
   
  Astenin killed 
  If Astenin gets killed the party does not receive his 
  prophecy. This means they miss a rather important plot 
  element and have nothing to go on. In this case Ispalian 
  still takes them to the dryad, as she is the most 
  knowledgeable Fey he knows and might be able to help 
  them with their quest.  In this case Encounters 3 to 8 
  happen more or less as written (since Ethaliriye won’t 
  help the party before) but with one addition: at the Fair 
  the party meets the giant Selbanet (The Drinking Giant), 
  who pines for his lost friend, the Water Weird Vanora. 
  Selbanet can tell the party Vanora knows how to reach 
  Menarden but she vanished when her fountain was 
  destroyed. He can’t help the party further; all he could 
  ever find out was some sort of funky bit of prose, some 
  mumbo-jumbo nobody understands. This, indeed, is 
  Astenin’s prophecy. See the description of the Faire for 
  more information on Selbanet. 
   
  From here on, proceed with Encounter 9 and 
  onwards.  
   
  
  TSS 5-02 Seeds 
   
  Page 16 
  Encounter 3:  
  The Dryad 
  The dryad Ethaliriye is in a bad mood. Somehow a wild 
  boar found his way into her garden where she raises the 
  best acorns of her tree into young oaks. The boar did 
  considerable damage to the young plants. Ethaliriye is 
  convinced somebody made the boar come this way and 
  refuses to help the party until the culprit has been found 
  and punished. 
   
   
  Read or paraphrase the following: 
   
  A much-subdued Ispalian leads you away from the 
  marshes and the Riddle Master. By now it is mid-
  morning and even here under the trees you are soon 
  sweating as you make your way up through the forest. As 
  you near the top of the wooded rise, Ispalian slowly 
  regains his former sparkle and as you crest the hill, some 
  two hours after you left the swamp, the little pixie is 
  quite his old self again, singing and cavorting among the 
  branches. 
   
  Just across the top of the hill is an open spot in the 
  canopy, where some time ago a great tree was uprooted 
  by the wind and here Ispalian flies up, pointing 
  westwards.  
   
  “There! Do you see the great oak across the valley? 
  Halfway up the next hill! That is Ethaliriye’s tree!” 
   
  If the PCs climb the branches of the fallen tree (or 
  otherwise move upwards) they can indeed see a large tree 
  some three hours’ walk away. If the party wants to employ 
  magic to hasten the trip that’s fine; simply adjust the 
  boxed text slightly to accommodate the different way 
  (and time of day) of arrival. 
   
  Read or paraphrase: 
   
  Three hours later, after the long trek down one hill and 
  up the other, crossing a stream in the middle, you finally 
  arrive at the foot of what must be the oldest oak you ever 
  saw, including the one under whose crown you spent the 
  night. While you climb the last stretch of ground 
  Ispalian flies ahead, calling,  
   
  “Ethaliriye! Where are you! I bring guests and a 
  prophecy! A new one! Ethaliriye?” 
   
  There is however no reaction and as you stand at the 
  foot of the tree catching your breath, you look around 
  wearily and wary, unsure of what will happen next. Then 
  a voice like moaning wood, tinged with grief and anger, 
  comes from somewhere behind the tree.  
   
  “Go away. My children lie dead and broken. I am in 
  no mood for your foolish games.” 
   
  If the party moves towards the voice, continue: 
   
  As you move around the tree you come upon a sorry 
  sight: a beautiful sky-clad olven lady with brown skin 
  and green hair sits upon the ground, weeping amidst a 
  score of uprooted and trampled saplings. Only at second 
  glance do you realize her hair isn’t just green, it’s made of 
  actual leaves and her brown skin is definitely barky. But 
  her grief is universal and her whispered “Why?!” pierces 
  the heart. 
   
  � Ethaliriye: Female dryad Exp14; hp110; see Appendix 
  7. 
   
  This is Ethaliriye, grieving for her loss. She has absolutely 
  no interest in the party or their quest, having attention 
  only for the damaged trees. If asked (and if the party 
  doesn’t ask, Ispalian certainly does so) she explains 
  through her tears that these were the best and strongest 
  saplings of her tree, trampled by a wild boar this very 
  morning. She drove it off, but not before it had crushed 
  half the trees in her garden. 
   
  As she speaks Ethaliriye becomes increasingly angry 
  and she even turns on the party, demanding proof they 
  did not send the boar. Since the party has been with 
  Ispalian the whole time (and he vouches for them) this 
  should not be difficult, but feel free to roleplay it out. 
   
  Eventually Ethaliriye accepts that the party is 
  innocent but she still is in no mood to help. She wants 
  the perpetrator caught and punished! If the party does 
  this for her then she will try and explain the prophecy. 
  Note that Diplomacy can sway her to help now, but in 
  this case she still asks the party to capture the villain, to 
  return the favor. She herself is unable to do so as she 
  cannot leave her tree –and she doesn’t want to leave her 
  children either! 
   
  Note also that Ethaliriye has no compunction about 
  charming some PCs into helping her, should they be 
  reluctant.  
   
  Development: The tracks of the boar are easy to 
  follow should the party be interested. If the party does 
  not have the Tracking feat, a DC 9 Survival check reveals 
  the tracks of a large creature blundering about and 
  eventually leaving. There are 2 trails, one from where the 
  creature came from and the other from where it went to. 
  Ethaliriye saw the boar leave and so can point the party in 
  the right direction. These tracks are easy to follow 
  (especially since the party can take 10). 
   
  If the party does have the track feat check the list 
  below: 
   
  • DC9: A large creature blundered around and left. 
  
  TSS 5-02 Seeds 
   
  Page 17 
  • DC15: A large dire boar entered the area from the 
  north, wandered around and left eastward. 
  • DC20: The boar was apparently looking for 
  something. 
   
  • DC25: The boar was hunting truffles. 
   
   
   
   
   
   
   
  Encounter 4:  
  The Boar 
  After following the tracks for about half an hour PCs with 
  the track feat can make a new Survival check. Check the 
  table below for results. 
   
  • DC15: The boar has stopped here for a moment. 
  • DC20: The boar remained more or less stationary 
  for a minute or so, as if his attention was otherwise 
  occupied. 
  • DC25: When the boar moves on there’s something 
  funny with his tracks. 
  • DC30: The tracks look like the boar has company 
  but there’s no second set of tracks or anything else. 
   
  The Dire Boar is actually Firze, the animal companion of a 
  were-boar druid, Shidan, and they met up here. Being a 
  powerful druid, Shidan has the Trackless Step ability and 
  leaves no trail. 
   
  Shidan did not send Firze on purpose. He saw no 
  reason to prevent his friend from giving in to natural 
  instinct and to wander off in search for the truffles 
  growing in that area and simply waited for his friend to 
  return. When the PCs arrive at the clearing where this 
  encounter takes place it is sometime late afternoon hours.  
   
  Read or paraphrase: 
   
  After about an hour’s walk you come upon a clearing in 
  the forest and see a peculiar sight: a very large boar with 
  enormous tusks lies contentedly in the sun, warming his 
  great belly. Not far off, in the shade of a tree, a human 
  male with coarse brown hair is likewise fast asleep. 
   
  In fact, unless the party took precautions to remain 
  undetected (Hide, Move Silently, and moving upwind to 
  avoid being detected by scent), Shidan and his boar are 
  both wide-awake. The boar is waiting for directions from 
  his friend and Shidan is observing the party through 
  slitted eyes. A DC 21 Spot check (taking the distance into 
  account) reveals the glint of Shidan’s eyes as he watches 
  the party. 
   
   
  � Shidan, Male wereboar Drd10; hp94; see Appendix 7. 
   
  Development: If the party initiates combat, Shidan fights 
  to the best of his abilities and tries to escape if things go 
  bad. If the party captures Shidan alive, he is quite angry 
  and uncooperative. It is up to the party how they deal 
  with this and it may well be that this is the end of the 
  scenario for them as they fail to get Ethaliriye and Shidan 
  to make peace. In that case the party might still find a way 
  to satisfy Ethaliriye if they kill Shidan, in which case they 
  only miss out on Encounters 6 and 7 (and not receive the 
  Invitation to the Summer Fair on the AR). Go directly to 
  Encounter 8. Use Encounter 5 as the intro to Encounter 
  9. In all cases, if the party opens combat unprovoked, note 
  it down as an evil act on their AR. 
   
  If the party does not attack but approaches 
  peacefully, Shidan is willing to talk, but quite 
  unrepentant of the damage done by his friend. In fact, 
  when told about the dryad, Shidan considers her hobby to 
  be meddling with nature's course, albeit in a very minor 
  way. However, he is willing to apologize to the dryad if 
  the party goes to the Summer Fair and obtain certain 
  items for him. 
   
  The Summer Fair is a large fairy market for which 
  one needs a magical invitation. These can be obtained 
  from the pixies, if one can pay their price. What the price 
  is, Shidan doesn't know; it is never the same and the 
  pixies refused to name him a price anyway as they 
  considered him, being part boar, to be far too uncouth to 
  be admitted to the Fair. Invitations are personal and 
  cannot be traded or given away so the party cannot obtain 
  an Invitation for Shidan, but at least they can buy the 
  goods for him. If the party agrees to buy the items Shidan 
  gives them directions to the pixies and to his own home, 
  where they can have the goods delivered. 
   
  Shidan wants the party to obtain the following items 
  (from Arms and Equipment): 
  • 
  100 ft. of Olven Rope  
  • 
  6 packages of 10 Insect Bane candles  
  • 
  A heat mat (so he can build a fire without damaging 
  the moss underneath)  
  • 
  A keg of Dwurhead Stout 
   
  Most importantly though he wants the party to 
  either buy for him a magical belt of hidden pouches (from 
  Races of the Wild) or arrange a meeting with the 
  merchant so he can buy it directly. Shidan, of course, 
  refunds the party their costs when they come back. If the 
  party does not have the money to buy the mundane items 
  
  TSS 5-02 Seeds 
   
  Page 18 
  Shidan is willing to lend them the money if they give him 
  one or more items with roughly the same value (300gp) to 
  guarantee they do not just leave with his money. 
   
  During the conversation, Shidan tries to figure out 
  why the party is here. If he finds out the party is looking 
  for Menarden he becomes concerned. Menarden is far 
  too sacred to be pestered like that by all and sundry! 
  Shidan tries to hide his feelings however and question 
  the PCs further. If asked, he denies any knowledge of 
  Menarden. When Shidan learns about the bullywugs and 
  the PC’s hope Menarden has a solution to the problem, he 
  calms down somewhat. The bullywugs are a threat to all 
  and if their actions have an unnatural cause, all the more 
  reason to intervene. Still Menarden is not to be disturbed 
  needlessly. If there are druids in the party, Shidan tries to 
  discover if they are members of the Emerald Oak, which 
  is a secret druidic organization is Sunndi with members 
  recognizing one another by wearing a particular earring. 
  If this turns out to be the case, Shidan reacts more 
  favorably to that PC – assuming of course the PC doesn’t 
  blab. It is still a secret society. 
   
  Encounter 5:  
  The Crystal Forest 
  The pixies live about 4 days away from where the party 
  meets Shidan, but he can give them reasonable clear 
  directions.  
   
  Read or paraphrase: 
   
  Shidan points downhill, to the south.  
   
  “If you travel for southward for a day and a half you 
  will reach Crystalmere, a great lake. If you go around to 
  the western shore you will find where the Glitterbrook 
  enters Crystalmere and this is the road you must follow. 
  Follow the Glitterbrook to the well from which it 
  springs and there you will meet the pixies of Starmoss. 
  They are the ones that can award you an Invitation to the 
  Summer Fair, if you fulfill their request. If, on the other 
  hand, you go south from Crystalmere, you will reach my 
  home two days later. I wish you good luck!” 
   
  Shidan makes as if to leave, then turns and adds, 
  “One thing: trust not in magic or maps to aid your 
  journey. Although Menowood is somewhat more 
  resilient to change than Faerie, nevertheless time differs 
  here from the normal world and where today is a 
  mountain, tomorrow there may be a lake. Crystalmere 
  and Glitterbrook have been around for a long time, long 
  enough that I dare trust they will be there for a while 
  yet, but many other things have come and gone betwixt 
  one moment and the next. Ware your step!” 
   
  With that he shimmers and a boar snorts at you and 
  trots into the forest, where the dire boar awaits him. 
   
  Allow the party to prepare for their journey. If they try to 
  use scrying or other magic to discern their destination 
  they get a hazy, flickering image at best and it should be 
  obvious that basing any teleportation or similar spells on 
  these images is foolish in the extreme.  
   
  Should the party want to return to Ethaliriye and 
  Ispalian they find both gone. Ispalian, true to his 
  whimsical nature, has gone home and Ethaliriye has 
  withdrawn into her tree to grieve, having done all she can 
  for the surviving saplings. She does not come out. 
   
  When the party is ready to leave, read or paraphrase: 
   
  With all preparations taken you set out to Crystalmere, 
  the lake Shidan spoke of. It has been a busy day so far, 
  after an even busier night, and it is quite relaxing to just 
  walk peacefully through the forest with nothing more 
  terrible than exotic looking birds singing in the trees. 
  Slowly the sun sinks towards the horizon and it seems 
  like a good idea to start looking for a place to camp. 
   
  Let the party find a place to camp, set watches and so on, 
  and then ask the various watches for a DC 10 Spot check. 
  Those that make it notice that something weird is going 
  on with the landscape: a tree suddenly grows where a 
  large rock was, a bush has replaced a patch of grass, 
  another bush seems to have wandered off and is now 
  standing several yards to the right, and so on. Detect 
  magic reveals a hint of magic that permeates the land but 
  nothing can be pinpointed and no other traces are found. 
  It seems Shidan spoke the truth… 
   
  Eventually day breaks without anything unpleasant 
  happening to the party and it is time for breakfast. Once 
  the part is ready to go on, read or paraphrase: 
   
  Despite the night’s strange occurrences, those of you 
  that managed to sleep slept well indeed and feel much 
  rested. Once you are ready to go you set out again, 
  hoping Crystalmere will still be there when you reach it 
  and not be replaced by something else.  
   
  During the day you pass several strange sights: a tree 
  decorated with tiny dolls, feathers, bones and shiny 
  rocks, the remains of an ancient barge on a sandy patch 
  that might once have been a river, and the ruins of a 
  small tower that looks not as if it crumbled from age and 
  neglect but rather like it crashed into the hillside at 
  considerable speed. Nothing you try however yields any 
  answers and each time you move on eventually.  
   
  Towards the evening you finally reach what must be 
  your destination: a beautiful, crystal-clear lake several 
  
  TSS 5-02 Seeds 
   
  Page 19 
  miles across. With the sun setting quickly, again it seems 
  a good plan to find a campsite. 
   
  Again, let the party set camp, then read or paraphrase to 
  those awake: 
   
  The night seems perfectly still and Crystalmere lies like 
  a giant, perfect mirror, reflecting the myriad of stars 
  sparkling in the firmament. Towards the east the sky is 
  lightening, announcing the appearance of Luna. Soon 
  after, the bright silver disk of the moon, just a few days 
  past full, rises into view, casting the land in silver. For a 
  few moments Crystalmere seems to be made of liquid 
  silver. Then, rhyme seems to form on the lake, soon 
  turning into ice. Or is it ice? It seems dry, like crystal… 
   
  Allow the party to react, though there is little they can do 
  save waking up the sleepers. Read or paraphrase: 
   
  Soon the entire area is covered in what looks to be 
  crystal soil, from which crystal plants begin to grow: 
  First plants, then bushes, and soon trees spring up, 
  growing into a forest before your very eyes. Over the 
  course of perhaps ten minutes, the crystal forest grows 
  and takes shape, until it matches perfectly with the rest 
  of the forest - save for its material… 
   
  The strange crystal forest might well be one of the 
  most beautiful things in the world. A faint breeze causes 
  the leaves to chime an unearthly melody and the 
  refracting moonlight is a marvel to behold. Not far off 
  there seems to be another rare thing, as rare in this place 
  as crystal trees are in the normal world: a sandy footpath 
  leading into the woods. 
   
  Assuming the party goes to investigate they find the 
  crystal trees to be quite real while moonlight touches 
  them. Occasionally a cloud passes before the moon and 
  the shaded part of the forest shimmer and become 
  insubstantial. Anyone over the surface of the lake at that 
  time falls in and risks drowning or becoming stuck as the 
  moon reappears and the crystal forest floor solidifies 
  again. A DC 15 Spot check reveals the thinning of the 
  crystal in time to avoid falling through. If the Spot check 
  is failed, a DC 15 Reflex save allows the PC to jump to 
  safety. If a PC becomes trapped under the crystal floor it 
  must be broken to allow rescue. 
   
  �  Crystal Floor: 5 in. thick; hardness 5; hp 5; AC 5 
    
  After about an hour the sky clears of clouds, and the party 
  may enter the forest without risk. If the party enters, read 
  or paraphrase: 
   
  Under a cloudless sky filled with glittering stars and 
  pearly moonlight you enter the mysterious forest. Over 
  your head the leaves tinkle while tiny crystals crunch 
  underfoot as you follow the path. 
   
  Soon you come to a clearing in what must be the 
  centre of this strange place. And in the middle a crystal 
  fountain stands. Once it must have been a glorious thing 
  to behold, fitting perfectly in the beauty of the crystal 
  trees, but now it stands broken and dry, the central rock-
  crystal shattered as it fell.  
   
  A Search check shows the following details: 
  • 
  DC 10: Parts of the fountain are missing. 
  • 
  DC 15: The original fountain was not made up of 
  only rock-crystal but of other crystals as well, 
  such as amethyst, and possibly more valuable 
  stones. 
  • 
  DC 20: The fountain was destroyed on purpose, 
  probably to strip the more valuable parts. 
   
  If the PC has 5 ranks in Knowledge (architecture & 
  engineering) add a +2 synergy bonus to the roll. 
  Stonecunning applies to this check as well. For now that 
  is all. With luck the party will later learn what to do here. 
   
  If the party doesn't take care to be out of the forest 
  and back in their camp before moonset, they drop into 
  the lake as the crystal forest becomes insubstantial and 
  vanishes. If they like, PCs can pick up and take along 
  parts of the fountain or leaves from the forest. These will 
  vanish at dawn but re-appear come nightfall.  
   
  Read or paraphrase: 
   
  When Luna sets not long before dawn, the enchanted 
  forest fades into a light fog that soon vanishes under 
  Pelor’s first rays. Soon nothing remains of your nightly 
  foray and the crystal forest no longer exists. Did it ever? 
  Or was it all just a dream? 
   
  Encounter 6:  
  The Pixies 
  Several day’s travel the party reaches the glade where the 
  pixies live. Read or paraphrase: 
   
  Having finally reached the point where the Glitterbrook 
  enters Crystalmere you make your way westwards along 
  its banks. Birds sing in the trees, butterflies dance among 
  the flowers and it is truly a beautiful morning. Only the 
  occasional rock or tree shimmering and fading (one time 
  along with what must have been a swarm of the tiny 
  glowing Fey you met before) gives silent testimony that 
  this is not just a stroll in the park. During the night, 
  
  TSS 5-02 Seeds 
   
  Page 20 
  strange sounds echo through the woods, calls of 
  creatures not native to the Oerth. Sometimes even the 
  stars are different… 
   
  Finally, four days after you left Ethaliriye’s tree, you 
  reach the source of the Glitterbrook. The stream issues 
  forth from a large cliff at least a 100 yards high, cascading 
  in a dozen larger and countless small waterfalls into a 
  small lake. Two streams flow from the southern edge of 
  the lake, running around a group of blooming chestnuts 
  before joining to form the Glitterbrook. Even from here, 
  several hundred yards away, you can see a score of pixies 
  flying hither and yon and tiny dots of colorful light float 
  everywhere: shimmerling swarms. And what first seem 
  to be petals drifting on the wind turn out to be another 
  type of Fey, some sort of flower fairy. 
   
  The flower fairies are Petals (detailed in Monster Manual 
  III, but since the PCs do not fight them, they are not 
  included in the scenario to save space). As soon as the Fey 
  become aware of the party a great hue and cry goes up: 
  mortals! Some Fey will hide and seek shelter, or arm 
  themselves, but most simply and eagerly speed towards 
  the party to examine this strange thing for themselves.  
   
  One of the first to arrive is Ispalian, who is very 
  happy to see his friends again.  
   
  If any of the PCs is recognizable as a bard or 
  musician, he gets the Fey version of the VIP treatment: 
  the Fey vie for his attention, sing and dance for him and 
  shower him in gifts (lots of pixey-sized golden jewelry; 
  very beautiful, and priceless in more then one way: it’s all 
  fairy gold that vanishes next dawn) and a feast is prepared 
  for them in the meadow under the chestnut trees. The 
  bard, of course, is expected to perform in return. 
   
  Note that mortals who eat fairy food are affected by 
  time in strange ways and PCs aware of this (previous 
  experience or DC 20 Knowledge (Nature) or Bardic Lore) 
  may feel uncomfortable about it; however the Fey, when 
  they notice this, laugh and assure the PCs that this time it 
  is quite safe. Any Fey-touched PCs is asked all about their 
  previous experiences with the Fey and is surrounded by 
  awe-struck fairies. 
   
  If the PCs do not broach the subject themselves, 
  eventually the pixies want to know what the PCs want. 
  Why are they here? If the party mentions their quest or 
  Menarden, the pixies deny knowledge of the treant and 
  cannot help. If the PCs ask for an Invitation to the 
  Summer Fair, the pixies become excited. Giving an 
  invitation to a non-Fey is not lightly done. The pixies 
  buzz and chatter and talk amongst themselves and 
  eventually settle upon a price: the party must teach the 
  pixies something truly new, one new thing for each 
  Invitation. This may be a song, a poem, a joke, a riddle, a 
  recipe for cake, a creative way to use a spell, a trick to 
  befuddle the enemy, or anything else as long as it is 
  something original. Note that it does not have to have any 
  great quality; by nature Fey lack true creativeness and so 
  anything new is a marvel to be treasured. 
   
  Of course a good performance is appreciated, and any 
  such will be cheered loudly and the PC rewarded with a 
  shower of fairy gold trinkets. Once the pixies are satisfied 
  (and this is up to you as DM), read or paraphrase: 
   
  An elder pixie dressed mostly blue and silver hovers 
  before you and makes a sweeping bow.  
   
  “Greetings! I am Arnun of the Silver Light and 
  Master of the Fair! For your cleverness and wit, I hereby 
  invite you to our sweet Summer Fair. I bid you, please 
  partake in our small entertainment here in our dún and 
  feast the night away, while I sweat and toil and craft for 
  you the tokens of our thanks. When Luna has blessed 
  them with her light and Pelor caressed them with his 
  rays, I shall present them to each of you personally, that 
  you may place them upon our very own Toadstool! How 
  say ye? Shall ye accept our hospitality?” 
   
  To refuse would be the gravest of insults and any PC that 
  stupid is grabbed by a whirlwind and tossed right out of 
  Menowood; but presumably the party accepts and a grand 
  feast is soon ready. Note that if at all possible, the Fey 
  include the new things into the feast; songs are sung, 
  poems recited, recipes made and jokes told. 
   
  The feast lasts until well after midnight or for as long 
  as the PCs care to stay awake, which is not going to be 
  very long. Around 2 hours after midnight the resident 
  Petals deem it necessary for the heroes to rest and sing 
  them to sleep. Read or paraphrase: 
   
  Deep in the night the feast gently comes to an end and 
  sleep seems like a good idea. All around you, you see the 
  tiny flower fairies sing gently to drowsy pixies who wave 
  and wish you good night before going to sleep. The 
  lovely song is very relaxing and the little creatures 
  gesture to you, pointing to the soft beds they made in 
  beautiful bowers for you to rest in. Even looking at it 
  makes you feel just how very tired you are. 
   
  If a PC wants to stay awake tell them they feel very tired 
  indeed, it’s almost impossible to keep awake. If they 
  insist, explain the mechanics: they must make a Will Save 
  to resist the Petal’s song but since there are hundreds of 
  Petals around the Save DC for their magical singing is 
  easily high enough that only a natural 20 succeeds in 
  resisting. If this happens, other petals come and try to 
  
  TSS 5-02 Seeds 
   
  Page 21 
  sing the recalcitrant PC asleep, thus forcing a new Will 
  save.  
   
  Olve and half-olve are immune to this effect and 
  should such a character choose not to sleep they can. 
  However, the petals are very disappointed. 
   
  Once the whole party is asleep (or the petals have 
  given up on any stubborn (half-)olves), the petals remove 
  the PCs heavy gear, clean it thoroughly and neatly pile it 
  nearby, then garb the PCs (and the pixies for that matter) 
  in garments made of plants and flowers, so the PCs may 
  sleep well and awake well rested in the morning 
  surrounded by beauty. 
   
  Development: In the morning the PCs awake, well-
  rested and refreshed, to a truly glorious morning. They 
  may feel upset about the Petal’s behavior but none of the 
  Fey are in any way impressed. If anything, they consider 
  the PC’s reaction marvelously funny.  
   
  Again, any PC foolish enough to actually retaliate is 
  immediately thrown out of the forest by a whirlwind. 
  Eventually, when things have calmed down again, the 
  PCs are again approached by the pixie Arnun, followed by 
  6 other pixies who each carry a silver disc. Read or 
  paraphrase: 
   
  In the clear bright morning light, it seems strange that 
  you could have missed the approach of Arnun and 
  several other pixies, but here they are, hovering in front 
  of you and holding six silver discs. With a florid bow and 
  a sweep of his feathered hat, Arnun greets you:  
   
  “A fair morning to thee my sleeping beauties! While 
  ye slumbered in luxurious dreams I wrought under 
  moon and created in fire and formed by sun these; your 
  Invitations. Behold! Each disc I have transcribed with 
  pen of phoenix feather to bear a Name: thy Name, the 
  name of you its owner, for no other can ever use it and 
  call forth its power.  
   
  “Accept these tokens and learn now from me: 
  whensoever ye wish to visit our sweet Summer Fair, do 
  but place this disc upon a toadstool in the light of dawn 
  and speak thy plan: “I am off to the Market!” Safely as a 
  babe in arms shall my favor whisk ye to the fair! And be 
  thou done with shopping and purchase, find ye another 
  toadstool and note it is “Time to go home”. My best 
  wishes shall speed ye onwards.”   
   
  Arnun gestures and each of the pixies holds out a 
  small silver disc to you, one for each of you. 
   
  When a PC accepts his or her disc, there is a small flash 
  and the disc shimmers for a moment. That, Arnun 
  explains, is part of the magic. 
   
  The silver discs radiate faint Conjuration and Illusion 
  and are inscribed with the PC’s name on one side and the 
  Rune of Travel on the other. They have a strange, 
  unearthly look, giving the impression they are not truly 
  there. Which indeed they are not; to any but their owner 
  they are intangible and unnoticeable. Essentially the discs 
  are the pixie’s favor given form and they cannot be sold, 
  taken, stolen, lost, or given away. The only reason they 
  have even this much physical form is because the Fey 
  deem it needful for mortals who in general are ill at ease 
  with things they cannot see or touch. If asked Arnun 
  gladly explains all this but he does not volunteer the 
  information any more than he would feel it required to 
  explain why it becomes light when the sun rises. 
   
  Note that the favor can only be activated at dawn and 
  familiars, animal companions and Paladin mounts, thanks 
  to the mystical bond with their master, are transported as 
  well. 
   
  Once the party is done and ready to go to the Fair, 
  read or paraphrase: 
   
  The cheerful Fey lead you to a ring of mushrooms where 
  they bid you place the discs and say the magic words. As 
  you do so the world around you shimmers briefly and 
  you find yourself in a different place: a small glade with a 
  mossy floor and surrounded by great trees and bushes. 
  On one side it is open and a small path leads away, in the 
  direction of a distant hubbub; the sound of many people 
  talking. 
   
  If the party follows the path, they come to the Summer 
  Fair; continue with Encounter 7. 
   
  Encounter 7:  
  The Summer Fair 
  Here, the PCs must obtain the items Shidan wants. 
   
  The Summer Fair is exactly that: a huge Fair where 
  olve, Fey, and other creatures of nature come to trade and 
  have fun. Here the party meets with Veoliana, the sylph 
  candle-maker; with Lord Wylenan, the haughty and 
  snobby armor smith who will sell his wares only to 
  people of breeding and fame, with the Fersaina, the tribe 
  of careless tinkerer sprites, and many others. 
   
  Most of this encounter is entirely freeform, with 
  lighthearted role-playing encounters that can be largely 
  omitted if the players are pressed for time or not 
  interested in (more) role-play, or can be expanded upon 
  for pure fun. The party has a shopping list and needs to 
  figure out where to buy these items. When pressed for 
  time, feel free to skip most of the encounters at the Fair. 
  However, one encounter cannot be skipped: The 
  Redcaps. 
  
  TSS 5-02 Seeds 
   
  Page 22 
   
  It is quite possible they wish to visit other shops and 
  do some shopping of their own; if there is time, by all 
  means let them. Appendix 9 contains lists of the available 
  items and their prices. The appropriate merchant sells all 
  items: Aldis sells anything beer-related, Torrenaledyr 
  deals in archery, and so on. If you can’t think who would 
  sell a certain item, Carling has it. Apart from the items 
  listed in Appendix 9, standard-access items (magic and 
  mundane) are of course also readily for sale. 
   
  As the party wanders the Fair, at some point a group 
  of Redcaps spot them and prepare to ambush them on 
  their way back to the mushroom glade. While the party is 
  at the Fair, the Redcaps spy on them to learn more about 
  their quarry. Read the Redcap entry below carefully for 
  more details on the ambush. 
   
  Fast Play note: If you are pressed for time, only the NPCs 
  with underlined names (like so) are important for the 
  scenario. The rest can be ignored. The various merchants 
  at the fair are well known and any Fey can give the party 
  proper directions. 
   
  The Fair 
  When the PCs arrive at the Fair, read or paraphrase: 
   
  After a few minutes’ walk you step out of the forest and 
  behold a dazzling sight: In a glade easily 500 yards across 
  are scores and scores of the most fantastic creatures you 
  ever saw. Amidst colorful tents, all with pennants, flags, 
  and banners streaming in the wind, you see a creature far 
  too dog-like to be a bear bargaining over a delicious-
  smelling pie with something part pixie, part enormous 
  bee. To the left a wild-looking olve with black wings sells 
  meat –it takes you a moment to realize he is not 
  accompanied by a dire wolf, but is himself part wolf. To 
  the right a slender olven maiden no taller than a hobniz 
  and with gossamer wings darts in and out of a candle 
  shop, in animated conversion with a hideous centaur-
  like creature with dark moth-wings that might well be 
  big enough to carry him. Next to her a satyr is showing 
  some of his musical instruments to a group of grigs; and 
  beyond that a giant olve is drinking mead from a tankard 
  large enough for you to swim in. 
   
  For the curious, the creatures named are a bearhound, 
  various tauric creatures (also known as sidhe – the 
  nobility of the Fey), a sylph, several half-Fey and the 
  forest giant Selbanet. 
   
  The PCs can wander the fair freely and have to locate 
  the candle-maker, the rope-maker, the alchemist, the 
  brewer and the leatherworker for their various purchases. 
  The list below is not exhaustive but does list the most 
  prominent traders at the fair. A DC 10 Gather 
  Information check points the way to any one of the 
  traders the party needs to see, with another trader for 
  each 3 points over that. 
   
  People at the Fair 
  Note that while that many of the people mentioned 
  below are described as being ‘Fey-touched’ (from Fiend 
  Folio), ‘half-Fey’ (from Fiend Folio) or ‘tauric’ (from 
  Savage Species), most of them are pure-blood Fey (and 
  you have Fey in all kinds of sizes and appearances). These 
  templates just are a convenient way to describe their 
  appearance and powers. 
    
  � Aldis: Male Fey-Touched; Exp11 (Brewer). 
   
  Aldis looks like a very tall for noniz or a very small 
  elf, and his nose is not so much prominent as (he claims) 
  excellent. It is his nose, Aldis claims, that makes him such 
  an excellent brewer, allowing him to sniff out the very 
  best ingredients and the most interesting combinations. 
  Whether true or not, fact is that Aldis can produce and 
  does sell almost any beer known to the world. Almost 
  because there might be a beer he doesn’t know of and 
  therefore hasn’t made yet. His most recent addition is a 
  beverage known as Althea’s Brew, named after the human 
  woman that first made it, a beer with healing properties 
  (See Appendix 9 for more details). 
   
  Aldis can certainly sell the PCs the keg of Dwurhead 
  Stout they are supposed to buy for Shidan (cost: 30gp). 
   
  � Camdenn: Male Tauric Half-Fey; Exp 4 (Rope seller). 
   
  Camdenn is a sight to behold for certain: half tiger, 
  half nymph, and completely white, he would make 
  people stare open-mouthed anywhere but here.  
   
  Camdenn has the lower part of a tiger, the upper part 
  of a male nymph (in itself unheard of), and enormous, 
  snow-white butterfly wings. He is completely vain and 
  utterly convinced of his own irresistible attractiveness 
  (justified by his Cha 28). He does not make rope himself, 
  but collects it and is less than eager to part with any of it, 
  asking outrageous prices. However, being vain, flattery 
  goes a long way indeed with him, making it not at all 
  difficult to bargain down to more regular prices (time 
  permitting, start with triple or quadruple prices, and let 
  the party bargain down to the standard price) 
   
  Camdenn can sell the party the olven rope Shidan 
  ordered (50 gp per 20’). And for the enterprising PC, yes 
  Camdenn would buy rope at more than half-price, too. 
  However, the extra money earned thus cannot exceed the 
  gold cap for the scenario. 
   
  If he likes a PC, Camdenn can also be persuaded to 
  sell some rope of climbing. 
  
  TSS 5-02 Seeds 
   
  Page 23 
   
   
  �  Caoimhe: Female Pixie; Exp6 (Jeweler). 
   
  This lively sprite has a personality as sparkling as her 
  jewelry, but far gentler and warmer. Still she is a shrewd 
  trader not easily cheated. Seemingly clear as crystal she 
  can nevertheless blind her customers with her flashing 
  wit and brilliant spirit.  
   
  Apart from truly fantastic jewelry, Caoimhe sells 
  magical items, particularly circlets of persuasion and 
  elemental gems (all types), and goggles of minute seeing, 
  as she herself uses in her craft. 
   
  � Carling: Female Tauric Half Fey; Exp7 (Alchemist). 
   
  Carling is a strange creature indeed, with the lower 
  body of dragonne and the upper body of one of the 
  lizardfolk. Slender, sinuous, graceful, and inquisitive as 
  any snake, she is always looking for something new and 
  mysterious, traveling far and wide in her search of the 
  unknown. If the PCs mention it she most certainly wants 
  to know all about the yellow flower and its strange pollen, 
  eagerly bending her agile mind to this mystery but 
  unable to solve it – for now. 
   
  For a livelihood, Carling sells all manner of elixirs, 
  salves, dusts and ointments, feather tokens and other 
  trinkets and gear, mostly of an alchemical nature, but 
  many other strange items and liquids as well, including a 
  variety of liquors and spirits that she distills herself. 
   
  Carling can sell the party the heatmat Shidan 
  requested (cost: 45gp). She also sells all 1-use items of the 
  Dungeon Master’s Guide table 7-27 of no more than 2500 
  gp. 
   
  � Ciannait: Female olve Half Fey; Exp8 (Winemaker). 
   
  Tall and slender as a willow, green-skinned Ciannat 
  lounges on a soft couch in what appears to be an empty 
  tent. Empty that is, of anything so crass as merchandise, 
  for the floor is covered with lush carpets, beautiful 
  draperies hang on the walls and several exquisite pieces of 
  art grace this opulent boudoir. In a corner a waterfall 
  tinkles into delicate glass bows, producing a fine-tuned 
  music.  
   
  Ciannat greets her visitors and invites them to sit 
  and be comfortable. She avoids answering any direct 
  question as to her trade, subtly hinting such matters are 
  not discussed among strangers. Only after the party has 
  offered her a guest-gift does she open up somewhat and 
  admit to being a connoisseur who occasionally finds 
  herself having a surplus of wine of one sort or another, or 
  being asked to act as an intermediary for another wishing 
  to exchange goods. The beautifully carved and inlaid 
  cabinet to the east of the tent contains over a score of 
  bottles that esteemed guests might wish to experience. 
   
  In simple terms, Ciannat, looking like a half elf, half 
  Nixie, is a wine merchant but she never describe herself 
  as such, dancing around the subject like a moth around a 
  flame, her tiny wings fluttering. 
   
  �  Eartha: Female Fey Touched; Exp5 (Tentmaker). 
   
  Eartha is the daughter of a Swirfneblin and a noniz 
  half sprite. Easily as diligent as her father she prefers the 
  openness of the woods and the high sky above. Friendly 
  but reclusive she focuses on what she does best: making 
  tents of honey-leather in all sizes. With her gossamer 
  wings she flits in and out of her creations, happily 
  pointing out the tiniest detail. 
   
  �  Aewing: Male Satyr; Exp6 (Music-merchant). 
   
  Ewing’s prize instruments are of course pan flutes, 
  but he does sell many other instruments as well. Often 
  olven-made and always of masterwork quality they are a 
  pleasure to play and listen to. Of course Ewing loves to 
  play music and although Fairy law forbids him to use his 
  pipes on customers he will insist on playing at least three 
  different instruments for the party unless they are really 
  rude and insulting. Ewing even has a few magical 
  instruments on sale; for the collector of strange items, he 
  sells pipes of the sewers, pipes of sounding, and horns of 
  fog. 
   
  � Finlay: Male gnome Half Fey; Sor4/Exp3 (Marble 
  maker). 
   
  Finlay looks like an elderly gnome with fiery orange 
  wings and long, plumed feelers (like a moth). His shop is 
  filled with marbles of all sizes and colors, some with tiny, 
  detailed pictures inside, others decorated on the outside 
  with engraved images or texts, and many simply a 
  swirling riot of colors. And all over the shop hang tiny 
  nets with a single large marble inside, glowing like a 
  miniature sun and spreading light everywhere (these 
  marbles are under the effect of a Continual Flame; treat 
  them as such for all purposes including price). 
   
  Finlay himself is kind and helpful and gladly answers 
  any questions the party may have. 
   
  � Galvin: Male Spriggan; Exp3 (Grocer). 
   
  Galvin is in an evil mood, quick to anger and insult. 
  This is somewhat understandable, for Galvin *hates* 
  being a grocer. He is however under a geas and that 
  requires him to sell his wares and be a grocer for 101 
  years (he still has 48 years to go). Galvin himself flatly 
  refuses to explain this but of course there are plenty of 
  Fey who gladly do this for him.  They tell any who shows 
  
  TSS 5-02 Seeds 
   
  Page 24 
  curiosity that Galvin insulted Lady Lehana, a Shide 
  sorceress, and was saddled with the geas as a result. 
  Nobody knows why Lady Lehana specified the life of a 
  grocer but Galvin definitely sees it as punishment. 
   
  � Gleda: Female Halfling Half Fey; Exp3 (Pie-baker). 
   
  Gleda may be part Fey, as testified by her soft blue 
  butterfly wings, but she has all the instincts of her 
  halfling relatives and nobody bakes a pie like she does. 
  Apart from all pies, tarts, rolls, cookies and cakes 
  imaginable Gleda also sells the ingredients (nuts, spices 
  and so on) and of course recipes. She loves nothing so 
  much as to exchange recipes, even more than she likes to 
  exchange gossip. 
   
  �  Isolf: Male Tauric Half Fey; Rng4/Exp1 (butcher). 
   
  Isolf is a wild one, a proud loner who likes nothing 
  so much as the thrill of the hunt.  Mostly self-reliant, he 
  still at times finds himself in need of things he can not 
  produce himself. When this happens he hunts down a 
  particularly large prey and sells the meat and other parts 
  at the Fair. He is currently selling parts of a dire elk, as 
  well as selected parts of various dinosaurs. 
   
  Isolf is part dire wolf, part wild elf with two large, 
  raven black moth wings at his shoulders. 
   
  � Kyla: Female Fey-Touched, Exp 5 (Hatter). 
   
  Curiosity may at times have killed a cat, in this case it 
  birthed one. Kyla looks like a medium sized cat with 
  humanoid traits. It is from her father that she learned her 
  trade: the making of hats, caps, coifs, scarves, hairnets and 
  bonnets in all shapes and sizes. Simply, gaudy, plain or 
  extravagant, you can find it all here. Eartha claims a hat 
  makes the wearer even if it is not magical, though she 
  does sell hats of disguise for those special occasions. 
   
  Eartha loves stories from far-off places, and is as eager 
  to hear them as she is to sell her wares. 
   
  � Liadan: Female Tauric olve; Exp7 (Leather worker). 
   
  Liadan might at first be mistaken for simply a 
  beautiful centaur, with a coat almost luminescent white, 
  and hair and a tail that might be spun gold, but closer 
  observation 
  quickly 
  reveals 
  several 
  more 
  telling 
  differences: olven features and cloven hooves –and a 
  small horn rising from her forehead. Liadan is not part 
  human part horse but in fact part olve, part unicorn. 
   
  Liadan sells all sorts of items made of various types of 
  leather and is a master leather worker. She is in fact so 
  good that the very best of her belts qualify for 
  enchantment, turning them into belts of hidden pouches 
  (see Appendix 9 for details). Liadan will happily sell the 
  party the belt they need for Shidan, or if the party lacks 
  the funds, will agree to meet the druid so he can purchase 
  the belt directly. 
   
  �  Lord Wylenan: male olve; Exp9 (Armorer). 
   
  This haughty, snobby olven armor smith is the 
  paragon of olven superiority; a non-olve is barely 
  admitted into his extensive shop much less accepted as a 
  customer unless he or she is very skilled with words. Lord 
  Wylenan can however be influenced by fame and as such, 
  a special type of Diplomacy check can be made, in that 
  the PC can add a number equal to twice his level as a 
  circumstance bonus to the roll (this to reflect that higher 
  level PCs are more famous; see the table below). Olve get 
  a  +4 circumstance bonus to the roll. Half-olve and half-
  orcs roll normally; Lord Wylenan considers both to be no 
  better or worse than any other human. Lord Wylenan 
  sells all armor and shields in the Player’s Handbook, in 
  the regular (but masterwork) version, and also in mithral 
  and darkwood versions. This includes such things as the 
  studs on studded leather, armour spikes, and the quick 
  release catch. Of course he sells them in various sizes, 
  including Small, Medium and Large. 
   
  DC (roll+ Diplomacy+ 2 x level) The PC can buy… 
   
  10 nothing; the PC is thrown out by the bouncers. 
   
  15 regular Players Handbook masterwork items. 
   
  20 items with a maximum AC bonus of +1 
   
  24 items with a maximum AC bonus of +2 
   
  28 items with a maximum AC bonus of +3 
   
  32 items with a maximum AC bonus of +4 
   
  36 items with a maximum AC bonus of +5 
   
  40 items with a maximum AC bonus of +6 
   
  40+ any item he pleases. 
   
  It is possible to negotiate on behalf of another PC at the 
  Fair but this increases the DC by 10. 
   
  The result must be over 25 if the item is of mithral 
  and if the result is 30 or higher Lord Wylenan himself 
  helps the PC. 
   
  Finally, an aspiring student of Lord Wylenan is able 
  to enhance any armour of sufficient quality with the 
  glamered enchantment. 
   
  � Maisie: Female orc Half Fey; Exp5 (Goldsmith). 
   
  Coupling her mother’s love for gold and her father’s 
  eye for the extraordinary, Maisie makes intricate gold 
  jewelry with very unusual designs, especially where it 
  concerns the many piercings that adorn her emerald 
  wings. Raised by her father she knows little of orcish 
  culture but everything about gold- and silver smithing 
  and how to make truly astonishing jewelry. See Appendix 
  9 for suggestions on jewelry. Living in the forest as she 
  
  TSS 5-02 Seeds 
   
  Page 25 
  does, Maisie also sells rings that help the wearer survive 
  in a wilderness setting; she has rings of climbing, rings of 
  jumping, and rings of swimming for sale. 
   
  �  Nairne: Male Leprechaun; Exp7 (cobbler). 
   
  DM’s note: Leprechauns have not yet been converted 
  to 3E. Treat Nairne as a wingless pixy.  
   
  Nairne’s shop can’t really be missed as it seems to be 
  at the foot of a rainbow rising from a large unadorned 
  copper pot next to the entrance. The pot is filled to the 
  brim with gold and appears unguarded but anyone stupid 
  enough to try and steal even a single coin from it is 
  cursed and instantly turns into a magpie, no save. Note 
  that actual theft must be intended; simple examination 
  does not trigger the curse. If the curse is triggered, a loud 
  ringing noise emits from the pot and Nairne will scream 
  and roll on the floor with laughter. He knows the effects 
  of his pot and has absolutely no mercy with the thief – 
  though he may relent enough to mention that the magpie 
  will return to his own self again at dawn – and his ill-
  gotten gains will turn to dust. 
   
  If asked for details about his pot, Nairne simply 
  shrugs and explains it has been in his family for ages and 
  presumably was made by an ancestor who had a problem 
  with thieves. 
   
  As long as people don’t try to rob him Nairne is a 
  perfectly amiable fellow who sells all sorts of excellent 
  footwear, including silent shoes (see appendix 9 for 
  details) and boots of elvenkind. 
   
  � Ogilvy: Male Grigg; Exp4 (Herbalist). 
   
  Ogilvy knows every plant within Menowood (or so 
  he claims) and sells herbs, spices, and seasonings of finest 
  quality. Sage and rosemary, oregano and sweet cicely, he 
  has it all. Hopping effortlessly around his shop on long 
  powerful grasshopper legs he keeps up a constant stream 
  of chatter on the weather, everyone else on the market, 
  and the interesting properties of various plants. Ogilvy 
  can answer almost any question the party may have 
  concerning the market and the people found here. If 
  asked about the yellow flowers he becomes very excited; 
  he immediately suspects they are related to the Sun 
  Children that are supposed to grow on the Tilvanot 
  Peninsula and suggests their pollen somehow causes the 
  bullywug aggression. He can also point out that in the 
  Vast Swamp, bugs and diseases will after a few years at 
  most destroy the flowers. 
   
  � Selbanet, The Drinking Giant: Male forest giant. 
   
  Note: If the party did not get the prophecy from 
  Astenin, this is where they get some clues.  
   
  Not far from Aldis’s shop, under a tall linden tree, a 
  giant olve is drinking heavily. This is Selbanet, not an 
  olve in fact, but a forest giant. Like most forest giants 
  Selbanet doesn’t care much for civilization but he visits 
  the Summer Fair every year to drink to the loss of his 
  good friend Vanora. The water weird Vanora used to live 
  in a crystal fountain but one day when Selbanet came to 
  visit, all he found was a shattered ruin. He has never 
  managed to find out what happened to Vanora. All he 
  could get was some dumb bit of prose from a manticore 
  seer (indeed, Astenin) he could make heads nor tails 
  from.  
   
  If asked about Vanora Selbanet explains she was a 
  very good friend of him who knew many strange things. 
  Vanora even knew how to call down a Rainbow which 
  can be used to reach places otherwise unreachable. If 
  asked Selbanet will confirm the Rainbow can take the 
  party to Menarden – but only Vanora can call it. 
   
  If asked about the dumb bit of prose Selbanet at first 
  refuses to give it: it’s a private thing, nobody can 
  understand it anyway, and his throat is getting raw from 
  all the talking. Assuming the party takes the hint and 
  buys Selbanet a new vat of Olven Mead (60 gp) he can be 
  convinced to first vainly try to remember the text, then 
  finally give up, get up (with lots of grunting and 
  grumbling), and dig up a dirty scrap of parchment with 
  the prophecy for the party to copy. Give the party Player’s 
  Handout 5. Selbanet has absolutely no idea what to do 
  with it but wishes the party good luck in working it out. 
   
  �  Shirannon: Male halfling half-Fey; Exp5 (Tailor). 
   
  Shirannon looks like a cross between a halfling and a 
  leprechaun (wingless sprite) and his ultimate consuming 
  passion is clothes. Anyone entering his booth who is less 
  than perfectly dressed is immediately given a complete 
  breakdown of what is wrong with his/her outfit and how 
  to improve it. Shirannon does this in the most polite and 
  inoffensive way (Cha 18) but is quite persistent the PC 
  really should invest in some proper clothes. Naturally 
  Shirannon has exactly what the PC needs and is happy to 
  sell it. See Appendix 9 for some ideas on clothing and 
  prices. For travelers, Shirannon sells good cloaks of 
  elvenkind. 
   
  �  Torrenaledyr: Male Olve; Exp6 (Fletcher/bowyer). 
   
  The olve Torrenaledyr is the strong, silent type, with 
  apparently love only for his craft. His booth is at the 
  north end of the fair next to a shooting range where 
  customers can test his wares. Torrenaledyr trades in 
  everything to do with bows, and all of masterwork 
  quality.  For those that can afford it, he even sells quivers 
  of Ehlonna and eyes of the eagle. 
  
  TSS 5-02 Seeds 
   
  Page 26 
   
  Torrenaledyr is a relative to Felan, a cousin in the 
  third degree. Should the PCs mention Felan Torrenaledyr 
  will be pleased and concerned about his relative. He 
  wants to know all that happened to Felan and resolves to 
  seek him out and offer help later on. 
   
  �  Veoliana: female sylph; Exp4 (Candlemaker). 
   
  Veoliana has her stall not far from where the party 
  enters the fair and thus is easy to find. She is merry and 
  helpful to all – provided they smell good. Any PC 
  described as smelly or unwashed is immediately sent 
  away and the sylph refuses to do business until the 
  offending character is at least a hundred yards away or 
  something has been done about the stench (with the 
  cantrip prestidigitation for instance). 
   
  Among her other wares Veoliana sells candles of 
  Insect bane (cost: 1 gp per package of 10), which the PCs 
  need for Shidan. 
   
  Note: Once this encounter is over and they move onto 
  Encounter 8, the PCs cannot purchase any of the items 
  for sale at the Fair. The items are not therefore listed in 
  the item access section on the AR.  
   
  The Redcaps 
  Although most Fey at the fair are there simply to conduct 
  business and enjoy the day some are bent on more 
  unpleasant pursuits. Among these are five redcaps; evil, 
  sadistic, and downright murderous unselie Fey. They are 
  free to walk the Fair grounds on condition that they do 
  not harm the merchants or other Fey. Bound by Fairy 
  Law, they keep to this agreement but are always bending 
  the rules and seeking the outermost limits of what is still 
  permissible. In short, they are a pain and they love it. But 
  they would love far better to do worse and in the PCs, to 
  their immediate delight, they find legitimate prey. 
  Neither Fey nor Merchant, the party is in no way 
  protected by any rules against harm and the redcaps need 
  little time to make up their minds: they will set a trap and 
  paint their dry, rust-colored caps dripping bright red 
  again before sunset. 
   
  While the PCs are busy at the market the redcaps spy 
  on them and study them, so as to set their trap to the 
  greatest effect. At 5 different times (once for each redcap), 
  let the party roll Spot checks vs. that redcap’s hide check. 
  Note that here on the market the forester cloaks the 
  redcaps wear offer no useful camouflage so lower their 
  score by 1. When a PC spots a redcap, read or paraphrase: 
   
  You notice a small, nasty-looking old hobniz, dressed in 
  brownish homespun clothing with a rusty-redbrown cap 
  peering at you and your party from behind a store of 
  merchandise. When he sees you noticed him he grins 
  evilly, showing a row of wickedly sharp teeth the like of 
  which no hobniz ever had. Then he makes a lewd 
  gesture at you and vanishes behind the heap of goods. 
   
  Note that Redcaps are asexual and care nothing for the 
  gender of the PC they gesture at. They simply wish to 
  befuddle and upset them. If the party tries to follow they 
  quickly lose their trail among the multitude of tracks that 
  covers the market (this is a busy place after all).  
   
  When the party is done at the market and on their 
  way back to the mushroom that returns them to the pixie 
  dun they hit upon the redcap’s ambush. Let the party roll 
  spot checks to determine surprise (the Redcaps ‘take 10’ 
  on their Hide check) and conduct combat normally. 
   
  Note: the wind is coming from the direction of the 
  Fair, preventing animals with Scent from smelling them.  
   
  APL 4 (EL 7) 
  � Redcap Ravagers (4): Redcap HD4; hp 22; see 
  Appendix 1. 
  � Redcap Slayer (1): Redcap HD6/elite array; hp 51; see 
  Appendix 1. 
   
  APL 6 (EL 9) 
  � Redcap Ravagers (4): Redcap HD8; hp 59; see 
  Appendix 2. 
  � Redcap Slayer (1): Redcap HD8/Occult Slayer2; hp 97; 
  see Appendix 2. 
   
  APL 8 (EL 11) 
  � Redcap Ravagers (4): Redcap HD10; hp 85; see 
  Appendix 3. 
  � Redcap Slayer (1): Redcap HD10/Occult Slayer2; hp 
  129; see Appendix 3. 
   
  APL 10 (EL 13) 
  � Redcap Ravagers (4): Redcap HD10/Ravager2; hp 151; 
  see Appendix 4. 
  � Redcap Slayer (1): Recap HD12/Occult Slayer3; hp 
  185; see Appendix 4. 
   
  APL 12 (EL 15) 
  � Redcap Ravagers (4): Redcap HD12/Ravager3; hp 198; 
  see Appendix 5. 
  � Redcap Slayer (1): Redcap HD14/Occult Slayer4; hp 
  232; see Appendix 5. 
   
  APL 14 (EL 17) 
  � Redcap Ravagers (4): Redcap HD14/Ravager4; hp 253; 
  see Appendix 6. 
  
  TSS 5-02 Seeds 
   
  Page 27 
  � Redcap Slayer (1): Redcap HD16/Occult Slayer4; hp 
  276; see Appendix 6. 
   
  Tactics: The redcaps focus on what they deem to be the 
  biggest threat; probably a spellcaster, though a dangerous 
  looking tank might also warrant attention, especially if he 
  has a weapon to be sundered. Alternatively, if one PC 
  seems easy prey they may focus on that character instead. 
  Keep in mind that the redcaps do not particularly want to 
  exterminate the whole party (though that would be an 
  added bonus) but certainly want to kill at least a few of 
  them so they can dip their caps in fresh blood. 
   
  Treasure:  
  Looting the redcaps 
    APL4: Loot (20 gp); Coin (0 gp); Magic 5x redcap 
  tooth (83 gp each). 
    APL6: Loot (20 gp); Coin (0 gp); Magic 5x redcap 
  tooth (83 gp each). 
    APL8: Loot (13 gp); Coin (0 gp); Magic 5x +1 scythes 
  (193 gp each), 5x redcap tooth (83 gp each). 
    APL10: Loot (13 gp); Coin (0 gp); Magic 5x +1 keen 
  scythes (693 gp each), 5x pairs of gauntlets of ogre power 
  (333 gp each), 5x redcap tooth (83 gp each). 
    APL12: Loot (13 gp); Coin (0 gp); Magic 5x +1 keen 
  scythes (693 gp each), 5x belts of giant strength +4 (1333 
  gp each), 5x redcap tooth (83 gp each). 
    APL14: Loot (13 gp); Coin (0 gp); Magic 5x +1 keen 
  scythes (693 gp each), 5x belts of giant strength +6 (3000 
  gp each), 5x redcap tooth (83 gp each). 
   
  Detect Magic results: Belt of giant strength +4 
  (Moderate Transmutation), belt of giant strength +6 
  (Moderate Transmutation), gauntlets of ogre power (Faint 
  Transmutation), +1 keen scythe (Moderate Evocation), +1 
  scythe (Faint Evocation). 
   
  Development: If things go badly for the party (a distinct 
  possibility) they can flee back to the Fair. The redcaps do 
  not fight there for fear of involving the other Fey and 
  getting banned from the Fair. Instead they wait for the 
  party, knowing they must come back. The Fey at the Fair 
  on the other hand do not help the party with their fight 
  (this would violate the rules of the Fair) but if asked may 
  offer advice, such as buying equipment (remember that 
  all standard-access items are for sale at the Fair, including 
  potions and scrolls). If need be, the party can also sell 
  items here to finance a raise dead (assuming they have a 
  cleric that can cast it). 
   
  If the party stays at the Fair until sunset, the redcaps 
  find some other victims and leave; the party can pass 
  unhindered but of course do not get any experience 
  points or items. 
   
  If the PCs defeat the red caps, they are free to return 
  to Menowood. Proceed with Encounter 8. 
   
  Encounter 8:  
  Shidan and Ethaliriye 
  When the PCs bring him what he wanted Shidan agrees 
  to make up with Ethaliriye.  
   
  When you once more place the silver discs the pixies 
  gave you each upon a toadstool and say the magic words, 
  the world again shimmers briefly and you are back at the 
  pixie dún. The Fey pay little attention to your arrival; it 
  seems you have become old news. However they do not 
  begrudge you a good night’s rest (if nothing else the 
  petals would see to that) nor hinder you once you are 
  ready to move on. 
   
  The PCs can spend the night here in peace. The petals of 
  course act after their nature and sing the PCs to sleep, but 
  nothing worse happens than the party again being 
  dressed in flowers.  
   
  When the party is ready, read or paraphrase: 
   
  From the pixie dún to the house of Shidan is a trip of five 
  days on foot and you do your best to make good speed. 
  Relieved that nothing unpleasant happened along the 
  way, you arrive safely at your destination and find 
  Shidan waiting for you. 
   
   
  If one or more of the PCs died during the encounter 
  with the redcaps, Shidan feels somewhat responsible, and 
  offers to reincarnate the victims at dawn next day (as he 
  currently does not have the spell memorized; this is still 
  within the 1-week limit of the spell). Note that Shidan 
  has all of the materials available (even for multiple 
  castings) at his house, but does expect compensation – of 
  course some of the redcap’s equipment do nicely here. 
   
  If the party bought the belt of hidden pouches for 
  Shidan they can now hand it over along with the rest of 
  the goods. If they negotiated a deal on his behalf, Liadan 
  has already visited Shidan and sold the belt to him 
  directly; Shidan now only wants the rest of his goods. In 
  both cases, Shidan is happy and pleased and readily agrees 
  to accompany the party to Ethaliriye, offer his apology 
  and go home again. However, Ethaliriye has other plans. 
   
  In the last few days several of Ethaliriye’s beloved 
  saplings died and she is beside herself with grief and bent 
  on revenge. Read or paraphrase: 
   
  It is dark and gloomy when you arrive at the great oak 
  that houses the dryad Ethaliriye, a drizzling rain soaking 
  
  TSS 5-02 Seeds 
   
  Page 28 
  everything to the core. At first there is no reaction to 
  your calls, but eventually a black shape forms on the 
  glistening trunk of the great oak and steps forward, a 
  strange luminescence in her eyes. 
   
  “Is this him? Is this the tree-killer?” she demands, 
  barely suppressed rage making her voice croak as black 
  tears streak her face. 
   
  Ethaliriye is in a black mood indeed: she wants blood. 
  Her saplings dead, she demands in a shrieking voice the 
  immediate death of the villain and at first will take 
  nothing less. Naturally Shidan denies any responsibility; 
  his friend was looking for truffles as is his nature and 
  cannot possibly be blamed. Neither, of course, can Shidan 
  himself. Although he can sympathize somewhat with her 
  loss it’s a simple case of nature taking its course.  
   
  Ethaliriye is currently Unfriendly towards the party 
  and Hostile towards Shidan (though Murderous is a 
  better term here), but with good role-playing (or 
  Diplomacy checks) the party can calm her down enough 
  that she will listen to reason – somewhat. Don’t forget to 
  take the +2 circumstance bonus into account that the 
  redcap teeth give the party. 
   
  Eventually Ethaliriye agrees to forego the killing of 
  Shidan but she demands he pays the same price she did: 
  the loss of a friend. She means his animal companion, the 
  wild boar. Its blood would fertilize the soil her saplings 
  grow in, thus restoring the balance. Read or paraphrase: 
   
  Somewhat calmed by your words, Ethaliriye leans 
  against her tree for comfort, an image of heart-
  wrenching, broken grief. 
   
  That image abruptly changes though when she 
  suddenly spins around and hisses: 
   
  “Let him live then! I will agree to that! IF! If he 
  suffers loss like unto mine! I suffered the death of what 
  was dear to me as the sun, let him lose likewise! That the 
  life’s blood of his beast fertilize the soil for my tree and 
  what remains of my children! When the soil runs red 
  shall I forgive him!” 
   
  Of course Shidan isn't about to sacrifice his friend and the 
  PCs must find a different solution. Ethaliriye, half mad 
  with grief and anger, flatly refuses to settle for anything 
  less than actual blood.  
   
  Since Shidan just as flatly refuses to shed either his 
  own blood or that of his friend, this leaves the party in a 
  bind.  
   
  If the players do not hit on the idea themselves, they can 
  make the following checks: 
   
  Bardic Knowledge:  
  DC20 
   
  Knowledge (arcana):  DC20 
   
  Knowledge (religion): DC25 
   
  Knowledge (nature):  DC30 
   
  Any of these checks reveals that Ethaliriye most likely 
  wants blood not simply for its fertilizing effects, but 
  because such an act carries a magic of its own and would 
  indeed help her surviving saplings to grow well indeed. 
  The check also reveals that while such an act of 
  vengeance holds some magic, it is nothing compared to 
  the magic of self-sacrifice. 
   
  If a PC offers his own blood both Shidan and 
  Ethaliriye abruptly calm down and look at the PC in 
  wonder. When offered freely, such blood magic would 
  grant life and health to the young trees for years to come 
  and Ethaliriye readily accepts and in fact is impressed by 
  the PC's generosity. 
   
  For the rest of this scenario the donating PC (and 
  more then one PC can donate) loses 1 point of 
  Constitution. Ethaliriye offers the PC a silver dagger and 
  take him to where he should spill his blood on the 
  ground. When this is done, she curtly tells Shidan to be 
  forever grateful to this generous mortal and go away at 
  once. Shidan does so, thanking the party for their help 
  and generosity and inviting them to visit him whenever 
  they desire. 
   
  Development: Once Shidan is gone, Ethaliriye 
  requests the party to recite the prophecy and listen 
  closely. Then she asks that the party sets camp and wait 
  for dawn, while she communes with her tree and calls 
  upon the powers available to her to translate the text. 
   
  Assuming the party agrees, read or paraphrase: 
   
  The night under Ethaliriye’s tree passes peacefully. This 
  part of Menowood seems much more stable then other 
  areas and no trees suddenly transform into rocks, or 
  mushrooms, or tiny unicorns. But high overhead, 
  unknown stars glitter, and a rain of shooting stars causes 
  a brilliant shower. 
   
  When dawn finally comes, the majestic oak rustles 
  and Ethaliriye slowly separates herself from its solid 
  trunk. Her skin once again light brown and her hi-
  branches rustling gently with soft green leaves she 
  settles among you without a word. 
   
  Something tells you not to make a sound and after a 
  while, she begins to speak with a voice like wind over 
  old leaves.  
   
  “Once, a long time ago, a nymph came to the 
  Fountain of Life, home to Vanora, a water weird. The 
  nymph came for guidance, but Vanora knew her dark 
  heart and withheld her aid. Furious, the nymph swore 
  revenge and left. Then there came a night without moon 
  
  TSS 5-02 Seeds 
   
  Page 29 
  and an evil in the night. Vanora’s scream was heard far 
  and wide and when light returned with the dawn the 
  Fountain of Life was ruined, Vanora never to be seen 
  again. It is her that you must return to the world, her 
  Fountain that you must restore.” 
   
  Ethaliriye is silent for a moment, then continues: 
  “In Faerie there is a cliff you must climb. In the cliff is a 
  cave and in the cave, a pit, and at the bottom of the pit 
  lives the one with no legs. Vile and destructive, none 
  know what he guards there, for none yet survived his 
  attention. There you must go and take what was stolen. 
   
  “Next you must turn your mind skywards to where a 
  great castle flies on the wind. In a meadow near the 
  castle you must gather 101 four-leaved clovers without 
  running afoul of those that live there. Then gather one 
  more. When you have returned to the earth you must 
  use the one extra clover to return to Menowood. Place it 
  in the middle of the circle and sleep. But beware! Your 
  sky-magic offends the earth and it will seek to strike you 
  down. And where the sky must not be killed, the earth 
  cannot be, and fearsome is its might. But overcome it 
  you must or be lost to Oerth in Faerie.” 
   
  “When you have returned to Menowood the 
  Fountain of Life yearns to be healed and sparkle anew in 
  the sun. Restore it and call back Vanora to her home and 
  she will guide you to your goal.”  
   
  Ethaliriye looks at you and adds, “A final warning: 
  Those that enter Faerie through the Crystal Forest arrive 
  at dawn – but must be gone before sunset, lest they 
  drown in Crystalmere without ever waking.” 
   
  The party must enter Faerie through the Crystal Forest. 
  They must go there and go to sleep inside a circle of 
  crystal mushrooms, concentrating on their destination. 
  They then wake up in Fairy in another mushroom circle, 
  at the foot of the cliff. Ethaliriye does not know what sort 
  of monster lives in the pit, only that the party must defeat 
  them in order to get what they need. When they are done 
  the party must climb the remainder of the cliff and from 
  there they must climb a stairway into a cloudy meadow. 
  Ethaliriye is not entirely sure on this part; it is beyond her 
  knowledge. She is however positive the way to their goal 
  can be found at the top of the cliff. 
   
  In the cloudy meadow the party must gather the 
  clovers, then return to the mushroom circle and activate 
  it again. This however also activates a strange creature 
  that to the best of Ethaliriye’s knowledge cannot be killed 
  by any means. The party must find a way to keep it down 
  long enough for them to escape – and escape they do by 
  falling asleep. 
   
  Back in the Crystal Forest the party must clean out 
  and repair the fountain, and make it sparkle again. To 
  repair it they must mash the 4-leafed clovers and use the 
  pulp as glue. The lucky magic instilled in these plants 
  actually make this happen. The water return on its own, 
  but the party must find a way to make it show rainbows. 
  The Rainbow is a thing of great magic (though none the 
  party can use) and it recalls Vanora from wherever she 
  went when the fountain was destroyed. Vanora is then 
  able to send the party onwards. 
   
  Note: unless the party can fly, in Encounter 9, they 
  need plenty of rope and grappling hooks, and other 
  climbing tools may also come in handy. Ethaliriye point 
  this out if necessary but does not have these things 
  herself. If the party does not have climbing tools they can 
  borrow it from Shidan at his house. He is very grateful for 
  their help and gladly helps them in any way he can (short 
  of actually coming along; he lacks the time for that).  Note 
  that it is a day and a half from Ethaliriye’ tree to 
  Crystalmere if the party travels on foot; plenty of time to 
  rest and select new spells. 
   
  Encounter 9:  
  The One with No Legs 
  The party must enter Faerie through the Crystal Forest. 
  They must go there and go to sleep inside a circle of 
  crystal mushrooms, concentrating on their destination. 
  They then wake up in Fairy, in another mushroom circle 
  at the foot of the cliff. Read or paraphrase: 
   
  Again you stand at the shore of Crystalmere, watching 
  the waning orb of Luna rise over the horizon, its pale 
  light turning the lake to glittering crystal. Before your 
  eyes the unearthly forest forms and takes shape until 
  once again it stands motionless before you, silent but for 
  the tinkling of its leaves in the wind. No creature stirs as 
  you enter and an unnatural stillness permeates the air. 
  Not far from the fountain is the mushroom circle 
  Ethaliriye mentioned and you gaze at it in wonder, 
  perhaps even with a touch of discomfort as you consider 
  going asleep here, in a place that exists only while 
  moonlight touches it… 
   
  Allow the party to take whatever preparations they like, 
  then continue: 
  One by one you nod off while contemplating Faerie and 
  the cliff Ethaliriye described to you. Nothing seems to 
  threaten, yet…  
   
  You awake with a start as a cuckoo calls and find 
  yourself in a normal-looking wood, inside a circle of 
  light-yellow mushrooms. Looking around at your 
  companions you can only conclude the magic worked, as 
  
  TSS 5-02 Seeds 
   
  Page 30 
  silently testified by the great cliff less than a mile north 
  of you towering over the trees. 
   
  After a short trip through the woods, you stand at 
  the foot of an immense cliff. Easily 100 yards high, this 
  one does not look easy to climb. As Ethaliriye said at 
  about 2/3rds of the way to the top there is a hole; a black 
  cave some 15’ wide and 10’ high lies hidden under a wide 
  ledge. 
   
  Climbing the rough, natural rock of the cliff requires 
  many DC 15 Climb checks � a hard task indeed. If the 
  party brought rope the DC drops to 5, but securing the 
  rope with a grappling hook is a DC 10 Use Rope check, +2 
  for every 10 feet the hook is thrown.  
   
  Note: silk rope gives a +2 circumstance bonus on Use 
  Rope checks and olven rope gives a +3 bonus. 
   
  A well-prepared party can easily afford to ‘take 10’ on 
  all required skills and scale the cliff without any real 
  trouble. At the higher APLs the party may of course 
  simply fly or otherwise move themselves to the cave. If 
  there is a centaur in the party it is possible (given 
  sufficient rope) to make a makeshift pulley on top of the 
  ledge and hoist him up if need be. 
   
  Once the party has reached the cave, read or 
  paraphrase: 
   
  The cave is deep and the early morning sun illuminates 
  only the entrance itself; inside, darkness rules. 
   
  When the party can see, continue: 
   
  The floor of the cave slopes steeply away from the 
  entrance, falling ever further down as it zigzags through 
  the virgin rock. As you peer into the deep you are 
  suddenly startled by a swarm of bats erupting out of the 
  dark, screeching and squeaking as they hurtle past you 
  out into the open air. Then, the cave is silent again. 
   
  The bats are harmless animals and only serve as stage 
  dressing – and as a source of food for the ooze(s) further 
  on (see below). When the party moves deeper into the 
  cave, they soon find a pit, a chasm some 10  ft wide and 50 
  ft deep. For those that can see to the bottom it seems 
  empty, but a tunnel leads off to the north. 
   
  Again, given enough rope a centaur can be taken 
  along even without magic. Once the party is at the 
  bottom, read or paraphrase: 
   
  At the bottom of the chasm, a tunnel slopes further 
  down until it opens into a great, irregular cavern. Across 
  the uneven floor someone scattered countless gems and 
  precious stones like so many pebbles. These must be the 
  missing fragments of the Fountain of Life; the stones 
  you came for. Off to the side of the cavern is another 
  chasm, not so wide but apparently very deep, for a fiery 
  glow comes from its mouth. 
   
  The chasm is in fact a shallow depression in which the 
  Conflagration Ooze that lives here is resting. It woke up 
  when the party reached the cave and is about to move in 
  for the kill. 
   
  Since the party knows there is a monster down here 
  they probably will want to prepare for combat. If not, 
  that’s fine too of course. Roll spot checks (DC 10 + Hide 
  skill of the ooze) and Initiative as normal. 
   
  APL 4 (EL 7) 
  � Conflagration Ooze: hp 66; see Appendix 1. 
   
  APL 6 (EL 9) 
  � Conflagration Ooze (2): hp 66; see Appendix 2. 
   
  APL 8 (EL 11) 
  �  Conflagration Ooze, Advanced 12 HD (2): hp 138; 
  see Appendix 3. 
   
  APL 10 (EL 13) 
  �  Conflagration Ooze, Advanced 12 HD (4): hp 138; 
  see Appendix 4. 
   
  APL 12 (EL 15) 
  �   Infernal Conflagration Ooze, Advanced 15 HD (2): 
  hp 172; see Appendix 5. 
   
  APL 14 (EL 17) 
  �   Infernal Conflagration Ooze, Advanced 15 HD (4): 
  hp 172; see Appendix 6. 
   
  Tactics: In the Surprise round the ooze opens with a Hold 
  Monster spell unless another spell seems more 
  appropriate; after that it attacks to the best of its abilities. 
   
  At APL 10 and up, one of the oozes was lazing around 
  in one of several holes over the tunnel the party comes 
  through, and will (at what seems a good moment) use a 
  move action to drop to the floor behind the party, 
  blocking off their escape. Noticing the holes is easy (DC 5 
  Spot check), but seeing the faint reddish glow is much 
  harder (DC 10 + Hide skill of the ooze). 
   
  Treasure: None. These creatures collect no treasure. 
  The scattered gems are easily worth 100,000 gp in total, 
  but are all needed to repair the fountain. The party can 
  not keep, much less sell them. 
  
  TSS 5-02 Seeds 
   
  Page 31 
   
  Development: When the oozes are dead the party 
  can collect the gems scattered throughout the cave. They 
  must then scale the cliff, to the top. It is time to move to 
  Encounter 10. 
   
  Encounter 10:  
  The One with No Brains 
  Read or paraphrase once the PCs reach the top of the cliff: 
   
  At the top of the cliff you find a wasteland of volcanic 
  rock filled with geysers, sulfuric rocks, and bubbling 
  mud pools. The burning activity seems quite out of place 
  but appears to be real all the same – if one can speak of 
  reality in the realm of Faerie. But however this place 
  came to be, it seems utterly devoid of the four-leafed 
  clover you came to find… 
   
  Even in this strange environment it does not take long to 
  realize an even stranger feature: a few hundred yards 
  ahead is a hole in the ground from which rise small, white 
  clouds, forming a long, fluffy string of vaporous puffs 
  reaching all the way to the cloud banks high overhead. 
  One of the clouds not far from where the puffs rise might 
  be mistaken for a castle… 
   
  If the party examines the cloud puffs they look 
  remarkably solid and emit strong Transmutation magic 
  (not an actual spell effect, just the type of magic). The 
  clouds are in fact solid; though somewhat spongy to the 
  touch, one can climb aboard and sit on them and the 
  clouds take the party up to the wind-borne lands of the 
  Cloud Giants high above. 
   
  Once the party has figured this out and rises upwards 
  on their cloud puffs, read or paraphrase: 
   
  How strange! As a child you sometimes dreamed of 
  walking or flying among the clouds, but never did you 
  expect to actually do so! Yet here you are, rising through 
  the air upon a soft fluffy cloud. Far below the lands of 
  Faerie spread like a map to the horizon and above you 
  the great cloud-banks come ever closer. Will there really 
  be land up there? 
   
  As you near the clouds you find that the answer to 
  that question is ‘Yes’, for the prevailing winds blow your 
  cloud puff into them and it stops with a barely noticeable 
  bump. Looking around you, you find yourself in a 
  meadow filled with flowers and butterflies –giant 
  flowers, and giant butterflies. 
   
  Everything here is 4 to 5 times larger than on Oerth: foot-
  long daisies, yard-long dandelions, butterflies with a 
  wingspan of 3 feet and more, and of course giant clovers 
  as well. The party must find and gather 101 giant 4-leaved 
  clovers. This is not in itself very hard, but it is rather time 
  consuming and when the party has gathered about 50 of 
  the plants (the search can be summarized) a distraction 
  shows up. Read or paraphrase: 
   
  You have gathered 53 of the giant four-leaved clovers 
  when suddenly two large heads pop out from the 
  gigantic bushes some hundred yards to the east. Despite 
  their light-blue skin and silver hair they look definitely 
  attractive, in a childish sort of way. The two girls, for 
  they seem to be that, look around the meadow and giggle 
  and then suddenly squeal in delight as they see you! 
  Shouting at each other they almost fall over themselves 
  as they hurry towards you with arms outstretched and 
  skirts flying.  
   
  “Henta! Arti henta!” they scream. 
   
  These are Aeoife and Ygrawn, two 6-year old Cloud Giant 
  girls, and the meadow is their favorite playground. And 
  like any little child the two are instantly in love with the 
  wonderful moving “toys” they just found! “Arti henta”: 
  little puppets. 
   
  �   Aeoife: Female Cloud Giant, 6HD infant; 33hp. 
   
  �   Ygrawn: Female Cloud Giant, 6HD infant; 33hp. 
   
  Strictly speaking the girls are not allowed to come here 
  on their own but they slipped away unnoticed and will 
  not be missed for a while yet as everyone thinks they are 
  somewhere else. 
   
  Development: The party has to find a way to distract 
  the girls (without harming them of course) while they 
  gather the clover, then get away without the girls 
  following. 
   
  If the party thinks to return the girls home, make it 
  clear that the girls have no intention of going (they’ll be 
  scolded for their behavior) and that time is pressing. By 
  now it is late afternoon and they still have to find 49 
  clovers (101 and one extra). At the high APLs it may be 
  possible to teleport or otherwise transport the (unwilling) 
  girls home but there really is no time for a visit to the 
  castle. (Note: Neither teleport nor dimension door works 
  on unwilling targets.) 
   
  When the PCs have gathered their clover (and stored 
  it somehow) they must find a way down. Other than 
  magic, and assuming the party doesn’t have several miles 
  worth of rope (or a way to get it) the best way is to take a 
  big leaf and float down on it. There are plenty of trees, 
  bushes and plants with leaves large enough to 
  accommodate a PC; make sure to describe how they float 
  
  TSS 5-02 Seeds 
   
  Page 32 
  down gently from the trees if the PCs are stumped for 
  ideas. The heat rising from the volcanic top of the cliff 
  ensures that the party drifts over the edge and lands in 
  the forest. 
   
  Encounter 11:  
  The One That Cannot Die 
   
  When the party returns to their mushroom circle, they 
  must place 1 four-leafed clover on the ground in the 
  middle of the circle and go to sleep. However, the 
  moment the clover touches the ground a big Earth 
  Elemental begins to form, causing the ground to rumble 
  and shake. Read or paraphrase: 
   
  As soon as you drop the giant clover, the ground begins 
  to shake and rumble. As you strife to maintain your 
  balance you see a pile of earth rising, rising, then 
  towering over you as a huge being forms from the very 
  soil under your feet. It utters a single, deafening 
  rrrrrrummmblle, and then pounds at you with enormous 
  rock-fists. 
   
  Roll initiative. There is no surprise round. Also, during 
  the first round the Earth Elemental is still forming and 
  automatically miss. This serves somewhat to counter the 
  fact that the Earth Elemental cannot be killed, literally. 
   
  If somebody in the party can read Terran, the Earth 
  Elemental has the word “IMMORTAL” written plainly in 
  Terran across his chest. This Earth Elemental has a special 
  bond to Faerie, and cannot be killed permanently. Even  
  disintegrate does not stop this monster from reforming 2 
  rounds after being "killed" and attack the party again at 
  full strength. In order to defeat this thing, the party must 
  deal it enough nonlethal damage to knock it out cold for 
  several hours; long enough for them go activate the 
  mushroom circle and go to sleep there. 
   
   
  The party does not need to do only nonlethal damage 
  but they must avoid killing the creature outright else it 
  reforms and they must fight it all over again, as Ethaliriye 
  warned them. 
   
  This “unkillable” property has raised the EL by 2. 
   
  APL 4 (EL 7) 
  �   Large Earth Elemental: hp 68; see Monster Manual 
  page 97. 
   
  APL 6 (EL 9) 
  �   Huge Earth Elemental: hp 152; see Monster Manual 
  page 97. 
   
  APL 8 (EL 11) 
  �   Greater Earth Elemental: hp 199; see Monster 
  Manual page 97. 
   
  APL 10 (EL 13) 
  �   Elder Earth Elemental: hp 228; see Monster Manual 
  page 97. 
   
  APL 12 (EL 15) 
  �   Earth Elemental, Elder Advanced 32 HD: hp 336; 
  see Appendix 5. 
   
  APL 14 (EL 17) 
  �   Earth Elemental, Elder Advanced 40 HD: hp 420; 
  see Appendix 6. 
   
  Treasure: None. The Earth Elemental has no possessions. 
   
  Development: When the Earth Elemental is 
  knocked out the party is free to return to the Crystal 
  Forest. As morning is drawing near the party does well to 
  leave the forest for now, rest during the day and continue 
  next evening. 
   
  Troubleshooting: If it becomes clear the party has 
  forgotten or failed to understand that they should do 
  subdual damage to take the earth elemental out, a DC 15 
  Intelligence check can be used to remind them. 
   
  Should the party fail to return to Crystalmere before 
  sunset, they are lost, unable to leave Faerie through the 
  mushroom ring. If this happens, it requires a Special 
  Mission for the party to return from Faerie to the normal 
  world. 
   
  Encounter 12:  
  The One That Isn't Thirsty 
   
  The dry fountain on the island must be made to work 
  again. The party must repair it, clean it out, and contact 
  the water weird. They can do this by making the fountain 
  throw rainbows – tricky, in a forest that exists only at 
  night. Read or paraphrase: 
   
  Again you stand around the ruined, fractured remains of 
  the natural, crystal fountain. Now you are armed with 
  knowledge, can understand what you see and act to undo 
  the evil once wrought here. 
   
  By means magic or mundane the party must clear away 
  the debris, gather the pieces of the fountain still here, and 
  fit them together along with the pieces they took from 
  the cave in Faerie. If they mash the giant clovers and use 
  these as glue the pieces meld together again and the 
  
  TSS 5-02 Seeds 
   
  Page 33 
  fountain reforms unbroken and unblemished. This is of 
  course quite a puzzle and takes all night.  
   
  During the night let the PCs make a DC 16 Will save 
  (the scrying is done with a crystal ball) to see if they resist 
  the scrying. If one character resist, it is not done again out 
  of fear of alerting the PCs. The goal of the scry attempt is 
  to learn what the tauric drow are up against. If it fails, 
  they know less about the PCs.  Any creature with an 
  Intelligence score of 12 or higher can notice the sensor 
  by making a DC 20 Intelligence check. The sensor can be 
  dispelled as if it were an active spell. Two hours after the 
  scrying attempt (shortly after midnight), a group of tauric 
  drow displacer beasts sneaks up on the party and attacks. 
  These monsters are sent by the evil Nymph Aurelia who 
  caught wind of the party’s plans and wants them to fail, 
  both in their mission and in restoring Vanora, who she 
  hates with a passion. 
   
  APL 4 (EL 7) 
  �   Byres'lryl: Female drow tauric displacer beast Clr1; 
  hp 76; see Appendix 1. 
  �   Bizadûr: Male drow tauric displacer beast Wiz1; hp 
  74; see Appendix 1. 
   
  APL 6 (EL 9) 
  �   Kazilgam: Male drow tauric displacer beast Ftr1; hp 
  77; see Appendix 2. 
  �   Byres'lryl: Female drow tauric displacer beast Clr3; 
  hp 96; see Appendix 2. 
  �   Bizadûr: Male drow tauric displacer beast Wiz3; hp 
  90; see Appendix 2. 
   
  APL 8 (EL 11) 
  �   Kazilgam: Male drow tauric displacer beast Ftr3; hp 
  99; see Appendix 3. 
  �   Byres'lryl: Female drow tauric displacer beast Clr7; 
  hp 136; see Appendix 3. 
  �   Bizadûr: Male drow tauric displacer beast Wiz7; hp 
  138; see Appendix 3. 
   
  APL 10 (EL 13) 
  �   Kazilgam: Male drow tauric displacer beast Ftr5; hp 
  121; see Appendix 4. 
  �   Byres'lryl: Female drow tauric displacer beast Clr9; 
  hp 156; see Appendix 4. 
  �   Bizadûr: Male drow tauric displacer beast Wiz9; hp 
  154; see Appendix 4. 
   
  APL 12 (EL 15) 
  �   Kazilgam: Male drow tauric displacer beast Ftr7;  hp 
  153; see Appendix 5. 
  �   Byres'lryl: Female drow tauric displacer beast Clr11; 
  hp 186; see Appendix 5. 
  �   Bizadûr: Male drow tauric displacer beast Wiz11; hp 
  184; see Appendix 5. 
   
  APL 14 (EL 17) 
  �   Kazilgam: Male drow tauric displacer beast Ftr9; hp 
  175; see Appendix 6. 
  �   Byres'lryl: Female drow tauric displacer beast Clr13; 
  hp 206; see Appendix 6. 
  �   Bizadûr: Male drow tauric displacer beast Wiz13; hp 
  210; see Appendix 6. 
   
  Tactics: The three agents know they’ll have a fight soon so 
  any buff spells which at the given APL last 10 minutes or 
  more has been cast before the group teleports in. These 
  spells are scored through (like this) and their effects 
  included in the stat blocks, either spelled out or between 
  brackets ((like this)). Note that the casters also use their 
  pearls of power to recast buff spells on their companions 
  as appropriate.  
   
  Note also that all three agents worship Nerull and so 
  will get any faith-related bonuses such as granted by 
  prayer. 
   
  The agents are teleported to the edge of the lake, 300 
  feet away from the party. Depending on APL they move 
  in immediately, or move 160 feet, 80 feet or not at all 
  before spending a few rounds casting buff spells. 
  Whether this happens and how long it takes depends 
  mostly on how long the round-per-level spells last. Don’t 
  forget to apply the +4 caster level from Practiced 
  Spellcaster feat. In the latter case the party can make a DC 
  is 1 per 10 feet distance Listen check. When they are 
  ready the three agents attempt to sneak up on the party 
  (even if the party heard them hiding may help to get 
  surprise on them) Since Byres'lryl is the worst of the 3 
  with sneaking she’ll stay behind the most unless good 
  tactics suggest otherwise. 
   
  Note that the three are paid handsomely to (a) 
  prevent Vanora from being recalled and (b) to kill the 
  PCs. Since (b) automatically results in (a) they do not 
  hesitate to kill as many PCs as possible. 
   
  Note also that the two male drow take orders *only* 
  from Byres'lryl and they do not flee unless she orders 
  them to – which she won’t as she uses them to cover her 
  own escape should the need arise.  
   
  Treasure: Looting the agents. All APLs: Black Spellbook. 
  This is the spellbook of the tauric drow wizard, Bizadûr. 
  See Special Rewards, p46, for contents. 
   APL4: Loot: 101 gp; Coin: 0 gp; Magic: 667 gp - 2x vest 
  of resistance +2 (333 gp each) 
  
  TSS 5-02 Seeds 
   
  Page 34 
   APL6: Loot: 159 gp; Coin: 0 gp; Magic: 946 gp - +1 
  breastplate (113 gp), vest of resistance +1 (83 gp, 2x vest of 
  resistance +2 (333 gp each), pearl of power 1 (83 gp) 
   APL8: Loot: 143 gp; Coin: 0 gp; Magic: 2001 gp – 2x +1 
  breastplate (113 gp each), vest of resistance +1 (84 gp), 
  vest of resistance +2 (333 gp), vest of resistance +3 (750 
  gp), headband of intellect +2 (333 gp), 3x pearl of power 1 
  (84 gp each) 
   APL10: Loot: 143 gp; Coin: 0 gp; Magic: 4392 gp - 2x +1 
  breastplate (113 gp each), vest of resistance +1 (84 gp), 
  vest of resistance +2 (333 gp), vest of resistance +3 (750 
  gp), amulet of natural armor +1 (167 gp), headband of 
  intellect +4 (1333 gp), Periapt of Wisdom +4 (1333 gp), 2x 
  pearl of power 1 (84gp each) 
   APL12: Loot: 209 gp; Coin: 0 gp; Magic: 7558 gp - 2x +1 
  breastplate (113 gp each), vest of resistance +2 (333 gp), 2x 
  vest of resistance +4 (1333 gp each), amulet of natural 
  armor +1 (167 gp), amulet of health +2 (333 gp), headband 
  of intellect +4 (1333 gp), Periapt of Wisdom +4 (1333 gp), 
  pearl of power 1 (84 gp), pearl of power 2 (333 gp), pearl 
  of power 3 (750 gp) 
   APL14: Loot: 209 gp; Coin: 0 gp; Magic: 12725 gp - 2x 
  +1 breastplate (113 gp each), vest of resistance +2 (333 gp), 
  2x vest of resistance +5 (2083 gp each), amulet of natural 
  armor +1 (167 gp), amulet of health +2 (333 gp), gauntlets 
  of ogre power (333 gp), headband of intellect +6 (3000 
  gp), Periapt of Wisdom +6 (3000 gp), pearl of power 1 (84 
  gp), pearl of power 2 (333 gp), pearl of power 3 (750 gp) 
   
  Detect Magic Result: Amulet of health +2 (Moderate 
  Transmutation), amulet of natural armor +1 (Faint 
  Transmutation), +1 breastplates  (Faint Abjuration), 
  gauntlets of ogre power (Moderate Transmutation), 
  headband of intellect +2 (Moderate Transmutation), 
  headband of intellect +4 (Moderate Transmutation), 
  headband of intellect +6 (Moderate Transmutation), 
  periapt of wisdom+4 (Moderate Transmutation), periapt 
  of wisdom +6 (Moderate Transmutation), pearl of power 
  1
  st level (Strong Transmutation), pearl of power 2
  nd level 
  (Strong Transmutation), pearl of power 3
  rd level (Strong 
  Transmutation), vest of resistance +1 (Faint Abjuration), 
  vest of resistance +2 (Faint Abjuration), vest of resistance 
  +3 (Faint Abjuration), vests of resistance +4 (Faint 
  Abjuration), vests of resistance +5 (Faint Abjuration). 
   
  Development: Once the three foes are defeated, the party 
  can continue to rebuild the fountain in peace.  
   
  When they are done, read or paraphrase: 
   
  After replacing the last fragment of the fountain you step 
  back to behold the result. Out of a natural, gold-flecked 
  marble rock studded with amethysts sprout dozens of 
  crystal needles, glittering in the moonlight like ice. In 
  many places uncut rubies, emeralds, topazes and 
  diamonds lend priceless color to it all. As you watch a 
  faraway rumble can be heard for a few moments; then all 
  is silent again. Another, louder rumble dies away and 
  another, louder still. Then suddenly a 20’ high stream of 
  water spouts into the night sky, foaming, gushing and 
  bubbling. In moments you are soaked and soon the sand 
  around the fountain begins to wash away, revealing the 
  crystal forest floor –and the deep waters of the lake 
  underneath. 
   
  Now that the fountain is repaired the party must cause it 
  to throw a rainbow. This can be done by refracting the 
  light of a torch or illuminating spell in the clear crystals 
  of the fountain. When this happens, read or paraphrase: 
   
  At first, the rainbow you make is hardly worth the name 
  and barely visible. But then it grows clearer and brighter. 
  Not, as it seems at first, because you happen to strike a 
  more appropriate spot on the fountain with your light, 
  but by some inner force, as soon becomes clear when the 
  light grows brighter still. Then, steadily, soundlessly, 
  unstoppable, a true rainbow grows from the fountain, 
  rising ever upwards and spreading until it covers the 
  entire clearing and fills the night with brilliant colors. 
   
  After an unknown amount of time the light slowly 
  fades and you become aware of a strange creature 
  regarding you wearily. Tall and regal and made entirely 
  of water this can only be Vanora, the water weird. 
   
  Vanora remembers little of the attack on herself; only a 
  flood of darkness and the sensation of being shattered. 
  The time after that is fragmented and she only 
  remembers fear and despair – until the rainbow came and 
  she found herself here again. 
   
  Vanora is old and so is the idiom she uses. Try to use 
  the oldest phrases and words you can think of when 
  roleplaying her. See the boxed text below for an example. 
  Due to Vanora’s long absence her pool right now has 
  none of the special properties listed in the monster entry. 
  It is pure but otherwise normal water. Vanora herself 
  currently has no spells and only a very limited amount of 
  other powers. She can call down the Rainbow and she can 
  return to her native plane but not much more. 
   
  At first Vanora is suspicious and distrusting of the 
  party, but once they have convinced her that they are the 
  ones that brought her back she become friendlier and 
  listen to their story. If asked for she confirms that the 
  nymph she refused to give counsel was Aurelia. 
   
  Vanora wants to know every detail of the party’s 
  quest and asks whatever questions she deems needful to 
  this end. Once all is clear she wants to know exactly what 
  
  TSS 5-02 Seeds 
   
  Page 35 
  the party wants from her. Without her spells she can do 
  little more than confirm what the party already knows or 
  suspects (that the yellow flowers cause the bullywugs to 
  rage and that it is not native to the Vast Swamp). If asked 
  for she agrees to look into the matter once she has rested 
  and restored herself. 
   
  When the party indicates they want to meet with 
  Menarden, read or paraphrase: 
   
  Vanora ponders your story for a while, then shakes her 
  head, sending droplets of water and light everywhere.  
   
  “I do affear me that I can fain not fulfill thy request. 
  It is mine sorrow that I canst not send thee to 
  Menarden.” She says in a rushing voice. “Once, I could 
  have done so, but these are darker times and now, none 
  can reach the mighty oak without permit. But if thou 
  doest so desire, I shall send thee to another in his stead, 
  to those that may still converse with him. At thy word, I 
  shall send thee to the Killoren.” 
   
  If asked Vanora explains that the Killoren are Fey, and 
  the “Warders of Nature”. They protect all that is natural 
  and could be considered the epitome of druidhood. For 
  more information on the Killoren, see Appendix 10.  
   
  Vanora herself feels weak from her ordeal and 
  intends to withdraw to the elemental plane of water for a 
  while to recuperate. With her home restored however she 
  comes back soon to live here again. Assuming the PCs 
  accept her offer (and she has no other to make), read or 
  paraphrase: 
   
  Vanora bows deeply as you give your consent then she 
  raises her hands to the heavens and speaks a single word 
  of power. Instantly a brilliant light fills the glade, casting 
  rainbows wherever it is refracted by the countless 
  crystals that make up the fountain. As Vanora turns so do 
  the rainbows, growing ever brighter and brighter until 
  all you can see are the dazzling colors dancing and 
  shimmering and merging until there is nothing to be 
  seen save for a blinding radiance. 
   
  Slowly, the light fades and for a short while all is 
  darkness and dancing afterlights on your retina. As your 
  vision slowly clears you find yourself in a dark place 
  surrounded by trees ancient beyond belief. You seem to 
  be alone. 
   
  Encounter 13:  
  To Menarden 
  The party is in fact not alone, but the Killoren are well 
  hidden and at the first, the PCs are too blinded to see 
  them. The Killoren will use this time to study the party 
  and if possible form a first impression. 
   
  Note that in general, the Killoren are Indifferent 
  towards the party, but are considered Hostile where it 
  comes to the suggestion of letting the PCs actually meet 
  Menarden. The Killoren are all druids of level 10 or 
  higher. If a PC is a member of the Emerald Oak and was 
  found out by Shidan (or conveys this information to the 
  Killoren without alerting the rest of the party) the 
  Killoren react slightly more favorable: the party gains a +2 
  circumstance modifier on Diplomacy checks with the 
  Killoren in addition to the bonus already granted by 
  being part of said meta-organization. 
   
  When the party is ready let them roll a DC 40 Spot 
  Check to discover the hidden Killoren. Should none of 
  the party spot the Killoren, the Fey eventually come out 
  in the open on their own. Read or paraphrase: 
   
  Suddenly you realize you are not alone. In fact you are 
  surrounded! Fading into the foreground are at least half a 
  dozen of what appear to be young, green- or brown-
  skinned half-olve. Some of them have deep forest green 
  hair and are barely visible even now while others, black 
  of hair and eye are unnerving in the way they positively 
  radiate danger and destruction. The one now stepping 
  forward has white hair and eyes like a summer sky.  
   
  In a level voice he says “This place is forbidden to 
  your kind. But the Rainbow transcends that restriction 
  and thus you will be allowed to defend yourself. Why are 
  you here?” 
   
  There are seven Killoren; three Hunters, three 
  Destroyers, and one, the speaker, in his Aspect of Nature. 
  They want to know what the party wants here. They have 
  no intention of helping the party in any way and most 
  certainly not by letting them come anywhere near 
  Menarden. If Shidan informed the Killoren of the party’s 
  goal the Killoren will be especially wary but, for now, 
  wish to form their own opinion of the party, for better or 
  for worse. 
   
  The party must convince the Killoren to help them. 
  The Killoren however are not much interested in the 
  survival of Sunndi, being of the opinion that civilization 
  is overgrowing already and if the bullywugs prune the 
  population a bit (or a lot), then so much the better. 
  Explaining the political situation to them does help. The 
  Killoren do not know a lot about Ahlissa or Xavener but if 
  the party explains it to them, they can understand what 
  would happen to nature if Ahlissa decided to march on 
  the bullywugs (and incidentally re-conquer Sunndi). 
  There would be extensive destruction of the natural areas 
  and the end result regarding settlements would be at best 
  
  TSS 5-02 Seeds 
   
  Page 36 
  the same as it is now (only with Ahlissan rather than 
  Sunndian people). Such arguments convince the Killoren 
  to send a representative to Menarden, who relays the 
  party’s information and questions and return with the 
  answers.  
   
  If the party insists on speaking with Menarden they 
  do have a chance, but only a small one: they need to make 
  a DC 40 Diplomacy check (turning the Killoren from 
  Hostile to Friendly). Note that having a Redcap tooth will 
  grant a +2 bonus to the roll. In addition, since high-level 
  adventurers are known for their deeds, the PC making 
  the check may add his level to the check as the Killoren 
  have a better inkling of what manner of person they are 
  dealing with. Feel free to assign circumstance bonuses or 
  penalties for good role-play, if the PC is known to favor or 
  disfavor Nature, or other appropriate reasons 
   
  If the party succeeds the Killoren take them to 
  Menarden himself and allow them to present their case 
  directly. Note that this has no influence on the outcome 
  of the adventure. It is simply a boon for role-play and 
  skill-use. 
   
  If the party speaks with Menarden through the 
  Killoren go to encounter 14A. If they speak directly with 
  Menarden go to encounter 14B. 
   
  If the party fails to convince the Killoren at all the 
  scenario ends here. If they go peacefully, the Killoren 
  lead them through a long, dark tunnel to the edge of 
  Menowood. The tunnel collapses as soon as the whole 
  party has passed through. 
   
  If the PCs at any time attempt violence a whirlwind 
  immediately descends and tosses the offending PC out of 
  Menowood - after banging him into enough trees to 
  knock him unconscious. 
   
  Encounter 14A:  
  Answers 
  The party finally gets the info they are looking for -sort of. 
  What they actually get is some history, some speculation, 
  and a map to Taldagar's Tower on the Tilvanot Peninsula. 
  Read or paraphrase: 
   
  The Killoren stare at each other for a while, as if 
  communicating. Then the white-haired one looks at you 
  and nods.  
   
  “Very well. It might be that this bullywug invasion 
  requires our concern, and we will help you. I will speak 
  with the Old One on your behalf and give you his 
  answers. Wait here and rest until I return.” 
   
  With that he lightly runs off into the trees and soon 
  vanishes from sight. The other Killoren seem to relax 
  slightly, but still eye you warily. 
   
  The party can talk with the Killoren and with each other 
  while the messenger is away. The remaining Killoren are 
  wary but not unfriendly although they do not answer 
  questions about their race or private lives. When they are 
  done, read or paraphrase: 
   
  For many long hours you wait in the cool darkness of the 
  deep forest and slowly you begin to wonder if you 
  should set up camp –and what the Killoren will think of 
  that. Then, with a flash, the white-haired Killoren is 
  back. 
   
  “The Old One has spoken and grants you the gift of 
  his knowledge. The source of your problems are the 
  yellow flowers know as the Children of Pelor. Their 
  natural bond with amphibic creatures has been 
  perverted and to restore the balance you must undo this. 
  The Children of Pelor do not belong in the Vast Swamp 
  but great winds sometimes spread their seeds all the way 
  across the Spine Ridge. Their natural habitat is on the 
  Tilvanot Peninsula and it is there that you must search 
  for the source of the perversion.” 
   
  “At the edge of the Spine Ridge, where the 
  mountains encroach upon the Tilvanot Peninsula, a man 
  once lived, and black was his heart. His knowledge of 
  nature ran deep, but it was all bent on destruction and 
  for this he was slain. Taldagar was his name and Yaromir 
  the one that destroyed his greatest evil. But other evils 
  may yet remain and his tower may still hide dark forces. 
  Seek out his tower and uproot his evil and in doing so 
  restore the Children of Pelor to their natural place. 
  Without their influence, the bullywug army will scatter 
  and never again reform.” 
   
  It should not be difficult for the party to figure out that 
  even when they know the exact location of the Tower the 
  journey there is not one to undertake lightly or 
  unprepared. Most PCs also quickly realize that going 
  there at best prevents future invasions from happening (if 
  those going there can destroy the mutated yellow 
  flowers).  It does little to stop the current war. Then again 
  both Menarden and the Fey are now aware of the 
  situation and they seem to think the bullywug invasion is 
  a bad thing. Who knows what hidden powers may be 
  unleashed from Menowood at their bidding? 
   
  If the party wants they can question the Killoren 
  further but they can offer only limited help. They know 
  nothing of Taldagar or his tower, nor do they go to 
  Menarden a second time. When the party runs out of 
  questions the Killoren can answer, read or paraphrase: 
   
  
  TSS 5-02 Seeds 
   
  Page 37 
  Although the information you received is far from a 
  clear recipe for success against the bullywugs it seems to 
  be all there is. When it becomes clear the Killoren can 
  help you no further they look at each other again, before 
  turning to you:  
   
  “You have received what you came for. Now it is 
  time to leave. Follow us.”  
   
  Without waiting for your reaction they all turn and 
  leave. 
   
  Assuming the party follows (if they do not and can not 
  magic themselves home they are stuck with no way out 
  except starvation), the Killoren quickly guide the party to 
  a small glade. Read or paraphrase: 
   
  The Killoren lead you to a small glade and there, the 
  white-haired one gestures and speaks words of power. 
  Within moments the air is filled with whinnying shrieks 
  and a flock of hippogriffs land.  
   
  The white-haired Killoren gestures at them and says 
  “These will bear you back home. Leave in peace.” 
   
  The hippogriffs come without tack or saddle, being wild 
  animals but they carry their passengers faithfully al the 
  same. If a party member (say, a centaur) or his 
  mount/companion/whatever cannot ride a hippogriff the 
  Killoren provide carrier nets and kites. Not very dignified 
  perhaps, but it works. 
   
  If the party prefers to use their own magic, that is 
  fine as well. Read or paraphrase: 
   
  With their strong wings beating hard, the hippogriffs 
  take off and soon you are flying high above the bowers of 
  Menowood. Again you are reminded of a green, leafy sea 
  hiding untold wonders in its depths. But some of the 
  wonders and dangers you have seen now and they blaze 
  in your memory like a bonfire.  
   
  Far ahead lays Sunndi, New Keep, and the end of 
  your quest – for now. 
   
  Go to the Conclusion. 
   
  Encounter 14b:  
  Menarden 
  The party is taken to the mighty treant and may state 
  their case and questions. Menarden does his best to 
  answer their questions. The party finally gets the info 
  they are looking for - sort of.  
   
  What they actually get is some history, some 
  speculation, and a map to Targandor's Tower on the 
  Tilvanot Peninsula. Read or paraphrase: 
   
  The Killoren stare at each other for a while, as if 
  communicating. Then the white-haired one looks at you 
  and nods.  
   
  “Very well. It might be that this bullywug invasion 
  requires our concern and even the attention of the Old 
  One. Follow us.”  
   
  With that he lightly runs off into the trees towards 
  the east and soon vanishes from sight. The other 
  Killoren follow and it seems best you do the same. 
  Quickly. 
   
  If the party follows, read or paraphrase: 
   
  For how long the Killoren lead you on a trek through the 
  dark forest you will never know. They glide among the 
  black bowers like shadows and often all that is visible of 
  them is the shock of white hair of their spokesman – and 
  sometimes not even that.  
   
  Then, almost imperceptibly, a pearly twilight begins 
  to color the air and you realize dawn must be 
  approaching. Yet the Killoren tread as quickly and 
  lightly as ever even though your path now goes uphill. 
  The rocky hill is old and worn but still rises a fair end 
  above the land and the slopes betimes are steeper than 
  you would have liked. Onwards it goes through the 
  lingering night until even the strongest in your party is 
  gasping for breath. 
   
  Then abruptly, almost between one step and the 
  next, you crest the hill and burst from the forest into a 
  dawn bright enough to make your eyes water, while you 
  realize that outside the heavy canopy and the shadow of 
  the hill the sun has long risen. You blink to clear your 
  vision – then blink again in disbelief as you gaze upon, 
  not a further extension of the hill, but the biggest tree in 
  living memory, a colossal entity rising to a dizzying 
  height up into the air, its gigantic trunk supporting a 
  majestic crown that seems to stretch to the horizon. 
   
  Whether from awe or simply exhaustion you may 
  never know, but you feel your knees buckle at the sight. 
   
  This is Menarden, a truly colossal treant. In game terms 
  his trunk is 20 feet wide, but the circumference of his 
  crown barely fits the battle mat and he is some 150 feet 
  tall. He is at least several thousand years old. 
   
  Give the party a chance to react, before you continue: 
   
  The Killoren never stopped and now wait for you in the 
  shadow of the great tree. As you approach they do not 
  speak a word, but simply gesture for you to sit and 
  withdraw, with only the morning wind, gently rustling 
  through the leaves, for company. 
  
  TSS 5-02 Seeds 
   
  Page 38 
   
  Menarden does not speak first. The party must address 
  him. Once they do he answers their questions readily but 
  slowly, pondering with great care over their words and 
  his response. When he speaks his voice seems to be the 
  rustling of leafs, or the creaking and groaning of wood, or 
  even simply knowledge instilled into the party’s minds. 
  Menarden 
  always 
  remains 
  calm 
  and 
  ponderous, 
  regardless of how agitated the party may be. He tries to 
  answer their questions as best he can but there are limits 
  to even his knowledge. 
   
  Here are some questions the party may ask: 
  Q: Why do the bullywugs attack? 
  A:  “They are poisoned by the pollen of the yellow 
  flowers. This whips them into a permanent rage from 
  which they never tire and makes them attack anything 
  that moves, even each other.” 
   
  Q: Where do the yellow flowers come from? 
  A: “These flowers normally live in swamps and marshes 
  in the place your know as the Tilvanot. There they have a 
  symbiotic relation with the local amphibians, who are 
  attracted to the plants’ pollen. The amphibians eat the 
  insects that threaten the plants and the pollen increases 
  the frog’s fertility. To sustain the relationship an adult 
  Sun Child bears flowers all year round. 
   
  “However, once ever 20-25 years a strong sea current 
  shifts course, causing much upheaval in local weather 
  patterns. Because of this a strong south wind blows from 
  the Peninsula to the Vast Swamp and Sunndi, 
  transporting Sun Child seeds to the Vast Swamp. The 
  Sunndians know this phenomenon as the War Wind. 
   
  “In the Vast Swamp, the Sun Children cannot truly 
  survive; certain insects see to that. In the first year the 
  plant thrives but after that it goes downhill fast. The 
  normal variety lasts maybe 5 years thanks to amphibian 
  protection; the tainted variety that causes so much 
  trouble lacks that protection and lasts maybe 3 years. 
  Long enough unfortunately, for the bullywugs to wreak 
  no end of havoc.” 
   
  Q: Why do they affect the bullywugs so? 
  A: “Mostly unknown. The most likely cause seems to be a 
  source of magic gone awry in or near Taldagar’s Tower.” 
   
  Q: Who was Taldagar?  
  A: “An evil wizard who once sought to destroy Menarden 
  and Menowood. The story ‘The Leaf of Menarden’ has it 
  more or less correct”. 
   
  Q:  Where is his tower? 
  A: “Where the Spine Ridge meets the Tilvanot Peninsula. 
  Yaromir described it as being at the edge of a great lake 
  but after so many years, who knows what the land may 
  look like?” 
   
  Q: What can we do about the bullywugs now? 
  A: “Fight them as hard as you can; hold out until all the 
  flowers have again vanished from the swamp. But in the 
  end the only permanent solution is an end to whatever 
  causes the yellow flowers to have their devastating effect 
  on amphibians.” 
   
  Q: What about the Wastrians? 
  A: “They have their own agenda and merely use the 
  bullywugs for their own ends. They seem to have  
  limited control over them; find out how they do this and 
  you may have a weapon against the invasion.” 
   
  Q: What other help can you give us? 
  A: “For now very little. But a new dawn may bring more 
  light. Plans do not grow in one mere night.” 
   
  When the PCs run out of questions to ask, read or 
  paraphrase: 
   
  Although the information you received is far from a 
  clear recipe for success against the bullywugs, it is at 
  least a beginning of hope and even if nothing can be 
  done to halt the marauding hordes of bullywugs this 
  time, at least now there is a chance that future 
  generations will not have to suffer the same horrors. 
  Assuming there will be a future generation. 
   
  As you look at each other in grim acknowledgement 
  of this bleak thought a few branches rustle high in 
  Menarden’s crown. Within moments the air is filled 
  with whinnying shrieks; a flock of hippogriffs lands and 
  you know that the time has come to part ways and go 
  home.  Back to Oerth and the normal world. 
   
  The hippogriffs come without tack or saddle, being wild 
  animals, but they carry their passengers faithfully all the 
  same. If a party member (say, a centaur) or his 
  mount/companion/whatever can not ride a hippogriff 
  the Killoren provide carrier nets and kites. Not very 
  dignified perhaps, but it works. 
  If the party prefers to use their own magic, that is fine as 
  well. Read or paraphrase: 
   
  With their strong wings beating hard, the hippogriffs 
  take off and soon, you are flying high above the bowers 
  of Menowood. Again you are reminded of a green, leafy 
  sea hiding untold wonders in its depths. But some of the 
  
  TSS 5-02 Seeds 
   
  Page 39 
  wonders and dangers you have seen now and they blaze 
  in your memory like a bonfire. Far ahead lies Sunndi, 
  New Keep, and the end of your quest – for now. 
  Conclusion 
  After an uneventful trip the party reaches Newkeep, the 
  hippogriffs landing just outside of town. Once the party 
  has dismounted the hippogriffs take off again and return 
  to Menowood. 
   
  At the Queens Halls the party is quickly granted an 
  audience and presumably reports their findings. They get 
  their rewards and the scenario ends. 
   
  Campaign  
  Consequences 
  This module has "Campaign Consequences"; that is the 
  outcome of this module will directly affect future events 
  in the course of the campaign. The answers to some of the 
  questions below may seem trivial or pointless, but 
  because of the complex nature of the back-story and 
  campaign all information requested is vital. 
   
  Please send your answers to mdkniese@blackstar.nl 
  as soon as possible. General comments about the module 
  are also welcomed at this address. 
  1. Did the party fight Astenin, and if so, did he survive? 
  2. Did Ispalian survive? 
  3. Did the party kill Shidan? 
  4. Did the party make peace between Shidan and 
  Ethaliriye? 
  5. Did the party speak of their quest to any of the Fey on 
  the Summer Fair, and if so, who? 
  6. Did the party harm the cloud giant children? 
  7. What happened to the drow displacer beasts? 
  8. Did the party restore Vanora to the fountain? 
  9. Did the party get their answers from the Killoren? 
  10. Did the party speak with Menarden directly? 
  11. Did they report all their findings to the Queen's 
  Halls? 
   
   
  The End 
  
  TSS 5-02 Seeds 
   
  Page 40 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 1: Entering Menowood 
  Gaining entrance into Menowood 
   
  APL4  
    80 XP  
  APL6  
  110 XP  
  APL8  
  140 XP 
  APL10  
  170 XP  
  APL12  
  200 XP  
  APL14  
  230 XP  
   
  Encounter 2: The Riddle Master 
  Receiving the Prophecy from Astenin 
  APL4  
  210 XP  
  APL6  
  270 XP  
  APL8  
  330 XP 
  APL10  
  390 XP  
  APL12  
  450 XP  
  APL14  
  510 XP  
   
  Encounter 6: The pixies 
  Gaining an Invitation to the Summer Fair 
  APL4  
    20 XP  
  APL6  
    50 XP  
  APL8  
    50 XP 
  APL10  
  110 XP  
  APL12  
  140 XP  
  APL14  
  170 XP  
   
  Encounter 7: The Summer Fair 
  Defeating the Redcaps 
  APL4  
  210 XP  
  APL6  
  270 XP  
  APL8  
  330 XP 
  APL10  
  390 XP  
  APL12  
  450 XP  
  APL14  
  510 XP  
   
  Encounter 8: Shidan and Ethaliriye 
  Making peace between Shidan and Ethaliriye 
  APL4  
  100 XP  
  APL6  
  130 XP  
  APL8  
  160 XP 
  APL10  
  190 XP  
  APL12  
  220 XP  
  APL14  
  250 XP  
   
  Encounter 9: The one with no legs 
  Retrieving the missing parts of the fountain 
  APL4  
  210 XP  
  APL6  
  270 XP  
  APL8  
  330 XP 
  APL10  
  390 XP  
  APL12  
  450 XP  
  APL14  
  510 XP  
   
  Encounter 10: The one with no brains 
  Gathering the 101 clovers without resorting to 
  violence 
  APL4  
    20 XP  
  APL6  
    50 XP  
  APL8  
    80 XP 
  APL10  
  110 XP  
  APL12  
  140 XP  
  APL14  
  170 XP  
   
  Encounter 11: The one that can not die 
  Getting past the Earth Elemental 
  APL4  
  210 XP  
  APL6  
  270 XP  
  APL8  
  330 XP 
  APL10  
  390 XP  
  APL12  
  450 XP  
  APL14  
  510 XP  
   
  Encounter 12: The one that isn't thirsty 
  Returning Vanora to her fountain 
  APL4  
  210 XP  
  APL6  
  270 XP  
  APL8  
  330 XP 
  APL10  
  390 XP  
  APL12  
  450 XP  
  APL14  
  510 XP  
   
  Encounter 13: To Menarden 
  Convincing the Killoren to help 
  APL4  
    80 XP  
  APL6  
  110 XP  
  APL8  
  140 XP 
  APL10  
  170 XP  
  APL12  
  200 XP  
  APL14  
  230 XP  
   
  Total Possible Experience:   
  APL4  
  1350 XP  
  APL6  
  1800 XP  
  APL8  
  2250 XP 
  APL10  
  2700 XP  
  APL12  
  3150 XP  
  
  TSS 5-02 Seeds 
   
  Page 41 
  APL14  
  3600 XP 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information about 
  the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 7: The Summer Fair 
  Looting the redcaps 
    APL4: Loot: 20 gp; Coin: 0 gp; Magic: 415 gp – 5x 
  redcap tooth (84 gp each). 
    APL6: Loot: 20 gp; Coin: 0 gp; Magic: 415 gp – 5x 
  redcap tooth (84 gp each). 
    APL8: Loot: 13 gp; Coin: 0 gp; Magic: 1381 gp – 5x +1 
  scythes (193 gp each), 5x redcap tooth (84 gp each). 
    APL10: Loot: 13 gp; Coin: 0 gp; Magic: 5545 gp – 5x 
  +1 keen scythes (693 gp each), 5x pairs of gauntlets of 
  ogre power (333 gp each), 5x redcap tooth (84 gp each). 
    APL12: Loot: 13 gp; Coin: 0 gp; Magic: 10545 gp – 5x 
  +1 keen scythes (693 gp each), 5x belts of giant strength 
  +4 (1333 gp each), 5x redcap tooth (84 gp each). 
    APL14: Loot: 13 gp; Coin: 0 gp; Magic: 18880 gp – 5x 
  +1 keen scythes (693 gp each), 5x belts of giant strength 
  +6 (3000 gp each), 5x redcap tooth (84 gp each). 
   
  Encounter 12: The One that isn’t Thirsty 
  Looting the drow assassins: 
   APL4: Loot: 101 gp; Coin: 0 gp; Magic: 667 gp - 2x vest 
  of resistance +2 (333 gp each) 
   APL6: Loot: 159 gp; Coin: 0 gp; Magic: 946 gp - +1 
  breastplate (113 gp), vest of resistance +1 (83 gp, 2x vest of 
  resistance +2 (333 gp each), pearl of power 1 (83 gp) 
   APL8: Loot: 143 gp; Coin: 0 gp; Magic: 2001 gp – 2x +1 
  breastplate (113 gp each), vest of resistance +1 (84 gp), 
  vest of resistance +2 (333 gp), vest of resistance +3 (750 
  gp), headband of intellect +2 (333 gp), 3x pearl of power 1 
  (84 gp each) 
   APL10: Loot: 143 gp; Coin: 0 gp; Magic: 4392 gp - 2x +1 
  breastplate (113 gp each), vest of resistance +1 (84 gp), 
  vest of resistance +2 (333 gp), vest of resistance +3 (750 
  gp), amulet of natural armor +1 (167 gp), headband of 
  intellect +4 (1333 gp), periapt of Wisdom +4 (1333 gp), 2x 
  pearl of power 1 (84gp each) 
   APL12: Loot: 209 gp; Coin: 0 gp; Magic: 7558 gp - 2x +1 
  breastplate (113 gp each), vest of resistance +2 (333 gp), 2x 
  vest of resistance +4 (1333 gp each), amulet of natural 
  armor +1 (167 gp), amulet of health +2 (333 gp), headband 
  of intellect +4 (1333 gp), periapt of Wisdom +4 (1333 gp), 
  pearl of power 1 (84 gp), pearl of power 2 (333 gp), pearl 
  of power 3 (750 gp) 
   APL14: Loot: 209 gp; Coin: 0 gp; Magic: 12725 gp - 2x 
  +1 breastplate (113 gp each), vest of resistance +2 (333 gp), 
  2x vest of resistance +5 (2083 gp each), amulet of natural 
  armor +1 (167 gp), amulet of health +2 (333 gp), gauntlets 
  of ogre power (333 gp), headband of intellect +6 (3000 
  gp), Periapt of Wisdom +6 (3000 gp), pearl of power 1 (84 
  gp), pearl of power 2 (333 gp), pearl of power 3 (750 gp) 
   
  Conclusion 
  Reward from the Queen’s Halls: 
   
  APL 4: Loot: 0 gp; Coin: 200 gp; Magic: 0 gp 
   
  APL 6: Loot: 0 gp; Coin: 300 gp; Magic: 0 gp 
   
  APL 8: Loot: 0 gp; Coin: 400 gp; Magic: 0 gp 
  
  TSS 5-02 Seeds 
   
  Page 42 
   
  APL 10: Loot: 0 gp; Coin: 500 gp; Magic: 0 gp 
   
  APL 12: Loot: 0 gp; Coin: 600 gp; Magic: 0 gp 
   
  APL 14: Loot: 0 gp; Coin: 700 gp; Magic: 0 gp 
   
  Total Possible Treasure 
   
  APL4: Loot: 121 gp; Coin: 200 gp; Magic: 1082 gp 
   
  APL6: Loot: 179 gp; Coin: 300 gp; Magic: 1361 gp 
   
  APL8: Loot: 156 gp; Coin: 400 gp; Magic: 3382 gp 
   
  APL10: Loot: 156 gp; Coin: 500 gp; Magic: 9937 gp 
   
  APL12: Loot: 222 gp; Coin: 600 gp; Magic: 18103 gp 
   
  APL14: Loot: 222 gp; Coin: 700 gp; Magic: 31605 gp 
   
  Treasure Cap 
  APL 4 – 1300 gp 
  APL 6 – 1800 gp 
  APL 8 – 2600 gp 
  APL 10 – 4600 gp 
  APL 12 – 6600 gp 
  APL 14 – 13200 gp 
   
  Special Rewards 
  � Invitation to the Summer Fair:  You are invited to the 
  Fairy Summer Fair. Once per campaign year you can use 
  this favor at dawn to be transported there and buy the 
  following: 
  *Althea’s Brew: This non-magical brew, created from a 
  fine selection of natural herbs and secret ingredients, 
  grants the imbiber 1d8 additional temporary hit points, as 
  well as a +1 bonus on all Fortitude saves, for 10 rounds. 
  Cost: 50 gp. 
  * Arms & Equipment Guide: All items from table 2-1 to 2-
  6, bark armor, claw bracer, elven double bow, climb dog 
  *Races of the Wild: All arrows from table 7-1, all items 
  from table 7-3, belt of hidden pouches, elvencraft bow, 
  forestwarden shroud, hideaway weapon, netcutter spikes, 
  safewing emblem, survival pouch,  skiprock, war sling 
  *Any Player’s Handbook armor, shield, armor spikes, 
  quick escape catch (Arms & Equipment Guide) in mithral 
  or darkwood; Lord Wylenan, the armor smith, being a 
  snob, will sell his wares only to people of breeding and 
  fame; you must succeed at a Diplomacy check + 2x 
  character level to beat a DC of 20+2x non-magical AC 
  bonus of the armor or Lord Wylenan will not sell it to you 
  this time. 
  * Dungeon Masters Guide: All musical instruments and 1-
  use items table 7-27 of no more than 2500 gp, rope of 
  climbing 
   
   
  �   Black Spellbook (costs 50gp/page, APLs stack): 
  APL4: L0- repair minor damage; L1- chill touch, identify, 
  mage armor, magic missile, orb of acid (lesser), orb of 
  sound (lesser), orb of cold (lesser), ray of enfeeblement, 
  shield 
  APL6: L2: blindness/deafness, false life, fireburst, ghoul 
  touch, glitterdust, locate object, scorching ray, scare, see 
  invisibility 
  APL8: L3: dispel magic, haste, heroism, fly, ray of 
  exhaustion, resonating bolt, secret touch, stinking cloud, 
  vampiric touch 
  L4: bestow curse, burning blood, dimension door, 
  enervation, everard’s black tentacles, orb of acid, orb of 
  sound, unluck, wrack 
  APL10: L5: arc of lightning, balefull polymorph, fireburst 
  (greater), fireshield (mass), reciprocal gyre, spirit wall, 
  waves of fatigue 
  APL12: L6: arrow of bone, brilliant blade, circle of death, 
  contingency, create undead, disintegrate 
  APL14: L7: finger of death, limited wish, prismatic spray, 
  reverse gravity, waves of exhaustion. 
   
  �   redcap’s tooth: When a redcap dies, it leaves behind 
  a single tooth. Anyone wearing this tooth gains a +2 
  circumstance bonus on Charisma-based checks when 
  dealing with Fey, and a +4 circumstance bonus when 
  dealing with other redcaps.  
   
  Faint transmutation; CL 6th; cannot be made; Price 
  1,000 gp. 
   
   
  Items for the Adventure Record 
  Item Access 
  APL 4 
  � Black Spellbook (Adventure, see above) 
  � continual flame marble (Adventure, 110gp) 
  � Forester Cloak (Adventure, 20gp, A&E) 
  � redcap’s tooth (Adventure, 1000gp, MM3, see 
  above) 
  � Silent Shoes (Adventure, 10gp, A&E) 
  � vest of resistance+1 (Adventure, 1000gp, CA) 
   
  APL 6 (All of APL 4 plus the following) 
  � Large masterwork rapier (Adventure, 340 gp, 
  PHB) 
  � pearl of power 1
  st level (Adventure, 1000 gp, 
  DMG) 
  � vest of resistance+2 (Adventure, 4000gp, CA) 
   
  APL 8 (All of APLs 4-6 plus the following) 
  � vest of resistance +3 (Adventure, 9000gp, CL9, 
  CA) 
   
  APL 10 (All of APLs 4-8 plus the following) 
  
  TSS 5-02 Seeds 
   
  Page 43 
  � headband of intellect +4 (Adventure, 16000gp, 
  DMG) 
  � +1 keen scythe (Adventure, 8318gp, DMG) 
  � periapt of wisdom +4 (Adventure, 16000gp, 
  DMG) 
   
  APL 12 (All of APLs 4-10 plus the following) 
  � belt of giant strength +4 (Adventure, 16000 gp, 
  DMG) 
  � Large mighty composite longbow – str +4 
  (Adventure, 900 gp, PHB). 
  � pearl of power 2
  nd level (Adventure, 4000 gp, 
  DMG) 
  � pearl of power 3
  rd level (Adventure, 9000 gp, 
  DMG) 
  � vest of resistance +4 (Adventure, 16000gp, CA) 
   
  APL 14 (All of APLs 4-12 plus the following) 
  � belt of giant strength +6 (Adventure, 36000 gp, 
  DMG) 
  � headband of intellect +6 (Adventure, 36000 gp, 
  DMG) 
  � ieriapt of wisdom +6 (Adventure, 36000 gp, 
  DMG) 
  � vest of resistance +5 (Adventure, 25000gp, CA) 
  
  Seeds 
   
  Page 44 
  Appendix 1: 
  APL4 
  Encounter 2: The Riddle Master 
  Astenin: Male manticore Clr3/Divine Oracle3; CR 8; 
  Large Magical Beast; HD 6d10+3d8+3d6+60; hp 120; 
  Init +4; Spd 30 ft., fly 50 ft. (clumsy); AC 19, touch 14, 
  flat-footed 15; Base Atk +9; Grp +17; Atk +12 melee 
  (2d4+4, claw) or +13 ranged (1d8+2/19-20, spike); Full 
  Atk +12/+12 melee (2d4+4, claws) and +11 melee 
  (1d8+2, bite), or +13/+13/+13/+13/+13/+13 ranged 
  (1d8+2/19-20, spikes); Space/Reach 10 ft./5 ft.; SA 
  Spikes; SQ Dark vision 60 ft., low-light vision, scent, 
  scry bonus, prescient sense, trap sense +1, divination 
  enhancement; AL N; SV Fort +14, Ref +11, Will +12; Str 
  18, Dex 18, Con 20, Int 12, Wis 19, Cha 10. 
   
  Skills and Feats: Knowledge (religion) +12, Spot 
  +20, Listen +16; Flyby Attack, Multiattack, Weapon 
  Focus (spikes), Skill Focus (Knowledge: Religion), 
  Practiced Spellcaster (cleric), Spell Focus (divination). 
   
  Spikes (Ex): With a snap of its tail, a manticore can 
  loose a volley of spikes as a standard action (make an 
  attack roll for each spike). This attack has a range of 180 
  feet with no range increment. All targets must be 
  within 30 feet of each other. The creature can launch 
  only twenty-four spikes in any 24-hour period. 
   
  Scry Bonus (Su): A divine oracle adds a +1 sacred 
  bonus to the save DC of all her divination (scrying) 
  spells. 
   
  Prescient Sense (Ex): Beginning at 2
  nd level, if a 
  divine oracle makes a successful Reflex saving throw 
  against an attack that normally inflicts half damage on a 
  successful save (such as a red dragon’s fiery breath or a 
  fireball spell), she instead takes no damage, since her 
  prescience allowed her to get out of the way faster. This 
  form of evasion works no matter what armor the divine 
  oracle wears, unlike the evasion ability used by monks 
  and rogues. 
   
  Divination Enhancement (Ex): Beginning at 3
  rd 
  level, a divine oracle may roll twice and take the better 
  result when using divination spells such as augury or 
  divination. 
   
  Spells Prepared (5/5/5/4; base DC = 14 + spell 
  level): 0—detect magic, resistance, read magic, detect 
  poison, 
  guidance; 
  1st—identify*, 
  comprehend 
  languages, divine favor, detect evil, detect chaos; 2nd—
  augury*, hold person, sound burst, resist energy, 
  spiritual weapon; 3rd—divination*, bestow curse, 
  dispel magic, searing light. 
   
  *Domain spell. Deity: Istus; Domains: Knowledge 
  (You cast divination spells at +1 caster level); Mind 
  (Gain a +2 bonus on Bluff, Diplomacy, and Sense 
  Motive checks); Oracle (You cast divination spells at +2 
  caster level). 
   
  Possessions: None. 
   
  Encounter 7: The Summer Fair 
  Redcap Ravagers (4): Red cap HD4; CR 2; Small Fey; 
  HD 4d6+8; hp 22; Init +7; Spd 30 ft.; AC 13, touch 12, 
  flat-footed 12; Base Atk +2; Grp +4; Atk +5 melee 
  (2d4+3/x4, scythe) or +5 ranged (1d6+3, eldritch sling 
  bullet); Full Atk +5 melee (2d4+3/x4, scythe) or +5 
  ranged (1d6+3, eldritch sling bullet); SA Eldritch stone, 
  powerful build; SQ DR 5/cold iron, low-light vision; AL 
  CE; SV Fort +3, Ref +6, Will +5; Str 14, Dex 13, Con 14, 
  Int 11, Wis 12, Cha 13. 
   
  Skills and Feats: Hide +13 (+14 in forests), 
  Intimidate +9, Listen +9, Move Silently +10, Spot +9, 
  Survival +9; Improved Initiative, Power Attack. 
   
  Eldritch Stone (Su): Bullets fired from a redcap’s 
  sling glow with a greenish-blue magical energy, giving 
  them a +1 enhancement bonus on attack rolls and 
  damage rolls as well as dealing 1d6 points of damage 
  (instead of the 1d4 points an ordinary bullet deals). 
   
  Powerful Build (Ex): The physical stature of a 
  redcap lets it function in many ways as if he were one 
  size category larger. Whenever a redcap is subject to a 
  size modifier or special size modifier for an opposed 
  check (such as during grapple checks, bull rush 
  attempts, and trip attempts), the redcap is treated as one 
  size larger if doing so is advantageous to it. A redcap is 
  also considered to be one size larger when determining 
  whether a creature’s special attacks based on size (such 
  as improved grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a creature one size 
  larger without penalty. However, its space and reach 
  remain those of a creature of its actual size. The benefits 
  of this characteristic stack with the effects of powers, 
  abilities, and spells that change the subject’s size 
  category. 
   
  Possessions: Medium scythe, medium sling, 10 
  bullets, forester cloak, silent shoes. 
   
  Redcap Slayer (1): Red cap HD6/elite array; CR 4; 
  Small Fey; HD 6d6+30; hp 51; Init +10; Spd 30 ft.; AC 
  18, touch 16, flat-footed 13; Base Atk +3; Grp +8; Atk 
  +10 melee (2d4+7/x4, scythe) or +10 ranged (1d6+6, 
  eldritch sling bullet); Full Atk +10 melee (2d4+7/x4, 
  scythe) or +10 ranged (1d6+6, eldritch sling bullet); SA 
  Eldritch stone, powerful build; SQ DR 5/cold iron, low-
  
  Seeds 
   
  Page 45 
  light vision; AL CE; SV Fort +7, Ref +10, Will +5; Str 21, 
  Dex 20, Con 20, Int 10, Wis 10, Cha 14. 
   
  Skills and Feats: Hide +18 (+19 in forests), 
  Intimidate +11, Listen +10, Move Silently +14, Spot 
  +10, Survival +10; Improved Initiative, Power Attack, 
  Weapon Focus (Scythe). 
   
  Eldritch Stone (Su): Bullets fired from a redcap’s 
  sling glow with a greenish-blue magical energy, giving 
  them a +1 enhancement bonus on attack rolls and 
  damage rolls as well as dealing 1d6 points of damage 
  (instead of the 1d4 points an ordinary bullet deals). 
   
  Powerful Build (Ex): The physical stature of a 
  redcap lets it function in many ways as if he were one 
  size category larger. Whenever a redcap is subject to a 
  size modifier or special size modifier for an opposed 
  check (such as during grapple checks, bull rush 
  attempts, and trip attempts), the redcap is treated as one 
  size larger if doing so is advantageous to it. A redcap is 
  also considered to be one size larger when determining 
  whether a creature’s special attacks based on size (such 
  as improved grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a creature one size 
  larger without penalty. However, its space and reach 
  remain those of a creature of its actual size. The benefits 
  of this characteristic stack with the effects of powers, 
  abilities, and spells that change the subject’s size 
  category. 
   
  Possessions: Medium scythe, medium sling, 10 
  bullets, forester cloak, silent shoes. 
   
  Encounter 9: The ones with no legs 
  Conflagration Ooze: CR 7; Large Ooze (Fire); HD 
  7d10+28; hp 66; Init +4; Spd 30 ft., climb 10 ft.; AC 20, 
  touch 9, flat-footed 20; Base Atk +5; Grp +15; Atk +11 
  melee (2d6+6 plus 1d6 fire, slam); Full Atk +11/+11 
  melee (2d6+6 plus 1d6 fire, slam); Space 10 ft./10 ft.; SA 
  fire in the blood, improved grab, spell-like abilities; SQ 
  Blindsight 60 ft., DR 5/bludgeoning, immunity to fire, 
  ooze traits, vulnerability to cold; AL CE; SV Fort +6, Ref 
  +4, Will +3; Str 23, Dex 10, Con 18, Int 9, Wis 12, Cha 
  13. 
   
  Skills and Feats: Climb +10, Hide +8, Listen +3, 
  Move Silently +8; Ability Focus (fire in the blood), 
  Improved Initiative, Lightning Reflexes, Weapon 
  Focus (slam). 
   
  Fire in the Blood (Su): A potent fiery toxin flows 
  through the body of a conflagration ooze. Any creature 
  grappled or pinned by the ooze must make a successful 
  DC 19 Fortitude save as the fiery toxin seeps through 
  the victim’s skin (or whatever surface passes for its 
  skin) and into its blood (or life supporting fluid, such as 
  sap in a plant creature). Success indicates the creature 
  takes 1d6 points of fire damage in addition to any 
  damage already dealt by the slam or grapple, as the fire 
  burns and sears the creature. Failure indicates that the 
  toxin has taken hold of the creature’s body and has 
  begun converting portions of its blood to liquid flame. 
  The creature takes 1d4 points of Constitution damage 
  and 2d6 points of fire damage, in addition to any 
  damage already dealt by the slam or grapple. Each 
  round the creature remains grappled by the ooze, and 
  for 1 round afterward, it must make another DC 19 
  Fortitude save to reduce or avoid the same effects. A 
  creature that fails its saves takes Constitution damage, 
  the flaming blood burns through the victim’s skin in 
  small patches that increase in size the more 
  Constitution damage accrues. Tiny rivulets of flame 
  leak from these holes, as well as from the creature’s 
  ears, nose and mouth, running down the victim’s body 
  and giving it an unearthly, terrible appearance. 
  Creatures that lack a Constitution score, such as 
  constructs and undead, or any sort of life-dependent 
  body fluid, such as elementals, are immune to the 
  Constitution damage from this ability but are still 
  subject to the fire damage. 
   
  Improved Grab (Ex): To use this ability, the 
  conflagration ooze must hit with its slam attack. It can 
  then attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it establishes a hold and can attempt to deal slam 
  damage with a successful grapple check. The ooze can 
  also attempt to use fire in the blood against the 
  grappled target. 
   
  Spell-Like Abilities: 1/day – confusion (DC 15), 
  deep slumber (DC 14), hold monster (DC 16). Caster 
  level 10
  th. 
   
  Encounter 12: One that isn't thirsty 
  Byres'lryl: Female drow tauric displacer beast Clr1; CR 
  5; Large Monstrous Humanoid; HD 7d8+1d8+40; hp 76; 
  Init +3; Spd 40 ft.; AC 22, touch 12, flat-footed 19; Base 
  Atk +7; Grp +15; Atk +12 melee (2d6+5, masterwork 
  heavy mace) or +9 melee (1d6+5, tentacle); Full Atk 
  +12/+7 melee (2d6+5, masterwork heavy mace) and 
  +9/+9 melee (1d6+5, tentacles); Space/Reach 10 ft./5 ft. 
  (10 ft. with tentacles); SQ Darkvision 120 ft., 
  displacement, low-light vision, resistance to ranged 
  attacks, SR 12, drow traits; AL CE; SV Fort +11, Ref +9, 
  Will +12; Str 21, Dex 16, Con 20, Int 12, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +6, Hide +14, 
  Knowledge: Religion +2, Listen +13, Move Silently +10, 
  Spellcraft +2, Spot +13; Alertness, Multi-attack, 
  Practiced Spellcaster (cleric). 
  
  Seeds 
   
  Page 46 
   
  Displacement (Su): A light bending glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the creature by 
  some means other than sight. A true seeing effect 
  allows the user to see the beast’s position, but see 
  invisibility has no effect. 
   
  Drow Traits: +2 racial bonus on Will saves against 
  spells and spell-like abilities. 
   
  Spell-Like Abilities (Sp): 1/day–dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Light Blindness: Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round. On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks). 
   
  Spells Prepared (3/3; base DC = 13 + spell level; 
  caster level 5): 0—cure minor wounds, resistance, 
  guidance; 1st—cause fear*, bless, cure light wounds. 
   
  *Domain spell. Deity: Nerull; Domains: Death 
  (death touch once per day), Evil (cast evil spells at +1 
  caster level). 
   
  Possessions: Large masterwork heavy mace, 
  breastplate, vest of resistance +2, wooden holysymbol, 
  spellcomponent pouch. 
   
  Bizadûr: Male drow tauric displacer beast Wiz(Nec)1; 
  CR 5; Large Monstrous Humanoid; HD 7d8+35 + 
  1d4+5; hp 74; Init +7; Spd 40 ft.; AC 21*, touch 12, flat-
  footed 18; Base Atk +7; Grp +15; Atk +11 melee (1d6+4, 
  masterwork dagger) or +8 melee (1d6+4, tentacle) or 
  +10 ranged (1d6/19-20, masterwork hand crossbow); 
  Full Atk +11/+6 melee (1d6+4, masterwork dagger) and 
  +8/+8 melee (1d6+4, tentacles), or +10 ranged (1d6/19-
  20, masterwork hand crossbow); Space/Reach 10 ft./5 
  ft. (10 ft. with tentacles); SQ Darkvision 120', 
  Displacement, Low-light vision, Resistance to ranged 
  attacks, SR 12, drow traits; AL CE; SV Fort +9, Ref +9, 
  Will +10; Str 18, Dex 17, Con 20, Int 18, Wis 12, Cha 10. 
   
  *Spells running: mage armour (included). 
   
  Skills and Feats: Concentration +7, Hide +14, 
  Knowledge: Arcana +6, Listen 14, Move Silently +14, 
  Search +10, Spellcraft +6, Spot +13; Multi-attack, 
  Improved Initiative, Practiced Spellcaster (wizard). 
   
  Displacement (Su): A light bending glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the creature by 
  some means other than sight. A true seeing effect 
  allows the user to see the beast’s position, but see 
  invisibility has no effect. 
   
  Drow Traits: +2 racial bonus on Will saves against 
  spells and spell-like abilities. 
   
  Spell-Like Abilities (Sp): 1/day–dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Light Blindness: Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round. On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks). 
   
  Spells Prepared (3+1/2+1; base DC = 14 + spell 
  level; caster level 5): 0—acid splash, touch of fatigue, 
  ray of frost, touch of fatigue; 1st—ray of enfeeblement, 
  mage armor, chill touch. 
   
   
  Possessions: Masterwork dagger, masterwork 
  hand-crossbow, vest of resistance +2, 20 bolts, 
  spellbook, spellcomponent pouch. 
   
  Familiar: Weasel (+2 on Reflex saves, Alertness 
  feat) 
   
   
  
  Seeds 
   
  Page 47 
  Appendix 2: 
  APL6 
  Encounter 2: The Riddle Master 
  Astenin: Male manticore Clr3/Divine Oracle5; CR 10; 
  Large Magical Beast; HD 6d10+3d8+5d6+70; hp 138; 
  Init +4; Spd 30 ft., fly 50 ft. (clumsy); AC 19, touch 14, 
  flat-footed 15; Base Atk +10; Grp +18; Atk +13 melee 
  (2d4+4, claw) or +14 ranged (1d8+2/19-20, spike); Full 
  Atk +13/+13 melee (2d4+4, claw) and +11 melee (1d8+2, 
  bite), or +14/+14/+14/+14/+14/+14 ranged (1d8+2/19-
  20, spikes); Space/Reach 10 ft./5 ft.; SA Spikes; SQ Dark 
  vision 60 ft., low-light vision, scent, scry bonus, 
  prescient sense, trap sense +2, divination enhancement, 
  uncanny dodge; AL N; SV Fort +14, Ref +11, Will +13; 
  Str 18, Dex 18, Con 20, Int 12, Wis 19, Cha 10. 
   
  Skills and Feats: Knowledge (religion) +14, Spot 
  +21, Listen +17; Flyby Attack, Multiattack, Weapon 
  Focus (spikes), Skill Focus (Knowledge: Religion), 
  Practiced Spellcaster (cleric), Spell Focus (divination). 
   
  Spikes (Ex): With a snap of its tail, a manticore can 
  loose a volley of spikes as a standard action (make an 
  attack roll for each spike). This attack has a range of 180 
  feet with no range increment. All targets must be 
  within 30 feet of each other. The creature can launch 
  only twenty-four spikes in any 24-hour period. 
   
  Scry Bonus (Su): A divine oracle adds a +1 sacred 
  bonus to the save DC of all her divination (scrying) 
  spells. 
   
  Prescient Sense (Ex): Beginning at 2
  nd level, if a 
  divine oracle makes a successful Reflex saving throw 
  against an attack that normally inflicts half damage on a 
  successful save (such as a red dragon’s fiery breath or a 
  fireball spell), she instead takes no damage, since her 
  prescience allowed her to get out of the way faster. This 
  form of evasion works no matter what armor the divine 
  oracle wears, unlike the evasion ability used by monks 
  and rogues. 
   
  Divination Enhancement (Ex): Beginning at 3
  rd 
  level, a divine oracle may roll twice and take the better 
  result when using divination spells such as augury or 
  divination. 
   
  Uncanny Dodge (Ex): Starting at 4
  th level, a divine 
  oracle gains the ability to react to danger before her 
  senses would normally allow her to do so. The divine 
  oracle retains her Dexterity modifier to AC (if any) 
  regardless of being caught flat-footed or struck by an 
  invisible attacker. (She still looses her Dexterity 
  modifier to AC if immobilized.) 
   
  Spells Prepared (6/6/5/5/4; base DC = 14 + spell 
  level): 0—detect magic, resistance, read magic, detect 
  poison, 
  guidance; 
  1st—identify*, 
  comprehend 
  languages, divine favor, detect evil, detect chaos, omen 
  of peril; 2nd—augury*, hold person, sound burst, resist 
  energy, spiritual weapon, curse of ill fortune; 3rd—
  divination*, bestow curse, dispel magic, searing light, 
  blessed aim; 4th—scrying*, castigate, divine power. 
   
  *Domain spell. Deity: Istus; Domains: Knowledge 
  (You cast divination spells at +1 caster level); Mind 
  (Gain a +2 bonus on Bluff, Diplomacy, and Sense 
  Motive checks); Oracle (You cast divination spells at +2 
  caster level). 
   
  Possessions: None. 
   
  Encounter 7: The Summer Fair 
  Redcap Ravagers (4): Redcap HD8; CR 4; Small Fey; 
  HD 8d6+32; hp 59; Init +7; Spd 30 ft.; AC 17, touch 14, 
  flat-footed 14; Base Atk +4; Grp +8; Atk +10 melee 
  (2d4+6/x4, scythe) or +9 ranged (1d6+4, eldritch sling); 
  Full Atk +10 melee (2d4+6/x4, scythe +1) or +9 ranged 
  (1d6+4, eldritch sling); SA Eldritch stone, powerful 
  build; SQ DR 5/cold iron, low-light vision; AL CE; SV 
  Fort +6, Ref +9, Will +7; Str 18, Dex 17, Con 18, Int 11, 
  Wis 12, Cha 14. 
   
  Skills and Feats: Hide +13 (+14 in forests), 
  Intimidate +12, Listen +11, Move Silently +14, Spot 
  +11, Survival +11; Improved Initiative, Power Attack, 
  Weapon Focus (Scythe). 
   
  Eldritch Stone (Su): Bullets fired from a redcap’s 
  sling glow with a greenish-blue magical energy, giving 
  them a +1 enhancement bonus on attack rolls and 
  damage rolls as well as dealing 1d6 points of damage 
  (instead of the 1d4 points an ordinary bullet deals). 
   
  Powerful Build (Ex): The physical stature of a 
  redcap lets it function in many ways as if he were one 
  size category larger. Whenever a redcap is subject to a 
  size modifier or special size modifier for an opposed 
  check (such as during grapple checks, bull rush 
  attempts, and trip attempts), the redcap is treated as one 
  size larger if doing so is advantageous to it. A redcap is 
  also considered to be one size larger when determining 
  whether a creature’s special attacks based on size (such 
  as improved grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a creature one size 
  larger without penalty. However, its space and reach 
  remain those of a creature of its actual size. The benefits 
  of this characteristic stack with the effects of powers, 
  abilities, and spells that change the subject’s size 
  category. 
   
  Possessions: Medium scythe, medium sling, 10 
  bullets, forester cloak, silent shoes. 
  
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  Redcap Slayer (1): Redcap HD8/Occult Slayer 2; CR 6; 
  Small Fey; HD 8d6+2d8+60; hp 97; Init +10; Spd 30 ft.; 
  AC 20, touch 17, flat-footed 17; Base Atk +6; Grp +13; 
  Atk +15 melee (2d4+10/x4, scythe) or +13 ranged 
  (1d6+8, eldritch sling); Full Atk +15 melee (2d4+10/x4, 
  scythe +1) or +13 ranged (1d6+8, eldritch sling); SA 
  Eldritch stone, powerful build, weapon bond, vicious 
  strike; SQ DR 5/cold iron, low-light vision, magic 
  defense +1, mind over magic 1/day; AL CE; SV Fort +8, 
  Ref +12, Will +9; Str 24, Dex 22, Con 22, Int 10, Wis 10, 
  Cha 14. 
   
  Skills and Feats: Hide +15 (+16 in forests), 
  Intimidate +10, Knowledge (arcana) +4, Listen +8, 
  Move Silently +16, Spellcraft +3, Spot +6, Survival +8; 
  Combat Reflexes, Improved Initiative, Power Attack, 
  Weapon Focus (Scythe). 
   
  Eldritch Stone (Su): Bullets fired from a redcap’s 
  sling glow with a greenish-blue magical energy, giving 
  them a +1 enhancement bonus on attack rolls and 
  damage rolls as well as dealing 1d6 points of damage 
  (instead of the 1d4 points an ordinary bullet deals). 
   
  Powerful Build (Ex): The physical stature of a 
  redcap lets it function in many ways as if he were one 
  size category larger. Whenever a redcap is subject to a 
  size modifier or special size modifier for an opposed 
  check (such as during grapple checks, bull rush 
  attempts, and trip attempts), the redcap is treated as one 
  size larger if doing so is advantageous to it. A redcap is 
  also considered to be one size larger when determining 
  whether a creature’s special attacks based on size (such 
  as improved grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a creature one size 
  larger without penalty. However, its space and reach 
  remain those of a creature of its actual size. The benefits 
  of this characteristic stack with the effects of powers, 
  abilities, and spells that change the subject’s size 
  category. 
   
  Magical Defense (Ex): An occult slayer’s constant 
  training in countering magic of all types manifests 
  itself as a bonus on saving throws against spells or spell-
  like abilities. 
   
  Weapon Bond (Su): An occult slayer must choose a 
  particular weapon of at least masterwork quality as the 
  focus of her power. Upon making her selection, she 
  immediately forms a bond with the chosen weapon 
  that imbues it with the force of her hatred for 
  spellcasters. Thereafter, any successful attack she makes 
  with that weapon against a spellcaster or a creature 
  with spell-like abilities deals an extra 1d6 points of 
  damage. If this particular weapon is lost or destroyed, 
  the occult slayer loses the ability to deal the extra 
  damage until she acquires and bonds with another 
  weapon of the same kind of at least masterwork quality. 
  The occult slayer must spend one day per character 
  level practicing with the replacement weapon (and 
  doing very little else–no adventuring) to create a new 
  weapon bond. 
   
  Mind over Magic (Su): Starting at 2
  nd level, an 
  occult slayer can cause a spell or spell-like ability to 
  rebound onto the originator as a free action. This ability 
  otherwise functions as the spell turning spell (caster 
  level equals the character’s occult slater level + 5). 
   
  Vicious Strike (Ex): At 2
  nd level and higher, an 
  occult slayer who readies an attack action to disrupt a 
  spellcaster deals double damage if the attack hits. 
   
  Possessions: Medium scythe, medium sling, 10 
  bullets, forester cloak, silent shoes. 
   
  Encounter 9: The ones with no legs 
  Conflagration Ooze (2): CR 7; Large Ooze (Fire); HD 
  7d10+28; hp 66; Init +4; Spd 30 ft., climb 10 ft.; AC 20, 
  touch 9, flat-footed 20; Base Atk +5; Grp +15; Atk +11 
  melee (2d6+6 plus 1d6 fire, slam); Full Atk +11/+11 
  melee (2d6+6 plus 1d6 fire, slam); Space 10 ft./10 ft.; SA 
  fire in the blood, improved grab, spell-like abilities; SQ 
  Blindsight 60 ft., DR 5/bludgeoning, immunity to fire, 
  ooze traits, vulnerability to cold; AL CE; SV Fort +6, Ref 
  +4, Will +3; Str 23, Dex 10, Con 18, Int 9, Wis 12, Cha 
  13. 
   
  Skills and Feats: Climb +10, Hide +8, Listen +3, 
  Move Silently +8; Ability Focus (fire in the blood), 
  Improved Initiative, Lightning Reflexes, Weapon 
  Focus (slam). 
   
  Fire in the Blood (Su): A potent fiery toxin flows 
  through the body of a conflagration ooze. Any creature 
  grappled or pinned by the ooze must make a successful 
  DC 19 Fortitude save as the fiery toxin seeps through 
  the victim’s skin (or whatever surface passes for its 
  skin) and into its blood (or life supporting fluid, such as 
  sap in a plant creature). Success indicates the creature 
  takes 1d6 points of fire damage in addition to any 
  damage already dealt by the slam or grapple, as the fire 
  burns and sears the creature. Failure indicates that the 
  toxin has taken hold of the creature’s body and has 
  begun converting portions of its blood to liquid flame. 
  The creature takes 1d4 points of Constitution damage 
  and 2d6 points of fire damage, in addition to any 
  damage already dealt by the slam or grapple. Each 
  round the creature remains grappled by the ooze, and 
  for 1 round afterward, it must make another DC 19 
  Fortitude save to reduce or avoid the same effects. A 
  creature that fails its saves takes Constitution damage, 
  the flaming blood burns through the victim’s skin in 
  
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  small patches that increase in size the more 
  Constitution damage accrues. Tiny rivulets of flame 
  leak from these holes, as well as from the creature’s 
  ears, nose and mouth, running down the victim’s body 
  and giving it an unearthly, terrible appearance. 
  Creatures that lack a Constitution score, such as 
  constructs and undead, or any sort of life-dependent 
  body fluid, such as elementals, are immune to the 
  Constitution damage from this ability but are still 
  subject to the fire damage. 
   
  Improved Grab (Ex): To use this ability, the 
  conflagration ooze must hit with its slam attack. It can 
  then attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it establishes a hold and can attempt to deal slam 
  damage with a successful grapple check. The ooze can 
  also attempt to use fire in the blood against the 
  grappled target. 
   
  Spell-Like Abilities: 1/day – confusion (DC 15), 
  deep slumber (DC 14), hold monster (DC 16). Caster 
  level 10
  th. 
   
  Encounter 12: One that isn't thirsty 
  Kazilgam: Male drow tauric displacer beast Ftr1; CR 6; 
  Large Monstrous Humanoid; HD 7d8+1d10+40; hp 77; 
  Init +3; Spd 40 ft.; AC 22, touch 12, flat-footed 19; Base 
  Atk +8; Grp +18; Atk +16 melee (2d6+10/18-20, 
  masterwork falchion) or +12 melee (1d6+7, tentacle) or 
  +15 melee (1d8+7/18-20, masterwork rapier); Full Atk 
  +16/+11 melee (2d6+10/18-20, masterwork falchion) 
  and +12/+12 melee (1d6+7, tentacle), or +15/+10 melee 
  (1d8+7/18-20, masterwork rapier); Space/Reach 10 ft./5 
  ft. (10 ft. with tentacles); SQ Darkvision 120 ft., 
  displacement, low-light vision, resistance to ranged 
  attacks, SR 12, drow traits; AL CE; SV Fort +10, Ref +8, 
  Will +7; Str 24, Dex 17, Con 20, Int 12, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +11, Listen +10, Move 
  Silently +11, Search +10, Spot +10; Alertness, Multi-
  attack, Weapon Focus (falchion), Combat Reflexes. 
   
  Displacement (Su): A light bending glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the creature by 
  some means other than sight. A true seeing effect 
  allows the user to see the beast’s position, but see 
  invisibility has no effect. 
   
  Drow Traits: +2 racial bonus on Will saves against 
  spells and spell-like abilities. 
   
  Spell-Like Abilities (Sp): 1/day–dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Light Blindness: Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round. On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks). 
   
  Possessions: Large breastplate, large masterwork 
  falchion, large masterwork rapier, vest of resistance +2. 
   
  Byres'lryl: Female drow tauric displacer beast Clr3; CR 
  7; Large Monstrous Humanoid; HD 7d8+3d8+50; hp 96; 
  Init +3; Spd 40 ft.; AC 23, touch 12, flat-footed 20; Base 
  Atk +9; Grp +17; Atk +14 melee (2d6+5, masterwork 
  heavy mace) or +11 melee (1d6+4, tentacle); Full Atk 
  +14/+9 melee (2d6+5, masterwork heavy mace) and 
  +11/+11melee (1d6+5, tentacles); Space/Reach 10 ft./5 
  ft. (10 ft. with tentacles); SQ Darkvision 120', 
  displacement, low-light vision, resistance to ranged 
  attacks, SR 14, drow traits; AL CE; SV Fort +11, Ref +9, 
  Will +11; Str 21, Dex 16, Con 20, Int 12, Wis 16, Cha 10. 
   
  Spells running: death watch (know roughly how 
  much hp everyone has in a 30’ cone). 
   
  Skills and Feats: Concentration +8, Hide +14, 
  Knowledge: Religion +4, Listen +13, Move Silently +10, 
  Spellcraft +4, Spot +13; Alertness, Multi-attack, 
  Practiced 
  Spellcaster 
  (cleric), 
  Spell 
  Focus 
  (necromancy). 
   
  Displacement (Su): A light bending glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the creature by 
  some means other than sight. A true seeing effect 
  allows the user to see the beast’s position, but see 
  invisibility has no effect. 
   
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks). 
   
  Drow Traits: +2 racial bonus on Will saves against 
  spells and spell-like abilities. 
   
  Spell-Like Abilities (Sp): 1/day–dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Light Blindness: Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round. On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Spells Prepared (4/4/3; base DC = 13 + spell level): 
  0—cure minor wounds (2), resistance, guidance; 1st—
  
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  protection from good*, bless, cure light wounds, 
  deathwatch; 2nd—death knell*, sound burst, cure 
  moderate wounds. 
   
  *Domain spell.  Deity: Nerull; Domains: Death 
  (death touch once per day); Evil (cast evil spells at +1 
  caster level). Do NOT forget Practiced Spellcaster feat. 
   
  � Due to Spell Focus (necromancy) the save DC = 14 
  + spell level. Note that the various inflict spells are 
  Necromancy spells as well. 
   
  Possessions: Large masterwork heavy mace, large 
  +1 breastplate, vest of resistance +2, wooden holy 
  symbol, spell component pouch. 
   
  Bizadûr: Male drow tauric displacer beast Wiz(Nec)3; 
  CR 6; Large Monstrous Humanoid; HD 7d8+3d4+50; 
  hp 90 (103 due to false life)*; Init +7; Spd 40 ft.; AC 21*, 
  touch 12, flat-footed 18; Base Atk +8; Grp +17; Atk +12 
  melee (1d6+4/19-20, masterwork dagger) or +9 melee 
  (1d6+4, tentacle) or +11 ranged (1d6/19-20, masterwork 
  hand crossbow); Full Atk +12/+7 melee (1d6+4/19-20, 
  masterwork dagger) and +9/+9 melee (1d6+4, tentacles) 
  or +11 ranged (1d6/19-20, masterwork hand crossbow); 
  Space/Reach 10 ft./5 ft. (10 ft. with tentacles); SQ 
  Darkvision 
  120', 
  displacement, 
  low-light 
  vision, 
  resistance to ranged attacks, SR 14, drow traits; AL CE; 
  SV Fort +10, Ref +10, Will +11; Str 18, Dex 17, Con 20, 
  Int 18, Wis 12, Cha 10. 
   
  *Spells running: false life (included), mage armor 
  (included).  
   
  Skills and Feats: Concentration +13, Hide +14, 
  Knowledge: Arcana +12, Listen 14, Move Silently +14, 
  Search +10, Spellcraft +10, Spot +13; Improved 
  Initiative, Multi-attack, Practiced Spellcaster (wizard), 
  Spell Focus (necromancy). 
   
  Displacement (Su): A light bending glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the creature by 
  some means other than sight. A true seeing effect 
  allows the user to see the beast’s position, but see 
  invisibility has no effect. 
   
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks). 
   
  Drow Traits: +2 racial bonus on Will saves against 
  spells and spell-like abilities. 
   
  Spell-Like Abilities (Sp): 1/day–dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Light Blindness: Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round. On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Spells Prepared (5/4/5; base DC = 14 + spell level): 
  0—acid splash, detect magic, ray of frost, touch of 
  fatigue
  � (2); 1st—ray of enfeeblement, mage armor, chill 
  touch
  �, shield; 2nd—false life, ghoul touch
  �, glitterdust 
   
  � Due to Spell Focus (necromancy) the base DC for 
  these spells is 15 + spell level. Do NOT forget Practiced 
  Spellcaster feat. 
   
  Possessions: Large masterwork dagger, large 
  masterwork hand-crossbow, 20 bolts, vest of resistance 
  +2, pearl of power 1
  st level, spellbook, spell component 
  pouch. 
   
  Familiar: Weasel (+2 on Reflex saves, Alertness 
  feat) 
  
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  Page 51 
  Appendix 3: 
  APL8 
  Encounter 2: The Riddle Master 
  Astenin: Male manticore Clr3/Divine Oracle7; CR 12; 
  Large Magical Beast; HD 6d10+3d8+7d6+80; hp 156; 
  Init +4; Spd 30 ft., fly 50 ft. (clumsy); AC 19, touch 14, 
  flat-footed 15; Base Atk +11; Grp +18; Atk +14 melee 
  (2d4+4, claw) or +15 ranged (1d8+2/19-20, spike); Full 
  Atk +14/+14 melee (2d4+4, claw) and +12 melee (1d8+2, 
  bite), or +15/+15/+15/+15/+15/+15 ranged (1d8+2/19-
  20, spikes); Space/Reach 10 ft./5 ft.; SA Spikes; SQ Dark 
  vision 60 ft., low-light vision, scent, scry bonus, 
  prescient sense, trap sense +2, divination enhancement, 
  uncanny dodge; AL N; SV Fort +15, Ref +12, Will +15; 
  Str 18, Dex 18, Con 20, Int 12, Wis 20, Cha 10. 
   
  Skills and Feats: Knowledge (religion) +16, Spot 
  +22, Listen +18; Flyby Attack, Multiattack, Weapon 
  Focus (spikes), Skill Focus (Knowledge: Religion), 
  Practiced Spellcaster (cleric), Spell Focus (divination), 
  Greater Spell Focus (divination). 
   
  Spikes (Ex): With a snap of its tail, a manticore can 
  loose a volley of spikes as a standard action (make an 
  attack roll for each spike). This attack has a range of 180 
  feet with no range increment. All targets must be 
  within 30 feet of each other. The creature can launch 
  only twenty-four spikes in any 24-hour period. 
   
  Scry Bonus (Su): A divine oracle adds a +1 sacred 
  bonus to the save DC of all her divination (scrying) 
  spells. 
   
  Prescient Sense (Ex): Beginning at 2
  nd level, if a 
  divine oracle makes a successful Reflex saving throw 
  against an attack that normally inflicts half damage on a 
  successful save (such as a red dragon’s fiery breath or a 
  fireball spell), she instead takes no damage, since her 
  prescience allowed her to get out of the way faster. This 
  form of evasion works no matter what armor the divine 
  oracle wears, unlike the evasion ability used by monks 
  and rogues. 
   
  Divination Enhancement (Ex): Beginning at 3
  rd 
  level, a divine oracle may roll twice and take the better 
  result when using divination spells such as augury or 
  divination. 
   
  Spells Prepared (6/7/6/5/5/4; base DC = 15 + spell 
  level): 0—detect magic, resistance, read magic, detect 
  poison, 
  guidance; 
  1st—identify*, 
  comprehend 
  languages, divine favor, detect evil, detect chaos, detect 
  good, omen of peril; 2nd—augury*, hold person, sound 
  burst, resist energy, spiritual weapon, curse of ill 
  fortune; 3rd—divination*, bestow curse, dispel magic, 
  searing light, blessed aim; 4th—scrying*, castigate, 
  divine power, freedom of movement; 5th—commune*, 
  righteous might, flame strike, true seeing. 
   
  *Domain spell. Deity: Istus; Domains: Knowledge 
  (You cast divination spells at +1 caster level); Mind 
  (Gain a +2 bonus on Bluff, Diplomacy, and Sense 
  Motive checks); Oracle (You cast divination spells at +2 
  caster level). 
   
  Possessions: None. 
   
  Encounter 7: The Summer Fair 
  Redcap Ravager (4): Redcap HD10; CR 6; Small Fey; 
  HD 10d6+50; hp 85; Init +8; Spd 30 ft.; AC 19, touch 15, 
  flat-footed 15; Base Atk +5; Grp +10; Atk +13 melee 
  (2d4+9/x4, +1 scythe) or +11 ranged (1d6+6, eldritch 
  sling); Full Atk +13/+8 melee (2d4+9/x4, +1 scythe) or 
  +11 ranged (1d6+6, eldritch sling); SA Eldritch stone, 
  powerful build; SQ DR 10/cold iron, low-light vision; 
  AL CE; SV Fort +6, Ref +9, Will +7; Str 20, Dex 19, Con 
  20, Int 11, Wis 12, Cha 14. 
   
  Skills and Feats: Hide +16 (+17 in forests), 
  Intimidate +11, Knowledge (religion) +4, Listen +13, 
  Move Silently +17, Spot +13, Survival +13; Improved 
  Initiative, Power Attack, Weapon Focus (Scythe), 
  Combat Reflexes. 
   
  Eldritch Stone (Su): Bullets fired from a redcap’s 
  sling glow with a greenish-blue magical energy, giving 
  them a +1 enhancement bonus on attack rolls and 
  damage rolls as well as dealing 1d6 points of damage 
  (instead of the 1d4 points an ordinary bullet deals). 
   
  Powerful Build (Ex): The physical stature of a 
  redcap lets it function in many ways as if he were one 
  size category larger. Whenever a redcap is subject to a 
  size modifier or special size modifier for an opposed 
  check (such as during grapple checks, bull rush 
  attempts, and trip attempts), the redcap is treated as one 
  size larger if doing so is advantageous to it. A redcap is 
  also considered to be one size larger when determining 
  whether a creature’s special attacks based on size (such 
  as improved grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a creature one size 
  larger without penalty. However, its space and reach 
  remain those of a creature of its actual size. The benefits 
  of this characteristic stack with the effects of powers, 
  abilities, and spells that change the subject’s size 
  category. 
   
  Possessions: +1 medium keen scythe, medium 
  sling, 10 bullets, forester cloak, silent shoes. 
   
  
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  Redcap Slayer (1): Redcap HD10/Occult Slayer2; CR 8; 
  Small Fey; HD 10d6+2d8+84; hp 129; Init +11; Spd 30 
  ft.; AC 22, touch 18, flat-footed 15; Base Atk +7; Grp 
  +15; Atk +18 melee (2d4+13/x4, +1 scythe) or sling +16 
  (1d6+9, eldritch sling); Full Atk +17/+12 melee 
  (2d4+13/x4, +1 scythe) or +16 ranged (1d6+9, eldritch 
  sling); SA Eldritch stone, powerful build, magical 
  defense +1, vicious strike, weapon bond (scythe); SQ 
  DR 10/cold iron, low-light vision, mind over magic 
  1/day; AL CE; SV Fort +10, Ref +14, Will +10; Str 26, 
  Dex 24, Con 24, Int 10, Wis 10, Cha 14. 
   
  Skills and Feats: Hide +17 (+18 in forest), 
  Intimidate +12, Knowledge (arcana) +4, Listen +11, 
  Move Silently +18, Spellcraft +5, Spot +11, Survival +10; 
  Improved Initiative, Power Attack, Weapon Focus 
  (Scythe), Combat Reflexes. 
   
  Eldritch Stone (Su): Bullets fired from a redcap’s 
  sling glow with a greenish-blue magical energy, giving 
  them a +1 enhancement bonus on attack rolls and 
  damage rolls as well as dealing 1d6 points of damage 
  (instead of the 1d4 points an ordinary bullet deals). 
   
  Powerful Build (Ex): The physical stature of a 
  redcap lets it function in many ways as if he were one 
  size category larger. Whenever a redcap is subject to a 
  size modifier or special size modifier for an opposed 
  check (such as during grapple checks, bull rush 
  attempts, and trip attempts), the redcap is treated as one 
  size larger if doing so is advantageous to it. A redcap is 
  also considered to be one size larger when determining 
  whether a creature’s special attacks based on size (such 
  as improved grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a creature one size 
  larger without penalty. However, its space and reach 
  remain those of a creature of its actual size. The benefits 
  of this characteristic stack with the effects of powers, 
  abilities, and spells that change the subject’s size 
  category. 
   
  Magical Defense (Ex): An occult slayer’s constant 
  training in countering magic of all types manifests 
  itself as a bonus on saving throws against spells or spell-
  like abilities.  
   
  Weapon Bond (Su): An occult slayer must choose a 
  particular weapon of at least masterwork quality as the 
  focus of her power. Upon making her selection, she 
  immediately forms a bond with the chosen weapon 
  that imbues it with the force of her hatred for 
  spellcasters. Thereafter, any successful attack she makes 
  with that weapon against a spellcaster or a creature 
  with spell-like abilities deals an extra 1d6 points of 
  damage. If this particular weapon is lost or destroyed, 
  the occult slayer loses the ability to deal the extra 
  damage until she acquires and bonds with another 
  weapon of the same kind of at least masterwork quality. 
  The occult slayer must spend one day per character 
  level practicing with the replacement weapon (and 
  doing very little else–no adventuring) to create a new 
  weapon bond. 
   
  Mind over Magic (Su): Starting at 2
  nd level, an 
  occult slayer can cause a spell or spell-like ability to 
  rebound onto the originator as a free action. This ability 
  otherwise functions as the spell turning spell (caster 
  level equals the character’s occult slater level + 5). 
   
  Vicious Strike (Ex): At 2
  nd level and higher, an 
  occult slayer who readies an attack action to disrupt a 
  spellcaster deals double damage if the attack hits. 
   
  Possessions: +1 medium scythe, medium sling, 10 
  bullets, forester cloak, silent shoes. 
   
  Encounter 9: The ones with no legs 
  Conflagration Ooze, Advanced 12 HD (2); CR 9; Huge 
  Ooze (Fire); HD 12d10+72; hp 138; Init +3; Spd 30 ft., 
  climb 10 ft.; AC 20, touch 9, flat-footed 20; Base Atk +9; 
  Grp +28; Atk +19 melee (3d6+11 plus 1d6 fire, slam); 
  Full Atk +19/+19 melee (3d6+11 plus 1d6 fire, slam); 
  Space 15 ft./10 ft.; SA fire in the blood, improved grab, 
  spell-like 
  abilities; 
  SQ 
  Blindsight 
  60 
  ft., 
  DR 
  5/bludgeoning, 
  immunity 
  to 
  fire, 
  ooze 
  traits, 
  vulnerability to cold; AL CE; SV Fort +10, Ref +5, Will 
  +7; Str 32, Dex 8, Con 22, Int 9, Wis 12, Cha 14. 
   
  Skills and Feats: Climb +15, Hide +9, Listen +8, 
  Move Silently +9; Ability Focus (fire in the blood), 
  Improved Initiative, Lightning Reflexes, Weapon 
  Focus (slam), Power Attack, Iron Will. 
   
  Fire in the Blood (Su): A potent fiery toxin flows 
  through the body of a conflagration ooze. Any creature 
  grappled or pinned by the ooze must make a successful 
  DC 19 Fortitude save as the fiery toxin seeps through 
  the victim’s skin (or whatever surface passes for its 
  skin) and into its blood (or life supporting fluid, such as 
  sap in a plant creature). Success indicates the creature 
  takes 1d6 points of fire damage in addition to any 
  damage already dealt by the slam or grapple, as the fire 
  burns and sears the creature. Failure indicates that the 
  toxin has taken hold of the creature’s body and has 
  begun converting portions of its blood to liquid flame. 
  The creature takes 1d4 points of Constitution damage 
  and 2d6 points of fire damage, in addition to any 
  damage already dealt by the slam or grapple. Each 
  round the creature remains grappled by the ooze, and 
  for 1 round afterward, it must make another DC 19 
  Fortitude save to reduce or avoid the same effects. A 
  creature that fails its saves takes Constitution damage, 
  the flaming blood burns through the victim’s skin in 
  small patches that increase in size the more 
  
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  Constitution damage accrues. Tiny rivulets of flame 
  leak from these holes, as well as from the creature’s 
  ears, nose and mouth, running down the victim’s body 
  and giving it an unearthly, terrible appearance. 
  Creatures that lack a Constitution score, such as 
  constructs and undead, or any sort of life-dependent 
  body fluid, such as elementals, are immune to the 
  Constitution damage from this ability but are still 
  subject to the fire damage. 
   
  Improved Grab (Ex): To use this ability, the 
  conflagration ooze must hit with its slam attack. It can 
  then attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it establishes a hold and can attempt to deal slam 
  damage with a successful grapple check. The ooze can 
  also attempt to use fire in the blood against the 
  grappled target. 
   
  Spell-Like Abilities: 1/day – confusion (DC 16), 
  deep slumber (DC 15), hold monster (DC 17). Caster 
  level 10
  th. 
   
  Encounter 12: One that isn't thirsty 
  Kazilgam: Male drow tauric displacer beast Ftr3; CR 8; 
  Large Monstrous Humanoid; HD 7d8+3d10+50; hp 99; 
  Init +3; Spd 40 ft.; AC 26*, touch 15, flat-footed 23; Base 
  Atk +10; Grp +20; Atk +19* melee (2d6+10/15-20, 
  masterwork falchion) or +15* melee (1d6+7, tentacle); 
  Full Atk +19/+14* melee (2d6+10/15-20, masterwork 
  falchion) and +15/+15* melee (1d6+7, 2 tentacles); 
  Space/Reach 10 ft./5 ft. (10 ft. with tentacles); SQ 
  Darkvision 
  120', 
  displacement, 
  low-light 
  vision, 
  resistance to ranged attacks, SR 14, drow traits; AL CE; 
  SV Fort +11, Ref +9, Will +8 (bless: +1 versus Fear); Str 
  24, Dex 17, Con 20, Int 12, Wis 12, Cha 10. 
   
  *Spells running: Bless (included), Shield of Faith 
  (included). 
   
  Skills and Feats: Hide +12, Listen +11, Move 
  Silently +12, Search +11, Spot +12; Alertness, Multi-
  attack, Weapon Focus (falchion), Combat Reflexes, 
  Improved Critical, Power Attack. 
   
  Displacement (Su): A light bending glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the creature by 
  some means other than sight. A true seeing effect 
  allows the user to see the beast’s position, but see 
  invisibility has no effect. 
   
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks). 
   
  Drow Traits: +2 racial bonus on Will saves against 
  spells and spell-like abilities. 
   
  Spell-Like Abilities (Sp): 1/day–dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Light Blindness: Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round. On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Possessions: Large masterwork falchion, large 
  masterwork rapier, +1 large breastplate, vest of 
  resistance +1. 
   
  Byres'lryl: Female drow tauric displacer beast Clr7; CR 
  8; Large Monstrous Humanoid; HD 7d8+7d8+70; hp 
  136; Init +3; Spd 40 ft.; AC 26*, touch 15, flat-footed 23; 
  Base Atk +12; Grp +19; Atk +17* melee (2d6+5, 
  masterwork heavy mace) or +14* melee (1d6+4, 
  tentacle); Full Atk +17/+12/+7* melee (2d6+5, 
  masterwork heavy mace) and +14/+14* melee (1d6+5, 
  tentacles); Space/Reach 10 ft./5 ft. (10 ft. with 
  tentacles); SQ Darkvision 120', displacement, low-light 
  vision, resistance to ranged attacks, SR 18, drow traits; 
  AL CE; SV Fort +14, Ref +11, Will +14 (bless: +1 versus 
  Fear); Str 21, Dex 16, Con 20, Int 12, Wis 17, Cha 10. 
   
   
  *Spells running: bless (included), death watch 
  (know roughly how much hp everyone has in a 30’ 
  cone), shield of faith (included). 
   
  Skills and Feats: Concentration +12, Hide +14, 
  Knowledge: Religion +8, Listen +13, Move Silently +10, 
  Spellcraft +8, Spot +1; Alertness, Multi-attack, Practiced 
  Spellcaster (cleric), Spell Focus (necromancy), Greater 
  Spell Focus (necromancy). 
   
  Displacement (Su): A light bending glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the creature by 
  some means other than sight. A true seeing effect 
  allows the user to see the beast’s position, but see 
  invisibility has no effect. 
   
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks). 
   
  Drow Traits: +2 racial bonus on Will saves against 
  spells and spell-like abilities. 
   
  Spell-Like Abilities (Sp): 1/day–dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Light Blindness: Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  
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  Page 54 
  round. On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Spells Prepared (6/6/5/4/3; base DC = 14 + spell 
  level): 0—cure minor wounds (3), detect magic, 
  guidance, resistance; 1st— bane, bless, cure light 
  wounds, deathwatch, divine favor, shield of faith; 
  2nd— cure moderate wounds, death knell*, hold 
  person, sound burst, spiritual weapon; 3
  rd—animate 
  dead*, cure serious, prayer, wrack
  �; 4th— divine power, 
  recitation, unholy blight*. 
   
  *Domain spell. Deity: Nerull; Domains: Death 
  (death touch once per day); Evil (cast evil spells at +1 
  caster level). 
   
  � Due to Greater Spellfocus (necromancy) the base 
  DC against these spells is 16 + spell level. The various 
  inflict spells are Necromancy as well. Do NOT forget 
  the Practices Spellcaster feat. 
   
  Possessions: Large masterwork heavy mace, +1 
  large breastplate, vest of resistance +2, pearl of power 1
  st 
  level (used), wooden holy symbol, spell component 
  pouch. 
   
  Bizadûr: Male drow tauric displacer beast Wiz(Nec)7; 
  CR 8; Large Monstrous Humanoid; HD 7d8+7d4+70; 
  hp 126 (141 with false life); Init +6; Spd 40 ft.; AC 28*, 
  touch 16, flat-footed 22; Base Atk +10; Grp +19; Atk 
  +15* melee (1d6+4/19-20, masterwork dagger) or +12* 
  melee (1d6+4, tentacle) or +14* ranged (1d6/19-20, 
  masterwork hand crossbow); Full Atk +15/+10* melee 
  (1d6+4, masterwork dagger) and +12/+12* melee 
  (1d6+4, 
  tentacles) 
  or 
  +14* 
  ranged 
  (1d6/19-20, 
  masterwork hand crossbow); Space/Reach 10 ft./5 ft. 
  (10 
  ft. 
  with 
  tentacles); 
  SQ 
  Darkvision 
  120', 
  displacement, low-light vision, resistance to ranged 
  attacks, SR 18, drow traits; AL CE; SV Fort +12, Ref +12, 
  Will +14 (bless: +1 versus Fear); Str 18, Dex 17, Con 20, 
  Int 21, Wis 12, Cha 10. 
   
  * Spells running: Bless (included), false life 
  (included), mage armour (included), see invisibility, 
  shield (included), shield of faith (included). 
   
  Skills and Feats: Concentration +19, Hide +14, 
  Knowledge: Arcana +19, Listen 14, Move Silently +14, 
  Search +11, Spellcraft +19, Spot +13; Multi-attack, 
  Improved Initiative, Practiced Spellcaster (wizard), 
  Spell Focus (necromancy), Greater Spell Focus 
  (necromancy), Craft Wondrous. 
   
  Displacement (Su): A light bending glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the creature by 
  some means other than sight. A true seeing effect 
  allows the user to see the beast’s position, but see 
  invisibility has no effect. 
   
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks). 
   
  Drow Traits: +2 racial bonus on Will saves against 
  spells and spell-like abilities. 
   
  Spell-Like Abilities (Sp): 1/day–dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Light Blindness: Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round. On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Spells Prepared (5/7/5/4/3; base DC = 15 + spell 
  level): 0—acid splash, ray of frost (2), touch of fatigue
  � 
  (2); 1st—ray of enfeeblement(2), mage armor, chill 
  touch
  �, shield, magic missile (2); 2nd—false life, ghoul 
  touch
  �, glitterdust, scorching ray, see invisibility; 3rd—
  dispel magic, vampiric touch, ray of exhaustion
  �, haste; 
  4th—enervation, everard’s black tentacles, wrack
  �. 
   
  � Due Greater Spell Focus (necromancy) the base 
  DC against these spells is 17 + spell level. Do NOT 
  forget the Practiced Spellcaster feat. 
   
  Possessions: Large masterwork dagger, large 
  masterwork hand-crossbow, 20 bolts, vest of resistance 
  +3, headband of intellect +2, pearl of power 1
  st level, 
  spellbook, spell component pouch.  
   
  Familiar: Weasel (+2 on Reflex saves, Alertness 
  feat) 
   
  
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  Appendix 4: 
  APL10 
  Encounter 2: The Riddle Master 
  Astenin: Male manticore Clr3/Divine Oracle9; CR 14; 
  Large Magical Beast; HD 6d10+3d8+9d6+90; hp 174; 
  Init +4; Spd 30 ft., fly 50 ft. (clumsy); AC 19, touch 14, 
  flat-footed 15; Base Atk +12; Grp +19; Atk +15 melee 
  (2d4+4, claw) or +16 ranged (1d8+2/19-20, spike); Full 
  Atk +15/+15 melee (2d4+4, claw) and +13 melee (1d8+2, 
  bite), or +16/+16/+16/+16/+16/+16 ranged (1d8+2/19-
  20, spikes); Space/Reach 10 ft./5 ft.; SA Spikes; SQ Dark 
  vision 60 ft., low-light vision, scent, scry bonus, 
  prescient sense, trap sense +3, divination enhancement, 
  uncanny dodge; AL N; SV Fort +16, Ref +13, Will +16; 
  Str 18, Dex 18, Con 20, Int 12, Wis 20, Cha 10. 
   
  Skills and Feats: Knowledge (religion) +18, Spot 
  +23, Listen +19; Flyby Attack, Multiattack, Weapon 
  Focus (spikes), Skill Focus (Knowledge: Religion), 
  Practiced Spellcaster (cleric), Spell Focus (divination), 
  Greater Spell Focus (divination); 
   
  Spikes (Ex): With a snap of its tail, a manticore can 
  loose a volley of spikes as a standard action (make an 
  attack roll for each spike). This attack has a range of 180 
  feet with no range increment. All targets must be 
  within 30 feet of each other. The creature can launch 
  only twenty-four spikes in any 24-hour period. 
   
  Scry Bonus (Su): A divine oracle adds a +1 sacred 
  bonus to the save DC of all her divination (scrying) 
  spells. 
   
  Prescient Sense (Ex): Beginning at 2
  nd level, if a 
  divine oracle makes a successful Reflex saving throw 
  against an attack that normally inflicts half damage on a 
  successful save (such as a red dragon’s fiery breath or a 
  fireball spell), she instead takes no damage, since her 
  prescience allowed her to get out of the way faster. This 
  form of evasion works no matter what armor the divine 
  oracle wears, unlike the evasion ability used by monks 
  and rogues. 
   
  Divination Enhancement (Ex): Beginning at 3
  rd 
  level, a divine oracle may roll twice and take the better 
  result when using divination spells such as augury or 
  divination. 
   
  Spells Prepared (6/8/6/6/5/5/3; base DC = 15 + 
  spell level): 0—detect magic, resistance, read magic, 
  detect poison, guidance(2); 1st—identify*, comprehend 
  languages, divine favor, detect evil, detect chaos, detect 
  good, detect law, omen of peril; 2nd—augury*, hold 
  person, sound burst, resist energy, spiritual weapon, 
  curse of ill fortune; 3rd—divination*, bestow curse, 
  dispel magic, searing light, blessed aim, magic circle 
  versus chaos; 4th—scrying*, castigate, divine power, 
  freedom of movement, tongues; 5th—commune*, 
  righteous might, flame strike, true seeing, slay living; 
  6th—legend lore*, blade barrier, greater dispel magic. 
   
  *Domain spell. Deity: Istus. Domains: Knowledge 
  (You cast divination spells at +1 caster level); Mind 
  (Gain a +2 bonus on Bluff, Diplomacy, and Sense 
  Motive checks); Oracle (You cast divination spells at +2 
  caster level). 
   
  Encounter 7: The Summer Fair 
  Redcap Ravager (4): Red cap HD10/Ravager2; CR 8; 
  Small Fey; HD 10d6+2d10+96; hp 151; Init +12; Spd 30 
  ft.; AC 23, touch 19, flat-footed 15; Base Atk +7; Grp 
  +17; Atk +20 melee (2d4+16/19-20/x4, +1 keen scythe) 
  or +17 ranged (1d6+11, eldritch sling); Full Atk +20/+15 
  melee (2d4+16/19-20/x4, +1 keen scythe) or +17 ranged 
  (1d6+11, eldritch sling); SA Eldritch stone, powerful 
  build, pain touch 1/day, aura of fear 1/day; SQ DR 
  10/cold iron, low-light vision; AL CE; SV Fort +14, Ref 
  +15, Will +7; Str 30, Dex 26, Con 26, Int 10, Wis 10, Cha 
  15. 
   
  Skills and Feats: Hide +19 (+20 in forests), 
  Intimidate +14, Knowledge (religion) +5, Listen +12, 
  Move Silently +20, Spot +12, Survival +12; Improved 
  Initiative, Power Attack, Weapon Focus (Scythe), 
  Combat Reflexes, Cleave. 
   
  Eldritch Stone (Su): Bullets fired from a redcap’s 
  sling glow with a greenish-blue magical energy, giving 
  them a +1 enhancement bonus on attack rolls and 
  damage rolls as well as dealing 1d6 points of damage 
  (instead of the 1d4 points an ordinary bullet deals). 
   
  Powerful Build (Ex): The physical stature of a 
  redcap lets it function in many ways as if he were one 
  size category larger. Whenever a redcap is subject to a 
  size modifier or special size modifier for an opposed 
  check (such as during grapple checks, bull rush 
  attempts, and trip attempts), the redcap is treated as one 
  size larger if doing so is advantageous to it. A redcap is 
  also considered to be one size larger when determining 
  whether a creature’s special attacks based on size (such 
  as improved grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a creature one size 
  larger without penalty. However, its space and reach 
  remain those of a creature of its actual size. The benefits 
  of this characteristic stack with the effects of powers, 
  abilities, and spells that change the subject’s size 
  category. 
   
  Pain Touch (Su): Erythnul teaches that life is pain, 
  and so is the touch of a ravager. A ravager can make an 
  
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  Page 56 
  unarmed touch attack that deals 1d8 points of damage + 
  1point per ravager level. Weapon attacks also transmit 
  the pain of Erythnul, but only at the rate of 1d4 extra 
  points of damage +1 point per ravager level. 
   
  Aura of Fear (Su): Enemies within 10 feet of a 
  ravager of 2
  nd level or higher take a -2 morale penalty on 
  all saving throws for as long as they remain within 
  range. This ability is usable a number of times per day 
  as given on the table. Each use lasts for a number of 
  rounds equal to 3 + ravager’s Charisma modifier. The 
  range of this aura increases at 5
  th level to 20 feet, and 
  then again at 8
  th level to 30 feet. 
   
  Possessions: +1 medium keen scythe, medium 
  sling, 10 bullets, gauntlets of ogre power, forester cloak, 
  silent shoes. 
   
  Redcap Slayer (1): Red cap HD12/Occult Slayer3; CR 
  10; Small Fey; HD 12d6+3d8+120; hp 185; Init +11; Spd 
  30 ft.; AC 24, touch 19, flat-footed 16; Base Atk +9; Grp 
  +19; Atk +22 melee (2d4+16/19-20/x4, +1 keen scythe) 
  or sling +19 ranged (1d6+11, eldritch sling); Full Atk 
  +22/+17 melee (2d4+16/19-20/x4, +1 keen scythe) or 
  +19 ranged (1d6+11, eldritch sling); SA Eldritch stone, 
  powerful build, magical defense +2, weapon bond 
  (scythe), vicious strike, mind over magic 1/day; SQ 
  Auravision, DR 10/cold iron, low-light vision; AL CE; 
  SV Fort +13, Ref +17, Will +11; Str 30, Dex 26, Con 26, 
  Int 10, Wis 10, Cha 15. 
   
  Skills and Feats: Hide +19 (+20 in forests), 
  Intimidate +14, Knowledge (arcana) +5, Listen +13, 
  Move Silently +20, Spellcraft +4, Spot +13, Survival +12; 
  Improved Initiative, Power Attack, Weapon Focus 
  (Scythe), Combat Reflexes, Cleave. 
   
  Eldritch Stone (Su): Bullets fired from a redcap’s 
  sling glow with a greenish-blue magical energy, giving 
  them a +1 enhancement bonus on attack rolls and 
  damage rolls as well as dealing 1d6 points of damage 
  (instead of the 1d4 points an ordinary bullet deals). 
   
  Powerful Build (Ex): The physical stature of a 
  redcap lets it function in many ways as if he were one 
  size category larger. Whenever a redcap is subject to a 
  size modifier or special size modifier for an opposed 
  check (such as during grapple checks, bull rush 
  attempts, and trip attempts), the redcap is treated as one 
  size larger if doing so is advantageous to it. A redcap is 
  also considered to be one size larger when determining 
  whether a creature’s special attacks based on size (such 
  as improved grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a creature one size 
  larger without penalty. However, its space and reach 
  remain those of a creature of its actual size. The benefits 
  of this characteristic stack with the effects of powers, 
  abilities, and spells that change the subject’s size 
  category. 
   
  Magical Defense (Ex): An occult slayer’s constant 
  training in countering magic of all types manifests 
  itself as a bonus on saving throws against spells or spell-
  like abilities. 
   
  Weapon Bond (Su): An occult slayer must choose a 
  particular weapon of at least masterwork quality as the 
  focus of her power. Upon making her selection, she 
  immediately forms a bond with the chosen weapon 
  that imbues it with the force of her hatred for 
  spellcasters. Thereafter, any successful attack she makes 
  with that weapon against a spellcaster or a creature 
  with spell-like abilities deals an extra 1d6 points of 
  damage. If this particular weapon is lost or destroyed, 
  the occult slayer loses the ability to deal the extra 
  damage until she acquires and bonds with another 
  weapon of the same kind of at least masterwork quality. 
  The occult slayer must spend one day per character 
  level practicing with the replacement weapon (and 
  doing very little else–no adventuring) to create a new 
  weapon bond. 
   
  Mind over Magic (Su): Starting at 2
  nd level, an 
  occult slayer can cause a spell or spell-like ability to 
  rebound onto the originator as a free action. This ability 
  otherwise functions as the spell turning spell (caster 
  level equals the character’s occult slater level + 5). 
   
  Auravision (Su): At 3
  rd level, an occult slayer gains 
  the ability to see magical auras at a range of up to 60 
  feet as a free action. This ability otherwise functions as 
  the detect magic spell. The character cannot use this 
  ability to determine anything but the number of 
  magical auras present. 
   
  Vicious Strike (Ex): At 2
  nd level and higher, an 
  occult slayer who readies an attack action to disrupt a 
  spellcaster deals double damage if the attack hits. 
   
  Possessions: +1 medium keen scythe, medium 
  sling, 10 bullets, gauntlets of ogre power, forester cloak, 
  silent shoes. 
   
  Encounter 9: The ones with no legs 
  Conflagration Ooze, Advanced 12 HD (4): CR 9; Huge 
  Ooze (Fire); HD 12d10+72; hp 138; Init +3; Spd 30 ft., 
  climb 10 ft.; AC 20, touch 9, flat-footed 20; Base Atk +9; 
  Grp +28; Atk +19 melee (3d6+11 plus 1d6 fire, slam); 
  Full Atk +19/+19 melee (3d6+11 plus 1d6 fire, slam); 
  Space 15 ft./10 ft.; SA fire in the blood, improved grab, 
  spell-like 
  abilities; 
  SQ 
  Blindsight 
  60 
  ft., 
  DR 
  5/bludgeoning, 
  immunity 
  to 
  fire, 
  ooze 
  traits, 
  vulnerability to cold; AL CE; SV Fort +10, Ref +5, Will 
  +7; Str 32, Dex 8, Con 22, Int 9, Wis 12, Cha 14. 
  
  Seeds 
   
  Page 57 
   
  Skills and Feats: Climb +15, Hide +9, Listen +8, 
  Move Silently +9; Ability Focus (fire in the blood), 
  Improved Initiative, Lightning Reflexes, Weapon 
  Focus (slam), Power Attack, Iron Will. 
   
  Fire in the Blood (Su): A potent fiery toxin flows 
  through the body of a conflagration ooze. Any creature 
  grappled or pinned by the ooze must make a successful 
  DC 19 Fortitude save as the fiery toxin seeps through 
  the victim’s skin (or whatever surface passes for its 
  skin) and into its blood (or life supporting fluid, such as 
  sap in a plant creature). Success indicates the creature 
  takes 1d6 points of fire damage in addition to any 
  damage already dealt by the slam or grapple, as the fire 
  burns and sears the creature. Failure indicates that the 
  toxin has taken hold of the creature’s body and has 
  begun converting portions of its blood to liquid flame. 
  The creature takes 1d4 points of Constitution damage 
  and 2d6 points of fire damage, in addition to any 
  damage already dealt by the slam or grapple. Each 
  round the creature remains grappled by the ooze, and 
  for 1 round afterward, it must make another DC 19 
  Fortitude save to reduce or avoid the same effects. A 
  creature that fails its saves takes Constitution damage, 
  the flaming blood burns through the victim’s skin in 
  small patches that increase in size the more 
  Constitution damage accrues. Tiny rivulets of flame 
  leak from these holes, as well as from the creature’s 
  ears, nose and mouth, running down the victim’s body 
  and giving it an unearthly, terrible appearance. 
  Creatures that lack a Constitution score, such as 
  constructs and undead, or any sort of life-dependent 
  body fluid, such as elementals, are immune to the 
  Constitution damage from this ability but are still 
  subject to the fire damage. 
   
  Improved Grab (Ex): To use this ability, the 
  conflagration ooze must hit with its slam attack. It can 
  then attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it establishes a hold and can attempt to deal slam 
  damage with a successful grapple check. The ooze can 
  also attempt to use fire in the blood against the 
  grappled target. 
   
  Spell-Like Abilities: 1/day – confusion (DC 16), 
  deep slumber (DC 15), hold monster (DC 17). Caster 
  level 10
  th. 
   
  Encounter 12: One that isn't thirsty 
  Kazilgam: Male drow tauric displacer beast Ftr5; CR 10; 
  Large Monstrous Humanoid; HD 7d8+5d10+60; hp 
  121; Init +4; Spd 40 ft.; AC 29 *, touch 17, flat-footed 25; 
  Base Atk +12; Grp +22; Atk +21* melee (2d6+12/15-20, 
  masterwork falchion) or +17* melee (1d6+7, tentacle); 
  Full 
  Atk 
  +21/+16/+11* 
  melee 
  (2d6+12/15-20, 
  masterwork falchion) and +17/+17 melee (1d6+7, 
  tentacles); Space/Reach 10 ft./5 ft. (10 ft. with 
  tentacles); SQ Darkvision 120 ft., displacement, low-
  light vision, resistance to ranged attacks, SR 16, drow 
  traits; AL CE; SV Fort +12, Ref +9, Will +8 (bless: +1 
  versus Fear); Str 24, Dex 18, Con 20, Int 12, Wis 12, Cha 
  10. 
   
  * Spells running: Bless (included), shield of faith 
  (incuded). 
   
  Skills and Feats: Hide +14, Listen +13, Move 
  Silently +14, Search +12, Spot +13; Alertness, Multi-
  attack, Weapon Focus (falchion), Combat Reflexes, 
  Improved Critical (falchion), Power Attack, Weapon 
  Specialization (falchion), Hold the Line. 
   
  Displacement (Su): A light bending glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the creature by 
  some means other than sight. A true seeing effect 
  allows the user to see the beast’s position, but see 
  invisibility has no effect. 
   
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks). 
   
  Drow Traits: +2 racial bonus on Will saves against 
  spells and spell-like abilities. 
   
  Spell-Like Abilities (Sp): 1/day–dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Light Blindness: Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round. On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Possessions: Large masterwork falchion, large 
  masterwork rapier, +1 large breastplate, vest of 
  resistance +1, amulet of natural armor +1. 
   
  Byres'lryl: Female drow tauric displacer beast Clr9; CR 
  10; Large Monstrous Humanoid; HD 7d8+9d8+80; hp 
  156; Init +3; Spd 40 ft.; AC 27*, touch 17, flat-footed 24; 
  Base Atk +13; Grp +20; Atk +18* melee (2d6+5, 
  masterwork heavy mace) or +15* melee (1d6+5, 
  tentacle); Full Atk +18/+13/+8* melee (2d6+5, 
  masterwork heavy mace) and +15/+15* melee (1d6+5, 
  tentacles); Space/Reach 10 ft./5 ft. (10 ft. with 
  tentacles); SQ Darkvision 120 ft., displacement, low-
  light vision, resistance to ranged attacks, SR 20, drow 
  traits; AL CE; SV Fort +15, Ref +12, Will +18 (bless: +1 
  
  Seeds 
   
  Page 58 
  versus Fear); Str 21, Dex 16, Con 20, Int 12, Wis 22, Cha 
  10. 
   
  *Spells running: Bless (included), death watch, 
  shield of faith (included). 
   
  Skills and Feats: Concentration +14, Hide +14, 
  Knowledge: Religion +10, Listen +16, Move Silently 
  +10, Spellcraft +10, Spot +16; Alertness, Multi-attack, 
  Practiced 
  Spellcaster 
  (cleric), 
  Spell 
  Focus 
  (necromancy), Greater Spell Focus (necromancy), Craft 
  Wondrous. 
   
  Displacement (Su): A light bending glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the creature by 
  some means other than sight. A true seeing effect 
  allows the user to see the beast’s position, but see 
  invisibility has no effect. 
   
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks). 
   
  Drow Traits: +2 racial bonus on Will saves against 
  spells and spell-like abilities. 
   
  Spell-Like Abilities (Sp): 1/day–dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Light Blindness: Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round. On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Spells Prepared (6/7/7/5/4/3; base DC = 16 + spell 
  leve): 0—cure minor wounds(3), detect magic, 
  guidance, resistance; 1st— bane, bless, cure light 
  wounds, deathwatch, divine favor, resurgence, shield of 
  faith; 2nd— cure moderate wounds, death knell* (2), 
  hold person, sound burst (2), spiritual weapon; 3rd—
  animate dead*, cure serious,  deeper darkness, prayer, 
  wrack
  �; 4th— divine power, poison, recitation, unholy 
  blight*; 5th—slay living*
  �, flame strike,  righteous 
  might. 
   
  *Domain spell. Deity: Nerull; Domains: Death 
  (death touch once per day); Evil (cast evil spells at +1 
  caster level). 
   
  � Due to Greater Spell Focus (necromancy) the base 
  DC against these spells is 18 + spell level. The various 
  inflict spells are also necromancy. Do NOT forget the 
  Practiced Spellcaster feat. 
   
  Possessions: Large masterwork heavy mace, +1 
  large breastplate, vest of resistance +2, periapt of 
  wisdom +4, pearl of power 1
  st level (2) (used), wooden 
  holy symbol, spell component pouch. 
   
  Bizadûr: Male drow tauric displacer beast Wiz(Nec)9; 
  CR 10; Large Monstrous Humanoid; HD 7d8+9d4+80; 
  hp 138 (154 due to false life) ; Init +7; Spd 40 ft.; AC 29*, 
  touch 17, flat-footed 26; Base Atk +11; Grp +20; Atk 
  +16* melee (1d6+4/19-20, masterwork dagger) or +13* 
  melee (1d6+4, tentacle) or Atk +15* ranged (1d6/19-20, 
  masterwork hand crossbow); Full Atk +16/+11/+6* 
  melee (1d6+4/19-20, masterwork dagger) and +13/+13* 
  melee (1d6+4, tentacles) or +15* ranged (1d6/19-20, 
  masterwork hand crossbow); Space/Reach 10 ft./5 ft. 
  (10 ft. with tentacles); SQ Darkvision 120 ft., 
  displacement, low-light vision, resistance to ranged 
  attacks, SR 20, drow traits; AL CE; SV Fort +13, Ref +14, 
  Will +15 (bless: +1 versus Fear); Str 18, Dex 17, Con 20, 
  Int 24, Wis 12, Cha 10. 
   
  *Spells running: Bless (included), false life 
  (included), mage armour (included), see invisibility, 
  shield (included), shield of faith (included). 
   
  Skills and Feats: Concentration +24, Hide +14, 
  Knowledge: Arcana +25, Listen 14, Move Silently +14, 
  Search +13, Spellcraft +25, Spot +13; Multi-attack, 
  Improved Initiative, Practiced Spellcaster (wizard), 
  Scribe Scroll, Spell Focus (necromancy), Greater Spell 
  Focus (necromancy), Craft Wondrous, Empower Spell. 
   
  Displacement (Su): A light bending glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the creature by 
  some means other than sight. A true seeing effect 
  allows the user to see the beast’s position, but see 
  invisibility has no effect. 
   
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks). 
   
  Drow Traits: +2 racial bonus on Will saves against 
  spells and spell-like abilities. 
   
  Spell-Like Abilities (Sp): 1/day–dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Light Blindness: Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round. On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Spells Prepared (5/7/7/6/4/3; base DC = 17 + spell 
  level): 0—acid splash, ray of frost (2), touch of fatigue
  � 
  (2); 1st—ray of enfeeblement (2), mage armor, chill 
  touch
  �, orb of acid (lesser), shield, magic missile; 2nd—
  false life, ghoul touch
  �, glitterdust (2), scorching ray (2), 
  see invisibility; 3rd—fireball, dispel magic, haste, ray of 
  
  Seeds 
   
  Page 59 
  exhaustion
  � (2), vampiric touch; 4th— bestow curse
  �, 
  dimension door, enervation, everard’s black tentacles; 
  5th—waves of fatigue, wall of force, reciprocal gyre 
   
  � Due to Greater Spell Focus (necromancy) the base 
  DC against these spells is 19 + spell level. Do NOT 
  forget the Practiced Spellcaster feat. 
   
  Possessions: Large masterwork dagger, large 
  masterwork hand-crossbow, 20 bolts, vest of resistance 
  +3, headband of intellect +4, Spellbook, spell 
  component pouch. 
   
  Familiar: Weasel (+2 on Reflex saves, Alertness 
  feat) 
   
   
  
  Seeds 
   
  Page 60 
  Appendix 5: 
  APL12 
  Encounter 2: The Riddle Master 
  Astenin: Male manticore Clr4/Divine Oracle10; CR 14; 
  Large Magical Beast; HD 6d10+4d8+10d6+100; hp 188; 
  Init +4; Spd 30 ft., fly 50 ft. (clumsy); AC 19, touch 14, 
  flat-footed 15; Base Atk +14; Grp +19; Atk +17 melee 
  (2d4+4, claw) or +18 ranged (1d8+2/19-20, spike); Full 
  Atk +17/+17 melee (2d4+4, claw) and +15 melee (1d8+2, 
  bite), or +18/+18/+18/+18/+18/+18 ranged (1d8+2/19-
  20, spikes); Space/Reach 10 ft./5 ft.; SA Spikes; SQ Dark 
  vision 60 ft., low-light vision, scent, scry bonus, 
  prescient sense, trap sense +3, divination enhancement, 
  uncanny dodge, improved uncanny dodge, immune to 
  surprise; AL N; SV Fort +16, Ref +13, Will +18; Str 18, 
  Dex 18, Con 20, Int 12, Wis 21, Cha 10. 
   
  Skills and Feats: Knowledge (religion) +23, Spot 
  +24, Listen +20; Flyby Attack, Multiattack, Weapon 
  Focus (spikes), Skill Focus (Knowledge: Religion), 
  Practiced Spellcaster (cleric), Spell Focus (divination), 
  Greater Spell Focus (divination). 
   
  Spikes (Ex): With a snap of its tail, a manticore can 
  loose a volley of spikes as a standard action (make an 
  attack roll for each spike). This attack has a range of 180 
  feet with no range increment. All targets must be 
  within 30 feet of each other. The creature can launch 
  only twenty-four spikes in any 24-hour period. 
   
  Scry Bonus (Su): A divine oracle adds a +1 sacred 
  bonus to the save DC of all her divination (scrying) 
  spells. 
   
  Prescient Sense (Ex): Beginning at 2
  nd level, if a 
  divine oracle makes a successful Reflex saving throw 
  against an attack that normally inflicts half damage on a 
  successful save (such as a red dragon’s fiery breath or a 
  fireball spell), she instead takes no damage, since her 
  prescience allowed her to get out of the way faster. This 
  form of evasion works no matter what armor the divine 
  oracle wears, unlike the evasion ability used by monks 
  and rogues. 
   
  Divination Enhancement (Ex): Beginning at 3
  rd 
  level, a divine oracle may roll twice and take the better 
  result when using divination spells such as augury or 
  divination. 
   
  Immune to Surprise (Ex): At 10
  th level, the divine 
  oracle’s sensitivity to danger is so great that she is never 
  surprised. She can always take a standard action during 
  a surprise round, unless she is physically restrained 
  from doing so. If there is no surprise round then this 
  ability doesn’t help. 
   
  Spells Prepared (6/8/7/6/6/5/4/3; base DC = 15 + 
  spell level): 0—detect magic, resistance, read magic, 
  detect poison, guidance(2); 1st—identify*, comprehend 
  languages, divine favor, detect evil, detect chaos, detect 
  good, detect law, omen of peril; 2nd—augury*, hold 
  person(2), sound burst, resist energy, spiritual weapon, 
  curse of ill fortune; 3rd—divination*, bestow curse, 
  dispel magic, searing light, blessed aim, magic circle 
  versus chaos; 4th—scrying*, castigate, divine power, 
  freedom of movement, tongues, recitation; 5th—
  commune*, righteous might, flame strike, true seeing, 
  slay living; 6th—legend lore*, blade barrier, greater 
  dispel magic, anti-life shell; 7th—greater scrying*, 
  greater bestow curse, dictum. 
   
  *Domain spell. Deity: Istus; Domains: Knowledge 
  (You cast divination spells at +1 caster level); Mind 
  (Gain a +2 bonus on Bluff, Diplomacy, and Sense 
  Motive checks); Oracle (You cast divination spells at +2 
  caster level). 
   
  Possessions: None. 
   
  Encounter 7: The Summer Fair 
  Redcap Ravagers (4): Red cap HD12/Ravager3; CR 10; 
  Small Fey; HD 12d6+3d10+135; hp 198; Init +13; Spd 30 
  ft.; AC 25, touch 19, flat-footed 16; Base Atk +9; Grp 
  +21; Atk +24 melee (2d4+19/19-20/x4, +1 keen scythe) 
  or +19 ranged (1d6+13, eldritch sling); Full Atk +24/+19 
  melee (2d4+19/19-20/x4, +1 keen scythe) or +17 ranged 
  (1d6+13, eldritch sling); SA Eldritch stone, powerful 
  build, pain touch 1/day, aura of fear 1/day, cruelest cut 
  1/day; SQ DR 10/cold iron, low-light vision; AL CE; SV 
  Fort +16, Ref +18, Will +9; Str 34, Dex 28, Con 28, Int 
  10, Wis 10, Cha 16. 
   
  Skills and Feats: Hide +22 (+23 in forests), 
  Intimidate +18, Knowledge (religion) +6, Listen +14, 
  Move Silently +23, Spot +14, Survival +14; Improved 
  Initiative, Power Attack, Weapon Focus (Scythe), 
  Combat Reflexes, Cleave, Great Cleave. 
   
  Eldritch Stone (Su): Bullets fired from a redcap’s 
  sling glow with a greenish-blue magical energy, giving 
  them a +1 enhancement bonus on attack rolls and 
  damage rolls as well as dealing 1d6 points of damage 
  (instead of the 1d4 points an ordinary bullet deals). 
   
  Powerful Build (Ex): The physical stature of a 
  redcap lets it function in many ways as if he were one 
  size category larger. Whenever a redcap is subject to a 
  size modifier or special size modifier for an opposed 
  check (such as during grapple checks, bull rush 
  attempts, and trip attempts), the redcap is treated as one 
  size larger if doing so is advantageous to it. A redcapis 
  also considered to be one size larger when determining 
  
  TSS5-02 Seeds 
   
  Page 61 
  whether a creature’s special attacks based on size (such 
  as improved grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a creature one size 
  larger without penalty. However, its space and reach 
  remain those of a creature of its actual size. The benefits 
  of this characteristic stack with the effects of powers, 
  abilities, and spells that change the subject’s size 
  category. 
   
  Pain Touch (Su): Erythnul teaches that life is pain, 
  and so is the touch of a ravager. A ravager can make an 
  unarmed touch attack that deals 1d8 points of damage + 
  1point per ravager level. Weapon attacks also transmit 
  the pain of Erythnul, but only at the rate of 1d4 extra 
  points of damage +1 point per ravager level. 
   
  Aura of Fear (Su): Enemies within 10 feet of a 
  ravager of 2
  nd level or higher take a -2 morale penalty on 
  all saving throws for as long as they remain within 
  range. This ability is usable a number of times per day 
  as given on the table. Each use lasts for a number of 
  rounds equal to 3 + ravager’s Charisma modifier. The 
  range of this aura increases at 5
  th level to 20 feet, and 
  then again at 8
  th level to 30 feet. 
   
  Cruelest Cut (Ex): When a ravager reaches 3
  rd 
  level, his familiarity with pain and fear grant him a 
  cruel precision with his melee attacks. The character 
  must declare he is making a cruelest cut before he 
  makes a melee attack (thus, a failed attack roll ruins the 
  attempt). If he strikes successfully, he deals 1d4 points 
  of Constitution damage to the target. A ravager can use 
  cruelest cut once per day for every three levels he has 
  attained, but may only make one cruelest cut attempt 
  per round. 
   
  Possessions: +1 medium keen scythe, medium 
  sling, 10 bullets, belt of giant strength +4, forester 
  cloak, silent shoes. 
   
  Redcap Slayer (1): Red cap HD14/Occult Slayer4; CR 
  12; Small Fey; HD 14d6+4d8+162; hp 231; Init +13; Spd 
  30 ft.; AC 26, touch 20, flat-footed 17; Base Atk +11; Grp 
  +23; Atk +26 melee (2d4+19/19-20/x4, +1 keen scythe) 
  or +21 ranged (1d6+13, eldritch sling); Full Atk +26/+21 
  melee (2d4+19/19-20/x4, +1 keen scythe) or +21 ranged 
  (1d6+13, eldritch sling); SA Eldritch stone, powerful 
  build, weapon bond (scythe), vicious strike; SQ 
  Auravision DR 10/cold iron, low-light vision, magical 
  defense +2, mind over magic 2/day, nondetection 
  cloak; AL CE; SV Fort +12, Ref +16, Will +12; Str 34, 
  Dex 28, Con 28, Int 10, Wis 10, Cha 16. 
   
  Skills and Feats: Hide +19 (+20 in forests), 
  Intimidate +14, Knowledge (arcana) +5, Listen +13, 
  Move Silently +20, Spellcraft +4, Spot +13, Survival +12; 
  Improved Initiative, Power Attack, Weapon Focus 
  (Scythe), Combat Reflexes, Cleave, Great Cleave. 
   
  Eldritch Stone (Su): Bullets fired from a redcap’s 
  sling glow with a greenish-blue magical energy, giving 
  them a +1 enhancement bonus on attack rolls and 
  damage rolls as well as dealing 1d6 points of damage 
  (instead of the 1d4 points an ordinary bullet deals). 
   
  Powerful Build (Ex): The physical stature of a 
  redcap lets it function in many ways as if he were one 
  size category larger. Whenever a redcap is subject to a 
  size modifier or special size modifier for an opposed 
  check (such as during grapple checks, bull rush 
  attempts, and trip attempts), the redcap is treated as one 
  size larger if doing so is advantageous to it. A redcap is 
  also considered to be one size larger when determining 
  whether a creature’s special attacks based on size (such 
  as improved grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a creature one size 
  larger without penalty. However, its space and reach 
  remain those of a creature of its actual size. The benefits 
  of this characteristic stack with the effects of powers, 
  abilities, and spells that change the subject’s size 
  category. 
   
  Magical Defense (Ex): An occult slayer’s constant 
  training in countering magic of all types manifests 
  itself as a bonus on saving throws against spells or spell-
  like abilities. 
   
  Weapon Bond (Su): An occult slayer must choose a 
  particular weapon of at least masterwork quality as the 
  focus of her power. Upon making her selection, she 
  immediately forms a bond with the chosen weapon 
  that imbues it with the force of her hatred for 
  spellcasters. Thereafter, any successful attack she makes 
  with that weapon against a spellcaster or a creature 
  with spell-like abilities deals an extra 1d6 points of 
  damage. If this particular weapon is lost or destroyed, 
  the occult slayer loses the ability to deal the extra 
  damage until she acquires and bonds with another 
  weapon of the same kind of at least masterwork quality. 
  The occult slayer must spend one day per character 
  level practicing with the replacement weapon (and 
  doing very little else–no adventuring) to create a new 
  weapon bond. 
   
  Mind over Magic (Su): Starting at 2
  nd level, an 
  occult slayer can cause a spell or spell-like ability to 
  rebound onto the originator as a free action. This ability 
  otherwise functions as the spell turning spell (caster 
  level equals the character’s occult slater level + 5). 
   
  Vicious Strike (Ex): At 2
  nd level and higher, an 
  occult slayer who readies an attack action to disrupt a 
  spellcaster deals double damage if the attack hits. 
  
  TSS5-02 Seeds 
   
  Page 62 
   
  Auravision (Su): At 3
  rd level, an occult slayer gains 
  the ability to see magical auras at a range of up to 60 
  feet as a free action. This ability otherwise functions as 
  the detect magic spell. The character cannot use this 
  ability to determine anything but the number of 
  magical auras present. 
  Nondetection Cloak (Su): Upon reaching 4th 
  level, an occult slayer (and any gear she wears or 
  carries) becomes more difficult to locate through 
  divinations such as clearaudience/ clairvoyance, locate 
  object, and other detection spells. The occult slayer 
  gains magical protection from divinations equivalent to 
  a nondetection spell (caster level equals the character's 
  occult slayer level), except that it affects only the occult 
  slayer and her possessions. 
   
  Possessions: +1 medium keen scythe, medium 
  sling, 10 bullets, belt of giant strength +4, forester 
  cloak, silent shoes. 
   
  Encounter 9: The ones with no legs 
  Infernal Conflagration Ooze, Advanced 15 HD (2): CR 
  13; Huge Ooze (Evil, Extraplanar, Fire); HD 15d10+90; 
  hp 172; Init +3; Spd 30 ft., climb 10 ft.; AC 21, touch 8, 
  flat-footed 21; Base Atk +11; Grp +30; Atk +21 melee 
  (3d6+11 plus 1d6 fire, slam); Full Atk +21/+21 melee 
  (3d6+11 plus 1d6 fire, slam); Space/reach 15 ft./10 ft.; 
  SA fire in the blood, improved grab, smite good, spell-
  like abilities; SQ Blindsight 60 ft., DR 5/bludgeoning 
  and 10/magic, immunity to fire, ooze traits, resistance 
  to cold 10, spell resistance 20, vulnerability to cold; AL 
  LE; SV Fort +11, Ref +6, Will +8; Str 32, Dex 8, Con 22, 
  Int 9, Wis 12, Cha 14. 
   
  Skills and Feats: Climb +10, Hide +12, Listen +6, 
  Move Silently +12; Ability Focus (fire in the blood), 
  Improved Initiative, Lightning Reflexes, Weapon 
  Focus (slam), Power Attack, Stealthy, Iron Will. 
   
  Fire in the Blood (Su): A potent fiery toxin flows 
  through the body of a conflagration ooze. Any creature 
  grappled or pinned by the ooze must make a successful 
  DC 25 Fortitude save as the fiery toxin seeps through 
  the victim’s skin (or whatever surface passes for its 
  skin) and into its blood (or life supporting fluid, such as 
  sap in a plant creature). Success indicates the creature 
  takes 1d6 points of fire damage in addition to any 
  damage already dealt by the slam or grapple, as the fire 
  burns and sears the creature. Failure indicates that the 
  toxin has taken hold of the creature’s body and has 
  begun converting portions of its blood to liquid flame. 
  The creature takes 1d6 points of Constitution damage 
  and 3d6 points of fire damage, in addition to any 
  damage already dealt by the slam or grapple. Each 
  round the creature remains grappled by the ooze, and 
  for 1 round afterward, it must make another DC 25 
  Fortitude save to reduce or avoid the same effects. A 
  creature that fails its saves takes Constitution damage, 
  the flaming blood burns through the victim’s skin in 
  small patches that increase in size the more 
  Constitution damage accrues. Tiny rivulets of flame 
  leak from these holes, as well as from the creature’s 
  ears, nose and mouth, running down the victim’s body 
  and giving it an unearthly, terrible appearance. 
  Creatures that lack a Constitution score, such as 
  constructs and undead, or any sort of life-dependent 
  body fluid, such as elementals, are immune to the 
  Constitution damage from this ability but are still 
  subject to the fire damage. 
   
  Improved Grab (Ex): To use this ability, the 
  conflagration ooze must hit with its slam attack. It can 
  then attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it establishes a hold and can attempt to deal slam 
  damage with a successful grapple check. The ooze can 
  also attempt to use fire in the blood against the 
  grappled target. 
   
  Smite Good (Su): Once per day the infernal 
  conflagration ooze can make a normal melee attack that 
  deals +15 damage against a good foe. 
   
  Spell-Like Abilities: 1/day – confusion (DC 16), 
  deep slumber (DC 15), hold monster (DC 17). Caster 
  level 10
  th. 
   
  Encounter 11: One that cannot die 
  Earth Elemental, Elder Advanced 32 HD: CR 13; Huge 
  Elemental (Earth, Extraplanar); HD 32d8+192; hp 336; 
  Init -1; Spd 30 ft.; AC 22, touch 7, flat-footed 22; Base 
  Atk +24; Grp +44; Atk +35 melee (3d10+13/19-20, slam); 
  Full Atk +35/+35 melee (3d10+13/19-20, slam); earth 
  mastery, push; SQ DR 10/-, earth glide, darkvision 60 
  ft., elemental traits; AL N; SV Fort +24, Ref +9, Will 
  +12; Str 34, Dex 8, Con 22, Int 10, Wis 11, Cha 11. 
   
  Skills and Feats: Listen +37, Spot +37; Alertness, 
  Awesome Blow, Cleave, Great Cleave, Improved Bull 
  Rush, Improved Critical (Slam), Improved Sunder, 
  Iron Will, Power Attack, Improved Natural Attack 
  (Slam), Weapon Focus (Slam). 
   
  Earth Mastery (Ex): An earth elemental gains a +1 
  bonus on attack and damage rolls if both it and its foe 
  are touching the ground. If an opponent is airborne or 
  waterborne, the elemental takes a -4 penalty on attack 
  and damage rolls. (Those modifiers are not included in 
  the statistics block). 
   
  Push (Ex): An earth elemental can start a bull rush 
  maneuver without provoking an attack of opportunity. 
  
  TSS5-02 Seeds 
   
  Page 63 
  The combat modifiers given in Earth Mastery, above, 
  also apply to the elemental’s opposed Strength checks. 
   
  Earth Glide (Ex): An earth elemental can glide 
  through stone, dirt or almost any other sort of earth 
  except metal as easily as a fish swims through water. Its 
  burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of presence. A move 
  earth spell cast on an area containing a burrowing earth 
  elemental flings the elemental back 30 feet, stunning 
  the creature for 1 round unless it succeeds on a DC 15 
  Fortitude save. 
   
  Possessions: none. 
   
  Encounter 12: One that isn't thirsty 
  Kazilgam: Male drow tauric displacer beast Ftr7; CR 12; 
  Large Monstrous Humanoid; HD 7d8+7d10+70; hp 143 
  (153 due to heroes feast); Init +4; Spd 40 ft.; AC 29*, 
  touch 17, flat-footed 25; Base Atk +14; Grp +22; Atk 
  +23* melee (2d6+12/15-20, masterwork falchion) or 
  +19* melee (1d6+7, tentacle), or +20* ranged (2d6+4/x3, 
  mighty masterwork composite longbow); Full Atk 
  +23/+18/+13* 
  melee 
  (2d4+12/15-20, 
  masterwork 
  falchion) and +19/+19* melee (1d6+7, tentacles), or 
  +20/+15/+10* ranged (2d6+4/x3, mighty masterwork 
  composite longbow); Space/Reach  10 ft./5 ft. (10 ft. 
  with tentacles); SQ Darkvision 120 ft., displacement, 
  low-light vision, resistance to ranged attacks, SR 18, 
  drow traits; AL CE; SV Fort +14, Ref +13, Will +10 (+11) 
  (heroes feast: immune to fear and poison); Str 24, Dex 
  18, Con 20, Int 12, Wis 12, Cha 10. 
   
  *Spells running: Hero’s feast (included), shield of 
  faith (included). 
   
  Special: The wizard Bizadûr has pre-cast arrow of 
  bone, and handed the arrow to Kazilgam. Anyone hit 
  by this +4 arrow must make a DC 25 Fortitude save or 
  be instantly slain. If the save is made, the target instead 
  takes 3d6+15 points of damage, in addition to the 
  regular damage of the arrow. Kazilgam has the arrow 
  ready on his bow when the encounter starts, and will 
  use it as his first action unless strategy suggests 
  otherwise. See Appendix 12 for more details on the 
  spell. 
   
  Special: Bizadûr has pre-cast Brilliant Blade on 
  Kazilgam’s falchion, so that the weapon now ignores 
  armor. See Appendix 12 for more details on the spell. 
   
  Skills and Feats: Hide +15, Listen +14, Move 
  Silently +15, Search +14, Spot +14; Alertness, Multi-
  attack, Weapon Focus (falchion), Combat Reflexes, 
  Improved Critical (falchion), Power Attack, Weapon 
  Specialization (falchion), Hold the Line, Power Critical 
  (falchion). 
   
  Displacement (Su): A light bending glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the creature by 
  some means other than sight. A true seeing effect 
  allows the user to see the beast’s position, but see 
  invisibility has no effect. 
   
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks). 
   
  Drow Traits: +2 racial bonus on Will saves against 
  spells and spell-like abilities. 
   
  Spell-Like Abilities (Sp): 1/day–dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Light Blindness: Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round. On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Possessions: Large masterwork falchion, large 
  masterwork rapier, large mighty masterwork composite 
  longbow (+4 strength), 20 arrows, +1 large breastplate, 
  vest of resistance +2, amulet of natural armor +1. 
   
  Byres'lryl: Female drow tauric displacer beast Clr11; CR 
  12; Large Monstrous Humanoid; HD 7d8+11d8+90; hp 
  176 (186 due to heroes feast); Init +3; Spd 40 ft.; AC 27*, 
  touch 16, flat-footed 24; Base Atk +15; Grp +22; Atk 
  +20* melee (2d6+5, masterwork heavy mace) or +17* 
  melee (1d6+4, tentacle); Full Atk +20/+15/+10* melee 
  (2d6+5, masterwork heavy mace) and +17/+17* melee 
  (1d6+5, tentacles); Space/Reach 10 ft./5 ft. (10 ft. with 
  tentacles); SQ Darkvision 120 ft., displacement, low-
  light vision, resistance to ranged attacks, SR 22, drow 
  traits; AL CE; SV Fort +18, Ref +14, Will +21 (+22) 
  (heroes feast: immune to fear and poison); Str 21, Dex 
  16, Con 20, Int 12, Wis 22, Cha 10. 
   
  *Spells running: Death watch (know roughly how 
  much hp everyone has in a 30’ cone), hero’s feast 
  (included), Shield of Faith (included). 
   
  Skills and Feats: Concentration +16, Hide +14, 
  Knowledge: Religion +12, Listen +16, Move Silently 
  +10, Spellcraft +12, Spot +16; Alertness, Multi-attack, 
  Practiced 
  Spellcaster 
  (cleric), 
  Spell 
  Focus 
  (necromancy), Greater Spell Focus (necromancy), Craft 
  Wondrous, Empower Spell. 
   
  Displacement (Su): A light bending glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  
  TSS5-02 Seeds 
   
  Page 64 
  chance unless the attacker can locate the creature by 
  some means other than sight. A true seeing effect 
  allows the user to see the beast’s position, but see 
  invisibility has no effect. 
   
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks). 
   
  Drow Traits: +2 racial bonus on Will saves against 
  spells and spell-like abilities. 
   
  Spell-Like Abilities (Sp): 1/day–dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Light Blindness: Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round. On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Spells Prepared (6/8/7/6/5/4/3; base DC = 16 + 
  spell level): 0—cure minor wounds (3), detect magic, 
  guidance, resistance; 1st— cure light wounds, 
  command, deathwatch, divine favor, resurgence (2), 
  shield of faith (2); 2nd— cure moderate wounds, death 
  knell*, hold person (2), sound burst (2), spiritual 
  weapon; 3rd—animate dead*, cure serious,  deeper 
  darkness, prayer, wrack
  � (2) 4th— divine power, poison 
  (2), recitation, unholy blight*; 5th—flame strike, 
  righteous might, slay living*
  � (2); 6th—create undead*, 
  harm
  �, heroes feast. 
   
  *Domain spell. Domains: Death (death touch once 
  per day); Evil (cast evil spells at +1 caster level). 
   
  � Due to Greater Spell Focus the base DC against 
  these spells is 18 + spell level. The various inflict spells 
  are necromancy spells as well. Do NOT forget the 
  Practiced Spellcaster feat. 
   
  Possessions: Large masterwork heavy mace, +1 
  large breastplate, vest of resistance +4, periapt of 
  wisdom +4, pearl of power 3
  rd level, wooden holy 
  symbol, spell component pouch. 
   
  Bizadûr: Male drow tauric displacer beast Wiz(Nec)11; 
  CR 
  12; 
  Large 
  Monstrous 
  Humanoid; 
  HD 
  7d8+11d4+108; hp 172 (182 due heroes feast); Init +7; 
  Spd 40 ft.; AC 29*, touch 17, flat-footed 26; Base Atk 
  +12; Grp +21; Atk +17 melee (1d6+4/19-20, masterwork 
  dagger) or +14* melee (1d6+4, tentacle) or +16* ranged 
  (1d6/19-20, masterwork hand crossbow); Full Atk 
  17/+12/+7* melee (1d6+4/19-20, masterwork dagger) 
  and +14/+14* melee (1d6+4, tentacles) or +16* ranged 
  (1d6/19-20, masterwork hand crossbow); Space/Reach 
  10 ft./5 ft. (10 ft. with tentacles); SQ Darkvision 120 ft., 
  displacement, low-light vision, resistance to ranged 
  attacks, SR 22, drow traits; AL CE; SV Fort +15, Ref +19, 
  Will +17 (+18) (heroes feast: immune to fear and 
  poison); Str 18, Dex 17, Con 22, Int 24, Wis 12, Cha 10. 
   
  *Spells running: hero’s feast (included), mage 
  armour (included), see invisibility, shield (included), 
  shield of faith (included) 
   
  Skills and Feats: Concentration +27, Hide +16, 
  Knowledge: Arcana +28, Listen 15, Move Silently +15, 
  Search +15, Spellcraft +28, Spot +15; Multi-attack, 
  Improved Initiative, Practiced Spellcaster (wizard), 
  Scribe Scroll, Spell Focus (necromancy), Greater Spell 
  Focus (necromancy), Craft Wondrous, Empower Spell, 
  Sculpt spell, Insightful Reflexes. 
   
  Displacement (Su): A light bending glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the creature by 
  some means other than sight. A true seeing effect 
  allows the user to see the beast’s position, but see 
  invisibility has no effect. 
   
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks). 
   
  Drow Traits: +2 racial bonus on Will saves against 
  spells and spell-like abilities. 
   
  Spell-Like Abilities (Sp): 1/day–dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Light Blindness: Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round. On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Spells Prepared (5/7/7/7/5/4/3; base DC = 17 + 
  spell level): 0—acid splash, ray of frost (2), touch of 
  fatigue
  � (2); 1st—ray of enfeeblement (2), mage armor, 
  chill touch, orb of acid (lesser), shield, magic missile; 
  2nd—blindness/deafness, ghoul touch
  �, glitterdust (2), 
  scorching ray (2), see invisibility; 3rd—dispel magic, 
  fireball, haste, resonating bolt, ray of exhaustion
  �, 
  vampiric touch; 4th—bestow curse
  �, burning blood
  �, 
  dimension door, enervation, everard’s black tentacles; 
  5th—baleful polymorph,  reciprocal gyre, wall of force, 
  waves of fatigue; 6th—arrow of bone
  �, brilliant blade, 
  disintegrate. 
   
  � Due to Greater Spellfocus (necromancy) the base 
  save DC against these spells is 19 + spell level. Do NOT 
  forget the Practiced Spellcaster feat. 
   
  Possessions: Large masterwork dagger, large 
  masterwork hand-crossbow, 20 bolts, vest of resistance 
  +4, headband of intellect +4, amulet of health +2, pearl 
  
  TSS5-02 Seeds 
   
  Page 65 
  of power 1
  st level (used), pearl of power 2
  nd level, 
  spellbook, spell component pouch. 
   
  Familiar: Weasel (+2 Reflex saves, Alertness) 
  
  TSS5-02 Seeds 
   
  Page 66 
  Appendix 6: 
  APL14 
  Encounter 2: The Riddle Master 
  Astenin: Male manticore Clr6/Divine Oracle10; CR 14; 
  Large Magical Beast; HD 6d10+6d8+10d6+110; hp 213; 
  Init +4; Spd 30 ft., fly 50 ft. (clumsy); AC 19, touch 14, 
  flat-footed 15; Base Atk +15; Grp +22; Atk +18 melee 
  (2d4+4, claw) or +19 ranged (1d8+2/19-20, spike); Full 
  Atk +18/+18 melee (2d4+4, claw) and +16 melee (1d8+2, 
  bite), or +19/+19/+19/+19/+19/+19 ranged (1d8+2/19-
  20, spikes); Space/Reach 10 ft./5 ft.; SA Spikes; SQ Dark 
  vision 60 ft., low-light vision, scent, scry bonus, 
  prescient sense, trap sense +3, divination enhancement, 
  uncanny dodge, improved uncanny dodge, immune to 
  surprise; AL N; SV Fort +17, Ref +14, Will +19; Str 18, 
  Dex 18, Con 20, Int 12, Wis 22, Cha 10. 
   
  Skills and Feats: Knowledge (religion) +25, Spot 
  +26, Listen +22; Flyby Attack, Multiattack, Weapon 
  Focus (spikes), Skill Focus (Knowledge: Religion), 
  Practiced Spellcaster (cleric), Spell Focus (divination), 
  Greater Spell Focus (divination). 
   
  Spikes (Ex): With a snap of its tail, a manticore can 
  loose a volley of spikes as a standard action (make an 
  attack roll for each spike). This attack has a range of 180 
  feet with no range increment. All targets must be 
  within 30 feet of each other. The creature can launch 
  only twenty-four spikes in any 24-hour period. 
   
  Scry Bonus (Su): A divine oracle adds a +1 sacred 
  bonus to the save DC of all her divination (scrying) 
  spells. 
   
  Prescient Sense (Ex): Beginning at 2
  nd level, if a 
  divine oracle makes a successful Reflex saving throw 
  against an attack that normally inflicts half damage on a 
  successful save (such as a red dragon’s fiery breath or a 
  fireball spell), she instead takes no damage, since her 
  prescience allowed her to get out of the way faster. This 
  form of evasion works no matter what armor the divine 
  oracle wears, unlike the evasion ability used by monks 
  and rogues. 
   
  Divination Enhancement (Ex): Beginning at 3
  rd 
  level, a divine oracle may roll twice and take the better 
  result when using divination spells such as augury or 
  divination. 
   
  Immune to Surprise (Ex): At 10
  th level, the divine 
  oracle’s sensitivity to danger is so great that she is never 
  surprised. She can always take a standard action during 
  a surprise round, unless she is physically restrained 
  from doing so. If there is no surprise round then this 
  ability doesn’t help. 
   
  Spells Prepared (6/8/8/7/6/6/5/4/3; base DC = 16 
  + spell level): 0—detect magic, resistance, read magic, 
  detect poison, guidance(2); 1st—identify*, comprehend 
  languages, divine favor, detect evil, detect chaos, detect 
  good, detect law, omen of peril; 2nd—augury*, hold 
  person(2), sound burst, resist energy, spiritual weapon, 
  curse of ill fortune (2); 3rd—divination*, bestow 
  curse(2), dispel magic, searing light, blessed aim, magic 
  circle versus chaos; 4th—scrying*, castigate, divine 
  power, freedom of movement, tongues, recitation; 
  5th—commune*, righteous might, flame strike(2), true 
  seeing, slay living; 6th—legend lore*, blade barrier, 
  greater dispel magic(2), anti-life shell; 7th—greater 
  scrying*, greater bestow curse, dictum, repulsion; 
  8th—discern location*, firestorm, shield of law. 
   
  *Domain spell. Deity: Istus; Domains: Knowledge 
  (You cast divination spells at +1 caster level); Mind 
  (Gain a +2 bonus on Bluff, Diplomacy, and Sense 
  Motive checks); Oracle (You cast divination spells at +2 
  caster level). 
   
  Encounter 7: The Summer Fair 
  Redcap Ravagers (4): Redcap HD14/Ravager4; CR 12; 
  Small Fey; HD 14d6+4d10+162; hp 235; Init +13; Spd 30 
  ft.; AC 26, touch 20, flat-footed 17; Base Atk +11; Grp 
  +24; Atk +27 melee (2d4+20/19-20/x4, +1 keen scythe) 
  or +21 ranged (1d6+14, eldritch sling); Full Atk 
  +27/+21/+17 melee (2d4+20/19-20/x4, +1 keen scythe) 
  or +21 ranged (1d6+14, eldritch sling); SA Eldritch 
  stone, powerful build, pain touch 2/day, aura of fear 
  1/day, cruelest cut 1/day; SQ DR 15/cold iron, low-
  light vision; AL CE; SV Fort +17, Ref +19, Will +10; Str 
  36, Dex 28, Con 28, Int 10, Wis 10, Cha 16. 
   
  Skills and Feats: Hide +25 (+26 in forests), 
  Intimidate +22, Knowledge (religion) +6, Listen +18, 
  Move Silently +26, Spot +18, Survival +18; Improved 
  Initiative, Power Attack, Weapon Focus (Scythe), 
  Combat Reflexes, Cleave, Great Cleave. 
   
  Eldritch Stone (Su): Bullets fired from a redcap’s 
  sling glow with a greenish-blue magical energy, giving 
  them a +1 enhancement bonus on attack rolls and 
  damage rolls as well as dealing 1d6 points of damage 
  (instead of the 1d4 points an ordinary bullet deals). 
   
  Powerful Build (Ex): The physical stature of a 
  redcap lets it function in many ways as if he were one 
  size category larger. Whenever a redcap is subject to a 
  size modifier or special size modifier for an opposed 
  check (such as during grapple checks, bull rush 
  attempts, and trip attempts), the redcap is treated as one 
  size larger if doing so is advantageous to it. A redcapis 
  also considered to be one size larger when determining 
  
  TSS5-02 Seeds 
   
  Page 67 
  whether a creature’s special attacks based on size (such 
  as improved grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a creature one size 
  larger without penalty. However, its space and reach 
  remain those of a creature of its actual size. The benefits 
  of this characteristic stack with the effects of powers, 
  abilities, and spells that change the subject’s size 
  category. 
   
  Pain Touch (Su): Erythnul teaches that life is pain, 
  and so is the touch of a ravager. A ravager can make an 
  unarmed touch attack that deals 1d8 points of damage + 
  1point per ravager level. Weapon attacks also transmit 
  the pain of Erythnul, but only at the rate of 1d4 extra 
  points of damage +1 point per ravager level. 
   
  Aura of Fear (Su): Enemies within 10 feet of a 
  ravager of 2
  nd level or higher take a -2 morale penalty on 
  all saving throws for as long as they remain within 
  range. This ability is usable a number of times per day 
  as given on the table. Each use lasts for a number of 
  rounds equal to 3 + ravager’s Charisma modifier. The 
  range of this aura increases at 5
  th level to 20 feet, and 
  then again at 8
  th level to 30 feet. 
   
  Cruelest Cut (Ex): When a ravager reaches 3
  rd 
  level, his familiarity with pain and fear grant him a 
  cruel precision with his melee attacks. The character 
  must declare he is making a cruelest cut before he 
  makes a melee attack (thus, a failed attack roll ruins the 
  attempt). If he strikes successfully, he deals 1d4 points 
  of Constitution damage to the target. A ravager can use 
  cruelest cut once per day for every three levels he has 
  attained, but may only make one cruelest cut attempt 
  per round. 
   
  Possessions: +1 medium keen scythe, medium 
  sling, 10 bullets, belt of giant strength +6, forester 
  cloak, silent shoes. 
   
  Redcap Slayer (1): Redcap HD16/Occult Slayer4; CR 
  14; Small Fey; HD 16d6+4d8+200; hp 276; Init +14; Spd 
  30 ft.; AC 28, touch 21, flat-footed 18; Base Atk +12; Grp 
  +26; Atk +29 melee (2d4+22/19-20/x4, +1 keen scythe) 
  or +24 ranged (1d6+15, eldritch sling); Full Atk 
  +29/+24/+19 melee (2d4+22/19-20/x4, +1 keen scythe) 
  or +24 ranged (1d6+15, eldritch sling); SA Eldritch 
  stone, powerful build, magical defense +2, weapon 
  bond (scythe), vicious strike, mind over magic 2/day, 
  auravision; SQ DR 15/cold iron, low-light vision, 
  nondetection cloak; AL CE; SV Fort +16, Ref +21, Will 
  +14; Str 38, Dex 30, Con 30, Int 10, Wis 10, Cha 16. 
   
  Skills and Feats: Hide +21 (+22 in forests), 
  Intimidate +16, Knowledge: Arcana +5, Listen +15, 
  Move Silently +22, Spellcraft +4, Spot +15, Survival +14; 
  Improved Initiative, Power Attack, Weapon Focus 
  (Scythe), Combat Reflexes, Cleave, Great Cleave. 
   
  Eldritch Stone (Su): Bullets fired from a redcap’s 
  sling glow with a greenish-blue magical energy, giving 
  them a +1 enhancement bonus on attack rolls and 
  damage rolls as well as dealing 1d6 points of damage 
  (instead of the 1d4 points an ordinary bullet deals). 
   
  Powerful Build (Ex): The physical stature of a 
  redcap lets it function in many ways as if he were one 
  size category larger. Whenever a redcap is subject to a 
  size modifier or special size modifier for an opposed 
  check (such as during grapple checks, bull rush 
  attempts, and trip attempts), the redcap is treated as one 
  size larger if doing so is advantageous to it. A redcapis 
  also considered to be one size larger when determining 
  whether a creature’s special attacks based on size (such 
  as improved grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a creature one size 
  larger without penalty. However, its space and reach 
  remain those of a creature of its actual size. The benefits 
  of this characteristic stack with the effects of powers, 
  abilities, and spells that change the subject’s size 
  category. 
   
  Magical Defense (Ex): An occult slayer’s constant 
  training in countering magic of all types manifests 
  itself as a bonus on saving throws against spells or spell-
  like abilities. 
   
  Weapon Bond (Su): An occult slayer must choose a 
  particular weapon of at least masterwork quality as the 
  focus of her power. Upon making her selection, she 
  immediately forms a bond with the chosen weapon 
  that imbues it with the force of her hatred for 
  spellcasters. Thereafter, any successful attack she makes 
  with that weapon against a spellcaster or a creature 
  with spell-like abilities deals an extra 1d6 points of 
  damage. If this particular weapon is lost or destroyed, 
  the occult slayer loses the ability to deal the extra 
  damage until she acquires and bonds with another 
  weapon of the same kind of at least masterwork quality. 
  The occult slayer must spend one day per character 
  level practicing with the replacement weapon (and 
  doing very little else–no adventuring) to create a new 
  weapon bond. 
   
  Mind over Magic (Su): Starting at 2
  nd level, an 
  occult slayer can cause a spell or spell-like ability to 
  rebound onto the originator as a free action. This ability 
  otherwise functions as the spell turning spell (caster 
  level equals the character’s occult slater level + 5). An 
  occult slayer can use this ability once per day at 2
  nd 
  level, and twice per day at 4
  th level. 
  
  TSS5-02 Seeds 
   
  Page 68 
   
  Vicious Strike (Ex): At 2
  nd level and higher, an 
  occult slayer who readies an attack action to disrupt a 
  spellcaster deals double damage if the attack hits. 
   
  Auravision (Su): At 3
  rd level, an occult slayer gains 
  the ability to see magical auras at a range of up to 60 
  feet as a free action. This ability otherwise functions as 
  the detect magic spell. The character cannot use this 
  ability to determine anything but the number of 
  magical auras present. 
  Nondetection Cloak (Su): Upon reaching 4th 
  level, an occult slayer (and any gear she wears or 
  carries) becomes more difficult to locate through 
  divinations such as clearaudience/ clairvoyance, locate 
  object, and other detection spells. The occult slayer 
  gains magical protection from divinations equivalent to 
  a nondetection spell (caster level equals the character's 
  occult slayer level), except that it affects only the occult 
  slayer and her possessions. 
   
  Possessions: +1 medium keen scythe, medium 
  sling, 10 bullets, belt of giant strength +6, forester 
  cloak, silent shoes. 
   
  Encounter 9: The ones with no legs 
  Infernal Conflagration Ooze, Advanced 15 HD (4): CR 
  13; Huge Ooze (Evil, Extraplanar, Fire); HD 15d10+90; 
  hp 172; Init +3; Spd 30 ft., climb 10 ft.; AC 21, touch 8, 
  flat-footed 21; Base Atk +11; Grp +30; Atk +21 melee 
  (3d6+11 plus 1d6 fire, slam); Full Atk +21/+21 melee 
  (3d6+11 plus 1d6 fire, slam); Space 15 ft./10 ft.; SA fire 
  in the blood, improved grab, smite good, spell-like 
  abilities; SQ Blindsight 60 ft., DR 5/bludgeoning and 
  10/magic, immunity to fire, ooze traits, resistance to 
  cold 10, spell resistance 20, vulnerability to cold; AL LE; 
  SV Fort +11, Ref +6, Will +8; Str 32, Dex 8, Con 22, Int 
  9, Wis 12, Cha 14. 
   
  Skills and Feats: Climb +10, Hide +12, Listen +6, 
  Move Silently +12; Ability Focus (fire in the blood), 
  Improved Initiative, Lightning Reflexes, Weapon 
  Focus (slam), Power Attack, Stealthy, Iron Will. 
   
  Fire in the Blood (Su): A potent fiery toxin flows 
  through the body of a conflagration ooze. Any creature 
  grappled or pinned by the ooze must make a successful 
  DC 25 Fortitude save as the fiery toxin seeps through 
  the victim’s skin (or whatever surface passes for its 
  skin) and into its blood (or life supporting fluid, such as 
  sap in a plant creature). Success indicates the creature 
  takes 1d6 points of fire damage in addition to any 
  damage already dealt by the slam or grapple, as the fire 
  burns and sears the creature. Failure indicates that the 
  toxin has taken hold of the creature’s body and has 
  begun converting portions of its blood to liquid flame. 
  The creature takes 1d6 points of Constitution damage 
  and 3d6 points of fire damage, in addition to any 
  damage already dealt by the slam or grapple. Each 
  round the creature remains grappled by the ooze, and 
  for 1 round afterward, it must make another DC 25 
  Fortitude save to reduce or avoid the same effects. A 
  creature that fails its saves takes Constitution damage, 
  the flaming blood burns through the victim’s skin in 
  small patches that increase in size the more 
  Constitution damage accrues. Tiny rivulets of flame 
  leak from these holes, as well as from the creature’s 
  ears, nose and mouth, running down the victim’s body 
  and giving it an unearthly, terrible appearance. 
  Creatures that lack a Constitution score, such as 
  constructs and undead, or any sort of life-dependent 
  body fluid, such as elementals, are immune to the 
  Constitution damage from this ability but are still 
  subject to the fire damage. 
   
  Improved Grab (Ex): To use this ability, the 
  conflagration ooze must hit with its slam attack. It can 
  then attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it establishes a hold and can attempt to deal slam 
  damage with a successful grapple check. The ooze can 
  also attempt to use fire in the blood against the 
  grappled target. 
   
  Smite Good (Su): Once per day the infernal 
  conflagration ooze can make a normal melee attack that 
  deals +15 damage against a good foe. 
   
  Spell-Like Abilities: 1/day – confusion (DC 16), 
  deep slumber (DC 15), hold monster (DC 17). Caster 
  level 10
  th. 
   
  Encounter 11: One that can not die 
  Earth Elemental, Elder Advanced 40 HD: CR 15; Huge 
  Elemental (Earth, Extraplanar); HD 40d8+240; hp 420; 
  Init +3; Spd 30 ft.; AC 22, touch 7, flat-footed 22; Base 
  Atk +30; Grp +49; Atk +42 melee (3d10+13/19-20, slam); 
  Full Atk +42/+42 melee (3d10+13/19-20, slam); earth 
  mastery, push; SQ DR 10/-, earth glide, darkvision 60 
  ft., elemental traits; AL N; SV Fort +28, Ref +12, Will 
  +13; Str 36, Dex 8, Con 22, Int 10, Wis 11, Cha 11. 
   
  Skills and Feats: Listen +45, Spot +45; Alertness, 
  Awesome Blow, Cleave, Great Cleave, Improved Bull 
  Rush, Improved Critical (Slam), Improved Sunder, 
  Iron Will, Power Attack, Improved Natural Attack 
  (Slam), Blind-Fight, Hear the Unseen, Improved 
  Initiative, Weapon Focus (Slam), Power Critical (Slam). 
   
  Earth Mastery (Ex): An earth elemental gains a +1 
  bonus on attack and damage rolls if both it and its foe 
  are touching the ground. If an opponent is airborne or 
  waterborne, the elemental takes a -4 penalty on attack 
  
  TSS5-02 Seeds 
   
  Page 69 
  and damage rolls. (Those modifiers are not included in 
  the statistics block). 
   
  Push (Ex): An earth elemental can start a bull rush 
  maneuver without provoking an attack of opportunity. 
  The combat modifiers given in Earth Mastery, above, 
  also apply to the elemental’s opposed Strength checks. 
   
  Earth Glide (Ex): An earth elemental can glide 
  through stone, dirt or almost any other sort of earth 
  except metal as easily as a fish swims through water. Its 
  burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of presence. A move 
  earth spell cast on an area containing a burrowing earth 
  elemental flings the elemental back 30 feet, stunning 
  the creature for 1 round unless it succeeds on a DC 15 
  Fortitude save. 
   
  Possessions: none. 
   
  Encounter 12: One that isn't thirsty 
  Kazilgam: Male drow tauric displacer beast Ftr9; CR 14; 
  Large Monstrous Humanoid; HD 7d8+9d10+80; hp 165 
  (175 due heroes feast); Init +4; Spd 40 ft.; AC 29*, touch 
  17, flat-footed 25; Base Atk +16; Grp +24; Atk +27* 
  melee (2d6+12/15-20, masterwork falchion) or +21* 
  melee (1d6+7, tentacle) or +22* ranged (2d6+4/x3, 
  mighty masterwork composite longbow); Full Atk 
  +27/+22/+17/+12* melee (2d6+12/15-20, masterwork 
  falchion) and +21/+21* melee (1d6+7, tentacles) or 
  +22/+17/+12/+7* 
  ranged 
  (2d6+4/x3, 
  mighty 
  masterwork composite longbow); Space/Reach 10 ft./5 
  ft. (10 ft. with tentacles); SQ Darkvision 120 ft., 
  displacement, low-light vision, resistance to ranged 
  attacks, SR 20, drow traits; AL CE; SV Fort +15, Ref +14, 
  Will +11(+12) (heroes feast: immune to fear and 
  poison); Str 26, Dex 18, Con 20, Int 12, Wis 12, Cha 10. 
   
  *Spells running: hero’s feast (included), shield of 
  faith (included). 
   
  Special: The wizard Bizadûr has pre-cast arrow of 
  bone, and handed the arrow to Kazilgam. Anyone hit 
  by this +4 arrow must make a DC25 Fortitude save or 
  be instantly slain. If the save is made, the target instead 
  takes 3d6+15 points of damage, in addition to the 
  regular damage of the arrow. Kazilgam has the arrow 
  ready on his bow when the encounter starts, and will 
  use it as his first action unless strategy suggests 
  otherwise. See appendix 12 for more details on the 
  spell. 
   
  Special: Bizadûr has pre-cast Brilliant Blade on 
  Kazilgam’s falchion, so that the weapon now ignores 
  armor. See appendix 12 for more details on the spell. 
   
  Skills and Feats: Hide +16, Listen +16, Move 
  Silently +16, Search +15, Spot +15; Alertness, Multi-
  attack, Weapon Focus (falchion), Combat Reflexes, 
  Improved Critical (falchion), Power Attack, Weapon 
  Specialization (falchion), Hold the Line, Power Critical 
  (falchion), Greater Weapon Focus (falchion). 
   
  Displacement (Su): A light bending glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the creature by 
  some means other than sight. A true seeing effect 
  allows the user to see the beast’s position, but see 
  invisibility has no effect. 
   
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks). 
   
  Drow Traits: +2 racial bonus on Will saves against 
  spells and spell-like abilities. 
   
  Spell-Like Abilities (Sp): 1/day–dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Light Blindness: Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round. On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Possessions: Large masterwork falchion, large 
  masterwork rapier, large masterwork mighty composite 
  longbow (+4 strength), 20 arrows, +1 large breastplate, 
  vest of resistance +2, gauntlets of ogre power, amulet 
  natural armour +1. 
   
  Byres'lryl: Female drow tauric displacer beast Clr13; CR 
  14; Large Monstrous Humanoid; HD 7d8+13d8+100; 
  hp 196 (206 due heroes feast); Init +3; Spd 40 ft.; AC 
  27*, touch 17, flat-footed 24; Base Atk +16; Grp +24; Atk 
  +23* melee (2d6+6, masterwork heavy mace) or +20* 
  melee (1d6+6, tentacle); Full Atk +23/+18/+13/+8* 
  melee (2d6+6, masterwork heavy mace) and +17/+17* 
  melee (1d6+6, tentacles); Space/Reach 10 ft./5 ft. (10 ft. 
  with tentacles); SQ Darkvision 120 ft., displacement, 
  low-light vision, resistance to ranged attacks, SR 24, 
  drow traits; AL CE; SV Fort +19, Ref +15, Will +23 (+24) 
  (heroes feast: immune to fear and poison); Str 22, Dex 
  16, Con 20, Int 12, Wis 24, Cha 10. 
   
  *Spells running: death watch, hero’s feast 
  (included), shield of faith (included). 
   
  Skills and Feats: Concentration +17, Hide +14, 
  Knowledge: Religion +14, Listen +17, Move Silently 
  +10, Spellcraft +14, Spot +17; Alertness, Multi-attack, 
  Practiced 
  Spellcaster 
  (cleric), 
  Spell 
  Focus 
  (necromancy), Greater Spell Focus (necromancy), Craft 
  Wondrous, Empower Spell. 
  
  TSS5-02 Seeds 
   
  Page 70 
   
  Displacement (Su): A light bending glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the creature by 
  some means other than sight. A true seeing effect 
  allows the user to see the beast’s position, but see 
  invisibility has no effect. 
   
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks). 
   
  Drow Traits: +2 racial bonus on Will saves against 
  spells and spell-like abilities. 
   
  Spell-Like Abilities (Sp): 1/day–dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Light Blindness: Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round. On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Spells Prepared (6/8/8/7/6/5/4/3; base DC = 17 + 
  spell level): 0—cure minor wounds(3), guidance, detect 
  magic, resistance; 1st—cure light wounds, command, 
  death watch, divine favor, resurgence (2), shield of faith 
  (2); 2nd— cure moderate wounds, death knell*, hold 
  person (2), sound burst (2), spiritual weapon, wave of 
  grieve; 3rd—animate dead*, cure serious wounds,  
  deeper darkness, prayer, vigor (lesser mass), wrack
  � (2) 
  4th— divine power, poison
  � (2), recitation, revenance, 
  unholy blight*; 5th—flame strike (2), righteous might, 
  slay living*
  � (2); 6th—blade barrier, create undead*, 
  harm
  �, heroes feast, ; 7th—finger of death*
  �, summon 
  monster VII, repulsion. 
   
  *Domain spell. Deity: Nerull; Domains: Death 
  (death touch once per day); Evil (cast evil spells at +1 
  caster level). 
   
  � Due to Greater Spellfocus (necromancy) the base 
  DC against these spells is 19 + spell level. The various 
  inflict spells are necromancy. Do NOT forget the 
  Practiced Spellcaster feat. 
   
  Possessions: Large masterwork heavy mace, +1 
  large breastplate, vest of resistance +5, Periapt of 
  wisdom +6, pearl of power 3
  rd level, wooden holy 
  symbol, spell component pouch. 
   
  Bizadûr: Male drow tauric displacer beast Wiz(Nec)13; 
  CR 
  12; 
  Large 
  Monstrous 
  Humanoid; 
  HD 
  7d8+13d4+120; hp 200 (210 due heroes feast); Init +8; 
  Spd 40 ft.; AC 30*, touch 17, flat-footed 26; Base Atk 
  +13; Grp +22; Atk +18* melee (1d6+4/19-20, 
  masterwork dagger) or +15* melee (1d6+4, tentacle) or 
  +19* ranged (1d6/19-20, masterwork hand crossbow); 
  Full Atk +18/+13/+8* melee (1d6+4/19-20, masterwork 
  dagger) and +15/+15* melee (1d6+4, tentacles) or +19* 
  ranged (1d6/19-20, masterwork hand crossbow); 
  Space/Reach 10 ft./5 ft. (10 ft. with tentacles); SQ 
  Darkvision 120 ft., displacement, low-light vision, 
  resistance to ranged attacks, SR 24, drow traits; AL CE; 
  SV Fort +17, Ref +22, Will +19 (+20) (heroes feast: 
  immune to fear and poison); Str 18, Dex 18, Con 22, Int 
  26, Wis 12, Cha 10. 
   
  *Spells running: hero’s feast (included), mage 
  armour (included), see invisibility, shield (included), 
  shield of faith (included). 
   
  Skills and Feats: Concentration +29, Hide +20, 
  Knowledge: Arcana +30, Listen 20, Move Silently +20, 
  Search +14, Spellcraft +30, Spot +13; Multi-attack, 
  Improved Initiative, Practiced Spellcaster (wizard), 
  Scribe Scroll, Spell Focus (necromancy), Greater Spell 
  Focus (necromancy), Craft Wondrous, Empower Spell,  
  Sculpt spell, Insightful Reflexes. 
   
  Displacement (Su): A light bending glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the creature by 
  some means other than sight. A true seeing effect 
  allows the user to see the beast’s position, but see 
  invisibility has no effect. 
   
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks). 
   
  Drow Traits: +2 racial bonus on Will saves against 
  spells and spell-like abilities. 
   
  Spell-Like Abilities (Sp): 1/day–dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Light Blindness: Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round. On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Spells Prepared (5/7/7/7/7/5/4/3; base DC = 18 + 
  spell level): 0—acid splash, touch of fatigue
  � (3), ray of 
  frost; 1st—ray of enfeeblement (2), mage armor, chill 
  touch 
  (2), 
  shield, 
  magic 
  missile; 
  2nd— 
  blindness/deafness
  �, ghoul touch
  �, glitterdust (2), 
  scorching ray (2), see invisibility; 3rd—vampiric touch, 
  ray of exhaustion
  � (2), haste, shivering touch, 
  empowered ray of enfeeblement (2); 4th—burning 
  blood
  � (2), enervation, everard’s black tentacles, bestow 
  curse
  �, unluck (2), wrack
  �; 5th—arc of lightning, balefull 
  polymorph, fire shield (mass), reciprocal gyre, waves of 
  
  TSS5-02 Seeds 
   
  Page 71 
  fatigue; 
  6th—arrow 
  of 
  bone, 
  brilliant 
  blade, 
  empowered enervation, disintegrate; 7th— finger of 
  death
  �, reverse gravity, waves of exhaustion. 
   
  � Due to Greater Spell Focus (necromancy) the base 
  DC for these spells is 20 + spell level. Do NOT forget 
  the Practiced Spellcaster feat. 
   
  Possessions: Large masterwork dagger, large 
  masterwork hand-crossbow, 20 bolts, vest of resistance 
  +5, headband of intellect +6, amulet of health +2, pearl 
  of power 1
  st level (used), pearl of power 2
  nd level, 
  spellbook, spell component pouch. 
   
  Familiar: Weasel (+2 on Reflex saves, Alertness 
  feat) 
   
   
   
  
  TSS5-02 Seeds 
   
  Page 72 
  Appendix 7: Ethaliriye, Shidan, and the Boar 
   
  Shidan, male wereboar Dru10 
    
  Shidan, Human Form 
  Shidan, Boar Form 
  Shidan, Hybrid Form 
   
  Medium Humanoid (Human, Shapechanger) 
  Hit Dice: 
  3d8+6 +10d8+18 (94hp) 
  3d8+15 +10d8+45 (133hp) 
  3d8+15 +10d8+45 (133hp) 
  Initiative: 
  +1 
  +1 
  +1 
  Speed: 
   30 ft. (6 squares) 
  50 ft. (10 squares) 
  40 ft. (8 squares) 
  AC 
  21 (+2 natural, +1 Dex, +6 armor, +1 
  deflection, +1 magic) touch 12, flat-
  footed 13 
  19 (+8 natural, +1 Dex) touch 11, flat- 
  footed 18 
  19 (+8 natural, +1 Dex) touch 11, flat- 
  footed 18 
  BAB /Grapple: 
  +10/+12 
  +10/+14 
  +10/+14 
  Attack: 
  +1 Greatclub +13 melee (1d10+3 /x2) 
  Gore +18 melee (1d8+8) 
  +1 Greatclub +14 melee (1d10+4 /x2) 
  Full Attack: 
  +1 
  Greatclub 
  +13/+8 
  melee 
  (1d10+3//x2) 
  Gore +18 melee (1d8+8) 
  +1 Greatclub +14/+9 melee (1d10+4 
  /x2) 
  Space/Reach: 
  5 ft./5 ft. 
  5 ft./5 ft. 
  5 ft./5 ft. 
  SA: 
  Spells: 6/6/5/4/4/3 
  Curse of lycanthropy,  
  Spells: 6/6/5/4/4/3 
  Curse of lycanthropy  
  Spells: 6/6/5/4/4/3 
  SQ 
  Alternate 
  form, 
  boar 
  empathy, 
  ferocity, low-light vision, scent 
  Animal companion, nature sense, 
  wild empathy, woodland stride, 
  trackless step, resist nature’s lure, 
  venom immunity wildshape (4/day, 
  large) 
  Alternate 
  form, 
  boar 
  empathy, 
  damage reduction 10/silver, ferocity, 
  low-light vision, scent 
  Animal companion, nature sense, 
  wild empathy, woodland stride, 
  trackless step, resist nature’s lure, 
  venom immunity wildshape (4/day, 
  large) 
  Alternate 
  form, 
  boar 
  empathy, 
  damage reduction 10/silver, ferocity, 
  low-light vision, scent 
  Animal companion, nature sense, 
  wild empathy, woodland stride, 
  trackless step, resist nature’s lure, 
  venom immunity wildshape (4/day, 
  large) 
  Saves: 
  Fort +13, Ref +8, Will +16 
  Fort +15, Ref +7, Will +15 
  Fort +15, Ref +7, Will +15 
  Abilities: 
  Str 16, Dex 12, Con 14, Int 12, Wis 
  21, Cha 8 
  Str 18, Dex 12, Con 20, Int 10, Wis 
  21, Cha 8 
  Str 18, Dex 12, Con 20, Int 10, Wis 
  21, Cha 8 
  Skills: 
  Concentration 
  +15, 
  Hide 
  +2 
  Knowledge: nature +16, Spellcraft 
  +16, Survival +10 
  Concentration 
  +18 
  Hide 
  +2 
  Knowledge: nature +15, Spellcraft 
  +15, Survival +10 
  Concentration 
  +18, 
  Hide 
  +2 
  Knowledge: nature +15, Spellcraft 
  +15, Survival +10 
  Feats: 
  Alertness
  B, Improved Bull Rush, Iron Will
  B, Natural bond , Natural Spell , Power Attack, Practiced Spellcaster (druid) 
  Alignment: 
  True Neutral 
  True Neutral 
  True Neutral 
  Posessions: 
  Periapt of wisdom +2, gauntlets of 
  ogre power +2, Headband of intellect 
  +2, ring of protection +1, vest of 
  resistance +1, wildwood halfplate +1, 
  greatclub +1, forester cloak, silent 
  shoes, quarterstaff (spellstaff with 
  greater dispel magic) 
  Periapt of wisdom +2; rest of 
  equipment is absorbed. 
  Spell: greater magic fang (gore), 
  longstrider 
  Periapt of wisdom +2; rest of 
  equipment is absorbed. 
  A wereboar in humanoid form tends to be a stocky, 
  muscular individual of average height. It dresses in 
  simple garments that are easy to remove, repair, or 
  replace. 
   
  Combat 
  In any form, wereboars are as ferocious as normal boars. 
  When in hybrid form, they fight with a weapon and 
  their dangerous gore attack. 
  Shidan casts longstrider on himself during breakfast, 
  and greater magic fang (gore) on himself and on Firze. 
   
  Alternate Form (Su): A wereboar can assume the 
  form of a boar or a boar-humanoid hybrid. 
   
  Boar Empathy (Ex): Communicate with boars and 
  dire boars, and +4 racial bonus on Charisma-based 
  checks against boars and dire boars. 
   
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by the wereboar’s gore attack in animal or 
  hybrid form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. 
  Note that Shidan will flatly refuse to “give” a PC 
  Lycanthropy, and should a PC contract the disease 
  during combat, campaign rules stipulate he should find 
  a cure for it ASAP. 
   
  Ferocity (Ex): A wereboar is such a tenacious 
  combatant that it continues to fight without penalty 
  even while disabled or dying.  
   
   
  Spells Prepared (6/6/5/4/4/3; base DC = 15 + spell 
  level): 0—create water, detect magic, detect poison, 
  light, mending, resistance; 1
  st—calm animals, entangle, 
  fearie fire, lesser vigor, longstrider, speak with animals; 
  2
  nd—barkskin, bull’s strength, cat’s grace, resist energy, 
  
  TSS5-02 Seeds 
   
  Page 73 
  restoration, lesser; 3
  rd—greater magic fang (2x), 
  neutralize poison, call lightning, cure moderate 
  wounds; 4
  th—flame strike (2x), freedom of movement, 
  rusting grasp; 5
  th—baleful polymorph (2x), wall of 
  thorns (2x); 6
  th—antilife shell, greater dispel magic, 
  transport via plants.  
   
  Firze: Dire boar animal companion; Large Magical 
  Beast (augmented animal); HD 11d8+44; hp 102; Init 
  +1; Spd 40 ft; AC 20, touch 10, flat-footed 19; Base Atk 
  +8; Grp +17; Atk Gore +21 melee (1d8+17) (with greater 
  magic fang (gore); Full Atk Gore +21 melee (1d8+17) 
  (with greater magic fang (gore); Space 10 ft./5 ft.;  
  SA Ferocity; SQ Low-light vision, scent, evasion, 
  devotion; AL N; SV Fort +12, Ref +9, Will +9; Str 29, 
  Dex 12, Con 19, Int 2, Wis 13, Cha 8. 
   
  Skills and Feats: Listen +8, Spot +8; Alertness, 
  Endurance, Iron Will, Power Attack. 
   
  Ferocity (Ex): A dire boar is such a tenacious 
  combatant that it continues to fight without penalty 
  even while disabled or dying. 
   
  Posessions: Amulet of health +2, Cloak of 
  resistance +1. 
   
  Ethaliriye: Female dryad Exp14 (Forest Lore); CR10; 
  Medium Fey, HD 4d6+8 + 14d6+28; hp110; Init +4; Spd 
  30 ft; AC 18, touch 15, flat-footed 13; Base Atk +10; Grp 
  +10; Atk +16 melee (1d4/19-20, masterwork silver 
  dagger) or +16 ranged (1d8/x3, masterwork longbow); 
  Full Atk +16/+11 melee [1d4/19-20, masterwork silver 
  dagger) or +16/+11 ranged (1d8/x3, masterwork 
  longbow); Space 5 ft./5 ft.; SA Spell-like abilities; SQ 
  DR 5/cold iron, tree dependent, wild empathy; AL CG; 
  SV Fort +9, Ref +13, Will +17; Str 10, Dex 21, Con 14, 
  Int 16, Wis 18, Cha 20. 
   
  Skills and Feats: Escape Artist +8, Handle Animal 
  +16, Heal +10, Hide +20, Knowledge (Geography) +24, 
  Knowledge (History) +27, Knowledge (Local: TSS) +24, 
  Knowledge (nature) +27, Listen +20, Move Silently +10, 
  Ride +7, Spot +20, Sense Motive +20 Survival +20, Use 
  Rope +5 (+7 with bindings); Alertness, Great Fortitude, 
  Skill 
  Focus 
  (Knowledge: 
  Nature), 
  Skill 
  Focus 
  (Knowledge: History) Point Blanc Shot, Precise Shot, 
  Weapon Finesse 
   
  Spell-Like Abilities: At will—entangle (DC 15), 
  speak with plants, tree shape; 3/day— charm person 
  (DC 15), deep slumber (DC 17), tree stride; 1/day—
  suggestion (DC 17). Caster level 6th. The save DCs are 
  Wisdom-based. 
   
  Tree Dependent (Su): Each dryad is mystically 
  bound to a single, enormous oak tree and must never 
  stray more than 300 yards from it. Any who do become 
  ill and die within 4d6 hours. A dryad’s oak does not 
  radiate magic.  
   
  Wild Empathy (Ex): This power works like the 
  druid’s wild empathy class feature, except that the 
  dryad has a +6 racial bonus on the check. 
   
  Possessions: None. 
   
  Personality: Although not nearly as old as 
  Menarden, Ethaliriye is older than most olves, and 
  knows more than most. Of things within Menowood, 
  there is little she doesn’t know.  
  
  TSS5-02 Seeds 
   
  Page 74 
  Appendix 8: The Leaf of Menarden 
   
  This is a plain-text version of Player Handout 3: The 
  Leaf of Menarden. It also includes some more technical 
  details on the item. Note that this is purely 
  informational; the item itself does not appear anywhere 
  in the scenario. 
   
  Deep within the reaches of Menowood stands 
  Menarden, oldest of Treants and wisest of druids, in 
  solitary contemplation on an ancient hill. None know 
  how many winters he saw sweep by, though it is said 
  they outnumber the leaves of his mighty crown, 
  making him older than the Great Kingdom itself. 
   
  Once, when he was somewhat younger, Menarden 
  thwarted an evil mage, who sought to kill a unicorn for 
  his own petty gain. The mage, named Targandor, swore 
  vengeance, creating a vile poison that would cause a 
  dreadful wasting sickness in plant and animal alike, so 
  they would wither and die, and in their turn become as 
  poisonous to others until all of Menowood was turned 
  into 
  a 
  blighted 
  waste. 
  But Yaromir, a young halfling bard, caught wind of 
  Targandor's plans, and came to warn Menarden, so that 
  when Targandor entered Menowood in disguise, to 
  plant and spread his curse, Menarden was waiting for 
  him. In a terrible battle that lasted 3 days, Menarden 
  slew Targandor, and spread his ashes on the winds. But 
  the poison still existed, as did Targandor's notes on 
  creating it. And so while Menarden guarded the 
  poison, Yaromir took it upon himself to find 
  Targandor's lair and destroy it, and learn whatever he 
  might on ways to destroy he poison itself.  
   
  As a token of his thanks, and to aid Yaromir in his 
  quest, Menarden enchanted a leaf from his crown, so 
  that Yaromir could follow Targandor's trail, and walk 
  without danger through the wild. And because the leaf 
  was part of Menarden himself, some of his knowledge 
  and wisdom came with it, and Yaromir found himself 
  looking upon nature as he had never done before. Long 
  did he travel, overcoming many dangers, but when, 
  years later, he returned to Menowood, Yaromir brought 
  the tale of the destruction of Targandor's Tower, and 
  the knowledge to destroy the poison and undo its evil. 
   
  The Leaf of Menarden is an amulet cut from a 
  single perfect emerald in the shape of a leaf. The nerves 
  and stem of the leave are made of gold. A knowledge 
  (Nature) check will identify the leaf as that of a Treant. 
  Druids and inhabitants of Menowood will easily 
  recognize the leaf for what it is, and may try to establish 
  if the wearer is worthy of it. Wearing the amulet grants 
  the wearer the Tracking Feat, Knowledge (Nature) and 
  Knowledge (History [Menowood]) +5, and Survival +5. 
  In addition, all animals regard him as a friend and will 
  not harm him except in self-defense. This protection 
  does not include the companions of the wearer of the 
  leaf. This leaf counts as an amulet for determining the 
  amount of items the owner can wear at the same time. 
  
  TSS5-02 Seeds 
   
  Page 75 
  Appendix 9: Items sold at the Summer Fair 
  (New Rules Items) 
  Arms & Equipment Guide: 
   
  TABLE 2-1: ADVENTURING GEAR 
  Item 
  Cost 
  Weight Item 
  Cost 
  Weight 
  Item 
  Cost 
  Weight 
  Animal call 
  20 gp 
  - 
  Hammock 
  5 gp 
  1 lb. 
  Teepee 
  64 gp 
  100 lb. 
  Armor maintenance kit 
  1gp 
  1 lb. 
  Heat mat 
  45 gp 
  - 
  Tent,one-person 
  5 gp 
  10 lb. 
  Ascender/slider 
  20gp 
  1 lb. 
  Holy text 
  10+gp 
  3 Ib.+ 
  Tent, 4-person 
  20 gp 
  40 lb. 
  Banner/standard 
  30 gp+ 
  10 lb 
  Housebreaker harness 
  20gp 
  2 lb. 
  Tent, pavilion 
  100 gp 
  300 lb. 
  Barbed wire (50’) 
  75 gp 
  35 lb 
  Ice axe 
  10 gp 
  5 lb 
   Thieving helmet 
  10 gp 
  1 lb. 
  Bolt cutters 
  6 gp 
  5 lb. 
  Insect netting 
  200gp 
  5 lb, 
  Tools, farming:  
   
   
  Book, false 
  30 gp 
  2 lb. 
  Jeweler's loupe 
  20 gp 
  - 
   Hoe 
  3 gp 
  2 lb. 
  Brewmaker, dwarven 
  40 gp 
  5 lb. 
  Keg 
   
   
   Billhook 
  5 gp 
  2 lb. 
  Cage 
   
   
  Hand keg 
  5 sp 
  10 lb, 
   Post-hole digger 
  4 gp 
  8 lb. 
  Diminutive 
  10 gp 
  13 lb, 
  Cask 
  1 gp 
  20 lb. 
  Pitchfork 
  2 gp 
  4 lb. 
  Tiny 
  15 gp 
  25 lb. 
  Lantern, fog-cutter 
  20 gp 
  3 lb. 
  Rake 
  1 gp 
  3 lb. 
  Small 
  25 gp 
  75 lb, 
  Leash and muzzle 
   
   
  Tongs, metal 
  3 gp 
  4 lb. 
  Medium-size 
  50 gp 
  100 Ib. 
  Diminutive 
  2 sp 
  - 
  Tree stand 
  15 gp 
  5 lb, 
  Large 
  75 gp 
  200 
  Tiny 
  4 sp 
  - 
  Tree tent, elven 
  30 gp 
  5 lb. 
  Candelabra, 4-candle 
   
   
  Small 
  6 sp 
  - 
  Twine, roll (50 ft.) 
  1 sp 
  - 
  Silver 
  10gp 
  1/2 lb. 
  Medium-size 
  8 sp 
  - 
  Water, lawful/chaotic 25 gp 
  1 lb. 
  Gold 
  25 gp 
  1 lb. 
  Magnet, small 
  10 gp 
  1 lb. 
  Wick, candle (50 ft.) 
  2 sp 
  - 
  Candelabra, 8-candle 
   
   
  Marbles 
  2 sp 
  2 lb. 
  Winch, portable 
   
   
  Silver 
  20 gp 
  1 lb. 
  Mess kit 
  6 sp 
  1 lb. 
  Str 18 
  20 gp 
  201b. 
  Gold 
  35 gp 
  2 lb. 
  Mill, hand 
  2 gp 
  1 lb. 
  Str 20 
  40 gp 
  40 lb. 
  Candelabra, 16-candle 
   
   
  Money belt 
  4 gp 
  - 
  Str 22 
  80 gp 
  80 lb, 
  Silver 
  25 gp 
  3 lb. 
  Music box 
  35 gp 
  - 
   
   
   
  Gold 
  45gp 
  6 lb. 
  Net, butterfly 
  10 gp 
  1 /4 lb. 
  Class Tools and Skill Kits 
   
  Candle mold 
  12 sp 
  5 lb. 
  Percolator 
  1 gp 
  1 lb. 
  Item 
  Cost 
  Weight 
  Candle, insectbane 
  1 sp 
  - 
  Periscope 
  20 gp 
  2 Ib. 
  Animal trainer's kit 
  50 gp 
  5 lb. 
  Crane, portable 
   
   
  Pestle and mortar 
  5 gp 
  1 lb. 
  Forger's kit 
  25 gp 
  2 lb. 
  Str 22 
  30 gp 
  75 lb, 
  Pulley 
  5 gp 
  1 lb. 
  Jester's kit 
  10 gp 
  5 lb. 
  Str 24 
  60 gp 
  120 Ib. 
  Quiver scabbard 
  10 gp 
  2 lb. 
  Navigator's kit 
  250 gp 
  8 lb. 
  Str 28 
  120 gp 
  250 lb, 
  Rope, elven (20 ft.) 
  50 gp 
  5 lb. 
  Scryer's kit 
  40 gp 
  2 lb. 
  Earplugs 
  3 sp 
  - 
  Saw, folding 
  2 gp 
  2 lb 
  Swimmer's kit 
  15 gp 
  5 lb. 
  Finger blades 
  20 gp 
  - 
  Shoes, silent 
  10 gp 
  1 lb, 
   
   
   
  Fishing tackle 
  20 gp 
  5 lb. 
  Shriek rock 
  3 gp 
  1 /4 lb. 
  Outfits 
   
   
  Flotation bags 
  5 gp 
  1 lb. 
  Skis and poles 
  15 gp 
  6 Ib. 
  Item 
  Cost 
  Weight 
  Fowler's snare 
  20 gp 
  5 lb. 
  Slate board 
  5 gp 
  1 lb, 
  Animal training outfit 
  10 gp 
  20 lb. 
  Game board, portable 
  2+ gp 
  1 lb, 
  Snorkel 
  1 gp 
  1/2 lb. 
  Beekeeper's outfit 
  9 gp 
  4 lb. 
  Glass cutter 
  2 gp 
  1 lb 
  Snowshoes 
  15 gp 
  8 Ib. 
  Desert outfit 
  6 gp 
  3 lb, 
  3 gp 
  2 lb. 
  Sparker 
  2 gp 
  - 
  Heatsuit outfit 
  20 gp 
  15 lb. 
  Grappling hook, collapsible 
   
   
  Spider poles 
  35 gp 
  8 lb. 
  Spelunker's outfit 
  5 gp 
  9 lb 
  Grappling ladder (10’) 
  40 gp 
  8 lb. 
  Sprayer 
  15 gp 
  4 Ib. 
   
   
   
  Springwall 
  60 gp 
  1 lb. 
  Stilts 
  5gp 
  8 lb. 
   
   
   
  Hacksaw, Common 
  5 gp 
  1 Ib. 
  Table case, folding  
  5 gp 
  5 lb. 
   
   
   
  Hacksaw, Superior 
  20 gp 
  1 lb, 
  Tarp 
  5 gp 
  30 lb, 
   
   
   
   
   
   
   
   
   
   
  TABLE 2-2: CLOTH I N G 
  Item 
  Cost 
  Weight 
  Item 
  Cost 
  Weight 
  Item 
  Cost 
  Weight 
  Apron, leather 
  3sp 
  2 lb. 
  Cloak 
   
   
  Robe 
   
   
  Belt 
   
   
  Cotton 
  3 sp 
  2lb. 
  Sackcloth 
  1 sp 
  2 lb. 
  Baldric 
  7 sp 
  1/2 lb. 
  Wool 
  5 sp 
  3 lb. 
  Cotton/linen 
  1 gp 
  2 Ib. 
  
  TSS5-02 Seeds 
   
  Page 76 
  Leather 
  2 sp 
  - 
  Fur 
  20 gp+ 
  6 Ib. 
  Velvet 
  3 gp 
  3 lb 
  Fine 
  25 gp 
  - 
  Codpiece 
  6 sp 
  - 
  Silk 
  5 gp 
  2 lb. 
  Buckle (large) 
   
   
  Collar, spiked 
  10 gp 
  - 
  Pads 
   
   
  Plain 
  2 sp 
  - 
  Corset 
  25 gp 
  4 lb. 
  Knee pads 
  3 sp 
  1/2 Ib. 
  Fancy 
  1 gp+ 
  - 
  Doublet/vest 
   
   
  Elbow pads 
  3 sp 
  1/2lb. 
  Bodysuit, black 
  30 gp 
  1 Ib. 
  Cotton 
  1 sp 
  - 
  Shin guards 
  4 sp 
  1/2 lb. 
  Boots 
   
   
  Leather 
  3 sp 
  1/2 lb. 
  Sash 
   
   
  High 
  5 sp 
  1 lb. 
  Velvet 
  2 gp 
  1 lb. 
  Cotton 
  2 sp 
  - 
  Hip/wading 
  1 gp 
  3 lb. 
  Brocade 
  8 gp 
  1 lb. 
  Wool 
  1 sp 
  - 
  Low 
  3 sp 
  1/2 lb. 
  Dress 
   
   
  Silk 
  4 gp 
  - 
  Riding 
  1 gp 
  1 lb. 
  Peasant 
  5 sp 
  3 lb. 
  Shirt 
   
   
  Smuggler's 
  10 gp 
  1 lb. 
  Average 
  8 sp 
  5 lb. 
  Sackcloth 
  5 cp 
  1/2 lb. 
  Breeches/pants 
   
   
  Fine 
  20 gp 
  8 Ib. 
  Cotton/linen 
  1 sp 
  1 /2 lb. 
  Sackcloth 
  5 cp 
  1 Ib. 
  Exquisite 
  75 gp 
  10 Ib. 
  Velvet 
  5 gp 
  1 /2 lb. 
  Cotton 
  1 sp 
  1 Ib. 
  Fullcloth, winter 
  14 gp 
  2 Ib. 
  Silk 
  10 gp 
  - 
  Leather 
  8 sp 
  1.5lb 
  Girdle 
  6 sp 
  1 lb. 
  Shoes 
   
   
  Woolen 
  5 sp 
  1 lb. 
  Gloves 
   
   
  Leather 
  3 sp 
  1 lb. 
  Velvet 
  4 gp 
  1lb. 
  Leather 
  5 sp 
  - 
  Sandals/tabi 
  2 sp 
  1/2 Ib. 
  Silk 
  8gp 
  - 
  Canvas 
  5 cp 
  -S 
  lippers 
  1 sp 
  - 
  Bustle 
  5 gp 
  1 lb. 
  Mittens 
  8 sp 
  - 
  Dancing 
  15 gp 
  - 
  Cape 
   
   
  Silk 
  15 gp 
  -  
  5 sp 
  1 lb. 
  Half-cape 
  10sp 
  1 lb. 
  Headwear 
   
   
  Skirt, leather warrior's 
   
   
  Full cape 
  1 gp 
  3 lb. 
  Hat, broad-rimmed 
  8 gp 
  - 
  Stockings 
  4 sp 
  - 
  Chemise 
   
   
  Hat, fur-trimmed 
  15 sp 
  - 
  Suspenders 
  8 cp 
  - 
  Sackcloth 
  8 cp 
  - 
  Cap, cotton 
  8 cp 
  - 
  Tabard 
  5 sp 
  1/2 lb. 
  Linen 
  1 sp 
  - 
  Cap, wool 
  1 sp 
  - 
  Toga 
   
   
  Silk 
  6 gp 
  - 
  Coif 
  2 sp 
  - 
  Peasant 
  8cp 
  3 lb. 
  Coat/jacket/jerkin 
   
   
  Fez 
  1 sp 
  - 
  Velvet 
  5 gp 
  3 lb 
  Cotton 
  6 sp 
  2 lb. 
  Hood, wool 
  8 cp  
  - 
  Silk 
  45 gp 
  3 lb 
  Leather 
  1 gp 
  3 lb 
  Hood, cotton 
  5 cp 
  - 
  Tunic 
   
   
  Wool, winter 
  1 gp 
  3 lb 
  Hood, fur 
  1 gp 
  - 
  Sackcloth 
  5 cp 
  1 lb. 
  Velvet 
  8 gp 
  1 lb. 
  Helmet, miner's 
  1 gp 
  1 lb 
  Cotton 
  5 sp 
  1 lb 
  Silk 
  10 gp 
  1 lb 
  Turban 
  2 sp 
  1 /2 lb. 
  Velvet 
  2 gp 
  1 lb 
  Fur 
  50gp+ 
  6 lb. 
  Loincloth 
  3 cp 
  - 
  Silk 
  5 gp 
  1 lb. 
  Removable sleeves 
  +5 sp 
  - 
  Nightshirt, silk 
  6 gp 
  - 
  Vest, knife 
  25 gp 
  2 lb. 
   
  TABLE 2-3:JEWELRY AND ACCESSORIES 
  Item 
  Copper 
  Silver 
  Gold 
  Platinum 
  Broad belt 
  - 
  6 sp+ 
  6 gp+ 
  60 gp+ 
  Armband 
  15 cp+ 
  15 sp+ 
  15 gp+ 
  150 gp+ 
  Bracelet 
  1 sp+ 
  2 gp+ 
  20 gp+ 
  200 gp+ 
  Brooch 
  45 cp+ 
  45 sp+ 
  45 gp+ 
  450 gp+ 
  Earrings 
  2 sp+ 
  2 gp+ 
  20 gp+ 
  200 gp+ 
  Fillet 
  6 sp+ 
  6 gp+ 
  60 gp+ 
  600 gp+ 
  Headband 
  4 sp+ 
  4 gp+ 
  40 gp+ 
  400 gp+ 
  Locket 
  25 cp+ 
  25 sp+ 
  25 gp+ 
  250 gp+ 
  Necklace 
  5 sp+ 
  5 gp+ 
  50 gp+ 
  500 gp+ 
  Pendant 
  45 cp+ 
  45 sp+ 
  45 gp+ 
  450 gp+ 
  Ring 
  3 cp+ 
  3 gp+ 
  30 gp+ 
  300 gp+ 
  Torc 
  5 sp+ 
  5 gp+ 
  50 gp+ 
  500 gp+ 
   
   
   
   
   
   
   
   
   
   
  
  TSS5-02 Seeds 
   
  Page 77 
   
   
   
   
   
   
   
   
   
  TABLE2-4:EDIBLE ITEMS 
  SPICES & SEASONINGS 
  CORNS 
   
  OILS 
   
  EXOTIC ITEMS 
   
  Item 
  Cost/ Ounce 
  Item 
  Cost/ Pound 
  Item 
  Cost/ Gallon 
  Item 
  Cost 
  Angelica 
  5 cp Barley 
  1 gp
  Olive oil 
  5 gp
  Chilies 
  25 gp/lb.
  Anise 
  3 cp Buckwheat 
  5 sp
  Almond oil 
  10 gp
  Coffee 
  50 gp/lb.
  Basil 
  1 sp Chick peas 
  3 gp
  Walnut oil 
  2 gp
  Coconut 
  50 gp/lb.
  Bergamot 
  3 cp Lentils 
  2 gp
  Hazelnut oil 
  3 gp
  Hickory nuts 
  200 gp/lb.
  Borage 
  2 cp Millet 
  7 sp
  Sesame oil 
  10 gp
  Lotus 
  100 gp/oz.
  Caraway 
  2 cp Oats 
  7 sp
  Sunflower oil 
  3 sp
  Maple sugar 
  75 gp/gal.
  Cardamon 
  1 gp Rice 
  5 gp
  Safflower oil 
  2 sp
  Paprika 
  30 gp/oz.
  Chives 
  2 cp Rye 
  7 sp
  Rapeseed oil 
  1 sp
  Pimento 
  40 gp/oz.
  Cinnamon 
  1 gp Wheat 
  1 cp
   
  Pineapple 
  150 gp/lb.
  Clary 
  8 cp  
   
  SWEETENERS 
   
  Sarsaparilla 
  10 gp/oz.
  Cloves 
  20 gp FLOURS 
   
  Item 
  Cost 
  Tobacco 
  5 sp/lb.
  Coriander 
  1 sp Item 
  Cost /Pound 
  Honey 
  1 sp/pt.
  Vanilla 
  75 gp/oz.
  Costmary 
  3 cp Barley 
  2 gp
  Marzipan 
  20 gp/oz.
  Walnuts, black 
  100 gp/lb.
  Cubeb 
  15 gp Buckwheat 
  1 gp
  Molasses 
  5 sp/pt.
   
   
  Cumin 
  3 cp Rye 
  15 sp
  Sorghum 
  3 sp/pt.
  UNIQUE BEER, ALE, & MEAD 
  Dillweed 
  3 cp Wheat 
  3 gp
  Sugar 
  1 gp/lb.
  Item 
  Cost/Gallon 
  Fennelseed 
  1 sp  
   
   
  Dragonbite bitter 
  15 gp
  Fenugreek 
  3 sp 
  MEAT AND  FISH 
  Dwarfhead stout 
  30 gp
  Garlic 
  1 cp 
  DRIED FRUITS AND 
  VEGETABLES 
  Item 
  Cost/ Pound 
  Mead, elven 
  60 gp
  Ginger 
  10 gp Item 
  Cost 
  Beef, Corned 
  3 gp
  Golden light, gnome 
  10 gp
  Horehound 
  4 cp Apples 
  1 gp/lb.
  Beef, Dried 
  5 gp
  Thudrud, goblin 
  2 gp
  Horseradish 
  1 cp Apricots 
  15 gp/lb.
  Beef, Jerked 
  7 gp
  Pulsch brown ale 
  8 gp
  Hyssop 
  5 cp Carrots 
  1 gp/oz.
  Beef, Sausage 
  2 gp
   
  Juniper 
  3 sp Cherries 
  5 sp/oz.
  Beef, Smoked 
  4 gp
  UNIQUE WINES 
  Laurel 
  4 gp Currants 
  1 sp/oz.
  Buffalo, Dried 
  30 gp
  Item 
  Cost/ Bottle
  Lemon balm 
  2 sp Dates 
  5 gp/oz.
  Buffalo, Jerked 
  45 gp
  Frostwine 
  40 gp
  Liquorice root 
  4 sp Elderberries 
  1 sp/oz.
  Cod, Salted 
  5 gp
  Aleeian wine, elven 
  100 gp
  Lovage 
  1 sp Fig 
  7 gp/oz.
  Cod, Smoked 
  7 gp
  Garnet wine, dwarven 
  90 gp
  Mace 
  25 gp Green beans 
  2 sp/oz.
  Herring, Pickled 
  3 gp
  Mushroom wine 
  20-135 gp
  Marjoram 
  5 cp Green peas 
  2 sp/lb.
  Herring, Salted 
  5 gp
  Spiderblood, drow 
  150 gp
  Mint 
  3 cp Mushrooms 
  1 gp/lb.
  Pork, Bacon 
  4 gp
   
  Mustard seed 
  5 cp Onion 
  5 sp/oz.
  Pork, Ham 
  5 gp
  UNIQUE SPIRITS 
   
  Nutmeg 
  30 gp Peaches 
  15 gp/lb.
  Pork, Salted 
  3 gp
  Item 
  Cost/ Bottle 
  Oregano 
  2 sp Pears 
  5 gp/lb.
  Pork, Sausage 
  1 gp
  Frenzy water 
  15 gp
  Parsley 
  4 cp Prunes 
  3 gp/lb.
  Salmon, Salted 
  10 gp
  Moondrop, elven 
  220 gp
  Pepper 
  30 gp Raisins 
  1 gp/lb.
  Salmon, Smoked 
  15 gp
  Kragg, orc 
  30 gp
  Poppy seed 
  8 gp Tomatoes 
  1 gp/lb.
  Sardines 
  4 gp
   
  Rose hips 
  5 gp  
   
   
   
   
  Rosemary 
  5 sp NUTS 
   
   
   
   
  Saffron 
  65 gp Item 
  Cost/  Pound 
   
   
  Sage 
  1 sp Almond 
  3 gp
   
   
   
  Salt 
  1 cp Cashews 
  20 gp
   
   
   
  Sweet cicely 
  1 sp Chestnuts 
  1 gp
   
   
   
  Tarragon 
  1 gp Hazelnuts 
  5 sp
   
   
   
   
  Thyme 
  1 sp Pine nuts 
  10 gp
   
   
   
   
  Turmeric 
  25 gp Pistachios 
  15 gp
   
   
   
   
  Woodruff 
  1 sp Walnuts 
  3 sp
   
   
   
   
   
  
  TSS5-02 Seeds 
   
  Page 78 
   
  TABLE 2-6: SUPERIOR ITEMS 
  Item 
  Cost 
  Weight 
  Animal training pole 
  10 gp 
  3lb. 
  Cloak,forester's 
  20 gp 
  3lb. 
  Crossbow sight, gnome 
  150gp 
  1 lb. 
  Listening cone 
  20 gp 
  1 Ib. 
  Pack, framed 
  50 gp 
  2 lb. 
  Robes, desert 
  20 gp 
  2 lb. 
  Sheath,boot 
  30 gp 
  - 
  Sheath, wrist 
  20 gp 
  - 
   
   
   
   
  TABLE 2-5: ALCHEMICAL ITEMS 
   
    
  Item 
  Amount 
  Cost 
  Weight 
   
  Bladefire 
  Flask 
  20 gp
  1 lb
   
  Bullet, acid 
  Sling bullet 
  10 gp
  10 oz.
   
  Bullet, flame 
  Sling bullet 
  20 gp
  10 oz
   
  Bullet, priest's 
  Sling bullet 
  25 gp
  10 oz
   
  Candle, Focusing 
  Candle 
  100 gp
  1 Ill.
   
  Candle, restful 
  Candle 
  100 gp
  1 Ib
   
  Clearbreath 
  Vial 
  50 gp
  -
   
  Darkvision powder 
  Vial 
  10 gp
  1 oz.
   
  Dehydrated food 
  Daily meals 
  2 gp
  4 oz.
   
  Dwarfblind 
  Stone 
  50 gp
  1 Ill.
   
  Farflame oil 
  Flask 
  2 gp
  1 lb.
   
  Fleetfoot 
  Vial 
  50 gp
  -
   
  Hawk's ointment 
  Vial 
  50 gp
  -
   
  Instant rope 
  Flask 
  25 gp
  114
   
  Longbreath 
  Vial 
  50 gp
  -
   
  Motelight 
  Flask 
  20 gp
  1 IN
   
  Nature's draught 
  Vial 
  50 gp
  -
   
  Polar skin 
  Flask 
  25 gp
  1 Ib
   
  Signal torch 
  Torch 
  1 gp
  1 lb
   
  Sparkstone 
  Stone 
  50 gp
  1 Ib
   
  Stonebreaker acid 
  Flask 
  20 gp
  1 lb.
   
  Verminbane 
  Flask 
  20 gp
  1 Ib
   
  Vicious bleeder 
  Flask 
  50 gp
  1 Ib
   
   
   
   
   
   
  Grenadelike weapons 
  Cost 
  Direct hit 
  Splash hit 
  Range inc. 
  Gravebane 
  50 gp 
  Repels undead 
  - 
  10 ft. 
  Motelight 
  20 gp 
  Distracts 
  - 
  10 ft. 
  Sparkstone 
  50 gp 
  1d6 
  Half** 
  10 ft. 
  Stonebreaker acid 
  20 gp 
  3d10*** 
  3*** 
  10 ft. 
  Verminbane 
  20 gp 
  Repels vermin 
  - 
  10 ft. 
   
   
   
   
   
  * To plants only. 
  ** Deals half damage to one target within 5 feet only. Roll randomly if there is more than one possible target. 
  *** To stone objects only. 
   
  ADVENTURING GEAR 
  NB: not all items on this table are listed here as this 
  would require too many pages. Included are those 
  items that may be relevant to the scenario. 
   
  Ascender/Slider: This cleverly designed ratchet wraps 
  around ropes and assists climbing and descending. By 
  clicking a small switch, the ratchet prevents movement 
  either up or down the rope. This grants a 
  +1circumstance bonus on Climb checks using a single 
  rope. You can also slide down a rope with this device, 
  which allows rapid movement-basically a controlled 
  fall. It requires a successful Strength Check (DC 15) to 
  hold on when performing this maneuver. A failure 
  means you fall. 
  
  TSS5-02 Seeds 
   
  Page 79 
  Crane, Portable: This small crane can be broken down 
  into several parts for easy transportation. It must be 
  assembled and bolted into place to be used effectively. 
  There are different "strengths" available to purchase; 
  the 
  equivalent 
  of 
  a 
  person 
  with 
  Str 
  22 
  (lift/drag1,040lb.), 24 (lift/drag 1,400lb.), or 28 
  (lift/drag 2,400lb.). 
  Grappling Ladder: This is a pre-made rope ladder with 
  two small grappling hooks on one end. The given price 
  and weight is per 10’ of ladder. Once the grappling 
  ladder is in place, it reduces the DC for any Climb 
  check above 10 to 10. 
  Pulley: A sturdy wooden pulley with a metal hook-and-
  eye for hanging. The pulley can withstand a load of up 
  to 750 pounds before breaking. 
  Rope, Elven: Elven rope is finer than silk. It has4hit 
  points and can be burst with a successful Strength 
  check(DC25). It is so supple that it grants a +3 
  circumstance bonus on Use Rope checks. Coils of elven 
  rope are sold in 20-foot lengths and are extremely rare 
  outside of elven settlements. 
  Shoes, Silent: These are soft, padded shoes that absorb 
  sound effectively. Despite the padding, the soles are 
  made from tough, stretchy leather that holdup to abuse. 
  They grant a +1 circumstance bonus or Move Silently 
  checks. 
   
  ALCHEMICAL ITEMS 
  Bladefire: Similar to alchemist's fire but less volatile, 
  this thick, adhesive liquid ignites when exposed to air. 
  Bladefire is typically poured along the length of a 
  bladed weapon, causing the weapon to burn for a short 
  period of time. A weapon treated with bladefire burns 
  for 1d6 rounds. While burning, the weapon sheds light 
  as a torch. A weapon treated with bladefire 
  deals1additional point of fire damage with each 
  successful hit. Applying bladefire to a weapon is a full-
  round action that provokes an attack of opportunity. 
  Bladefire is thick enough that once applied, it does not 
  flow down the weapon, preventing it from harming the 
  user. Each round that blade-fire burns, it also 
  deals1point of fire damage to the weapon that it coats, 
  but most weapons have sufficient hardness to ignore 
  this damage. Wooden weapons coated with bladefire 
  ignite, however, taking 1d6 points of fire damage each 
  round until extinguished. Setting flammable items 
  alight requires more contact than just an attack. To 
  light a flammable item requires a full-round action if 
  the item is unattended or a successful grapple check 
  against the opponent wearing or using the item. If your 
  opponent breaks the grapple before your next action, 
  no items catch fire. if you don't release the grapple on 
  your next action, any flammable item you wear or carry 
  also catches fire.  
  Bullet, Acid: These hollow glass sling bullets are filled 
  with acid. When they strike a target, they immediately 
  shatter, dealing1d4points of acid damage in addition to 
  the normal damage from the sling bullet. To hold 
  sufficient acid, these bullets must be larger than 
  normal. The increased size makes the bullets awkward 
  and unwieldy to launch, imposing a -2 penalty on the 
  attack roll. 
  Bullet, Flame: These hollow glass sling bullets are filled 
  with alchemist's fire. When they strike a target, they 
  immediately shatter and the alchemist's fire ignites, 
  dealing 1d4 points of fire damage in addition to the 
  normal damage from the sling bullet. To hold sufficient 
  alchemist's fire, these bullets must be larger than 
  normal, imposing a -2 penalty on the attack roll. See 
  Catching on Fire in Chapter 3 of the DMG for 
  information on targets wearing or carrying flammable 
  material catching fire. 
  Bullet, Priest's: These hollow glass bullets are filled 
  with holy water. When they strike a target, they 
  immediately shatter, dousing the target with holy 
  water. Undead and evil outsiders take 1d4 points of 
  damage from the holy water in addition to the normal 
  damage from the sling bullet. To hold sufficient holy 
  water, these bullets must be larger than normal, 
  imposing a -2 penalty on the attack roll. 
  Candle, Focusing: This large, green taper candle burns 
  quickly, lasting only an hour despite its size. While 
  burning, the focusing candle fills the air with a fresh, 
  crisp odour. The candle is a great boon to those engaged 
  in strenuous mental activity, sharpening most 
  cognitive processes. Characters within 20 feet of a 
  burning candle of focus gain a +1circum-stance bonus 
  on the following skill checks: Alchemy, Appraise, 
  Decipher Script, Forgery, Scry, and Search. When 
  making a skill check that takes more than one action to 
  complete (such as attempting to identify a potion with 
  Alchemy or using the Scry skill with the scrying spell), 
  characters only gain the bonus from a focusing candle 
  if they spend the entire duration of the skill check 
  within range of the burning candle. 
  Candle, Restful: This thick blue candle burns slowly, 
  filling the air with a sweet, relaxing scent for 8 hours. 
  These candles, although slow to function, have 
  tremendous restorative abilities. Characters that spend 
  a night of rest sleeping within 20 feet of a lit candle 
  heal at twice the rate they normally would. After a day 
  of light activity, characters who rest under the 
  influence of the candle heal double their level in hit 
  points and 2 points of ability damage. After a day of 
  
  TSS5-02 Seeds 
   
  Page 80 
  complete rest, characters who sleep under the 
  influence of the candle heal three times their level in 
  hit points and 2 points of ability damage. The benefits 
  of a restful candle stack with those provided by some-
  one providing long-term care with the Heal skill. 
  Clearbreath: This vial of grey smoke temporarily dulls 
  the sense of smell when someone inhales the contents 
  through the nose. Clearbreath provides a+4alchemical 
  bonus on Fortitude saves made to resist unpleasant 
  odours (such as a troglodyte's stench). The effects of 
  clearbreath last for 1 hour. 
  Darkvision Powder: This plain grey powder is 
  unassuming; it can't be seen with normal vision from 
  more than 10 feet away. When viewed with darkvision, 
  however, it glows brightly. Creatures that have dark-
  vision commonly use this powder to write messages 
  that other creatures cannot read. Each vial contains 
  enough powder for a reasonably lengthy sentence. 
  Dehydrated Food: Explorers and adventurers of all 
  sorts benefit from alchemically dried food. Although 
  expensive, dehydrated food weighs only half as much 
  as an equivalent supply of trail rations, making it ideal 
  for long journeys where water is plentiful and food is 
  scarce. Characters eating dehydrated food must 
  consume twice as much water per day as they normally 
  require or suffer the effects of going without water (see 
  Starvation and Thirst Dangers in Chapter 3 of the 
  DMG). 
  Dwarfblind: Dwarfblind stones are small stones treated 
  with alchemical substances, giving them a faint purple 
  sheen. You can throw a dwarfblind stone as a 
  grenadelike weapon. When it strikes a hard surface, it 
  releases a burst of violet light. The light illuminates 
  a20-foot-wide area for an instant and temporarily 
  interferes with the darkvision of those caught in its 
  effects. Creatures within a lo-Foot radius of the stone's 
  impact point must succeed on a Reflex save(DC 15) or 
  lose their darkvision ability for 10 minutes. Dwarfblind 
  has no effect on normal and low-light vision. 
  Farflame Oil: This thin, light blue oil burns with a blue 
  flame and illuminates a wide area. When used in a 
  lantern, farflame oil sheds light in a 40-footradius. In a 
  bulls-eye lantern, it illuminates a cone 80 feet long and 
  25 feet wide. A pint of farflame oil fuels a lantern for 3 
  hours. A pint of farflame oil covers a 5-foot square area 
  if poured on the ground. if lit, farflame oil burns 
  for1round and deals1d4points of damage to each 
  creature in the area. 
  Fleetfoot: This thin blue liquid temporarily loosens the 
  imbiber's muscles and joints, allowing her to run faster 
  and jump farther. When running, a character under the 
  effect of fleetfoot moves at five times her speed. The 
  effect lasts for 10 rounds+ 1round per point of 
  Constitution modifier. The effects of fleetfoot stack 
  with the Run feat, allowing a character to run at six 
  times her speed and jump half again as far as normal 
  with a running jump. Fleetfoot does not grant a 
  character the ability to exceed her maximum jump 
  distance. 
  Hawk's Ointment: This thick, acidic gel temporarily 
  sharpens the user's vision. Once its beneficial effects 
  wear off, however, the gel burns and stings the eyes for 
  a few minutes. After spreading the gel over her eyes, a 
  character gains a+1 bonus at Search and Spot checks for 
  2 minutes. After the duration expires, she takes a-
  2penalty on Search and Spot checks for 10 minutes. 
  Characters who spend a round washing out their eyes 
  with clear water halve the duration of the penalty. 
  Applying hawk's ointment is a full-round action that 
  provokes an attack of opportunity. 
  Instant Rope: When poured from a flask, this viscous 
  grey liquid forms into a long cord usable as a temporary 
  rope. Upon being exposed to air, the liquid rapidly 
  increases in both volume and viscosity swelling to the 
  diameter of a typical hemp rope, then quickly drying. A 
  flask of instant rope forms a 30 foot long cord; it takes 2 
  rounds for it to solidify and dry enough to be used. The 
  instant rope can be moved during this period without 
  damaging it, but it cannot support more than10 pounds 
  of weight without breaking. Once completely dry, 
  instant rope can support as much weight as normal 
  hemp rope. After an hour, instant rope becomes too 
  brittle to support any weight and quickly crumbles into 
  dust. 
  Longbreath: This thick, brown-tinted smoke is great 
  boon to anyone who needs to go without air for more 
  than a few rounds. After inhaling longbreath, a 
  character can hold his breath for 3 rounds per point of 
  Constitution, rather than 2 rounds per point. 
  Longbreath can be used after the character begins 
  holding his breath, but it provides less of a benefit. If a 
  character inhales longbreath after beginning to hold 
  his breath, simply multiply the number of rounds that 
  the character could continue holding his breath I'1.5. 
  Once a character begins making Constitution checks to 
  continue holding his breath, longbreath provides no 
  benefit. 
  Motelight: This flask contains a clear liquid filled with 
  faintly glowing sparks of light. You can throw a flask of 
  motelight as a grenadelike weapon. When it strikes a 
  hard surface, a flask of motelight creates small area 
  filled with rapidly moving sparks. The sparks are 
  distracting, but they cause no damage. Creatures within 
  a 5-foot radius attempting to cast spell must succeed on 
  
  TSS5-02 Seeds 
   
  Page 81 
  a Concentration check (DC 5+spell level) or lose the 
  spell. If the caster must make Concentration check for 
  another reason, the motelight applies no additional 
  penalty. 
  Nature's Draught: This tiny vial contains a murky, 
  pungent liquid. When consumed, nature’s draught 
  cause subtle changes in the user's scent. Animals 
  respond well to a character who has consumed nature's 
  draught, finding her less threatening and easier to trust. 
  Drinking a vial of nature’s draught provides a +1 
  circumstance bonus on Handle Animal and Animal 
  Empathy checks made during the next day. 
  Polar Skin: This dull white cream provides limited 
  protection against cold-based damage. Polar skin 
  becomes ineffective once it has absorbed 5 points of 
  cold damage. Regardless of whether it absorbs any 
  damage, polar skin loses its effectiveness 1 hour after 
  application. Polar skin does not stack with magical 
  protection from cold. Magical effects such as the resist 
  elements spell supersede the protection provided by 
  polar skin. Applying polar skin takes 1 minute. 
  Signal Torch: These simple items are normal torches 
  treated with a variety of alchemical substances to 
  colour the flames. Signal torches each burn with a 
  differently colored flame. They are available in a variety 
  of colors, the most common being green, blue, and 
  yellow. 
  Sparkstone: These alchemical devices actually resemble 
  fist-sized lumps of hard, gray clay. You can throw a 
  sparkstone as a grenadelike weapon. When a 
  sparkstone hits a target, it releases a short, violent arc of 
  electricity. A direct hit by a sparkstone deals 1d6points 
  of electricity damage. if there is another creature within 
  5 feet of the target, the electricity arcs to that creature, 
  dealing half of the initial damage. The sparkstone only 
  creates one secondary arc, so if more than one creature 
  is within 5 feet of the target, roll randomly to see which 
  creature is affected. If no creatures are within 5 feet of 
  the target, the sparkstone causes no secondary effect. 
  Stonebreaker Acid: This special form of acid affects 
  only stone. You can throw stonebreaker acid as a 
  grenadelike weapon. Acid ordinarily deals half damage 
  to objects (see Attack an object in Chapter8of the PHB). 
  A direct hit on a stone surface ignores hardness and 
  deals 3d10 points of damage. On the round after a 
  direct hit, stonebreaker acid deals a further 2d10 points 
  of damage. 
  Verminbane: This tightly sealed flask contains a pale 
  green smoke. When released into the air, the smoke 
  fills a 5-foot-square area. Most creatures are unaffected 
  by the smoke, although humanoids generally find the 
  smell unpleasant. Vermin, however, find the smoke 
  almost intolerable. To pass through an area filled with 
  verminbane, vermin must succeed on a Fortitude save 
  (DC 15). Verminbane lasts for 1 minute, although 
  strong winds may decrease this duration. 
  Vicious Bleeder: This thick blue gel is a powerful 
  anticoagulant. A wound caused by a weapon coated 
  with vicious bleeder continues to bleed for 2 rounds, 
  dealing 1 additional point of damage on each of those 
  rounds. Applying vicious bleeder to a weapon (of any 
  size) is a full-round action that provokes an attack of 
  opportunity. Once applied to a weapon, vicious bleeder 
  lasts for 1 minute before it evaporates. One flask of 
  vicious bleeder contains enough to coat one weapon of 
  size Large or smaller. Vicious bleeder does not affect 
  constructs, elementals, oozes, outsiders, or undead. 
   
  SUPERIOR ITEMS 
  Animal Training Pole: This hollow pole has a strong, 
  thin cord threaded through it and twisted into a loop at 
  the end. When looped around an animal's neck, it 
  provides an easy way to direct the animal while 
  preventing the animal from moving any closer than the 
  pole's length. An animal training pole provides 
  a+2circumstance bonus on attempts to teach an animal 
  a task. 
  Cloak, Forester's: Woven from several pieces of green 
  and brown canvas, these large ponchos aid anyone 
  trying to hide in a forest environment. The carefully 
  chosen colors blend in with the vegetation, and the 
  poncho’s loose shape obscures the humanoid form. 
  Forester's cloaks provide a +1 circumstance bonus on 
  Hide checks made in a forest. 
  Crossbow Sight, Gnome: This device comes in two 
  parts: an eyepiece that attaches to the stock of a 
  crossbow and a sight that is affixed to the end of the 
  weapon. When calibrated properly, the sights allow the 
  user to focus more carefully on a target. The user treats 
  targets as if they were two range increments closer. It 
  has no effect on targets within the first two range 
  increments. 
  Listening Cone: This device is made for listening 
  through doors and other solid surfaces. It grants a +1 
  circumstance bonus on Listen checks made through a 
  door or other relatively thin, solid obstacle. 
  Pack, Framed: This pack distributes weight better than 
  normal packs, allowing creatures to carry slightly more 
  than they otherwise could. However, it is harder to 
  reach into a framed pack while wearing it. When 
  calculating encumbrance for a character with a framed 
  pack, treat the pack and everything inside it as 
  weighing10%less than normal. Retrieving anything 
  from a framed pack is a full-round action that provokes 
  an attack of opportunity. 
  
  TSS5-02 Seeds 
   
  Page 82 
  Robes, Desert: These loose, light-colored robes offer 
  some protection against the effects of heat. They 
  provide a+2 circumstance bonus on Fortitude saving 
  throws against exposure to high temperatures. Desert 
  robes offer no protection against either mundane or 
  magical fire. 
  Sheath, Boot: A boot sheath is easily concealed making 
  it useful for those who want to appear unarmed. Boot 
  sheaths can hold only Small or Tiny bladed weapons. 
  Characters attempting to conceal an item in a boot 
  sheath gain a +4 bonus on their Pick Pocket check 
  (opposed by either Spot or Search depending on the 
  situation). If the character using the boot sheath does 
  not have ranks in Pick Pocket noticing the boot sheath 
  requires a successful Spot or search check (DC10). 
  Sheath, Wrist: This sheath fits along the inside of the 
  forearm, allowing weapons stored inside it to be drawn 
  quickly. A wrist sheath can hold one Tiny weapon, such 
  as a dagger, or one wand. Weapons of unusual shape, 
  like a bladed gauntlet, do not fit into a wrist sheath 
  regardless of their size. Drawing or replacing the 
  contents of a wrist sheath is a move equivalent action. 
  Races of the Wild 
  Arrows from Races of the Wild, table 7-1 
  Weapon 
  Cost 
  DMG (s) 
  DMG (m) 
  Critical 
  Range Inc. 
  Weight 
  Type 
  Longbow 
   
   
   
   
   
   
   
   Arrow, blunt (20) 
  1 gp 
  1d6
  1d8
  x2
  50’
  3lb Bludgeoning 
   Arrow, dragonsbreath (20) 
  50 gp 
  1d4
  1d6
  x3
  100’
  3 lb Piercing 
   Arrow, Serpentstongue (20) 
  3 gp 
  1d6
  1d8
  x3
  100’
  3 lb Piercing &slashing 
   Arrow, Swiftwing (20) 
  20 gp 
  1d4
  1d6
  x3
  100’
  3 lb Piercing 
  Longbow, composite 
   
    
   Arrow, blunt (20) 
  1 gp 
  1d6
  1d8
  x2
  60’
  3lb Bludgeoning 
   Arrow, dragonsbreath (20) 
  50 gp 
  1d4
  1d6
  x3
  110’
  3 lb Piercing 
   Arrow, Serpentstongue (20) 
  3 gp 
  1d6
  1d8
  x3
  110’
  3 lb Piercing &slashing 
   Arrow, Swiftwing (20) 
  20 gp 
  1d4
  1d6
  x3
  110’
  3 lb Piercing 
  Shortbow 
   
    
   Arrow, blunt (20) 
  1 gp 
  1d4
  1d6
  x2
  30’
  3lb Bludgeoning 
   Arrow, dragonsbreath (20) 
  50 gp 
  1d3
  1d4
  x3
  60’
  3 lb Piercing 
   Arrow, Serpentstongue (20) 
  3 gp 
  1d4
  1d6
  x3
  60’
  3 lb Piercing &slashing 
   Arrow, Swiftwing (20) 
  20 gp 
  1d3
  1d4
  x3
  60’
  3 lb Piercing 
  Shortbow, composite 
   
    
   Arrow, blunt (20) 
  1 gp 
  1d4
  1d6
  x2
  40’
  3lb Bludgeoning 
   Arrow, dragonsbreath (20) 
  50 gp 
  1d3
  1d4
  x3
  70’
  3 lb Piercing 
   Arrow, Serpentstongue (20) 
  3 gp 
  1d4
  1d6
  x3
  70’
  3 lb Piercing &slashing 
   Arrow, Swiftwing (20) 
  20 gp 
  1d3
  1d4
  x3
  70’
  3 lb Piercing 
   
  TABLE 7-2: ARMOR 
  Armor 
  Cost 
  Armor/Shield
  Maximum 
  Armor Check 
  Arcane Spell 
  —Speed— 
   
   
  Bonus 
  Dex Bonus 
  Penalty 
  Failure 
  (30 ft.) (20 ft.) 
  Weight
  1 
  Light armor 
   
   
   
   
   
   
   
   
  Leafweave padded 745 gp 
  +1
  +9
  0
  5%
  30 ft. 
  20 ft. 
  8 1b.
  Thistledown padded 405 gp 
  +1
  +10
  0
  0%
  30 ft. 
  20 ft. 
  5 1b.
  Wildwood chain shirt 500 gp 
  +3
  +5
  -1
  15%
  30 ft. 
  20 ft. 
  19 1b.
  Leafweave leather 750 gp 
  +2
  +7
  0
  5%
  30 ft. 
  20 ft. 
  9 1b.
  Leafweave studded 765 gp 
  +3
  +6
  0
  10%
  30 ft. 
  20 ft. 
  15 1b.
  Mithral chain shirt 1,100 gp 
  +4
  +6
  0
  10%
  30 ft. 
  20 ft. 
  12-1/2 Ib.
  Mithral scale mail 4,050 gp 
  +4
  +5
  -2
  15%
  30 ft. 
  20 ft. 
  15 tb.
  Mithral chainmail 4,150 gp 
  +5
  +4
  -2
  20%
  30 ft. 
  20 ft. 
  201b.
  
  TSS5-02 Seeds 
   
  Page 83 
  Mithral breastplate 4,200 gp 
  +5
  +5
  -2
  15%
  30 ft. 
  20 ft. 
  15 1b.
  Medium armor  
   
   
  Leafweave hide 755 gp 
  +3
  +5
  -1
  15%
  20 ft. 
  15 ft. 
  201b.
  Wildwood scale mail 400 gp 
  +3
  +4
  -3
  20%
  20 ft. 
  15 ft. 
  22-1/2 Ib.
  Wildwood chainmail 600 gp 
  +4
  +3
  -4
  25%
  20 ft. 
  15 ft. 
  301b.
  Wildwood breastplate 700 gp 
  +4
  +4
  -3
  20%
  20 ft. 
  15 ft. 
  22-1/2 Ib.
  Mithral splint mail 9,200 gp 
  +6
  +2
  -5
  30%
  20 ft. 
  15 ft. 
  22-1/2 Ib,
  Mithral banded mail 9,250 gp 
  +6
  +3
  -4
  25%
  20 ft. 
  15 ft. 
  17-1/2 ib.
  Mithral half-plate 9,600 gp 
  +7
  +2
  -5
  30%
  20 ft. 
  15 ft. 
  25 1b.
  Mithral full plate 10,500 gp 
  +8
  +3
  -4
  25%
  20 ft 
  15 ft. 
  25 Ib.
  Heavy armor  
   
   
  Wildwood splint mail 700 gp 
  +5
  +1`
  -6
  35%
  20 ft.
   2 
  15 ft.
  2 
  311b.
  Wildwood banded mail 800 gp 
  +5
  +2
  -5
  30%
  20 ft.
   2 
  15 ft.
  2 
  271b.
  Wildwood half-plate 1,500 gp 
  +6
  +1
  -6
  35%
  20 ft.
   2 
  15 ft.
  2 
  37-1/2 Ib.
  Wildwood full plate 3,300 gp 
  +7
  +2
  -5
  30%
  20 ft.
   2 
  15ft.
   2 
  37-1/2 Ib.
  Shields  
   
   
  Buckler, mithral 1,015 gp 
  +1
  -
  0
  0%
  — 
  __ 
  2-1/2 Ib.
  Shield, light mithral 1,009 gp 
  +1
  -
  0
  0%
  — 
  — 
  3 1b.
  Shield, heavy mithral 1,020 gp 
  +2
  -
  0
  5%
  — 
  — 
  7-1/2 ib.
  Shield, mithral tower 1,030 gp 
  +4
  +4
  -7
  40%
  — 
  — 
  50 Ib.
   
  1  Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large 
  characters weighs twice as much. 
  2 When running in heavy armor, you move only triple your speed, not quadruple. 
   
   
   
   
   
   
   
  TABLE 7-3: GEAR 
  Item 
  Cost 
  Weight 
  Carry net 
  10 gp 
  5 lb. 
  Cargo kite 
  150 gp 
  50 lb. 
  Elven harp 
   
   
   Hand 
  150 gp 
  2 lb 
   Lap 
  350 gp 
  4 lb 
   Great 
  1,500 gp 
  150 lb 
  Honey leather 
   
   
   Small tarpaulin 
  15 gp 
  1/4 Ib. 
   Big tarpaulin 
  40 gp 
  1  Ib. 
   Small pup tent 
  30 gp 
  2  1b.  
   Medium pup tent 
  60 gp 
  5 lb 
   10’ square tent 
  120 gp 
  20 lb 
   20’ square tent 
  240 gp 
  40 lb 
  Sashling 
   10 gp 
  1 lb 
   
  Arrow, Blunt: These projectiles have blunt tips 
  wrapped in leather instead of pointed arrowheads. They 
  have a shorter range increment than normal arrows and 
  deal non-lethal damage. 
  Arrow, Dragonsbreath: a dragonsbreath arrow has a 
  shaft soaked in resin or pitch and a slightly enlarged 
  head filled with a dab of alchemist’s fire. Slots in the 
  head force air into the chamber when the arrow is fired, 
  igniting the alchemist’s fire and the shaft as well. The 
  slots in the head emit a low screech as the arrow flies 
  through the air. A dragonsbreath arrow deals an extra 1 
  point of fire damage when it hits a target, and the target 
  must make a DC15 Reflex save or catch fire. A 
  dragonsbreath can’t be reused on a miss. 
  Arrow, Serpentstongue: Arrows aren’t very useful for 
  attacking objects, so the olves developed the 
  serpentstonue arrow, which has a forked point with 
  sharp edges on the tips and inside the prongs. A skilled 
  archer can neatly sever a rope or leather strap with a 
  serpentstonue arrow. 
  A serpentstonue arrow deals both piercing and slashing 
  damage, and it deals full damage (rather than the usual 
  half damage) to objects with a hardness of 5 or less. 
  Arrow, Swiftwing: These arrows are made slightly 
  longer than normal with a small, aerodynamic head and 
  enlarged fletching (the feathers added to the shaft) for 
  extra stability and accuracy on long shots. A swiftwing 
  arrow incurs only half the usual penalty for attacking at 
  range (-1 per range increment rather than the usual -2). 
  Belt of Hidden Pouches: This item might be made of 
  silk or soft leather, but it's always fairly wide and with a 
  big buckle (usually brass or silver). Hidden inside the 
  belt are ten small pockets, each of which seems big 
  enough to hold only a few coins. Each pocket actually 
  functions as a small bag of holding and can hold up to 
  1/2 cubic foot or 5 pounds of nonliving material. No 
  
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  object with any dimension exceeding 6 inches can be 
  placed in a pocket. Anything placed inside a pocket 
  effectively has only one-tenth of its normal weight, so a 
  full pocket weighs only half a pound at most. 
  In addition, two secret pockets lie behind each visible 
  one, for a total of thirty pockets in all. The hidden 
  pockets can be accessed only through a command 
  word. A true seeing spell reveals the presence of the 
  hidden pockets but not the command needed to open 
  them. 
  Even when a pocket is full, it never bulges, so a belt of 
  hidden pouches stuffed with 150 pounds of items looks 
  like an ordinary belt. 
  Accessing any pocket (including the hidden ones) is a 
  move action that does not provoke attacks of 
  opportunity. To place any object in the belt, the wearer 
  merely presses the object into the belt. Doing so while 
  speaking the command word places the object in one of 
  the hidden pockets [if one of them is empty). Naming a 
  stored object and speaking a second command word 
  draws the named object out of the bell and places it in 
  the wearer's hand (though he could also simply reach 
  into one of the ten regular pockets and draw it forth, 
  just as if retrieving a stored object (a move action that 
  provokes attacks of opportunity; see page 141 of the 
  PHB). 
  Simply frisking the wearer won't reveal any objects 
  placed in the belt, and searching the visible pockets 
  cannot reveal anything stored in the hidden pockets. It 
  is possible to use a Sleight of Hand check to pluck 
  something out of one of the ten visible pockets, but 
  only someone wearing or holding the belt can access 
  the hidden pockets and then only with the correct 
  command word. 
  Moderate conjuration; CL 9th; Craft Wondrous Item, 
  secret chest; Price 5,000 gp; Weight 1 lb. 
  Bow, Elvencraft: One of the biggest problems facing 
  any archer is deciding what to do when a foe gets 
  within melee reach. Does one stand fast and take the 
  consequences (which can prove painful if not deadly), 
  fall back (not always practical), or drop the bow and 
  draw a melee weapon (inconvenient at best). Elf 
  bowyers have made the choice somewhat less difficult 
  by crafting bows that can stand up to melee combat. 
  Thanks to elven ingenuity, these weapons work just as 
  well as melee weapons as they do as ranged weapons. 
  An elvencraft bow is thicker and heavier than a normal 
  bow. An elvencraft shortbow functions as a club when 
  wielded as a melee weapon. An elvencraft longbow 
  functions as a quarterstaff when wielded as a melee 
  weapon. The wielder incurs no penalty on attack rolls 
  when using an elvencraft bow as a melee weapon. 
  A character wielding an elvencraft bow can freely 
  interchange melee and ranged attacks during the same 
  round. When wielding an elvencraft bow, the user 
  threatens the squares around him no matter how he last 
  used the weapon. 
  Magical enhancements to an elvencraft bow only affect 
  its use as a bow. Enhancements to the melee 
  capabilities of the weapon must be added separately. 
  An elvencraft bow costs 300 gp more than a normal 
  bow. 
  Forestwarden Shroud: Olves invented this lightweight 
  set of tunic and leggings, though it was quickly adopted 
  by rangers and similar characters of all races. 
  A forestwarden shroud is worn over a suit of armor. It 
  can be incorporated into any suit of armor during 
  creation, or ir can be added later. Its slick surface allows 
  branches and leaves to slide easily across it, negating 
  the effect that undergrowth and heavy undergrowth 
  has on the wearer's Tumble and Move Silently checks 
  [see Forest Terrain, page 87 of the Dungeon Master's 
  Guide). 
  A forestwarden shroud costs 100 gp and adds 2 pounds 
  to the weight of a suit of armor. 
  Leafweave: As the name suggests, leafweave armor is 
  made from forest leaves, which are then treated with a 
  special alchemical process that makes them as tough 
  and flexible as leather, with considerably less weight 
  and encumbrance. 
  The arcane spell failure chance for leafweave armor is 
  reduced by 5% compared to ordinary armor of the same 
  son, due to its increased flexibility. The armor's 
  maximum Dexterity bonus is increased by +1, and its 
  armor check penalty (if any) is lessened by 2. Leafweave 
  versions of padded, leather, studded leather, and hide 
  armor exist; leafweave studded leather typically 
  incorporates darkwood studs to make it druid-friendly. 
  Creating leafweave armor requires a single successful 
  DC 25 Craft (alchemy) check in addition to the normal 
  Craft (armorsmithing) checks. 
  Leafweave armor costs 740 gp more than ordinary 
  armor of the same sort, It has hardness 2 and 5 hit 
  points per inch of thickness. 
  Hideaway Weapon Enhancement: The races of the wild like 
  to travel light. To help satisfy this desire, elf and halfling 
  wizards have developed hideaway weapons, which can be 
  made to fold up simply by pressing a stud on a handle or haft. 
  Hideaway weapons are easy to conceal when folded and not 
  easily recognizable as weapons, making them very popular 
  with rogues. 
  When folded, a hideaway weapon collapses into a small 
  cylinder small enough to fit comfortably in the wielder's 
  hand. Pressing a second stud unfolds the weapon, which 
  
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  always appears in the wielder's hand, ready for use. Pressing 
  the stud to fold or unfold the weapon is a free action. 
  If you use the Sleight of Hand skill to conceal a folded 
  hideaway weapon, you get a +2 circumstance bonus on your 
  check. Since the folded weapon fits easily in your hand, you 
  can attempt to conceal a weapon of any size. 
  Faint transmutation; CL 5th; Craft Magic Arms and Armor, 
  shrink item; Price +7,500 gp. 
  Safewing Emblem: This small feathered token can be 
  worn or carried. If the owner falls at least 5 feet, the 
  emblem becomes a set of feathery wings that allow her 
  to use a feather fall effect to descend safely from any 
  height up to 180 feet. The emblem requires no 
  activation. When the owner lands, the token 
  disappears, its magic expended. 
  Faint transmutation; CL 3rd; Craft Wondrous Item, 
  feather fall; Price 250 gp. 
  Survival Pouch: This mundane-looking leather belt 
  pouch can literally save its user's life in the wilderness. 
  Five times per day, the user of a survival pouch can 
  reach into the bag and retrieve his choice of one of the 
  items listed below. The user can draw out the same 
  item five times in one day. draw out five different 
  items, or produce any other combination of up to five 
  items. Drawing an item from the bag is a standard 
  action that does not provoke attacks of opportunity. 
  Each item lasts for 8 hours unless otherwise indicated. 
  •  Trail rations for one Medium creature for one day, 
  •  Two gallons of water stored in a waterskin. The bag 
  disappears if it is emptied completely. 
  •   A tent and two bedrolls sized for Medium creatures. 
  •  A 50-foot coil of hempen rope, which disappears after 
  4 hours. 
  •  A shovel. 
  •  A campfire (about 2 feet square).The fire can be left to 
  burn, or it can be pulled apart to produce eight lit 
  torches. Each torch removed reduces the remaining 
  burning time by t hour. If the fire is extinguished, any 
  unburnt portion vanishes. 
  •  A composite shortbow (+1 Str bonus) and a quiver of 
  20 arrows. The bow disappears 1 round after the last 
  arrow has been drawn from the quiver. 
  •   A mule with bit, bridle, saddle, and saddlebags. The 
  bit, bridle, saddle, and saddlebags vanish if removed 
  from the mule. 
  Moderate conjuration; CL 9th; Craft Wondrous Item, 
  major creation, mount; Price 5,000gp; Weight 5 lbs. 
  Thistledown Suit; Long used in the creation of light-
  weight padded armor by elven crafters, the silken fabric 
  known as thistledown (see Special Armor Materials, 
  below) has recently been used in other armors as well 
  by inventive halfling armor smiths. 
  Any armor that normally incorporates an underlying 
  layer of quilted fabric (including chain shirts, as well as 
  any medium or heavy armor normally made of metal) 
  can substitute a thistledown suit for the normal layer of 
  fabric. This alteration increases the armor's armor 
  check penalty by 1 (because of the added bulk) but 
  reduces its arcane spell failure chance by 5% (because 
  the quilted thistledown makes the armor less restrictive 
  for somatic gestures). 
  A thistledown suit requires a DC 15 Craft (tailoring) 
  check to create and costs 250 gp. It adds no weight to a 
  suit of armor. 
  Thistledown: This lightweight fabric gets its name 
  from its soft feel and dove-gray color. Olves have made 
  padded armor from this material for centuries, and it is 
  well liked by arcane spellcasters. 
  Thistledown padded armor weighs only half as much as 
  normal padded armor. It grants its wearer a +2 
  circumstance bonus on Hide checks in areas of 
  darkness or shadowy illumination, as it blends in with 
  the dim background. It is treated as masterwork armor 
  (the masterwork cost is included in the armor's given 
  cost). Thistledown has 2 hit points per inch of 
  thickness and hardness 0. 
  Wildwood: The rare saelas tree (saelas is an Elven word 
  that translates as "wildwood" in Common) produces 
  wood with a peculiar set of qualities. Not only is it 
  extraordinarily flexible for days after harvesting, but 
  items crafted of wildwood regrow after being damaged. 
  At the hands of an armorsmith also skilled in 
  woodworking, wildwood can be crafted into light-
  weight armor nearly as strong as steel. It is prized by 
  druids, who can wear it without sacrificing their class 
  abilities. 
  Wildwood armor provides l less point of armor bonus 
  than ordinary armor of the same sort. However, the 
  armor's maximum Dex bonus increases by 1, its armor 
  check penalty is reduced by 1 (minimum 0), and its 
  arcane spell failure chance is reduced by 5%. In 
  addition, the wearer of a suit of wildwood armor can 
  ignore its armor check penalty on Hide checks made in 
  areas of undergrowth or heavy undergrowth. 
  Armor made from wildwood weighs three-quarters as 
  much as the same item made from metal. Armor not 
  primarily made of metal is not meaningfully affected by 
  being partially made iron wildwood. 
  As long as it is exposed to sunlight for at least 1 hour 
  per day, 3 suit of wildwood armor naturally "heals" 1 
  point of damage every 24 hours, if it is left to soak in at 
  least one gallon of water while exposed to sunlight for 8 
  hours, it heals S points of damage. 
  
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  Armor made from wildwood is always of masterwork 
  quality (the masterwork cost is included in the armor's 
  given cost). Wildwood armor costs double what 
  ordinary masterwork armor of the same sort costs, but 
  it rakes no longer to make than masterwork armor of 
  that sort. For each Craft (armorsmithing) check 
  required to create a suit of wildwood armor, a Craft 
  (woodworking) check against the same DC is also 
  required (though the same character need not make 
  both checks). 
  Wildwood has 10 hit points per inch of thickness and 
  hardness 6. 
   
  Truly New Item: 
   
  Althea’s Brew: This non-magical brew, created from a 
  fine selection of natural herbs and secret ingredients, 
  grants the imbiber 1d8 additional temporary hitpoints, 
  as well as a +1 bonus on all Fortitude saves, for 10 
  rounds. Cost: 50gp. 
  Althea’s Brew first appeared in SND2-01 United We 
  Stand, by Pierre van Rooden. 
  
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  Appendix 10: New Monsters & Templates 
  Conflagration Ooze 
  (Source: Monster Manual III) 
   
  This odd creature looks like a massive pudding of 
  flame. Its glistening membrane barely seems able to 
  contain the roaring inferno within it. Flames and 
  fiery fluid swirl and flow through the ooze, and 
  bursts and gouts of flame erupt from occasional 
  breaks in the creature’s skin.  
   
  Most oozes are mindless hunters, stalking the 
  shadowy places in a constant search for food. But 
  magical or environmental accidents sometimes result 
  in a new breed of monster. Such was the case with 
  the conflagration ooze. Whether the result of some 
  wild magical experiment, an environmental disaster, 
  or something else entirely, conflagration oozes have 
  demonstrated to the unwary that they should not be 
  underestimated or trifled with.  
   
  A conflagration ooze looks like a mass of liquid 
  flame, barely held together by a transparent 
  membrane. The fire that roars within it breaks 
  through the protective outer skin on occasion, and 
  the creature radiates an intense heat.  
   
  The average conflagration ooze measures 8 feet 
  across and weighs around 1,500 pounds.  
   
  Conflagration oozes, unlike the majority of their 
  ooze counterparts, are not mindless eaters. They 
  possess a reasonable degree of intellect, allowing 
  them to formulate tactics and basic strategy. One 
  typically claims a series of caverns near a volcano or 
  hot springs as a lair.  
   
  It spends most of its time hunting, like other 
  oozes, as it requires a great deal of energy to fuel the 
  massive inferno raging within.  
   
  Conflagration oozes also hoard treasure, and 
  some have even been known to conduct magical 
  research. Conflagration oozes love fire, and they 
  sometimes wander out of their lairs to revel in the 
  destruction and panic their coming brings as entire 
  regions of land are consumed in their passing.  
   
  Conflagration oozes speak Ignan. 
   
  COMBAT 
  A conflagration ooze begins a battle with its spell-like 
  abilities, hoping to immobilize some of its opponents 
  before engaging in melee. Once it closes in, it 
  attempts to grapple its foes and infuse them with the 
  fiery toxin that surges through its body.  
   
  Fire in the Blood (Su): A potent fiery toxin flows 
  through the body of a conflagration ooze.  
   
  Any creature grappled or pinned by the ooze 
  must make a successful DC 19 Fortitude save as the 
  Conflagration Ooze 
  Infernal Conflagration Ooze  
   
  Large Ooze (Fire) 
  Huge Ooze (Evil, Extraplanar, Fire) 
  Hit Dice 
  7d10+28 (66 hp) 
  15d10+90 (172 hp) 
  Initiative 
  +4 
  +3 
  Speed 
  30 ft. (6 squares), climb 10 ft. 
  30 ft. (6 squares), climb 10 ft. 
  Armor Class 
  20 (–1 size, +11 natural), touch 9, flat-footed 20 
  21 (–2 size, +14 natural), touch 8, flat-footed 21 
  Base Attack/Grapple 
  +5/+15 
  +11/+29 
  Attack 
  Slam +11 melee (2d6+6 plus 1d6 fire) 
  Slam +20 melee (3d6+10 plus 1d6 fire) 
  Full Attack 
  2 slams +11 melee (2d6+6 plus 1d6 fi re) 
  2 slams +20 melee (3d6+10 plus 1d6 fi re) 
  Space/Reach 
  10 ft./10 ft. 
  15 ft./10 ft. 
  Special Attacks 
  Fire in the blood, improved grab, spell-like 
  abilities 
  Fire in the blood, improved grab, smite good, spell-like abilities 
  Special Qualities 
  Blindsight 60 ft., damage reduction 
  5/bludgeoning, immunity to fire, ooze traits, 
  vulnerability to cold 
  Blindsight 60 ft., damage reduction 5/bludgeoning  and 10/magic, 
  immunity to fire, ooze traits, resistance to cold 10, spell resistance 20, 
  vulnerability to cold 
  Saves 
  Fort +6, Ref +4, Will +3 
  Fort +11, Ref +6, Will +8 
  Abilities 
  Str 23, Dex 10, Con 18, Int 9, Wis 12, Cha 13 
  Str 31, Dex 8, Con 22, Int 9, Wis 12, Cha 15 
  Skills 
  Climb +10, Hide +8, Listen +3, Move Silently +8 
  Climb +10, Hide +12, Listen +6, Move Silently +12 
  Feats 
  Ability Focus (fire in the blood), Improved 
  Initiative, Lightning Reflexes, Weapon Focus 
  (slam) 
  Ability Focus (fire in the blood), Improved  Initiative, Iron Will, 
  Lightning Reflexes, Power Attack, Stealthy, Weapon Focus (slam) 
  Environment 
  Underground 
  Nine Hells of Baator 
  Organization 
  Solitary 
  Solitary 
  Challenge Rating 
  7 
  13 
  Treasure 
  Standard 
  Standard 
  Alignment 
  Usually chaotic evil 
  Usually lawful evil 
  Advancement 
  8–11 HD (Large); 12–21 HD (Huge) 
  16–21 HD (Huge) 
  Level Adjustment 
  — 
  — 
  
  TSS5-02 Seeds 
   
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  fiery toxin seeps through the victim’s skin (or 
  whatever surface passes for its skin) and into its 
  blood (or life-supporting fluid, such as sap in a plant 
  creature). Success indicates the creature takes 1d6 
  points of fire damage in addition to any damage 
  already dealt by the slam or grapple, as the fire burns 
  and sears the creature. Failure indicates that the toxin 
  has taken hold of the creature’s body and has begun 
  converting portions of its blood into liquid flame. 
  The creature takes 1d4 points of Constitution damage 
  and 2d6 points of fire damage, in addition to any 
  damage already dealt by the slam or grapple.  
   
  Each round the creature remains grappled by the 
  ooze, and for 1 round after-ward, it must make 
  another DC 19 Fortitude save to reduce or avoid the 
  same effects.  
   
  As a creature that fails its saves takes 
  Constitution damage, the flaming blood burns 
  through the victim’s skin in small patches that 
  increase in size the more Constitution damage 
  accrues.  
   
  Tiny rivulets of flame leak from these holes, as 
  well as from the creature’s ears, nose, and mouth, 
  running down the victim’s body and giving it an 
  unearthly, terrible appearance.  Creatures that lack a 
  Constitution score, such as constructs and undead, or 
  any sort of life-dependent body fluid, such as 
  elementals, are immune to the Constitution damage 
  from this ability but are still subject to the fire 
  damage.  
   
  Improved Grab (Ex): To use this ability, the 
  conflagration ooze must hit with its slam attack. It 
  can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it wins 
  the grapple check, it establishes a hold and can 
  attempt to deal slam damage with a successful 
  grapple check. The ooze can also attempt to use fire 
  in the blood against the grappled target.  
   
  Spell-Like Abilities: 1/day -confusion (DC 15), 
  deep slumber (DC 14), hold monster (DC 16). Caster 
  level 10th.  
   
  Skills: Conflagration oozes have a +8 racial 
  bonus on Hide checks and Move Silently checks.  
   
  INFERNAL CONFLAGRATION OOZE 
  Infused by evil power, the infernal conflagration 
  ooze is more sinister than its non-fiendish cousin. 
  Infernal conflagration oozes speak Ignan and 
  Infernal. The infernal conflagration ooze presented 
  here adjusts the base creature’s statistics by advancing 
  its Hit Dice, adding ability score increases based on 
  Hit Dice, and adding the fiendish template. 
   
  COMBAT 
  Despite its size, the infernal conflagration ooze is 
  quite stealthy. It prefers to attack from ambush, 
  surprising its prey with its confusion, deep slumber, 
  and hold monster spell-like abilities, then following 
  up with melee attacks (opening with its smite good 
  attack). Infernal conflagration oozes use Power 
  Attack frequently unless their foes prove particularly 
  difficult to hit.  
   
  An infernal conflagration ooze’s natural weapons 
  are treated as magic weapons for the purpose of 
  overcoming damage reduction.  
   
  Fire in the Blood (Su): The flaming toxin 
  secreted by an infernal conflagration ooze deals 1d6 
  points of Constitution damage and 3d6 points of fire 
  damage to a grappled foe. The save DC to resist the 
  toxin is 25.  
   
  Smite Good (Su): Once per day the infernal 
  conflagration ooze can make a normal melee attack 
  that deals +15 damage against a good foe.  
   
  Spell-Like Abilities: The save DCs for the 
  infernal conflagration ooze’s spell-like abilities 
  increase as follows: confusion (DC 16), deep slumber 
  (DC 15), hold monster (DC 17). Caster level 10th. 
  
  TSS5-02 Seeds 
   
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  Killoren 
  "Hunter, destroyer, and keeper of ancient knowledge; I am 
  nature's answer to the rising power of man." 
  —Allailai, killoren ancient. 
   
  Note: The Killoren appearing in Seeds are all high 
  level druids (Drd15). If the PCs are dumb enough to 
  attack the killoren, feel free to stomp them. 
   
  A newly risen race of powerful Fey, the killoren 
  blend nature's patience and power with the ambition 
  and aggression of the humanoid races. 
  The ancient places of the world stir with a 
  power of their own. From this power, the killoren 
  have sprung in answer to the growing might of the 
  humanoid races. Whether the work of some great 
  nature deity or the spontaneous creation of the wild 
  power of nature itself, killoren are at once young and 
  eternal, newly brought to the world but with 
  unknowably ancient ties to the heart of nature. As 
  Fey, killoren have a tie to nature unmatched by the 
  humanoid races, but unlike other Fey, killoren are 
  not content to wait in the dark recesses of the 
  dwindling forests. 
  Killoren 
  are 
  aggressive, 
  ambitious 
  manifestations of nature's presence and power, and 
  they walk through the cities of man as easily as they 
  meditate in the glades of a verdant forest. There are as 
  yet few killoren in the world compared to the 
  population of humans and other humanoid races, but 
  their numbers are quickly growing. So far, these 
  adaptable Fey have only come into isolated conflict 
  with evil powers bent on despoiling nature, but it is 
  obvious that they are destined for more. The killoren 
  have begun to make known their presence in the 
  world, and a few far-seeing and learned sages wonder 
  at the implications of their growing power and 
  numbers. 
   
  KILLOREN RACIAL TRAITS 
  Killoren resemble half-olves, and males and females 
  alike average about 5-1/2 feet in height. They mature 
  quickly, being full-grown by the age of 10, and live 
  very long lives, hardly changing at all in appearance 
  for their first century. Killoren have green or tan skin 
  the texture of a soft, young leaf, and their limbs are 
  unusually long and slender when compared with 
  those of the humanoid races. An individual killoren's 
  hair and eye color depends on which aspect of nature 
  the killoren is currently manifesting. 
  •   Fey: Killoren are of the Fey type and are therefore 
  not affected by spells such as charm person and hold 
  person. Unlike other Fey, killoren gain Hit Dice only 
  by acquiring levels in a character class. 
  •  A killoren's base land speed is 30 feet. 
  •  Low-Light Vision: Killoren can see twice as far as a 
  human in starlight, moonlight, torchlight, and 
  similar conditions of poor illumination. They retain 
  the ability to distinguish color and detail under these 
  conditions. 
  •   Immunity to magic sleep effects and a +2 racial 
  bonus on saves against enchantment spells or effects. 
  •   Racial Skills: Killoren have a +2 racial bonus on 
  Handle Animal and Survival checks. 
  •   Cold Iron Anathema (Su): Killoren have a difficult 
  time wielding weapons made of cold iron. Killoren 
  take a -2 penalty on any attack roll they make with a 
  cold iron weapon or a weapon made only partially out 
  of cold iron, such as a cold iron spear or a bow firing 
  cold iron arrows. 
  •   Manifest Nature's Might (Su): Killoren are forever 
  bound to the raw forces of nature itself, manifesting 
  this bond even in their physical form. A killoren can 
  only manifest one aspect of nature's might at a time. 
  Each morning as the sun rises, a killoren spends 10 
  minutes in quiet meditation, filling her spirit with 
  the aspect of nature that is most needed for her 
  current tasks. Once a killoren chooses an aspect, she 
  manifests that aspect until the next morning, when 
  she chooses again which aspect to manifest. Many 
  killoren favor one aspect over the others and rarely 
  choose to manifest one of the other two aspects. 
   
  Aspect of the Ancient: While manifesting the 
  aspect of the ancient, a killoren embodies the deep 
  and ancient secrets of nature itself. With this bond to 
  nature's secret lore, a killoren gains a racial bonus on 
  Knowledge (nature) checks equal to her Hit Dice and 
  gains an additional +2 bonus on saving throws against 
  enchantment effects. This bonus stacks with the 
  killoren's normal racial bonus on saving throws 
  against enchantment effects. While a killoren 
  manifests the aspect of the ancient, her hair turns 
  white and her eyes turn to the color of a blue summer 
  sky. 
  Aspect of the Destroyer: Many races revere 
  nature for its power to destroy, but none more so 
  than a killoren manifesting the aspect of the 
  destroyer. Once per hour (up to a maximum number 
  of times per day equal to the character's Charisma 
  bonus, minimum 1), a killoren manifesting the aspect 
  of the destroyer can make a special smite attack that 
  deals extra damage to the foes of nature. When 
  making this smite attack, a killoren adds her 
  Charisma bonus to her attack roll and deals an extra 1 
  
  TSS5-02 Seeds 
   
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  point of damage per Hit Die. This smite attack works 
  only against aberrations, constructs, humanoids, 
  oozes, 
  outsiders, and undead. If a killoren 
  accidentally smites a creature that is not one of the 
  creature types listed above, the smite has no effect, 
  but the ability is still used up for that hour and 
  counts against the total uses per day. While a killoren 
  manifests the aspect of the destroyer, her hair and 
  eyes turn a deep, lusterless black; many find the gaze 
  of a killoren destroyer's coal-black eyes to be 
  unnerving. 
  Aspect of the Hunter. The hunt affects 
  nearly every aspect of nature and claims a place of 
  great prominence and importance in the cycle of life. 
  A killoren manifesting the aspect of the hunt is 
  bound to nature's ancient tradition of the hunt, and 
  her senses sharpen to an amazing degree. While 
  manifesting the aspect of the hunt, a killoren gains a 
  +2 racial bonus on Hide, Listen, Move Silently, and 
  Spot checks, and a +2 racial bonus on initiative 
  checks. While a killoren manifests the aspect of the 
  hunter, her hair and eyes turn a deep forest green, 
  and her skin tone becomes a deeper brown than 
  when manifesting one of the other aspects. 
  •  Automatic Languages: Common, Sylvan. Bonus 
  Languages: Aquan, Auran, Elven, Gnome, Ignan, 
  Terran. 
  •   Favored Class: Druid. 
   
  KILLOREN SOCIETY 
  The killoren have no organized kingdoms and only a 
  few scattered communities. They live comfortably in 
  nearly any climate, and their dwellings and 
  communities blend beautifully with the natural 
  world around them. Few members of humanoid races 
  are knowledgeable enough about nature to recognize 
  where the wilds end and a killoren community 
  begins. 
   
  Lands: As yet, killoren claim no lands as their 
  own. Killoren concepts of property and land 
  ownership differ greatly from those of the humanoid 
  races: They see the world as belonging to nature 
  itself. As stewards and manifestations of nature, they 
  might at some point deny others the right to settle or 
  despoil part of the wild, but their numbers are few 
  enough that this has not yet come to pass. In the 
  small conflicts that have cropped up between 
  killoren and particular groups of evil humanoids, the 
  killoren have not claimed ownership of the land, 
  instead claiming only that they guard the land from 
  evil. 
   
  Settlements: Their small communities blend 
  with the natural world, but many killoren are drawn 
  away from their home community to mingle with 
  the populations 
  of the humanoid races. A killoren community might 
  be as simple as a few families dwelling among the 
  boughs and shade of a peaceful forest or as remote as 
  a small group of killoren following game across the 
  frozen steppes of the far north. 
   
  Power Groups: Killoren communities are usually 
  governed by a group of elder druids and wizards, but 
  any individual killoren might rise to leadership 
  depending on his or her personal exploits. These 
  leaders act more as councilors and protectors than as 
  an organized form of government, the small size of 
  killoren communities keeping their roles relatively 
  simple compared to the politics of the humanoid 
  races. 
   
  As the number of killoren grows, so too does 
  their difference in outlook. A small group of elder 
  killoren, some having walked among the humanoid 
  races for a hundred years or more, believe they have 
  seen enough of humans and the allied civilized races. 
  Calling themselves simply The Wild, these powerful 
  killoren have chosen to defend their refuges with 
  magical and physical force. Many of these killoren 
  are druids and wizards, and their radical outlook is 
  quickly drawing the attention of both other killoren 
  and the armies of the human kingdoms. 
   
  Beliefs: Most killoren revere the silent might of 
  nature itself, although some, particularly clerics, pay 
  homage to the god Obad-Hai. Killoren do not simply 
  admire nature—they are part of it. A killoren cannot 
  look at a distant mountain range without feeling its 
  power and beauty stir her, nor can a killoren walk 
  through a forest glade without being moved by the 
  peace and strength of nature. Nature is more than a 
  distant ideal to the killoren; it is life itself. 
   
  Relations: Although tension grows between the 
  killoren and the humanoid kingdoms, for the most 
  part killoren remain a curiosity in the eyes of the 
  humans and their allies. Killoren walk freely within 
  the cities of almost every civilized race. Of all the 
  humanoid races, the olves are closest in outlook to 
  the killoren, but even the olves remain curious about 
  the killoren's recent origin and their ultimate role in 
  nature's plan. 
   
  KILLOREN CHARACTERS 
  Killoren characters range from powerful and zealous 
  defenders of nature to inquisitive and insightful 
  students of humanoid cultures. The killoren's ability 
  
  TSS5-02 Seeds 
   
  Page 91 
  to manifest different aspects of nature's power lets 
  them fill multiple roles in a party of adventurers, 
  depending 
  on 
  the 
  expected 
  encounters 
  and 
  adventures. Killoren NPCs hint at the growing 
  unrest of powerful natural forces, adding a sense of 
  mystery and danger to the wild places of the 
  campaign world. 
   
  Adventuring Killoren: Killoren adventure to 
  learn about the world. Unlike other Fey, killoren are 
  driven by the nameless powers of nature to learn 
  about the humanoid races and customs. Killoren 
  match the aggression and ambition of humanoids, 
  but they also maintain the eternal connection to 
  nature that all Fey embody. As killoren grow in 
  power and number, they form ever-changing 
  opinions of humans and their allies, helping the 
  causes that they deem to be one with nature's design 
  and opposing those who would despoil or destroy 
  nature's 
  beauty. 
  Experienced 
  killoren 
  might 
  adventure with a more definite purpose— working 
  to thwart the schemes of a particular religious cult, 
  protecting nature from wild ores and goblinoids, or 
  hunting powerful outsiders that are beyond the reach 
  of nature's other servants. 
   
  Character Development: Killoren characters 
  are best served by focusing on one aspect and 
  ensuring that the abilities they favor work well with 
  the choices they make concerning skills, feats, and 
  class levels. Because of their obvious connection with 
  nature, many adventuring killoren advance as 
  rangers and druids. Perhaps more intriguing, 
  however, are those killoren who take levels in other 
  classes such as wizard or paladin, yet retain their 
  unswerving connection to the power of nature. 
   
  Character Names: Killoren have only one 
  name, and they choose this name themselves upon 
  declaring their own maturity, usually near the 
  beginning of their tenth year of life. Killoren names 
  always have three syllables, the last of which denotes 
  their family in the same way that a human's family 
  name shows his or her relation. Example killoren 
  names include Durmindin, Ennimbel, Kettenbar, 
  and Shallahai. 
   
  ROLEPLAYING A KILLOREN 
  With the power of nature forever bonded to their 
  souls, killoren characters have both the enigmatic 
  outlook of the Fey and the inquisitive drive of the 
  humanoid races. This unique outlook, combined 
  with the unusual ability to manifest different aspects 
  of nature's own power, makes killoren a challenge to 
  roleplay. When roleplaying a killoren, you must 
  make the reverence of nature a subtle yet ever-
  present aspect of your personality without overdoing 
  it, and you must be ready to express markedly 
  different aspects of your character's personality 
  depending on which aspect of nature you choose to 
  manifest each day. 
   
  Personality: 
  Killoren 
  have 
  an 
  innate 
  connection to nature's power; as such, the natural 
  world and its best interests are never far from their 
  thoughts. Killoren also differ from other races in that 
  they have three different aspects of their personality 
  that correspond with their ability to manifest 
  different aspects of nature's might. Killoren who 
  manifest the destroyer aspect are arrogant and 
  aggressive, those who manifest the aspect of the 
  hunter are stealthy and subtle, and those who 
  manifest the aspect of the ancient think carefully and 
  look deep into the heart of a matter before voicing 
  their thoughts. 
   
  Roleplaying Application: Make the most of the 
  different aspects of nature that you manifest by 
  accentuating the changes in your character's 
  personality with each change. Don't overdo it—this 
  ability is not a case of three separate personalities. 
  Rather, it's an opportunity to build multiple aspects 
  of one character. The best way to do this is to make a 
  short list of common sayings or expression your 
  character uses and then change the tone and delivery 
  depending on the aspect that your character is 
  manifesting. 
   
  Behaviors: Just as their personality changes 
  slightly when they manifest a different aspect, the 
  behaviors of individual killoren change slightly 
  depending on the aspect that they are manifesting. 
   
  Role playing Application: The best way to 
  reinforce the differences between the aspects of 
  nature that your character manifests is with body 
  language. Sit forward in your chair and speak a little 
  bit louder when manifesting the aspect of the 
  destroyer; sit back and think before speaking when 
  manifesting the aspect of the ancient; and make 
  quick, darting movements when manifesting the 
  aspect of the hunter. Develop one or two obvious 
  idiosyncrasies that only surface when your character 
  is manifesting a specific aspect. 
   
  Language: Killoren make a great effort to speak 
  as those around them speak. Learning the speaking 
  styles as well as the language of the humanoids they 
  are with gives them greater insight into the culture 
  and attitudes of their friends. 
   
  Roleplaying Application: Make it a point to pick 
  up on the sayings and speaking rhythms of those you 
  
  TSS5-02 Seeds 
   
  Page 92 
  are with. This includes notable NPCs as well as your 
  fellow player characters. Don't go so far as to mimic 
  anyone; that is not the killoren way. Rather, pay 
  attention to the way others speak as well as what they 
  say and try to slip a few sayings of theirs into your 
  own dialogue. 
  
  TSS5-02 Seeds 
   
  Page 93 
  Redcaps   
  (source: Monster Manual III, page 138)  
  *Includes adjustments for Power Attack feat. 
   
  REDCAP 
  You see a very short, tough-looking old man with 
  leathery skin, iron boots, and bright red hat. He is 
  wielding a scythe that looks too large for him. His 
  wicked grin is lined with sharp teeth. 
   
  Redcaps are the most evil Fey you’re ever likely to 
  meet. They are mass-murdering psychotic killers who 
  live on other creatures’ pain. A redcap stands 3 to 4 
  feet tall, weighs about 50 pounds, and looks like a 
  tough old man with protruding teeth. On their heads 
  redcaps wear bright red hats—kept fresh and moistly 
  colored by dipping in their victims’ blood—and on 
  their feet they wear boots of iron. Redcaps prefer to 
  roost in old abandoned keeps and towers, preferably 
  ones left vacant by some horrific tragedy. These Fey 
  absorb some of the essence of every creature they 
  kill. Thanks to this ability, a redcap that manages to 
  live a long life can amass tremendous strength and 
  near invulnerability. When a redcap dies, it vanishes 
  from the world, leaving only a single tooth behind.  
   
  Redcaps speak Common and Sylvan 
   
   
   
   
   
   
  COMBAT 
  Redcaps prefer to attack from ambush, usually 
  waiting until their intended victims are preparing to 
  settle in for the evening. Brutal combatants, redcaps 
  attack without mercy, opening up combat with their 
  slings and magic stones but quickly closing to finish 
  opponents with their wicked scythes. A redcap 
  normally attacks using its Power Attack feat, taking a 
  –2 penalty on its attack rolls and gaining a +2 bonus 
  on damage rolls (+4 if using a scythe). 
   
  Eldritch Stone (Su): Bullets from a redcap’s sling 
  glow with a greenish-blue magical energy, giving 
  them a +1 enhancement bonus on attack rolls and 
  damage rolls as well as dealing 1d6 points of damage 
  (instead of the 1d4 points an ordinary bullet deals). 
   
  Powerful Build (Ex): The physical stature of a 
  redcap lets it function in many ways as if he were one 
  size category larger. Whenever a redcap is subject to a 
  size modifier or special size modifier for an opposed 
  check (such as during grapple checks, bull rush 
  attempts, and trip attempts), the redcap is treated as 
  one size larger if doing so is advantageous to it. A 
  redcap is also considered to be one size larger when 
  determining whether a creature’s special attacks 
  based on size (such as improved grab or swallow 
  whole) can affect it. A redcap can use weapons 
   
  Young Redcap 
  Elder Redcap 
   
  Small Fey 
  Small Fey 
  Hit Dice 
  4d6+8 (22 hp) 
  12d6+72 (114 hp) 
  Initiative 
  +5 
  +9 
  Speed 
  30 ft. (6 squares) 
  30 ft. (6 squares) 
  Armor Class 
  13 (+1 size, +1 Dex, +1 natural), touch 12, flatfooted 12 
  21 (+1 size, +5 Dex, +5 natural), touch 16, flatfooted 16 
  Base Attack/Grapple 
  +2/+4 
  +6/+12 
  Attack 
  Medium scythe +3 melee (2d4+7/×4)* or Medium sling 
  +4 ranged (1d6+3) 
  Medium scythe +11 melee (2d4+13/×4)* or Medium sling +13 
  ranged (1d6+7) 
  Full Attack 
  Medium scythe +3 melee (2d4+7/×4)* or Medium sling 
  +4 ranged (1d6+3) 
  Medium scythe +11/+6 melee (2d4+13/×4)* or Medium sling +13 
  ranged (1d6+7) 
  Space/Reach 
  5 ft./5 ft. 
  5 ft./5 ft. 
  Special Attacks 
  Eldritch stone, powerful build 
  Eldritch stone, powerful build 
  Special Qualities 
  Damage reduction 5/cold iron, low-light vision 
  Damage reduction 10/cold iron, low-light vision 
  Saves 
  Fort +3, Ref +5, Will +5 
  Fort +10, Ref +13, Will +9 
  Abilities 
  Str 14, Dex 13, Con 14, Int 11, Wis 12, Cha 13 
  Str 22, Dex 21, Con 22, Int 11, Wis 12, Cha 13 
  Skills 
  Hide +13, Intimidate +9, Listen +9, Move Silently +9, 
  Spot +9, Survival +9 
  Hide +24, Intimidate +16, Listen +18, Move Silently +20, Spot +18, 
  Survival +16 
  Feats 
  Improved Initiative, Power Attack 
  Alertness, Cleave, Improved Initiative,  Power Attack, Track 
  Environment 
  Temperate hills 
  Temperate hills 
  Organization 
  Solitary, gang (3 or 5), or band (7, 9, or 11) 
  Solitary, gang, (1 plus 2 or 4 young redcaps), or   band (2 plus 3, 5, 7, 
  or 9 young recaps) 
  Challenge Rating 
  2 
  7 
  Treasure 
  1/2 coins only (plus 1 redcap tooth) 
  1/2 coins only (plus 1 redcap tooth) 
  Alignment 
  Always chaotic evil 
  Always chaotic evil 
  Advancement 
  5–20 HD (Small) 
  13–20 HD (Small) 
  Level Adjustment 
  +4 
  +4 
  
  TSS5-02 Seeds 
   
  Page 94 
  designed for a creature one size larger without 
  penalty. However, its space and reach remain those 
  of a creature of its actual size. The benefits of this 
  characteristic stack with the effects of powers, 
  abilities, and spells that change the subject’s size 
  category. 
   
  ELDER REDCAP 
  The elder redcap entry represents a redcap that has 
  advanced to 12 HD by slaying victims and absorbing 
  their essence (see Advancement, below). 
   
  Combat 
  An elder redcap fights in a similar manner to the 
  younger version, relying on ambush whenever 
  possible. It is capable of tracking weak or wounded 
  prey for miles, waiting until the intended victims let 
  down their guard. 
   
  ADVANCEMENT 
  After a redcap has slain a victim, it dips its cap into 
  the victim’s blood, thereby gradually gaining 
  strength and power. This ability is reflected in special 
  rules for advancement that apply only to redcaps. For 
  each additional Hit Die a redcap has, it gains +1 
  Strength, +1 Dexterity, and +1 Constitution as well as 
  the normal benefits for advancing in Hit Dice. For 
  every 2 additional Hit Dice, an advanced redcap gains 
  +1 natural armor. The redcap’s damage reduction also 
  improves as its Hit Dice increase, as indicated on the 
  table below. 
   
  Redcap’s Total HD 
  Natural Armor 
  Damage Reduction 
  CR 
  5–6 
  +2 
  5/cold iron 
  3 
  7–8 
  +3 
  5/cold iron 
  4 
  9–10 
  +4 
  10/cold iron 
  6 
  11–12 
  +5 
  10/cold iron 
  7 
  13–14 
  +6 
  10/cold iron 
  8 
  15–16 
  +7 
  15/cold iron 
  10 
  17–18 
  +8 
  15/cold iron 
  11 
  19–20 
  +9 
  15/cold iron 
  12 
   
  SOCIETY 
  Redcaps assemble in small bands, occasionally 
  squatting in old ruins or caves after slaughtering the 
  previous tenants. Redcaps argue and fight with each 
  other constantly, and flaring tempers often result in 
  bloodshed. They will massacre each other with little 
  provocation, but they do not douse their hats in each 
  other’s blood, fearful that some curse will be visited 
  upon them. It takes one or more red-cap elders to 
  maintain some semblance of control over a group, 
  essentially bullying the younger redcaps into 
  submission. Redcaps can live up to 150 years, 
  although they typically die at a much younger age. 
  They are asexual creatures that propagate by budding.  
   
  A redcap buds once or twice in its lifetime, 
  carrying each bud on its back like a hump for six 
  months before it falls off and sprouts a head and 
  limbs. A newborn redcap must fend for itself 
  immediately and quickly develops a ravenous and 
  foul demeanor. It grows to its full size within a year 
  after its birth. Redcaps have their own elaborately 
  interwoven superstitions. They believe rivers contain 
  water spirits that can snatch their souls, so they bathe 
  only in still water. Dubious of even-numbered 
  quantities, they always travel in odd-numbered 
  groups, and no redcap will carry an even number of 
  coins in its pouch. Redcaps are not devout creatures, 
  but redcaps who live near human settlements 
  sometimes worship Erythnul, the god of slaughter. 
  Redcap adepts are rare, and redcap clerics rarer still. 
   
  REDCAP’S TOOTH 
  When a redcap dies, it leaves behind a single tooth. 
  Anyone wearing this tooth gains a +2 circumstance 
  bonus on Charisma-based checks when dealing with 
  Fey, and a +4 circumstance bonus when dealing with 
  other redcaps.  
   
  Faint transmutation; CL 6th; cannot be made; 
  Price 1,000 gp. 
   
   
  
  TSS5-02 Seeds 
   
  Page 95 
  Tauric Template 
  (Source: Savage Species) 
  A tauric creature is a hybrid being possessing the 
  head, arms, and upper torso of a humanoid, and the 
  legs and lower body of an animal, beast, or vermin. 
  Some are created as the result of magical experiments 
  or as divine punishment for failing their deities. 
  Tauric creatures of the same kind form a unique race 
  with its own culture, language, and religion. Tauric 
  creatures are not to be confused with two-legged 
  humanoid/creature hybrids such as the minotaur or 
  the satyr, which have different traits from their 
  apparent component creatures. 
  Tauric creatures speak the languages of both 
  of their component creatures, as well as any language 
  they have developed as a people. 
   
  CREATING A TAURIC CREATURE 
  “Tauric" is a template that combines two creatures 
  into one hybrid creature. The template can be added 
  to any Small or Medium-size corporeal humanoid 
  (referred to hereafter as the base humanoid) and any 
  Medium-size or Large corporeal animal, beast, or 
  vermin with at least four legs (referred to hereafter as 
  the base creature). A tauric creature's type changes to 
  monstrous humanoid. It otherwise uses all the base 
  creature’s attributes and special abilities except as 
  noted below. 
   
  Size: Same as base creature.  
   
  Hit Dice: Add the base humanoid's and base 
  creature's Hit Dice to get the tauric creature's Hit 
  Dice, each of which changes to a d8. A humanoid that 
  normally has a class instead of 1 Hit Die counts as a 1 
  HD creature. 
   
  AC: A tauric creature has the natural armor 
  bonus of the base creature or the base humanoid, 
  whichever is better. 
   
  Attacks and Damage: A tauric creature retains 
  the natural weapons and base damage of the base 
  humanoid and the base creature, provided that the 
  tauric creature's physical form is capable of 
  delivering those attacks. The absence of the base 
  creature's head always results in the loss of the base 
  creature's bite attack, if the creature loses its primary 
  attack in this fashion, all of its remaining natural 
  attacks are still secondary, A tauric creature has the 
  base attack bonus of a monstrous humanoid of the 
  tauric creature's total nonclass Hit Dice. 
   
  Special Attacks: A tauric creature retains the 
  special attacks of the base humanoid and the base 
  creature, provided that the tauric creature is capable 
  of delivering the attack. The absence of the base 
  creature's head always results in the loss of the base 
  creature's breath weapon or gaze attack. 
   
  Special Qualities: A tauric creature retains the 
  special qualities of the base humanoid and the base 
  creature. 
   
  Saves: For each saving throw, use the base save 
  for either the base creature or the base humanoid, 
  whichever is higher. 
   
  Abilities: A tauric creature uses the base 
  humanoid's Intelligence, Wisdom, and Charisma 
  scores, and it uses the base creature's Strength, 
  Dexterity, and Constitution scores. 
   
  Skills: A tauric creature gains skill points as a 
  monstrous humanoid of its nonclass Hit Dice. Treat 
  skills from both the base creature's list and the base 
  humanoid's list as class skills. If the creature has a 
  class, it gains skill points for class levels normally. 
   
  Feats: A tauric creature gains feats as a 
  monstrous humanoid of its nonclass Hit Dice. It 
  favors the feats of the base creature and the base 
  humanoid. 
   
  Climate/Terrain: Same as either base humanoid 
  or base creature, whichever is more restrictive. 
   
  Organization: Same as either base humanoid or 
  base creature, whichever uses the smaller number 
  ranges. 
   
  Challenge Rating: Same as base creature +1. 
   
  Treasure: Same as base humanoid. 
   
  Alignment: Same as base humanoid. 
   
  Advancement: By character class of base 
  humanoid. 
   
   
  
  TSS5-02 Seeds 
   
  Page 96 
  Appendix 11: New Prestige Classes 
  Divine Oracle 
  (Source: Complete Divine) 
  Some people call them mad, and certainly some divine 
  oracles are driven insane by the visions they see. Some 
  people doubt their words; indeed, some divine oracles are 
  destined never to be believed. Wherever the deities are 
  known to speak to mortals, some mortals hear their voices 
  with a unique clariry and gain insighr i nto the past, the 
  present, and the future by virtue of their unusual status. 
  Divine oracles are such mortals, blessed—or cursed—by 
  visions from their deities. 
   
  All divine oracles are spellcasters, and most were 
  clerics or druids before adopting the divine oracle prestige 
  class. Whatever their other classes, all divine oracles share a 
  particular devotion to the Divination school of magic, 
  having mastered all available means to catch glimpses of 
  the future. 
   
  NPC divine oracles often live in out-of-the-way places, 
  though usually close enough to civilization that people 
  with pressing questions about the future can seek them out 
  to have their questions answered. They frequently inhabit 
  sacred shrines or ancient temples and rarely take an active 
  part in world affairs. 
    
  Adaptation: The divine oracle is designed to work well 
    with   both arcane and divine spellcasters; the idea behind 
  the class is that you're getting divine guidance that 
  manifests itself in a number of ways. But ir doesn't have to 
  be that way. By adjusting the requirements, you could push 
  the class in an arcane or divine direction. It's also easy to 
  add a requirement that limits it to worshipers ol a deity ot 
  time, hue, or divination. 
   
  Hit Die: d6. 
   
   
   
   
   
  REQUIREMENTS 
  To qualify to become a divine oracle, a character must 
  fulfill the following criteria. 
  Skill: Knowledge (religion) 8 ranks. 
  Feat: Skill Focus (Knowledge [religion]}. 
  Spells: Able to cast at least 2 divination spells. 
    
  CLASS SKILLS  
  The divine oracle's class skills (and the key ability for each 
  skill) are Concentration (Con), Craft (Int), Heal (Wisj, 
  Intimidate (Cha), Knowledge (arcana) (Int), Knowledge 
  (religion) (Int), Profession (Wis), and Spellcraft (Int). See 
  Chapter 4 of the Player's Handbook for skill descriptions. 
  Skill Points at Each Level: 2 + Int modifier. 
   
  CLASS FEATURES 
  All of the following are class features of the divine oracle 
  prestige class. 
  Weapon and Armor Proficiency: Divine oracles gain no 
  weapon or armor proficiencies. 
  Spells per Day/Spells Known: A divine oracle continues 
  advancing in spellcasting ability as well as gaining the 
  abilities oi her new class. Thus, when a new divine oracle 
  level is gained, the character gains new spells per day (and 
  spells known, if applicable) as if she had also gained a levei 
  in whatever spellcasting class she belonged to before she 
  added the prestige class. She does not, however, gain any 
  other benefit a character of that class would have gained 
  (improved chance of controlling or rebuking undead, wild 
  shape ability, and so on; This essentially means that she 
  adds the level of divine oracle to the level of whatever 
  other spellcasting class the character has, then determines 
  spells per day accordingly.  
   
   
   
   
   
  TABLE 2-8: THE DIVINE ORACLE 
  Class 
  Base 
  Fort 
  Ref 
  Will 
   
  Spells per Day 
  Level Attack Sonus 
  Save 
  Save 
  Save 
  Special 
  +1 level of existing class 
  1st 
  +0 
  +0 
  +0 
  +2 
  Oracle domain, scry bonus 
  +1 level of existing class 
  2nd 
  + 1 
  +0 
  +0 
  +3 
  Prescient sense, trap sense+1 
  +1 level of existing class 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Divination enhancement 
  +1 level of existing class 
  4th 
  +2 
  +1 
  +1 
  +4 
  Uncanny dodge (Dex bonus to AC} 
  +1 level of existing class 
  5th 
  +2 
  +1 
  +1 
  +4 
  Trap sense +2 
  +1 level of existing class 
  6th 
  +3 
  +2 
  +2 
  +5 
  Improved uncanny dodge (can't be flanked) 
  +1 level of existing class 
  7th 
  +3 
  +2 
  +2 
  +5 
  — 
  +1 level of existing class 
  8th 
  +4 
  +2 
  +2 
  +6 
  Trap sense+3 
  +1 level of existing class 
  9th 
  +4 
  +3 
  +3 
  +6 
  — 
  +1 level of existing class 
  10th 
  +5 
  +3 
  +3 
  +7 
  Immune to surprise 
  +1 level of existing class 
  
  TSS5-02 Seeds 
   
  Page 97 
   
  For example, if Cassandra, a 10th-level cleric, gains a 
  level as a divine oracle, she gains new spells as if she had 
  risen to 11th level as a cleric, but uses the other divine 
  oracle aspects of level progression such as base attack 
  bonus and save bonuses. If she next gains a level as a cleric, 
  making her an 11th-level cleric/lst-level divine oracle, she 
  gains spells as if she had risen ro 12th level as a cleric. 
   
  If a character had more than one spellcasting class 
  before she became a divine oracle, the player must decide 
  which class to assign each level of divine oracle for the 
  purpose of determining spells per day and spells known. 
   
  Oracle Domain: Upon adopting the divine oracle 
  class, the character gains access to the Oracle domain, 
  described in Chapter 7: Domains and Spells. The character 
  gains the granted power associated with the domain [+2 
  caster level for divination spells), and can choose the spells 
  in that domain as her daily domain spells. 
   
  Scry Bonus (Su): A divine oracle adds a +1 sacred 
  bonus to the save DC of all her divination (scrying) spells. 
   
  Prescient Sense (Ex): Beginning at 2nd level, if a 
  divine oracle makes a successful Reflex saving throw 
  against an attack that normally inflicts half damage on a 
  successful save (such as a red dragon's fiery breath or a 
  fireball spell), she instead takes no damage, since her 
  prescience allowed her to get out of the way faster. This 
  form of evasion works no matter what armor the divine 
  oracle wears, unlike the evasion ability used by monks and 
  rogues. 
   
  Trap Sense (Ex): At 2nd level, the divine oracle gains 
  an intuitive sense that alerts her to danger from traps, 
  giving her a +1 bonus on Reflex saves made to avoid traps 
  and a +1 dodge bonus to AC against attacks by traps. This 
  increases to +2 at level 5 and +3 at level 8, 
   
  Divination Enhancement (Ex): Beginning at 3rd level, 
  a divine oracle may roll twice and take the better result 
  when using divination spells such as augury and 
  divination. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a divine 
  oracle gains the ability to react to danger before her senses 
  would normally allow her to do so. The divine oracle 
  retains her Dexterity modifier to AC (if any) regardless of 
  being caught flat-footed or struck by an invisible attacker. 
  (She still loses her Dexterity modifier 
  IO AC it 
  immobilized.) 
   
  Improved Uncanny Dodge (Ex): At 6th level and 
  higher, the divine oracle can no longer be flanked, since 
  she can react to opponents on opposite sides of her as easily 
  as she can react to a single attacker. This defense denies 
  rogues the ability to use flank attacks to sneak attack the 
  divine oracle. The exception to this defense is when an 
  attacker has at least 4 more rogue levels than the target has 
  divine oracle levels. 
   
  If a character already has levels of a class that could 
  gain uncanny dodge, the levels from the classes that grant 
  uncanny dodge stack to determine the minimum level a 
  rogue must be to flank the character. 
   
  Immune to Surprise (Ex): At 10th level, the divine 
  oracle's sensitivity to danger is so great that she is never 
  surprised. She can always take a standard action during a 
  surprise round, unless she is physically restrained from 
  doing so. If there is no surprise round then this ability 
  doesn't help. 
  
  TSS5-02 Seeds 
   
  Page 98 
  OCCULT SLAYER 
  (Source: Complete Warrior) 
  The occult slayer is driven to confront any arcane or divine 
  spellcaster who crosses her path. Occult slayers believe that 
  mortals are too irresponsible to wield magic, and that those 
  who dare to do so must be slain. Spellcasters who become 
  occult slayers are considered to have seen the error of their 
  ways—although they may still cast spells, they rely primar-
  ily on their battle prowess and their ability to resist magical 
  effects to defeat their enemies. The occult slayer comes 
  into her own through exhaustive training. Every regimen 
  she performs is an exercise that refines her anger against 
  spellcasters into martial skill. Each occult slayer forms a 
  preternatural bond with her masterwork weapon of choice, 
  which serves as the instrument of her vengeance. 
   
  This prestige class is ideal for individuals who have 
  been victimized by spellcasters and seek acceptable ways to 
  oppose them. Most occult slayers begin their careers as 
  fighters, although barbarians and rangers often take this 
  path as well. Monks and rogues have also been known to 
  embrace this calling, but bards and paladins find the occult 
  slayer's preoccupation with spellcasters stifling. Clerics, 
  druids, sorcerers, and wizards -the primary targets of occult 
  slayers- tend not to adopt this prestige class, although such 
  turnarounds are not without precedent.  
   
  NPC occult slayers seldom form organizations, 
  because they have discovered that congregating in one 
  place attracts spellcasters intent on making preemptive 
  strikes against them. Instead, occult slayers discreetly meet 
  from time to time to exchange information about 
  spellcasting opponents they have targeted for matches. 
  Otherwise, the occult slayer operates alone, traveling 
  between venues in search of matches that involve 
  spellcasters. Because of the inherent discretion that occult 
  slayers display, a candidate for this prestige class must be 
  chosen and trained by another occult slayer who is willing 
  to share her secrets. 
  Hit Die: d8. 
   
  Requirements: To qualify to become an occult slayer, a 
  character must fulfill all the following criteria.  
  Base Attack Bonus: +5. 
  Skills: Knowledge (arcana) 4 ranks, Spellcraft 3 ranks. 
  Feats: Improved Initiative, Weapon Focus (any weapon). 
  Class Skills: The occult slayer's class skills (and the key 
  ability for each skill) are Bluff (Cha), Craft (Int), Gather 
  Information (Cha), Knowledge (arcana) (Int), Profession 
  (Wis), Sense Motive (Wts), and Spellcraft (Int).  
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features: All of the following are class features of the 
  occult slayer prestige class. 
  Weapon and Armor Proficiency: Occult slayers are pro-
  ficient with all simple and martial weapons and all armor 
  and shields. 
  Magical Defense (Ex): An occult slayer's constant training 
  in countering magic of all types manifests itself as a bonus 
  on saving throws against spells or spell-like abilities. This 
  bonus is +1 at 1st level, and it increases to +2 at 3rd level 
  and to +3 at 5th level. 
  Weapon Bond (Su): An occult slayer must choose a partic-
  ular weapon of at least masterwork quality as the focus of 
  her power. Upon making her selection, she immediately 
  forms a bond with the chosen weapon that imbues it with 
  the force of her hatred for spellcasters. Thereafter, any 
  successful attack she makes with that weapon against a 
  spellcaster or a creature with spell-like abilities deals an 
  extra ld6 points of damage. If this particular weapon is lost 
  or destroyed, the occult slayer loses the ability to deal the 
  extra damage until she acquires and bonds with another 
  weapon of the same kind of at least masterwork quality. 
  The occult slayer must spend one day per character level 
  practicing with the replacement weapon (and doing very 
  little else—no adventuring) to create a new weapon bond. 
  Mind over Magic (Su): Starting at 2nd level, an occult 
  slayer can cause a spell or spell-like ability targeted against 
  her to rebound onto the originator as a free action. This 
  ability otherwise functions as the spell turning spell (caster 
  level equals the character's occult slayer level + 5). An 
  occult slayer can use this ability once per day at 2nd level 
  and twice per day at 4th level. 
  Vicious Strike (Ex): At 2nd level and higher, an occult 
  slayer who readies an attack action to disrupt a spellcaster 
  deals double damage if the attack hits. 
  Auravision (Su); At 3rd level, an occult slayer gains the 
  ability to see magical auras at a range of up to 60’ as a free 
  action. This ability otherwise functions as the detect magic 
  spell. The character cannot use this ability to determine 
  anything but the number of magical auras present. 
  Nondetection Cloak (Su): Upon reaching 4th level, an 
  occult slayer (and any gear she wears or carries) becomes 
  more difficult to locate through divinations such as 
  clearaudience/ clairvoyance, locate object, and other 
  detection spells. The occult slayer gains magical protection 
  from divinations equivalent to a nondetection spell (caster 
  level equals the character's occult slayer level), except that 
  it affects only the occult slayer and her possessions. 
  TABLE 2-25: THE OCCULT SLAYER Base 
  Level 
  BAB 
  Fort 
  Ref 
  Wil
  l 
  Special 
  1
  st 
  +1 
  +0 
  +0 
  +2 
  Magical defense +1, weapon bond 
  2
  nd 
  +2 
  +0 
  +0 
  +3 
  Vicious strike, mind over magic 1/day 
  3
  rd 
  +3 
  +1 
  +1 
  +3 
  Auravision, magical defense +2 
  4
  th 
  +4 
  +1 
  +1 
  +4 
  Mind over magic 2/day, nondetection 
  cloak 
  5
  th 
  +5 
  +1 
  +1 
  +4 
  Blank thoughts, magical defense +3 
  
  TSS5-02 Seeds 
   
  Page 99 
  Blank Thoughts (Ex): Ac 5th level, an occult slayer can 
  induce within herself a state of mental absence, thereby 
  becoming immune to mind-affecting effects (charms, com-
  pulsions, patterns, phantasms, and morale effects). She can 
  suppress or resume this ability as a free action. 
  
  TSS5-02 Seeds 
   
  Page 100 
  RAVAGER 
  (Source: Complete Warrior) 
  Feared by many and understood by few, the infamous 
  ravager is an individual who has dedicated himself to the 
  service of Erythnul, deity of slaughter. Living a life of 
  violence and savagery, the ravager seeks to spread this 
  deity's malignant influence wherever he goes, never 
  resting long in one place, lest the forces of good and law 
  pursue him. 
   
  Ravagers who come from the ranks of fighters and 
  barbarians find that the ravager's offensive capabilities 
  enhance their combat skills, while wizard, sorcerer, cleric, 
  and druid ravagers find that their ability to cause terror in 
  their foes is a very useful defensive measure. Ravagers 
  spend much of their time with others of their kind, 
  roaming the land in small, close-knit warbands, striking 
  unsuspecting communities without warning, and retiring 
  back into the wilderness to plan their next terrible raid. 
  Sometimes the clergy of Erythnul commands a lone rav-
  ager to undertake some mission or project that obliges the 
  ravager to join up with other individuals, but such alliances 
  are usually temporary and must be managed carefully, lest 
  they lead to quarrels or worse. 
   
  NPC ravagers are usually encountered in small 
  warbands of from two to six individuals, but sometimes a 
  lone ravager may be encountered when undertaking a 
  special mission. 
   
  All ravagers are readily identified by the bizarre and 
  fearsome facial tattoos they wear to mark themselves as 
  Eryth-nul's instruments. 
  HitDie: d10 
   
  TABLE 2-29: THE RAVAGER 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  Pain touch I/day 
  2nd 
  +2 
  +3 
  +0 
  +0 
  AuraoffearlOft. l/day 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Cruelest cut l/day 
  4th 
  +4 
  +4 
  +1 
  +1 
  Pain touch 2/day 
  5th 
  +5 
  +4 
  +1 
  +1 
  Aura offear20ft.2/day 
  6th 
  +6 
  +5 
  +2 
  +2 
  Cruelest cut 2/day 
  7th 
  +7 
  +5 
  +2 
  +2 
  Pain touch 3/day 
  8th 
  +8 
  +6 
  +2 
  +2 
  Aura of fear 30 ft. 3/day 
  9th 
  +9 
  +6 
  +3 
  +3 
  Cruelest cut 3/day 
  10th 
  +10 
  +7 
  +3 
  +3 
  Visage of terror 
   
  Requirements 
  To quality to become a ravager, a character must fulfill all 
  the following criteria. 
  Alignment: Chaotic evil or neutral evil. 
  Base Attack Bonus: +5. 
  Skills: Intimidate 3 ranks, Knowledge (religion) 3 ranks, 
  Survival 4 ranks. 
  Feats: Improved Sunder, Power Attack. 
  Special: Must survive the ravager initiation rites 
  Cllass Skills: The ravager's class skills (and the key ability 
  for each skill) are Intimidate (Cha), Knowledge (religion) 
  (Int), Move Silently (Dex), Profession (Int), and Ride 
  (Dex).  
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  All of the following are class features of the ravager 
  prestige class. 
  Weapon and Armor Proficiency: Ravagers gain no pro-
  ficiency with any weapon or armor. 
  Pain Touch (Su): Erythnul teaches that life is pain, and so 
  is the touch of a ravager. A ravager can make an unarmed 
  touch attack that deals 1d8 points of damage + 1 point per 
  ravager level. Weapon attacks also transmit the pain of 
  Erythnul, but only at the rate of ld4 extra points of damage 
  + 1 point per ravager level. The ravager can make one 
  additional pain touch attack for every three levels beyond 
  1st. 
  Aura of Fear (Su): Enemies within 10 feet of a ravager of 
  2nd level or higher take a -2 morale penalty on all saving 
  throws for as long as they remain within range. This ability 
  is usable a number of times per day as given on the table. 
  Each use lasts for a number of rounds equal to 3 + the 
  ravager's Charisma modifier. The range of this aura 
  increases at 5th level to 20 feet, and then again at 8th level 
  to 30 feet. 
  Cruelest Cut (Ex): When a ravager reaches 3rd level, his 
  familiarity with pain and fear grant him a cruel precision 
  with his melee attacks. The character must declare he is 
  making a cruelest cut attempt before he makes a melee 
  attack (thus, a failed attack roll ruins the attempt). If he 
  strikes successfully, he deals ld4 points of Constitution 
  damage to the target, in addition to any other damage the 
  attack may cause. A ravager can use cruelest cut once per 
  day for every three levels he has attained, but may only 
  make one cruelest cut attempt per round. 
  Visage of Terror (Sp): A 10th-level ravager has plumbed the 
  true depths of horror and hopelessness. Once per day, he 
  can trigger a spell-like ability similar to the arcane spell 
  phantasmal killer (save DC 10 + the ravager's class level + 
  the ravager's Cha bonus) as a standard action. To the foe the 
  ravager selects, he seems to take on the visage of what the 
  target fears most. In all other respects, this ability functions 
  as the spell described in the Player's Handbook. 
  
  TSS5-02 Seeds 
   
  Page 101 
  Appendix 12: New Feats and New Spells 
   
  FEATS 
  Hear The Unseen  [General] (CV) 
  Your sense of hearing is so acute that you can partially 
  pinpoint an opponent's location by sound, allowing you to 
  strike even if the opponent is concealed or displaced. 
   
  Prerequisites: Listen 5 ranks, Blind-Fight. 
   
  Benefit: As a move action that does not provoke 
  attacks of opportunity, you can attempt a DC 25 Listen 
  check. If successful, you can pinpoint the location of all 
  foes within 30 ieet, as long as you have line of effect to 
  them. This benefit does not eliminate the normal miss 
  chance for fighting foes with concealment, but it ensures 
  that you can target the correct square with your attacks. 
   
  If you are deafened or within an area of silence, you 
  can't use this feat. If an invisible or hidden opponent is 
  attempting to move silently, your Listen check is opposed 
  by your opponent's Move Silently check, but your 
  opponent gains a +15 bonus on this check. This feat does 
  not work against perfectly silent opponents, such as 
  incorporeal creatures. 
   
  Hold the Line [General] (CW) 
  You are trained in defensive techniques against charging 
  opponents. 
  Prerequisites: Combat Reflexes, base attack bonus+2. 
  Benefit: You may make an attack of opportunity against a 
  charging opponent who enters an area you threaten. Your 
  attack of opportunity happens immediately before the 
  charge attack is resolved. 
  Normal: You only get an attack of opportunity against a 
  character that exits a square you threaten. 
   
  Insightful Reflexes [General] (CV) 
  Your keen intellect allows you an uncanny knack for 
  evading dangerous effects. 
  Benefit: You add your Intelligence modifier (instead of 
  your Dexterity modifier) to Reflex saves. 
   
  Natural Bond [General] (CV) 
  Your bond with your animal companion is exceptionally 
  strong. 
   
  Prerequisite: Animal companion. 
   
  Benefit: Add 3 to your effective druid level for the 
  purpose of determining the bonus Hit Dice, extra tricks, 
  special abilities, and other bonuses that your animal 
  companion receives (see page 36 of the PHB). This bonus 
  can never make your effective druid level exceed your 
  character level. 
   
  Power Critical [General] (CW) 
  Choose one weapon, such as a longsword or a greataxe. 
  With that weapon, you know how to hit where it hurts. 
   
  Prerequisites: Weapon Focus with weapon, base attack 
  bonus +4. 
   
  Benefit: When using the weapon you selected, you 
  gain a +4 bonus on the roll to confirm a threat. 
  Special: A fighter may select Power Critical as one of his 
  fighter bonus feats. 
   
  You can gain Power Critical multiple times. Each time 
  you take the feat, it may be with a different weapon or the 
  same weapon, if you take it with the same weapon, the 
  effects of the feats stack. 
   
  Practiced Spellcaster [General] (CA) 
  Choose a spellcasting class that you possess. Your spells 
  cast from that class are more powerful. 
   
  Prerequisites: Spellcraft 4 ranks. 
   
  Benefit: Your caster level for the chosen spellcasting 
  class increases by +4. This can’t increase your caster level 
  beyond your HD. However, even if you can’t benefit from 
  the full bonus immediately, if you later gain noncaster-
  level HD you may be able to apply the rest of the bonus.  
  For example, a human 5th-level cleric/3rd-level fighter 
  who selects this feat would increase his caster level from 
  5th to to 8th (since he has 8 HD). If he later gained a 
  fighter level, he would gain the remainder of the bonus 
  and his cleric caster level would become 9th (since he now 
  has 9 HD).  This does not affect your spells per day or spells 
  known. It only increases your caster level, which would 
  help you penetrate SR and increase the duration and other 
  effects of your spells.  Special: You may select this feat 
  multiple times. Each time you choose it, you must apply it 
  to a different spellcasting class. For instance, a 4th-level 
  cleric/5th-level wizard who has selected this feat twice 
  would cast cleric spells as an 8th-level caster and wizard 
  spells as a 9th-level caster. 
   
  SPELLS 
  Arc of Lightning 
  Conjuration (Creation) [Electricity]  
  Level: Druid 4, sorcerer/wizard 5, warmage 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft/2 levels)  
  Area: A line between two creatures  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  
  TSS5-02 Seeds 
   
  Page 102 
  Spell Resistance: No 
  You create natural conductivity between two creatures, and 
  a bolt of electricity arcs between them. This bolt deals 1d6 
  points of electricity damage per caster level (maximum 
  15d6) to both creatures and to anything in the line 
  between them. 
   
  Both creatures must be in range, and you must be able 
  to target them (as if this spell had them as its targets). Draw 
  the line from any corner in one creature's space to any 
  corner in the other's space. 
   
  Arcane Material Component Two small iron rods. 
   
  Arrow of Bone 
  Necromancy [Death] 
  Level: Sorcerer/wizard 6  
  Components: V, S, M  
  Casting Time: 10 minutes  
  Range: Touch 
  Target: One projectile or thrown weapon touched 
  Duration: 8 hours or until discharged 
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes 
  You scribe runes of dire power on a single missile or 
  thrown weapon (usually an arrow, bolt, dart, javelin, or 
  spear), changing the weapon into a sinister missile of cold, 
  enhanced bone. When thrown or fired at a creature as a 
  normal ranged attack, the weapon gains a +4 enhancement 
  bonus on attack rolls and damage rolls. In addition, any 
  living creature struck by an arrow of bone must succeed on 
  a Fortitude save or be instantly slain. A creature that makes 
  its save instead takes 3d6 points of damage +1 point per 
  caster level (maximum +15). Regardless of whether the 
  attack hits, the magic of the arrow of bone is discharged by 
  the attack, and the missile is destroyed. 
   
  Material Component: A tiny sliver of bone and a vial 
  of blood mixed with powdered precious gems worth 50 gp, 
  used to paint the runes on the projectile. 
   
  Bestow Curse, Greater 
  Transmutation 
  Level: Bard 6, cleric 7, sorcerer/wizard 8 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Permanent 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  The spellcaster places a curse on the creature touched, 
  choosing one of the three following effects: 
  •  One ability score is reduced to 1, or two ability scores 
  suffer -6 penalties (minimum 1). 
  •  -5 penalty on attack rolls, saving throws, ability checks, 
  and skill checks. 
  •  Each turn, the subject has a 25% chance to act normally; 
  otherwise, he takes no action. 
  You may also invent your own curse, but it should be no 
  more powerful than those listed above, and the Dungeon 
  Master (DM) has final say on the curse's effect. 
   
  The greater curse cannot be dispelled, nor can it can 
  be removed with a break enchantment, limited wish, or 
  remove curse spell. A miracle or wish spell removes the 
  greater curse, but each greater curse also must have a single 
  means of removing it with some deed that the spellcaster 
  designates. The deed must be something that the subject 
  can accomplish within one year (assuming he undertakes it 
  immediately). For example, the deed might be "slay the 
  dragon under Castle Bluecraft," or "climb the tallest 
  mountain in the world." The cursed victim can have help 
  accomplishing the task, and in some cases another 
  character can lift the curse (see the Curses section of 
  Chapter 2 for curse guidelines). 
   
  Blessed Aim 
  Divination 
  Level: Blackguard 2, cleric 3, paladin 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Effect: 60-ft. spread, centered on you 
  Duration: Concentration 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
  This spell grants a +2 morale bonus on all ranged attacks 
  for your allies within the spread. 
   
  Brilliant Blade 
  Transmutation 
  Level: Cleric 8, sorcerer/wizard 6 
  Components: V 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One melee or thrown weapon, or fifty projectiles 
  (all of which must be in contact with each other at the time 
  of casting) 
  Duration: 1 min./level 
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object) 
  You transform a single melee weapon, thrown weapon, or 
  group of projectiles into a weapon of brilliant energy. A 
  brilliant energy weapon sheds light as a torch (20-foot 
  radius) and ignores nonliving matter. Armor bonuses to 
  AC (including any enhancement bonuses to that armor) do 
  not count against it because the weapon passes through 
  
  TSS5-02 Seeds 
   
  Page 103 
  armor. (Dexterity, deflection, dodge, natural armor, and 
  other such bonuses still apply.) A brilliant energy weapon 
  cannot harm undead, constructs, or objects. If this spell is 
  cast on arrows or crossbow bolts, the effect on a particular 
  projectile ends after one use, whether or not the missile 
  strikes its intended target. Treat shuriken as arrows, rather 
  than as thrown weapons, for the purpose of this spell. 
   
  Burning Blood 
  Necromancy  
  Level: Sorcerer/wizard 4  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Medium (100 ft + 10 ft./level) 
  Target: One living creature; see text  
  Duration: 1 round/level (D)  
  Saving Throw: Fortitude partial; see text  
  Spell Resistance: Yes 
  You taint a living creature's blood with a hot, corrosive 
  infusion, dealing ld8 points of acid damage and 1d8 points 
  of fire damage per round. The subject can attempt a 
  Fortitude save each round to negate the damage, but a 
  successful save does not prevent damage in future rounds. 
  Searing pain limits the subject to a single move action in 
  any round when it fails its Fortitude save. 
  Burning blood does not affect creatures of the construct, 
  elemental, ooze, plant, or undead types. 
  Material Component: A drop of blood and a pinch of 
  saltpeter. 
   
  Castigate 
  Evocation [Sonic] 
  Level: Cleric 4 
  Components: V 
  Casting Time: 1 standard action 
  Range: 10 ft. 
  Area: 10-ft. radius emanation 
  Duration: Instantaneous 
  Saving Throw: Fortitude halt 
  Spell Resistance: Yes 
  This spell allows you to verbally rebuke foes. By shouting 
  your deity's teachings about other alignments, you inflict 
  pain on those who hear, and those in the area need not 
  understand your divine words to be affected. This spell has 
  no effect on creatures that cannot hear. Otherwise, you 
  deafen foes of the same alignment for ld4 rounds (save for 
  half). Foes within one alignment step of your alignment 
  (lawful, neutral, chaotic; good or evil) take 1 point of 
  damage per caster level (maximum 10). Foes whose 
  alignment is more than one step different from yours take 
  1d4 points of damage per caster level (maximum 10d4). A 
  Fortitude saving throw is allowed for half damage from this 
  spell. 
   
  Curse of Ill Fortune 
  Transmutation  
  Level: Blackguard 2, cleric 2  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. +10 ft./level)  
  Target: One living creature  
  Duration: 1 min,/level  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  You place a temporary curse upon the subject, giving her a -
  3 penalty on attack rolls, saving throws, ability checks, and 
  skill checks. Curse of ill fortune is negated by any spell that 
  removes a bestow curse spell. 
   
  Fireburst 
  Evocation [Fire]  
  Level: Sorcerer/wizard 2, war-mage 2 
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: 5 ft.  
  Effect: Burst of fire extending 5 ft. from you  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: Yes 
  Fireburst causes a powerful explosion of flame to burst 
  from you, damaging anyone within 5 feet of you. All 
  creatures and objects within that area, except for you and 
  any creatures or objects that share your space, take 1d8 
  points of fire damage per caster level (maximum 5d8). 
  Material Component: A bit of sulfur. 
   
  Fireburst, Greater 
  Evocation [Fire] 
  Level: Sorcerer/wizard 5, warmage 5  
  Effect: Burst of fire extending 10 ft. from you 
  This spell functions like fireburst, except that it affects 
  creatures within 10 feet of you and deals a maximum of 
  15d8 points of damage to each one. 
   
  Fire Shield, Mass 
  Evocation [Fire or Cold] 
  Level: Sorcerer/wizard 5, warmage 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft,/? levels) 
  Targets: One or more allied creatures, no two of which can 
  be more than 30 ft. apart  
  Duration: 1 round/level (D)  
  
  TSS5-02 Seeds 
   
  Page 104 
  Save: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  This spell functions like fire shield (see page 230 of the 
  Player's Handbook), except as noted above. 
   
  Omen of Peril 
  Divination 
  Level: Cleric 1, druid 1 
  Components: V, F 
  Casting Time: 1 full round 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  A brief supplication gives you (and only you) a vision that 
  hints at how dangerous the immediate future is likely to 
  be. Based on an assessment of the caster's immediate 
  surroundings and likely path of travel, the caster receives 
  one of three visions: safety, peril, or great danger. 
   
  The base chance for receiving an accurate reply is 70% 
  + 1% per caster level, to a maximum of 90%; the DM makes 
  the roll secretly. 
  If the omen of peril is successful, you get one of three 
  visions, which lasts just a second or two: 
  •  Safety. The caster isn't in any immediate danger. If he 
  continues on his present course (or remains where he is if 
  he's been stationary for some time before casting the spell), 
  he'll face no significant monsters, traps, or other challenges 
  for the next hour or so. 
  •   Peril. The caster will face challenges typical of an adven-
  ture: challenging but not overwhelming monsters, dan-
  gerous traps, and other hazards for the next hour or so. 
  •  Great danger. The caster's very life is at grave risk. He 
  will likely face powerful NPCs or deadly traps in the next 
  hour. 
   
  If the roll fails, you get one of the other two results, 
  determined randomly by the DM, and you don't 
  necessarily know that you failed because the DM rolls 
  secretly. 
   
  Choosing which vision is "correct" takes some 
  educated guesswork on the part of the DM, who should 
  assess the party's likely courses of action and what dangers 
  they're likely to face. 
   
  The exact form that an omen of peril takes depends on 
  whether the caster worships a specific deity, venerates 
  nature as a druid, or simply upholds abstract principles. A 
  druid might see a white dove for safety, a dark cloud 
  obscuring the sun for peril, and a forest fire for great 
  danger. A cleric of Fharlanghn might get a vision of a 
  straight road for safety, a crossroads for peril, and a washed-
  out bridge for great danger. 
   
  Unlike the more powerful augury, an omen of peril 
  doesn't respond to a specific question. It only indicates the 
  level of danger likely for the next hour, not what form the 
  danger will take. 
   
  Focus: A set of marked sticks, bones, or similar tokens 
  of at least 25 gp value 
   
  Orb Of Acid 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 4, warmage 4  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ffc/2 levels)  
  Effect: One orb of acid.  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: No 
  An orb of acid about 3 inches across shoots from your palm 
  at its target, dealing 1d6 points of acid damage per caster 
  level (maximum 15d6). You must succeed on a ranged 
  touch attack to hit your target. 
   
  A creature struck by the orb takes damage and 
  becomes sickened by the acid's noxious fumes for 1 round. 
  A successful Fortitude save negates the sickened effect but 
  does not reduce the damage. 
   
  Orb of Acid, Lesser 
  Conjuration (Creation) [Acid]  
  Level: Sorcerer/wizard 1, warmage 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No 
  An orb of acid about 2 inches across shoots from your palm 
  at its target, dealing 1d8 points of acid damage. You must 
  succeed on a ranged touch attack to hit your target. 
   
  For every two caster levels beyond 1st, your orb deals 
  an additional ld8 points of damage: 2d8 at 3rd level, 3d8 at 
  5th level, 4d8 at 7th Level, and the maximum of 5d8 at 9th 
  level or higher. 
   
  Orb of Cold, Lesser 
  Conjuration (Creation) [Cold]  
  Level: Sorcerer/wizard 1, warmage 1  
  Effect: One orb of cold 
  This spell functions like lesser orb of acid, except that it 
  deals cold damage. 
   
  Orb of Sound 
  Conjuration (Creation) [Sonic]  
  Level: Sorcerer/wizard 4, warmage 4 
  
  TSS5-02 Seeds 
   
  Page 105 
  Components: V, S  
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of soic energy 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial  
  Spell Resistance: No 
  This spell functions like orb of add, except that it deals ld4 
  points of sonic damage per level (maximum 15d4). In 
  addition, a creature struck by an orb of sound roust make a 
  Fortitude save or be deafened for 1 round instead of being 
  sickened. 
   
  Orb of Sound, Lesser 
  Conjuration (Creation) [Sonic]  
  Level: Sorcerer/wizard 1, warmage 1  
  Effect: One orb of sonic energy 
  This spell functions like lesser orb of acid, except it deals 
  ld6 points of sonic damage, plus an additional ld6 points of 
  damage per two caster levels beyond 1st: 2d6 at 3rd level, 
  3d6 at 5th level, 4d6 at 7th level, and the maximum of 5d6 
  at 9th level or higher. 
   
  Reciprocal Gyre 
  Abjuration 
  Level: Sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft,/ level) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Will half, then Fortitude negates; see text 
  Spell Resistance: No 
  You manipulate the magical aura of a creature or object, 
  creating a damaging feedback reaction of arcane power. 
  The target takes ld6 points of damage per spell level of each 
  functioning spell or spell-like ability currently affecting it 
  (maximum 25d6). For example, a creature who is hasted 
  (3rd level), flying (3rd level), and protected by a stoneskin 
  spell (4rh-level wizard version) takes 10d6 points of 
  damage (Will save for half). In addition, any creature that 
  fails its save must then succeed on a Fortitude save or be 
  dazed for ld6 rounds. 
  Only spells specifically targeted on the creature in question 
  can be used to create the backlash of a reciprocal gyre, so 
  spells that affect an area (such as invisibility sphere and 
  solid fog) can't be used to deal reciprocal damage to 
  creatures within their area. Likewise, persistent or 
  continuous effects from magic items can't be used to deal 
  reciprocal damage, but targeted spell effects can be—for 
  example, the magic of a cloak of resistance can't be used by 
  reciprocal gyre, but a spell cast by a wand of invisibility 
  could be. 
  Material Component. A tiny closed loop of copper wire. 
   
  Recitation 
  Conjuration (Creation) 
  Level: Cleric 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: All allies and foes within a 60-ft.-radius burst 
  centered on you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  By reciting a sacred passage or declaration, you invoke your 
  deity's blessing upon yourself and your allies while causing 
  confusion and weakness among your enemies. The spell 
  affects all allies and foes within the spell's area at the 
  moment you cast it. Your allies gain a +2 luck bonus on 
  attack rolls and saving throws, or a +3 luck bonus if they 
  worship the same patron deity as you. Enemies suffer a -2 
  luck penalty on attack rolls and saving throws. After 
  casting the spell, you are free to take further actions during 
  the spell's duration as you see fit. 
  Divine Focus: In addition to your holy symbol, this spell 
  requires a sacred text as a divine focus. 
   
  Repair Minor Damage 
  Transmutation 
  Level: Sorcerer/wizard 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Construct touched 
  Duration; Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  When laying your hand upon a construct that has at least 1 
  hit point remaining, you transmute its structure to repair 
  the damage it has taken. The spell repairs 1 point of 
  damage. 
   
  Resonating Bolt 
  Evocation [Sonic] 
  Level: Bard 4, sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: 60-ft. line 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  
  TSS5-02 Seeds 
   
  Page 106 
  Spell Resistance: Yes 
  You unleash a tremendous bolt of sonic energy from your 
  open hand, dealing ld4 points of sonic damage per caster 
  level (maximum 10d4) to each creature within its area. In 
  addition, a resonating bolt deals full damage to objects and 
  can easily shatter or break interposing barriers. If the bolt 
  destroys a barrier, it can continue beyond it if its range 
  permits; otherwise, it stops. 
   
  Resurgence 
  Abjuration 
  Level: Blackguard 1, cleric 1, paladin I 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  By laying hands on a creature and saying a brief prayer, you 
  can convince a higher power to grant a second chance to 
  one of your allies. The target of resurgence can make a 
  second attempt to save against an ongoing spell, spell-like 
  ability, or supernatural ability, such as dominate person, a 
  chaos beast's corporeal instability, or the sickening effect 
  (but not the damage) from unholy blight, if the target of 
  resurgence is subject to more than one ongoing magic 
  effect, the target chooses one of them to retry the save 
  against, if the subject succeeds at the saving throw on the 
  second attempt, the effect ends immediately. Resurgence 
  never restores hit points or ability score damage, but it does 
  eliminate any conditions such as shaken, fatigued, or 
  nauseated that were caused by the spell, spell-like ability, 
  or supernatural ability. 
   
  If a spell, spell-like ability, or supernatural ability 
  doesn't allow a save (such as power word stun), then 
  resurgence won't help the subject recover. 
   
  Revenance 
  Conjuration (Healing) 
  Level: Blackguard 4, cleric 4, paladin 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Dead ally touched 
  Duration: 1 min./level 
  Saving Throw: None; see text 
  Spell Resistance: Yes (harmless) 
  You touch a recently slain ally and temporarily restore her 
  to life so she may continue to fight. The target can have 
  been dead for up to 1 round/caster level. She functions as if 
  a raise dead spell had been cast upon her, except that she 
  does nor lose a level and has half of her full normal hit 
  points. She is alive (not undead) for the duration of the 
  spell and can be healed normally, but dies as soon as the 
  spell ends. While the subject is under this spell, she is not 
  affected by resurrection or raise dead. 
   
  The target gains a +1 morale bonus on attacks, damage, 
  saves, and checks against the creature that killed her. 
   
  Scholar's Touch 
  Divinarion 
  Level: Bard 1, cleric 1, sorcerer/wizard 1 
  Components: V, S, M, F  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: One book/round  
  Duration: Concentration, up to 1 round/level 
  With this spell you can touch a book or scroll and absorb 
  the knowledge contained within as if you had just read it. 
  This is equivalent to a solid reading but not deep study—
  the character does nor gain perfect recall of the 
  information, just whatever he would have gotten from 
  reading it completely once. If you can't read the language 
  of the source, the spell has no effect. This spell cannot be 
  used to prepare spells or to cast magical scrolls, nor does it 
  have any effect when reading a magical book (such as a 
  tome of understanding). 
   
  Material Component: A scrap ot parchment and a 
  pinch of tinder. Focus: A thin crystal disc. 
   
  Spiritwall 
  Necromancy [Fear, Mind-Affecting] 
  Level: Sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Effect: Swirling wall whose area is up to one 10-ft. 
  square/level, or a sphere or hemisphere with a radius of up 
  to 1 ft./level 
  Duration: 1 min./level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  This spell creates an immobile, swirling mass of greenish-
  white forms resembling tortured spirits. One side of the 
  wall, selected by you, emits a low groaning that causes 
  creatures within 60 feet of that side to make a Will save or 
  flee in panic for ld4 rounds. Any living creature that 
  merely touches the wall takes 1d10 points of damage as its 
  life force is disrupted. A living creature passing through 
  the wall takes 1d10 points of damage, as above, and must 
  make a successful Fortitude save or gain one negative level. 
   
  The barrier is semi-material and opaque, providing 
  cover and total concealment against physical attacks, and it 
  
  TSS5-02 Seeds 
   
  Page 107 
  blocks magical effects (including spells, spell-like abilities, 
  and supernatural abilities). 
   
  Material Component; A clear cut gemstone. 
   
  Unluck 
  Divination 
  Level: Bard 4, sorcerer/wizard 4  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 Levels)  
  Target: One creature  
  Duration: 1 round/level  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  When you cast this spell, you negatively influence the 
  randomness of fortune for the target. Whenever the 
  affected creature undertakes an action involving random 
  chance (specifically, whenever any die roll is made for the 
  creature, including attack rolls, damage rolls, and saving 
  throws), two separate rolls are made and the worse result 
  applied. 
  A creature carrying a stone of good luck is immune to the 
  effect of unluck, but the stone's effects do not function for 
  the duration of the spell if the creature fails its save. 
  Material Component: A piece of a broken mirror. 
   
  Vigor 
  Conjuration (Healing) 
  Level: Cleric 3, druid 3 
  Duration: 10 rounds + 1 round/level (max 25 rounds)  
  This spell is the same as lesser vigor, except that it grants 
  fast healing at the rate of 2 hit points per round. 
   
  Vigor, Lesser 
  Conjuration(Healing) 
  Level: Cleric 1, druid 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 rounds + 1 round/level (max 15 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  With a touch of your hand, you boost the subject's life 
  energy, granting him or her the fast healing ability for the 
  duration of the spell. The subject heals 1 hit point per 
  round of such damage until the spell ends and is 
  automatically stabilized if he or she begins dying from hit 
  point loss during that time. lesser vigor does not restore hit 
  points lost from starvation, thirst, or suffocation, nor does 
  it allow a creature to regrow or attach lost body parts. The 
  effects of multiple vigor spells do not stack; only the 
  highest-level effect applies. Applying a second vigor spell 
  of equal level extends the first spell's duration by the full 
  duration of the second spell. 
   
  Vigor, Mass Lesser 
  Conjuration (Healing)  
  Level: Cleric 3, druid 3  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: 20 ft. 
  Target: One creature/two levels, no two of which can be 
  more than 30 ft. apart  
  Duration: 10 rounds + 1 round/level (max 25 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  You invoke healing energy over a group of creatures, grant-
  ing each the fast healing ability tor the duration of the 
  spell. Each subject heals 1 hit point per round of such 
  damage until the spell ends and is automatically stabilized 
  if he or she begins dying from hit point loss during that 
  time. Mass lesser vigor does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature 
  to regrow or attach lost body parts. 
   
  The effects of multiple vigor spells do not stack; only 
  the highest-level effect applies. Applying a second vigor 
  spell of equal level extends the first spell's duration by the 
  full duration of the second spell. 
   
  Wave of Grief 
  Enchantment [Evil, Mind-Affecting] 
  Level: Bard 2, blackguard 2, cleric 2 
  Components: S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: Cone 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  All within the cone when the spell is cast are overcome 
  with sorrow and grief. They suffer a -3 morale penalty on 
  all attack rolls, saving throws, ability checks, and skill 
  checks.  
   
  Material Component: Three tears. 
   
  Wrack 
  Necromancy [Evil] 
  Level: Cleric 3, sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft/2 levels) 
  Area: One humanoid 
  Duration: 1 round/level 
  
  TSS5-02 Seeds 
   
  Page 108 
  Saving Throw: fortitude negates 
  Spell Resistance: Yes 
  A humanoid subject of the spellcaster's choosing is 
  wracked with such pain that he doubles over and collapses. 
  His face and bands blister and drip fluid, and the eyes 
  cloud with blood, rendering him blind. For the duration of 
  the spell, the subject is considered helpless and cannot take 
  actions. 
   
  Even when the spell ends, the subject is still visibly 
  shaken and suffers a -2 penalty on attack rolls, saves, and 
  checks for 3d10 minutes. The subject's sight returns at the 
  end of the spell's duration. 
  
  TSS5-02 Seeds 
   
  Page 109 
   
  Player’s Handout 1: A letter from Chaldea 
   
  Dear friend, 
   
  I trust this letter finds you well, despite the war ravaging our land.  
   
  With Longwood burned to the ground, my villagers scattered across 
  the land, either joining the army to fight, or going north, to rebuild 
  and hold on. My family and I went to Newkeep, to the Queen’s halls, 
  to try and find a reason for this invasion. I suspected the strange 
  yellow flowers that suddenly appeared this spring might have 
  something to do with it, and it seems I was right. I have found 
  several intriguing documents that indicate a link worth 
  investigating. 
   
  However, further research requires entering Menowood, and I 
  dare not leave my daughter that long. I fear the loss of her home 
  affected her greatly. She is also terribly worried about both her 
  husband and daughter since they ran off to fight the cursed 
  bullywugs, it is all she can do to get through the day. 
  And so I call upon you, hoping you will help, and are willing to 
  enter the Fairy Forest where, gods willing, you may find a way 
  to stop this madness before nothing is left of our land. 
   
  You will find me at the Queen’s Halls, hoping for your swift 
  arrival. 
   
  Yours sincerely, 
   
  Chaldea Starglow
  
  TSS5-02 Seeds 
   
  Page 110 
   
  Player’s Handout 2: The Sun Child 
  
  TSS5-02 Seeds 
   
  Page 111 
   
  Player’s Handout 3: The Leaf of Menarden 
  
  TSS5-02 Seeds 
   
  Page 112 
   
  Player’s Handout 4: Riddles 
   
  Ispalian’s Riddle: 
  In a marble hall white as milk 
  Lined with skin as soft as silk 
  Within a pool crystal-clear 
  A golden apple doth appear. 
  No doors or windows in this hold, 
  Yet thieves break in to steal its gold. 
   
   
  Astenin’s Riddle: 
  Bright as diamonds, 
  Loud as thunder, 
  Never still, 
  A thing of wonder. 
   
   
  Ispalian’s Riddle: 
  In a marble hall white as milk 
  Lined with skin as soft as silk 
  Within a pool crystal-clear 
  A golden apple doth appear. 
  No doors or windows in this hold, 
  Yet thieves break in to steal its gold. 
   
   
  Astenin’s Riddle: 
  Bright as diamonds, 
  Loud as thunder, 
  Never still, 
  A thing of wonder. 
   
   
  Player’s Handout 5: The Prophecy 
   
  The Prophecy: 
  To find what you seek 
  Is no task for the weak. 
  In the hall where no man begs 
  Outrun the one that has no legs 
  In the land without rain 
  Outsmart the ones without brain 
  And before homewards you fly 
  Defeat the one that can∆t die. 
  Then recall the first 
  To where she∆ll never thirst 
  She will give what you need 
  To ban the foully tainted seed 
   
   
  The Prophecy: 
  To find what you seek 
  Is no task for the weak. 
  In the hall where no man begs 
  Outrun the one that has no legs 
  In the land without rain 
  Outsmart the ones without brain 
  And before homewards you fly 
  Defeat the one that can∆t die. 
  Then recall the first 
  To where she∆ll never thirst 
  She will give what you need 
  To ban the foully tainted seed 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Splintered Suns and Scarlet Signs/TSS5-02 - Seeds.pdf