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 triad point of contact (POC) at smh.lvg@gmail.com.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  GEO6-06 
   
   
   
   
  A Gathering of Storms 
  A One-Round D&D® LIVING GREYHAWKTM  
  Geoff Regional Adventure 
  Version 1.1 
   
  by Sean Hillman & Leslie Maynard 
  Reviewer: Geoff Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Matt Hoell, Chrism Kronick, Christopher Len, Brian Mahoney, Stephen Mumford, James Polk, Byron 
  Roberts, Matt Schad, Michelle Schad, Angus Smith, Matt Tyler 
   
   
   
  The northwestern cantrevi of Geoff are still wild from their years under the domination of the giants. Bandits, lost 
  steadings, and feral tribes all vie with one another and the returning refugees for the last morsels the land can give. 
  With hunger quickly becoming famine, can someone find a way check the chaos and uncover the mysteries that hold 
  the region in thrall? A Geoff Regional Adventure for APLs 2-8 and Part One of the Path of Purity series. 
   
  Note: This adventure will be of particular interest to members of the Brenin’s Fist, Midnight Ravens, Gwyrth Bryn, and 
  Old Faith.
  
  GEO6-X TITLE 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  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 the Appendices.  
  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 to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience 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.  
  
  GEO6-X TITLE 
   
  Page 2 
   
  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 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Geoff.  Characters native to Geoff pay one Time Unit per 
  round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp 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 adventure. 
   
  A character who 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 Survival 
  check (DC 20), 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 
  Caswallon the Green was a Druid long before the Giants 
  came. He is older then Gwenllian and could have been 
  Arch Druid.  He was well-known for his affinity with 
  dragons, especially Green Dragons, as well as his 
  opinions that Geoff needed to remain pure, especially in 
  terms of religion. He did not like Owen’s ascension to the 
  position of Brenin, as he was far too influenced by 
  outside forces.  Caswallon was suspicious of any 
  connections with the Fey as well, and he and his group of 
  followers began distancing themselves from other 
  members of the Old Faith.   
  When the war came, everyone believed Caswallon and 
  his followers had succumbed to the Giants.  Instead, they 
  walled themselves inside a series of Steadings in Gwyrth 
  Bryn, near the Barrier Peaks. There, for fifteen years, 
  Caswallon and his people fought Giants and studied the 
  old ways, looking for a way to save Geoff.  In the end they 
  had little impact, but Caswallon and his followers 
  collected lore from all over Geoff and the Sheldomar.  He 
  also began following a path he called the Road of Purity, 
  or Ffordd Purdeb (phonetically: Forth POOR-deb).  It 
  hinged on a quote of Llewellyn the Druid King, where he 
  mentions that the Gyri “…must remain pure and 
  unblemished by the dark world around them…” Slowly 
  Caswallon took this to mean everything non-Flan and 
  non-Human.  It was not and is not an attitude of hate; 
  Caswallon believes that Suel and Oeridians and elves are 
  not bad or worthy of contempt, but that the land calls the 
  Flan and calls for them to be pure.  Only his inner circle 
  knows the full extent the Ffordd Purdeb. Most believe 
  that Caswallon just wants to transform the country.  He 
  does, but in a much larger way.  He takes it as a sign when 
  the Physician’s Cauldron is found in The Ways that this is 
  the time to begin Geoff’s transformation. 
  Ilan ap Dyvad has been suspecting that some of the 
  Druids in his cantrev are following a new or perhaps very 
  old idea of the Old Faith.  He is also interested in the 
  reports of feral Gyric tribes clashing with Gareth the 
  Darkheart and Melwyn’s Irregulars out in the Heath.  He 
  wishes to find out the validity of these rumors and has 
  decided to send some young heroes into the wilds. Ilan 
  himself is having a slight crisis of faith but he does not 
  reveal this to the PCs.   
  ADVENTURE SUMMARY 
  Introduction: The PCs find their way to the home of 
  Llwyr Ilan ap Dyvad through various hooks presented. 
  Ilan would like the PCs to go out into his lands and wage 
  war on the brigands who have been stealing food from 
  the people. 
  # 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 
  
  GEO6-X TITLE 
   
  Page 3 
  Encounter One: After some marching and skirmishing 
  with brigands, the PCs come upon a steading under 
  attack by a large force of the villains.  As they move to 
  help they are ambushed. 
  Encounter Two: After they have gotten rid of the 
  bandits, the PCs meet the inhabitants of the steading, 
  which is more a hill fort then small homestead. 
  Encounter Three: Once the initial welcomes are 
  accomplished, the PCs are allowed to wander the 
  grounds. Here they can meet and even shop or barter 
  with the ffolk of the hill fort.  They can also see the 
  devastating effects of the sickness. 
  Encounter Four: As evening approaches, the PCs finally 
  meet their gracious host. Caswallon tells him of his needs 
  and will answer a few questions for the PCs.  Once they 
  agree to go into the Ways for him, he will let them rest 
  and then take them there. 
  Encounter Five: The PCs find themselves in the Ways, 
  looking for the Physician’s Cauldron. Instead, they find 
  that a trap set by a group of Ice Goblins which has taken 
  it for their own use. 
  Encounter Six: The heroes meet King Snyegblat the 
  Finder, and must convince him of their worth before 
  being granted the opportunity to earn the Physician’s 
  Cauldron.   
  Encounter Seven: The PCs must navigate the hazardous 
  maze of truth and defeat the creatures that reside therein. 
  PREPARATION FOR PLAY 
  Ask the PCs the following information 
  • 
  Meta Orgs 
  • 
  Religious Preference 
  • 
  Home Region 
  • 
  If Human, racial stock they hail from 
  This will affect the opinions of many of the people they 
  meet later in the adventure. If the PC is a member of the 
  Brenin’s Fist, they will be allowed to consider this 
  ‘military duty’ for purposes of TU expenditure. 
  INTRODUCTION 
  The introductory text will be different in some places 
  depending on the Meta Orgs of the players involved. 
  Specifically, Members of Gwyrth Bryn, Brenin’s Fist and 
  Old Faith Druids. 
  Read the following to all players: 
  Winter is fast approaching the whole of Geoff and 
  storms have been wracking the lands for over a 
  month now. Some have been just heavy rain and 
  some have been actual snow, although most areas 
  yet remain free of significant snowfall..  It is cold 
  however, far colder than usual for so early in the 
  season,  and the warmth of Pelor never seems to take 
  the chill from the air. 
  Starvation is threatening again. Efforts to heal the 
  worst blights on the land have concentrated on the 
  sacred sites and all but ignored the needs of farmers. 
  Nearer the cities and the re-claimed lands the 
  situation is better, but on the far-flung Steadings of 
  the north and west, lives have been lost due to lack 
  of food. 
  Hunting in these distant regions has been 
  sufficient, if not plentiful. With much of the grain 
  being used up in the alehouses of the cities, game is 
  more abundant than barley the further one travels 
  from the reestablished “center” of Geoff. 
  The Prydythi (ph: pruh-DEE-thee) have begun to 
  spread rumors of unrest in Gwyrth Bryn (ph: GOO-
  erth Brin), among some of the savage Flan. These are 
  the ffolk who still hide out in their hill forts or 
  wander the Heath, slaying giant and orc alike.  
  Rumors are that they are feral and their allegiance to 
  the Brenin may be in question. 
  Now begin the various hooks. Read the following to 
  members of the Midnight Ravens: 
  Your orders are clear: the brigands of the Heath who 
  follow Gareth Darkhart are moving in our territory 
  and leaving the cupboard bare. There may also be a 
  connection to Melwyn and his Irregulars. If there is, 
  we need to find it. Ilan ap Dyvad will be calling 
  heroes for Wolf Packs, make sure you are among 
  them. 
  Read the following text to members of the Brenin’s Fist. 
  At the signpost in the camp, you see a new note has 
  been tacked up over the others: 
  “Volunteers to join with the brave souls of Gwyrth 
  Bryn are needed. Report to your superior officer for 
  assignment if you wish to volunteer.” 
  For those interested, they are told Wolf Packs are 
  forming to help rid Gwyrth Bryn of some of its 
  troubles. Report to the Brenin’s Fist post in Dersyth 
  for more information. 
  To Old Faith Druids (only), read the following, read the 
  text out of earshot of the other PCs: 
  The call has come down that the warrior-druid Ilan 
  ap Dyvad would like to speak to the adventuring 
  druids of the Old Faith. He is summoning them to 
  his home in Dersyth.  
  Once gathered, he speaks to those assembled. 
  “It is true that I am summoning Wolf Packs to help 
  me rid my lands of brigands and make contact with 
  some of the lost Steadings.  However, I fear there is 
  
  GEO6-X TITLE 
   
  Page 4 
  more here then meets the eye. I have noticed some 
  of the Druids in my own circle have begun acting 
  strangely. They are more formal and more distant 
  though not unfriendly.  
  “I wish to find out why this is.  I wish to know if this 
  be a poison among us or perhaps revelation. I would 
  like you to join the Wolf Packs now assembling and 
  observe anything and everything. Do not reveal this 
  to anyone. When done, report back to me what you 
  have found.” 
  To members of the Gwyrth Bryn Meta Org. As with the 
  Old Faith, read this out of earshot of other PCs:  
  Your lord has summoned you to his home and 
  prepared a feast for you. 
  “My friend, our land is in trouble. We cannot rely on 
  the wisdom of some of our leaders, and we can no 
  longer tolerate the brigands on our lands. What is 
  more, I am not sure if the camps we have not 
  counted are helping these brigands or being hurt by 
  them. I need you to make contact with them and 
  find out where their allegiances lie. If they work 
  with our enemies, then we need to know their 
  strengths and weaknesses. I trust you will not fail 
  me in this?” 
  To everyone: 
  Wolf Packs have gathered in the Halls of Ilan ap 
  Dyvad (ph: EE-lan ap DUH-ved), llwyr of the cantrev 
  of Gwyrth Bryn. Unlike more modern structures, 
  this is no castle or keep but a fortified house.  The 
  house itself is almost a hundred feet long and is 
  dominated by the meeting hall. The hall in turn is 
  dominated by a long table that easily extends most 
  of the hall’s length.  Smaller tables line the sides of 
  the room and there is plenty of space for everyone. 
  An enormous bear sleeps near the main fire and 
  several other smaller animals make occasional 
  entrances or exits. Those who serve Ilan ap Dyvad 
  personally sit closest to him, but the other chairs 
  were filled with first come, first served.  
  Through circumstance or design, the PCs find 
  themselves sitting around the table with their new 
  wolfpack; allow them time to make introductions if they 
  have not already done so.   
  After a hearty meal and a good round or two of seidr, 
  Ilan ap Dyvad stands and waits for everyone to be 
  quiet. 
  Make sure to play up the fact that Ilan is a man of good 
  humor and kindness, but he does demand the respect of 
  one his station. If players interrupt box text, simply stare 
  at them until they get the hint and then go back reading. 
  “Friends and companions. I welcome you once again 
  to my home. Gwyrth Bryn has not seen such a feast 
  of heroes since my father’s time and this old hall is 
  alive again. I am glad of it. It has warmed me more 
  then the good seidr provided us as a gift from Llwyr 
  Padrig ap Bedwyn of noble Araul Anterth (ph: AH-
  rawl AN-terth). Long may his steel strike true!” Ilan 
  raises his cup and drinks from it. 
  Give the PCs the opportunity to do the same. Any 
  members of the Araul Anterth Meta Org are slapped on 
  the back by their comrades. 
  Ilan continues. “These are dark days. Winter has 
  come early and the storms seem incessant. I am told 
  it is not the season for campaigns but I say, war has 
  no season!  I wish to wage war on the dangers of this 
  land, and I wish you to be the instruments of that 
  war.” 
  PCs can make a Knowledge: Local-Sheldomar DC 20 to 
  know that Ilan is usually much more reserved. A Sense 
  Motive of 20+APL reveals that he seems to be digging 
  deep into his reserves for this speech. 
  “The land cannot support both my people and the 
  brigands. I need these troublemakers exterminated 
  and thrown as food for the wolves. There are also 
  fortified Steadings along the Olve Water and near 
  the Barrier Peaks. Of these I need to know where 
  their allegiances lie.” Ilan pours himself another 
  seidr and pours for those near him. Other servants 
  and men of Gwyrth Bryn ensure every cup is full. 
  “I ask you, stand with Gwryth Bryn and stand with 
  Ilan ap Dyvad and victory will be ours! What say 
  you?” 
  Repeat that phrase to each person at the table. If someone 
  says no, Ilan ap Dyvad will say the following: 
  “Are you afraid? Speak the truth to us. What keeps 
  you from your share of gold and glory!” 
  If for some reason the PC does not wish to go on the 
  adventure Ilan toasts their good health and servants lead 
  them to sit with the children.  Here they spend a 
  somewhat boring evening and are sent packing the next 
  day.  Fill out their ARs and send them on their way.   
  Once everyone has answered and at least one PC has said 
  yes, read the following: 
  “I am grateful and my heart is warmed by your 
  convictions. Let us finish our feast and tomorrow 
  start this adventure!” 
  The next morning dawns drearily. A wet snow is 
  falling, though it does not cover the ground in most 
  places.  Nevertheless, everything is wet and damp. 
  Ilan gathers everyone around him and his 
  companions hand out reddish fur tunics with the 
  symbol of a golden boar upon it: the crest of Gwyrth 
  Bryn. 
  “I name you all the heliwr i Gwyrth Bryn (ph: HEL-
  ee-oor ee GOOrth Brin). Go forth, my hunters, and 
  make this land safe for the people of Gwyrth Bryn!” 
  
  GEO6-X TITLE 
   
  Page 5 
  ENCOUNTER ONE: THE 
  WINTER MARCH 
  In this encounter, the PCs will first come across the caer 
  of Caswallon the Green. Their first introduction to it 
  however, is to see it under attack by brigands in the 
  employ of Gareth Darkhart. 
  Read the following: 
  The storm does not let up as you travel. You brush 
  with the occasional orc or small groups of brigands, 
  but you are able to kill or drive them off as you go. At 
  first the Wolf Packs are close enough to each other 
  to support one another, but after a few days, you are 
  on your own. 
  Snow falls but does not stick, and one storm after 
  another blocks any warmth from Pelor. The march is 
  dismal, muddy, and damp. 
  At this point ask the PCs for Knowledge Nature checks, 
  DC 15+APL. Those that succeed can tell the land has 
  been cleaned bare and very little food or fodder remains. 
  Also have them go through two days of setting up camp, 
  asking them what they do during the day, and having 
  them make Listen and Spot checks. Tell folks with 
  relatively high rolls they feel they are being watched. 
  Any investigation, magical or mundane reveals nothing. 
  After building some of the paranoia, read the following: 
  On your fifth day of travel, you begin a climb up a 
  steep mountain path.  The Olve Water is to your 
  back and you are heading north into the Barrier 
  Peaks. A storm thunders overhead, but no snow or 
  rain is falling.  
  As you move, some arrows strike the ground near 
  you.  Looking up you see four archers running over 
  the crest of the hill and out of sight.  
  Ask the PCs if they pursue. They may make preparations 
  if they wish, but once someone says they are pursuing, 
  read the following: 
  You crest the hill, and down below you see a terrible 
  sight. A fortified steading is being attacked by a 
  veritable army of brigands, perhaps a hundred 
  strong. Their standards show a black Stag on a green 
  background, the symbol of Gareth Darkhart. 
  Knowledge Local-Sheldomar DC 15: Gareth Darkhart is a 
  well-known brigand and rebel who opposes not only the 
  Old Faith but the Brenin as well. 
  As you watch your foes gallop away toward the 
  battle, around a bend and out of sight at the 
  moment. Ahead of you is a narrow part of the path, 
  barely fifteen feet wide. After this narrow portion 
  the path turns to the right, offering a better view of 
  the battle. 
  At this point draw the map for the PCs (see DM Aid #1). 
  Any PC who immediately pursued the archers is at the lip 
  of the narrow area (A) on the map. Those who took a 
  round to prepare are 40’ (standard actions) or 60’ (full 
  round actions) behind those who pursued immediately.  
  APL 2 (EL5) 
  � Aldryth & Cerys: Male & Female Ranger 2, hp: 17; 
  See Appendix 1 
  � Glyn: Male Warmage 1, hp: 8; See Appendix 1 
  � Iachawr: Female Healer 1, hp: 8; See Appendix 1 
  APL 4 (EL7) 
  � Aldryth & Cerys: Male & Female Ranger 4, hp: 29; 
  See Appendix 1 
  � Glyn: Male Warmage 3, hp: 20; See Appendix 1 
  � Iachawr: Female Healer 3, hp: 18; See Appendix 1 
  APL 6 (EL9) 
  � Aldryth & Cerys: Male & Female Ranger 6, hp: 41; 
  See Appendix 1 
  � Glyn: Male Warmage 5, hp: 32; See Appendix 1 
  � Iachawr: Female Healer 5, hp: 28; See Appendix 1 
  APL 8 (EL11) 
  � Aldryth & Cerys: Male & Female Ranger 8, hp: 53; 
  See Appendix 1 
  � Glyn: Male Warmage 7, hp: 32; See Appendix 1 
  � Iachawr: Female Healer 7, hp: 38; See Appendix 1 
  Tactics: 
  Brigands: Aldryth and Cerys keep up a hail of arrows as 
  Glyn uses his spells to wound to good effect. They do not 
  wish to be killed, however; if they begin to take 
  casualties, the four of them will begin to retreat. Iachwr 
  does her best to heal her companions, even taking risks 
  to do so. Aldryth hates Humans and Elves, while Cerys 
  hates Dwarves and Gnomes so they will use their favored 
  enemies as potential targets when possible. 
  Gareth does not want the PCs killed;, he simply wants it 
  to appear that his attempt to take the fortified fort is 
  authentic.  
  The PCs will be surprised by the ambush unless they 
  make a spot check, DC 15+APL. Those who make the 
  check are not surprised. 
  Development: 
  Soon after the PCs tangle with the brigands, the enemy 
  will retreat, leaving behind a few slaughtered civilians 
  and a dead druid. Gareth has played his part as he 
  understands it and will not risk any more of his men on 
  this. 
  
  GEO6-X TITLE 
   
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  Captured Brigands Information – If any brigands are 
  captured this is what they know: 
  • 
  Gareth wanted to strike this hold one more time 
  before heading south to winter 
  • 
  This steading has food and supplies they need 
  • 
  They have never broken into the steading but 
  they have ambushed some of their foraging 
  parties 
  Read the following: 
  The brigands fall back almost at the sight of you.  
  Their retreat is disorderly and many of the dead are 
  left on the ground.  
  As you examine the battlefield more closely, you 
  notice a small group of ffolk who were apparently 
  slaughtered by the brigands. Among them are 
  women and children and a man who was half-
  formed into a bear when he died. In one clenched 
  hand is a sprig of mistletoe. Around him are five 
  dead brigands. 
  Go To Encounter 2. 
  ENCOUNTER 2: A MUTED 
  WELCOME 
  This encounter falls directly on the heels of the previous 
  one. The PCs see the hill fort in the distance and the 
  battlefield before them littered with dead. 
  Read the following: 
  The battle is done and there do not seem to be any 
  survivors to heal or enemies to capture.  You are very 
  close now to the steading, which you now see is 
  more like a hill fort.  Fortified with a motley array of 
  wooden palisades and earth mounds, it seems 
  almost organic in design. 
  Occasionally you see one of the defenders poke their 
  head up to look in your direction. 
  Ask the PCs what they wish to do.  
  If they examine the slaughtered innocents, they find that 
  all of them are of mixed Flan and Oeridian descent and 
  have symbols of the Old Faith on their person. 
  The defenders of the steading make no move to come out 
  or attack the PCs and are waiting for them to come closer. 
  Once one of the PCs does this, read the following: 
  As you approach, a man in an old-looking metal 
  helm peers over the side of the fort. He begins to 
  speak in Flan. 
  “Hold! Do not tread upon this place of heroes lest 
  thee be a hero as well! Stand forth and tell us of your 
  name!” 
  Anyone who does not speak Flan cannot understand 
  what he says. A Knowledge: History or Bardic 
  Knowledge of DC 15 reveals this to be an old greeting 
  between strangers.  A successful skill check also reveals 
  that the man is asking for the PCs’ exploits as well as their 
  lineage. 
  The man will await an answer. If no one speaks Flan the 
  man will look puzzled and warn his companions to be 
  wary of the outsiders. 
  If a PC gives only his or her name, the man replies (in 
  Flan): 
  “That is all that you are? A name? Tell us more, for to 
  be welcomed here you must show your worth!” 
  The man’s name is Morkan ap Elig. Morkan knows 
  Caswallon wants these heroes to be allowed in but he 
  does not trust outsiders and is going to make them prove 
  their worth to enter. 
  Once the PCs have announced themselves properly and 
  to Morkan’s satisfaction, read the following: 
  The man looks down at you and nods. “I see you 
  have some merit. Do you wish to be allowed to enter 
  this place, which is the home of Caswallon the 
  Green, Caswallon Orc Crusher, Caswallon the Pure?” 
  Assuming they say yes… 
  The man nods and calls down to someone. A gate 
  opens to your left and six guards come out. Each is 
  dressed in nothing but a simple kilt. The men are 
  covered with blue-green tattoos of vines weaving 
  their way around their bodies from head to foot. The 
  guards’ 
  eyes 
  are 
  calm 
  and measured, their 
  expressions unreadable. 
  Moving towards you, they surround you and wait 
  patiently for you to enter the fort. 
  The Earthguard will not speak or make any move unless 
  the PCs decide to enter the fort or they are attacked.  
  If the PCs do attack they are subdued after a struggle and left in 
  the mountain path at 1 hit point. The adventure would be over 
  at this point. 
  Once the PCs enter the hill fort, read the following: 
  You move inside the fort and can see a few bodies of 
  slain defenders being cared for.  Most of the men 
  and women defending the fort are dressed in old 
  style armors, the artwork on their shields many 
  years out of date. Many are painted in woad; 
  occasionally you glimpse more tattooed warriors 
  like the six who are escorting you. 
  After a short march, a woman stands before you.  
  She blocks your entrance into the inner gate. She is 
  tall and dressed in a dark green dress that is 
  spattered with mud and blood. Her skin is a pale 
  coppery hue, her black hair unmistakably Flan in 
  origin. Her leopard-skin armor shifts around her 
  
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  body, and you would almost swear it to still be alive. 
  Beside her stands an enormous black stag. 
  “I welcome you, heroes of this day and perhaps the 
  next. I am Maelan merch Caswallon (ph: MEYE-len 
  merch CAS-wall-on), the daughter of the Green and 
  the Pure.  My father has tasked me with welcoming 
  you to his fortress.” She speaks in Flan, and then 
  repeats her words in Common for the benefit of 
  those who do not speak her tongue. 
  “Before I bid you enter, have you needs that our 
  hospitality can cater to?” 
  Maelan waits for the PCs to make requests and any 
  reasonable request will be honored. Unreasonable ones 
  will be laughed off or subjected to Maelan’s wit. Once the 
  PCs have given their responses she nods. 
  “All will be taken care of inside. Before you enter, I 
  should give you this fair warning: Our children and 
  some of our people are sick. The wasting disease has 
  baffled myself and my father, and we have no small 
  skill as healers. What you see may shock your senses 
  but I assure you, you are in no danger of catching 
  this disease. It seems to have run its course and is 
  now only affecting those who initially succumbed to 
  it a few weeks ago. Do you have any questions?” 
  Q; Is the disease deadly, has anyone died? 
  A: Yes some have died and the rest are dying. 
  Q: How many people have the disease? 
  A: Over thirty, most of them children. 
  Q: Where did it come from? What is the cause? 
  A: We believe an outsider brought it to us but we cannot be sure. 
  Q: Can we help? 
  A: That is the question, isn’t it? My father will speak of this to 
  you later tonight. 
  Q: Who was the druid and or the people who were 
  slaughtered? 
  A: They were members of this place who were going on a 
  journey, a pilgrimage as it were. They were lead by one of our 
  Druids, Tor. Their death has diminished us but they will not be 
  discarded. 
  Once the PCs are ready, Maelan dismisses the Earthguard 
  and opens the gate, leading the PCs in. 
  Go to Encounter Three 
  ENCOUNTER THREE: THE 
  TROUBLED FFOLK 
  Maelan will allow the PCs to mingle among the ffolk of 
  her father’s caer. Caswallon also insisted on this, allay any 
  suspicions the heroes might have. 
  If any of the descriptions of suffering children may be 
  too adult for your table, be sure to “soften” such 
  descriptions as you think necessary. 
  Read the following: 
  Maelan leads you inside the inner defenses and 
  before you is a very large community. You realize 
  now that much of what you see from the outside is 
  an illusion.   
  To one side is an enormous long house, with more 
  of the strange guards around it.  Other buildings 
  and houses are built into the solid rock of the 
  mountain.  More humble shacks and teepees line 
  the paths through the village. 
  Opposite these are stables for animals, workshops, 
  an enormous grove, and a small tent farm that 
  appears to be for the sick. 
  Maelan turns to you. “I must go and prepare your 
  place of rest for you. Mingle among the ffolk; 
  already your names are spreading among them, as 
  are the tales of your bravery. Come to me at the 
  house of red stone when you are ready to prepare for 
  dinner and be refreshed.” 
  Maelan will leave. If there are any unconscious PCs, she 
  sees to their care before leaving. Otherwise the PCs are 
  allowed to mingle among the ffolk. 
  The Market 
  This is the area where the various workshops are located 
  as well as the stables. PCs may buy any item from the 
  PHB here that costs 50gp or less. 
  Blacksmith 
  A woman stands over an anvil, dressed only in a 
  leather apron and a short kilt. Sweat pours from her 
  face and lean body as she works diligently on an axe 
  blade. 
  Information: this is Meinwen. She has little modesty 
  and very few scruples regarding attractive PCs. She will 
  flirt with the most charismatic PC regardless of gender. 
  Meinwen knows only that the wasting disease has been 
  around for three seasons and that her opinion is that it 
  was brought by a Suel trader. She admires Caswallon and 
  Maelan but she herself is not yet on the Pure path. If 
  asked about that she shrugs and mentions that the PCs 
  should talk to the Druids. 
  Clothier 
  A burly man dressed in a modest tunic and breaches 
  works on a fine woman’s dress. Around him three 
  black haired boys run and play, occasionally 
  fetching an item for the man. 
  Information: This is Kalder. Kalder also believes that 
  disease was brought to the village by a Suel, but the wife 
  of the trader and not the trader himself (see Blacksmith 
  entry above). Kalder proudly displays his purist Old Faith 
  
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  symbol and if asked about Purity he mentions how he 
  now walks the same path as his ancestors and is much 
  happier now. 
  The Scop 
  Watching you is a woman of slight build and impish 
  smile. She wears a maroon dress, a floppy straw hat, 
  and a whip at her belt.  As you shop you notice her 
  taking watching you. 
  Information: This is Brialla, the local Prydyth. She is not 
  from the village originally, but came here to escape the 
  Giants over a year ago. Since then she has “abandoned” 
  her Oeridian mother’s ways and embraced those of her 
  Flan father. She is proud to be the local Scop and hints 
  that she is closer to Caswallon then some others. 
  She knows little of the disease nor its origins. Of the 
  notion of Purity, she says she is only now seeing the truth 
  of it and that the Druids would serve the PCs as better 
  tutors. 
  Brialla’s Prydyth Information 
  • 
  Caswallon the Green is a Druid of the Old Faith 
  as is his daughter. They gathered survivors 
  around them when the giants invaded. 
  • 
  The disease started after a number of visitors 
  came to the caer. About three seasons ago. 
  • 
  Everyone here at the caer did bleed about three 
  weeks ago but no one went blind. 
  • 
  Caswallon is planning on making the ffolk more 
  mobile now that the Ways are opened. He 
  awaits only the making of the Heath safe. 
  • 
  The Path of Purity or Ffordd Purdeb: It is a 
  utilizes the Three First Tenets of Llewellyn: 
  Purity of Body, Purity of Tradition, and Purity of 
  Vision. Caswallon discovered these about ten 
  years ago but Brialla does not know where. 
  The Grove 
  As you enter the grove, three figures stand and walk 
  over to you. All are barefoot and wear simple robes.  
  None have bathed in some time. They are two men 
  and a woman, and all are unmistakable Flan.  
  These three are the most senior surviving druids of the 
  Greenskin Grove.  All are firm members of the Purity 
  ideal.  
  Halgar: Halgar is tall and broad shouldered. He speaks 
  very little and defers to Olan in most things. Halgar is 
  friendly however, and mentions (if asked) that he and the 
  dead druid Tor were friends. 
  Olan: Olan is the spokesman and second only to 
  Caswallon in spiritual affairs. He is a strict member of the 
  Old Faith and of the Purity movement in particular. He 
  tends to be abrupt and distrusts outsiders. 
  Betha: Betha is even more quiet then Halgar but she 
  tends to answer most questions with a sign or symbol 
  that gets her meaning across. 
  Druid FAQ 
  Q: What can you tell us of the wasting disease? 
  A: (Olan) What is there to say? It is killing our children 
  and our magics seem powerless. Clearly our path has not 
  been pure enough else we would have found a cure by 
  now. 
  Q: What can you tell us of Purity? 
  A: (Betha). Betha moves over to a leaf on the ground and 
  picks it up. One by one she removes the dirt and other 
  litter until only the leaf itself remains. 
  (Olan) Caswallon saw signs and his eyes searched the 
  hills for many years.  We strip away all that is not pure to 
  the Land and that which remains will continue in the 
  cycle.  
  (Halgar) The discarded does not continue. 
  Q: Who is Caswallon? 
  A: (Olan) He was once a servant of the new ways until the 
  Greenman opened his eyes. He now seeks a different 
  path for himself and the people of Gyruff. 
  Q: How long have you been here? 
  A: (Halgar) Since the giants invaded our lands. 
  Q: Did you know the druid who was killed outside? 
  A: (Halgar) That is Tor, my friend. 
  (Betha) Betha sheds a tear and transforms into a ferocious 
  bear, rearing for a second and then peacefully laying on 
  the ground as if asleep. She returns to her normal form 
  and picks up an acorn, smiling. “Tor was not discarded.” 
  Is all that she says. 
  (Olan) He bravely tried to save those folk but the Land 
  spoke harshly about his foolhardy attempt. I will miss 
  him, though. 
  The Hospital 
  As you near the tents, your ears pick up the sound of 
  crying children and a great deal of moaning. 
  Catching a glimpse into one of the tents you see a 
  young girl of mixed Flan and Suel heritage being 
  held by her mother. The girl is pretty, but frail, her 
  golden hair lank and soaked with sweat, her 
  complexion gray, her dark eyes glassy and crusted 
  with weeping sores.   
  Nearby a mother wails as she cradles her child. The 
  boy lies listless, his skin drawn and scabby. Others 
  are in similar conditions, and there is an air of death 
  around the tents. 
  Information: Very little can be discovered here, except 
  for talking to the Cleric of Pelor, Jostun. A Heal Check 
  
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  DC 20 reveals the disease wastes the body of the victim 
  and turns their blood to thick syrup.  Death is slow and 
  painful. Knowledge Nature Checks or a Spellcraft Check 
  DC 20 reveal that the sickness does not appear to be 
  magical in nature or natural.  It is almost as if the body is 
  rebelling against itself. 
  Jostun: Jostun is a tall man but he appears haggard and 
  worn. It is obvious he has slept little and his bones creek 
  whenever he sits or stands. 
  He can tell the PCs very little.  Jostun himself has been 
  here only six months, after being released by the Cloud 
  Giants from one of their floating castles. He knows very 
  little about the Purity ideals but what he does know 
  sounds vaguely like an old form of worship.  He will 
  mention that the people prefer the look and feel of earlier 
  times without the flashiness of the modern world. 
  Of the sickness he knows even less, but admits that one 
  more death may break him.  His eyes get misty when 
  talking about the people dying and his inability to help 
  them. 
  Jostun Info 
  • 
  These people follow an ‘older’ path that he has 
  never heard of but they respect him and often 
  refer to him as ‘Stepfather Pelor’. This is a form 
  of respect for his station and not meant as 
  disrespect to Pelor. 
  • 
  The disease was here before he arrived. He 
  managed to send a message to the Church of 
  Pelor but never received a response via magic or 
  mundane means. He suspects there was some 
  confusion. 
  • 
  Five people have died so far of them three were 
  children.  The disease itself is not spreading 
  beyond the initial victims. 
  Go to Encounter 4 
  ENCOUNTER FOUR: DINNER 
  WITH DESTINY 
  Here the PCs will finally meet Caswallon the Green. He 
  will offer them the chance to help save the young 
  children of his caer. Caswallon believes in signs and 
  symbols, and that is why he seeks outside heroes to 
  regain the Physician’s Cauldron.  
  Caswallon, of course, knows why the people are sick but 
  he is not going to disclose that to the PCs under any 
  circumstances.  That does not mean he is going to lie, 
  however, as he is aware that lies are too easily caught. 
  When the PCs have prepared for dinner, read the 
  following: 
  The time has come to meet Caswallon, and Maelan 
  guides you to the long house that is her father’s 
  sanctuary.  The building is made from a reddish 
  stone, with vines crawling up every side and around 
  every window. 
  Inside, the air is heavy with the smell of incense and 
  roasted meats. You see more of the tattooed guards 
  covered in vines. They carry dishes and pitchers of 
  drink.  All seem to be waiting for you. 
  Maelan bows to you and leaves the building, closing 
  the doors behind her.  Through the haze of the 
  incense, you now see a man seated at the head of the 
  table opposite where you have entered. He is tall and 
  broad and very handsome. His dark hair is mixed 
  with white, as is his beard. Age lines crease his face 
  but do not diminish the warmth found there.  As the 
  doors close, the man stands. 
  “I welcome you, in the names of the fathers and 
  mothers of this place. What the Land has seen, so I 
  have seen, and I humbly lay my gratitude before you. 
  I am Caswallon ap Caswal, father of Maelan and 
  Brehyr of the Greenskin Grove. Welcome.” 
  Knowledge Local Sheldomar, Bardic Knowledge, or 
  Knowledge History DC 20 would reveal this man to be a 
  druid once known as Caswallon the Green or ‘the Green 
  Grump’. Caswallon will wait for his guests to announce 
  themselves. It is very important that they do so and 
  Caswallon will give them hints to get through the brief 
  ritual if needed. Once all have given their names, 
  Caswallon will continue. 
  “Very good. Please be seated. What shall you have to 
  drink?” Caswallon himself pours your drinks for 
  you and directs his servants to get you food as 
  needed. Once you are satisfied with your meal, he 
  sits and begins eating his own. 
  “We shall eat first, and then discuss what brought 
  you here. Please enjoy my gift of hospitality for 
  helping us drive off the brigands. They have been 
  such a nuisance. While we eat, will you gift me with 
  news of the outside world? We have heard little 
  since the Pelorite arrived six months ago.” 
  Caswallon is indeed interested in any news he can get 
  from anywhere. He will inquire about specifics and do 
  his best to get a feel for the PCs attitudes. 
  Once the news has played out, continue on. 
  After the meal is finished another round of drinks is 
  poured and the servants retire from the house. 
  “We are alone now and may speak more freely. I 
  know sometimes guests can feel uncomfortable 
  with so many ffolk around. 
  “Your coming was known to me, and expected. I 
  have seen your passage across the Land and was 
  heartened by it. My concern is my people, and for us 
  to walk on the path of Ffordd Purdeb (ph: Forth 
  POOR-deb). For those who do not speak Flan, that 
  means the Road of Purity.”  
  
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  “For my people, and indeed all of Gyruff, to walk the 
  Ffordd Purdeb, they must be healed. It is our first 
  step on the road.  Outsiders brought the wasting 
  disease and thus, to complete the circle, outsiders 
  must be the ones to bring the cure.” 
  “Recently, 
  when 
  the 
  Ways 
  were 
  opened, 
  a 
  description of a cauldron came to my ears and I 
  knew from this that it was the Physician’s Cauldron. 
  Long ago, the Kings and Brenins would have their 
  Archdruid 
  brew 
  healing 
  draughts 
  from 
  the 
  cauldron; It is said it can heal any disease or 
  sickness. It was lost to us over a millennia ago.  That 
  it has come back is a sure sign of favor. 
  “Grant us this boon and I will grant you one in 
  return. So was the way of our ancestors and so  shall 
  be our way.” 
  No doubt the PCs will have questions. Use the following 
  Q&A to help answer them. 
  Q: What is the wasting disease? 
  A: It is a disease that forces the body to rebel against 
  itself. 
  Q: Why can you not go and retrieve the cauldron? 
  A: As I said, I believe in signs and symbols. Were we to 
  try I am sure we would fail, because the Land does not 
  favor us in this. It favors you working on our behalf and 
  closing the cycle begun when this disease came to the 
  people. 
  Q: Who brought the disease here?  And when? 
  A: The people began to fall ill a few weeks ago, but the 
  oracles have been unclear as to who brought it among us. 
  If it were possible to send those who brought it here after 
  the Caldron, I would. I do not think they brought it in 
  malice however. 
  Q: What is the Ffordd Purdeb? 
  A: It is a road upon which all Gyruff may soon walk. The 
  body of Gyruff is sick just as the children here are sick. It 
  suffers from the influence of so many outsiders. It is one 
  thing to accept a helping hand; it is quite another to be 
  forced to dance to an ally’s tune. The Giants found us 
  weak and divided too obsessed with chaotic change and 
  far from our natural roots.  
  So we must purify ourselves. We must clean from our 
  branches those notions that are not pure, not of the Old 
  Ways. We have long forgotten lessons learned and we 
  must re-learn them.  
  I know this makes me sound as if I despise all that is not 
  of Gyruff, but this is not true. I admire other cultures and 
  peoples, but I have no wish to be like them. What is good 
  for the Suel or Bakluni is not necessarily good for the 
  Flan. We have compromised too much. We have lost our 
  way. 
  It is based upon the Three First Tenets of Llewellyn: 
  Purity of Body, Purity of Tradition, and Purity of Vision. I 
  found these hidden in a cave up in the Barrier Peaks 
  while hiding from the giants.  
  Q: What sorts of things should Gyruff change? What 
  changes would need to be made? 
  A: Such things as ridding ourselves of Invader Gods. The 
  notions of clerics is also alien to us, except perhaps those 
  of Pelor. Our reliance on so many arcane magics. It is one 
  thing have bards among us, quite another to have world 
  wrecking magicians throwing their magics around. Why 
  are there giants here? Why are these invaders welcome 
  here now that we have defeated them? 
  Q: What is the Physician’s Cauldron? 
  A: Many millennia ago the cauldrons were powerful 
  magical artifacts. Who originally created them and why is 
  unknown to me. All disappeared over the seasons and I 
  think some have been destroyed. 
  Q: What can you tell us of the Ways?  What dangers 
  should we expect to encounter?   
  A:  The Ways are a series of paths between the mortal 
  world and the realm of the Greenman, a means of rapid 
  travel long employed by the druids in service of the Land. 
   I know little of the specific path through the Ways that 
  should lead to the Cauldron, but I know this: as winter 
  has tightened its grip here in the mortal world, it has 
  done so with even greater fervor in the Ways.  You will 
  need to dress warmly…  
  Q: What boon do you offer us? 
  A: I offer you knowledge and health. I cannot be more 
  specific then that. 
  Q: How did you all survive the war? Why are you all 
  here? 
  A: When the Giants came they overran the village and 
  Grove here. Without any help from the armies of Gwyrth 
  Bryn, we recaptured it and built this fortress. Each year 
  they attacked and we rebuild stronger and stronger. 
  Hundreds of refugees came here. Now we are a tribe, a 
  people. There are other tribes as well. Many have gone 
  nomadic and returned to earlier ways. 
  If the PCs do not agree, Caswallon wishes them well. The 
  next day they are escorted out of the fortress, with food 
  and water to keep them going. The adventure is over. 
  If the PCs agree, read on: 
  Caswallon smiles to you. “Very good. I knew you 
  were the ones I needed. So be it… we shall seal our 
  pact in blood.” Caswallon summons his servants and 
  has a boar brought before you. In a brief ritual, he 
  slaughters the animal and pours its blood into a 
  large earthenware cup. 
  “If you find this unpalatable, at least touch the cup 
  to your lips. I encourage you to drink deeply, 
  
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  however, and let fortune favor you.” Caswallon 
  drinks from the cup, and passes it to you...  
  No one is required to drink the boar’s blood, but anyone 
  who does is under a special form of Guidance that will last 
  until used or until the adventure is over. It acts normally 
  in all other ways. 
  Allow the PCs to make preparations and then read on: 
  The next day, you find yourselves near a set of stones 
  in the Grove itself. Caswallon and Maelan are with 
  you. 
  “I can send you into the Ways via these stones. With 
  the Ways now open, it could be difficult but it 
  should be possible.” Caswallon nods to Maelan, who 
  begins singing in a clear, rich alto.  He has you all 
  stand in the center of the ring of standing stones, 
  facing the largest of them. 
  “There will be no guardian. Simply come back to the 
  same place and call out the Brenin’s name three 
  times. You will be brought back here.” 
  With that, he joins his daughter in singing.  It is a 
  few moments before anything happens, but 
  eventually a white light appears before you and 
  slowly engulfs you in its brightness. 
  For those wishing to know, a DC 20 Knowledge Religion 
  or Bardic Knowledge reveals this to be an ancient rite not 
  practiced in over a millennia. It is a way to get into the 
  Ways of the World without calling a Guardian of the 
  Ways. 
  Go to Encounter 5. 
  ENCOUNTER FIVE: INTO THE 
  WAYS 
  In this encounter, the PCs venture into the mysterious 
  Ways in search of the lost Cauldron.  They find a trapped, 
  illusionary Cauldron that leads them into an encounter 
  with the Ice Goblins who now inhabit this strange realm. 
    
  With the ritual complete, you step forward into the 
  white light.  A cold, damp mist swirls around you, 
  completely obscuring your vision for a moment.  
  After a few steps, the mist recedes slightly, and you 
  find yourself standing upon an expanse of worked 
  stone coated in ice.  It appears to be a covered stone 
  bridge of some sort, about twenty feet wide with a 
  raised walkway on either side.  Snow has piled into 
  tall drifts, shoulder-high on an average Human, all 
  along the right-hand side of the structure.  It 
  stretches off into the fog before you for as far as you 
  can see; behind you is the pale silvery glow of the 
  dolmen, the mirror image of the standing stone that 
  brought you here.  There are no other landmarks, no 
  terrain visible beyond the covered bridge – or was it 
  once an aqueduct?  There is nothing but the endless 
  grey mists, swirling snow, and deathly cold.   
  If the PCs thought it was cold before they got here, it is 
  freezing in the Ways (below 0).  Hopefully, the PCs have 
  come prepared, with cold weather gear and Endure 
  Elements spells; if not, unprotected characters must make 
  a Fortitude save (DC 15, +1 per previous check) every 10 
  minutes while they are in the Ways, taking 1d6 points of 
  nonlethal damage with each failed save.  Characters with 
  cold weather gear need only make this check once per 
  hour.   
  A character who takes any nonlethal damage from cold or 
  exposure is beset by frostbite or hypothermia (treat as 
  Fatigued, see DMG p. 301).   
  By sticking to the left-hand side of the aqueduct, the PCs 
  can keep clear of the snowdrifts, although the ice still 
  makes the stone difficult terrain, requiring a DC 15 
  Balance check to proceed at normal movement rates.  The 
  mist and snow reduces visibility by half, resulting in a -4 
  penalty to Spot and Search checks.   
  After trudging along for what seems to be a short 
  eternity, there is finally a change in scenery.  Snow-
  shrouded hills begin to emerge from the gloom on 
  either side.  Ahead, the stone expanse simply stops, 
  broken as if by a massive blade.  As you cautiously 
  approach the edge of the ruined structure, you can 
  make out the snowy outlines of jagged, tumbled 
  stonework on the hillside below.   
  It is easy enough to see what has broken the 
  aqueduct.  The mountainside below has been torn 
  asunder by a huge block of ice that has erupted from 
  the earth, very close to the base of the structure on 
  which you stand.  Trapped within the clear blue ice, 
  you can see green grass, summer wildflowers, a 
  smooth stone obelisk turned on its side… all 
  perfectly preserved.  
  It looks for all the world like a burial mound, turned 
  on its side and ripped in half…  
  The ground is only about 30’ down at this point, and the 
  broken masonry provides a relatively easy climb even if 
  the PCs have not brought any rope or climbing 
  equipment with them.  The Climb check is DC 15.   
  Once they’re on the ground, the snow is on average about 
  3-6 inches deep; there are drifts up to 6 feet deep, but 
  they are easily avoided.  Small creatures can only move at 
  half-speed through the normal snow (each square costs 2 
  squares of movement), but Medium or larger creatures 
  are unimpeded.  The party can easily get around to the far 
  side of the frozen burial mound.  Feel free to drop some 
  Spot and Listen checks, to ratchet up the tension, but all 
  is deathly still and silent.   
  All is quiet and peaceful as you make your way 
  around the blue-green mound of ice.  It’s almost a 
  serene, pastoral view… until you begin to see the 
  bodies.  A handful of wilted pixies, slumped in a 
  frozen toadstool ring as if in slumber.  A man in 
  studded leather armor, a black longbow still 
  
  GEO6-X TITLE 
   
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  clutched in his hand.  An enormous blue-tinted 
  hand, connected to an enormous, fur-wrapped, 
  muscular blue arm… a frost giant warrior, frozen 
  forever in the act of crumpling to the ground with 
  scores of arrows bristling from his corpse.   
  Near the frost giant’s knee, there is a breach in the 
  frozen green hill, a place where the earth is ripped 
  apart.  Gold gleams behind the wall of ice, a frozen 
  cascade of coins pooled at the base of the torn 
  opening.  A gleaming sword lies in the pile of frozen 
  treasure, and the haft of what looks like a massive 
  battleaxe; sparkling gems are scattered amongst the 
  coins like brilliant wildflowers springing up 
  between the cracks in a sidewalk.  A huge, cast iron 
  cauldron, easily six feet across, lies on its side 
  behind a pile of heavy, round darkwood shields.   
  Still more corpses lie before the wall of ice, but 
  these, though dusted with a layer of snow, are not 
  entombed.  If they are not yet buried, they cannot 
  have been here long…  
  The ice wall and cauldron are illusionary (DC 20+APL 
  Will save), although the frozen bodies on the ground are 
  real enough.  Anyone approaching the bodies or the wall, 
  whether they are conducting Search or Heal checks, sets 
  off the magical trap.   
  � APL 2 – EL 2 – Trap Proximity Trigger (Alarm), Color 
  Spray – 360 Degrees, DC 15 Will Save 
  � APL 4 – EL 4 – Trap Proximity Trigger (Alarm), Dispel 
  Magic, Area Dispel and then Color Spray – 360 Degrees, DC 
  17 Will Save 
  � APL 6 – EL 6 – Trap Proximity Trigger (Alarm), Dispel 
  Magic, Area Dispel, Darkness*, Confusion* DC 19 Will Save – 
  *Lasts for 10 Rounds 
  � APL 8 – EL 8 – Trap Proximity Trigger (Alarm), Dispel 
  Magic, Area Dispel, Darkness*, Feeblemind DC 21 Will Save – 
  Special effect: Feeblemind only lasts for 12 Hours; *Lasts 
  for 10 Rounds 
  When the trap goes off, a party of ice goblins appear from 
  the far side of the mound within 10 rounds in order to 
  investigate.  They are armed with morningstars and nets 
  instead of javelins.  They will try to spread out in order to 
  cover the entire party, approaching warily.   
  A number of short, bandy-legged humanoids 
  approach cautiously from the northern side of the 
  mound.  They look somewhat like goblins, but their 
  skin has a bluish cast, and they are covered in a 
  shaggy white pelt.  They have a large, loose sac in 
  their throats, giving them a distinctly frog-like 
  appearance.  They are wearing shabby leather armor, 
  moving barefoot through the snow with no 
  apparent discomfort.  Most wield large, spiked 
  clubs, but the foremost rank holds weighted nets 
  instead.  
  As the strange little goblins spread out to encircle 
  you, a slightly taller male with a ragged white wolf 
  pelt for a headdress lets out a loud, booming croak 
  and challenges you in Common.   
  “Too-Talls!  What you want here?  This new kingdom 
  of Ice Goblins!  You speak quick!”   
  The goblins are Unfriendly, but not immediately Hostile. 
   They will not attack unless attacked first..   
  If the PCs attempt to negotiate, a DC 15 Diplomacy check 
  will raise their attitude to Indifferent; DC 25 or higher 
  gets them to Friendly.  They will answer one or two 
  questions at Indifferent, two or three at Friendly, before 
  insisting that the PCs accompany them to their Great 
  Hall, to explain themselves to the Ice Goblin King.   
  “Who are you?”   
     
  “Tyugreb Wolfhat.  Mighty hunter!”     
  “What are you doing here?”   
   
  “Keeping lookout for thieveses, dat what!” 
   “New kingdom?  Where was the old kingdom of the Ice 
  Goblins?”   
   
  “Far away from here… big glacier, lots of snow.  
  Big nasty white lizard, no fun… we like here better!” 
    
  “Kingdom?  Who is your king?”   
   
  “Snyegblat the Finder.  He lead us here from far-
  off place.  Find new home, much food.  Very wise, 
  very powerful – bad idea to make Mighty Snyegblat 
  angry!” 
  “Where is the real Cauldron?”   
   
  “Uhhh… cauldron?  What cauldron?  What dat?” 
   (whistle innocently and look shifty.  DC 5 Sense 
  Motive to pick up on the fact that he’s hiding 
  something)   
  Eventually, Tyugreb decides he’s done answering 
  questions, and insists that the PCs go with him to speak 
  to the king.  The goblins will keep the heroes under 
  careful guard, but not bound, if they agree to go along 
  peacefully.   
  If the party attacks the goblins, they immediately attempt 
  to disengage.  The net-throwers will try to slow down the 
  closest PCs before running away.  The goblins can move 
  across the snow without penalty, and know exactly where 
  they’re going.  They will scramble into the underground 
  passage to their realm and set off the deadfall they’ve 
  prepared, sealing the tunnel behind them.  The PCs may 
  search for an alternate entrance to the strange glacier; a 
  successful Survival check at DC 15+APL will eventually 
  enable them to find one.  The PCs will NOT receive the 
  favor of King Snyegblat or any of the associated benefits.  
  Proceed directly to Encounter Seven.   
  
  GEO6-X TITLE 
   
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  Hopefully, the PCs go along peacefully sooner or later: 
  proceed to Encounter Six.   
  ENCOUNTER SIX: THE HALLS OF 
  THE ICE GOBLIN KING 
  In this encounter, the PCs are brought before King 
  Snyegblat the Finder, ruler of the Ice Goblins.  They are 
  told that if they wish to take the cauldron, they must first 
  prove their worth…  
  The tunnels descending through the blue-green ice 
  are no warmer than the surface of this strange place. 
   Torches are spaced at uneven intervals throughout 
  the gleaming, winding passages, but they burn with 
  a pale, ghostly flame that gives off no heat.  The 
  glassy surface of the ice tunnels throw back horribly 
  distorted, dark reflections of your forms as you pass 
  by.  The effect is both disturbing and disorienting… 
  without your diminutive guards, it would be 
  difficult to find your way.   
  After several minutes of walking, the tunnel opens 
  up into a soaring, vaulted chamber in the heart of 
  the glacier.  It seems more melted than carved, the 
  walls frozen in bulbous cascades as if they’ve been 
  shaped from dripping wax.  Dozens of ice goblins 
  fill this chamber, gathered around long trestle 
  tables fashioned from elk antlers and scavenged 
  shields hammered flat.  A surprisingly large number 
  of them, male and female alike, wear bits of fine 
  jewelry with their scruffy leathers. An honor guard 
  of stocky goblin warriors in matching armor crafted 
  from some sort of hairy grayish hide stand at 
  attention on either side of a raised dais of ice, 
  wielding sturdy dwarven waraxes.  A throne built of 
  interlocking bones and scales, those of a young 
  white dragon, sits atop a dais sculpted out of the ice. 
    
  The goblin seated upon the throne wears a robe far 
  too large for him, quilted from patches of emerald 
  green suede and a snowy surcoat bearing the 
  embroidered image of a silver owl, with flowing 
  sleeves that may once have been red and blue silk 
  banners.  Beneath his robe, golden armor gleams… 
  yes, those look like actual gold pieces, punched with 
  holes and fashioned into a sort of mail shirt.   A tall, 
  elaborate crown perches atop his white-furred head, 
  a circlet of interwoven antlers and something that 
  may have been a set of golden candlesticks in a 
  previous life.     
  “Who Too-Talls invading kingdom of Mighty 
  Snyegblat?” the ice goblin king booms, his throat sac 
  swelling until it strains the seams of his patchwork 
  rainments.   
  Snyegblat is pompous and lazy, but quite shrewd for a 
  goblin.  He speaks in a deep, croaking voice.  So long as 
  he is shown the respect he thinks he is due, he is 
  relatively easy to deal with.  The more the PCs shovel on 
  the flattery, the better he likes it.  
  Gifts definitely help; the goblins have lots of shiny 
  pretties that they found in the ice above, but more is 
  always better!   
  Threats, displays of indignation at his choice of garb (say, 
  from an offended Knight of the Watch), and boasts of 
  prowess will not get the PCs very far.  Snyegblat will be 
  very vocal in his displeasure, harrumphing about 
  arrogant outlanders, thieves, too-tall know-it-alls, and so 
  forth, and dropping hints about appropriate tribute.   
  If the adventure is running long, a simple Diplomacy 
  check will do to improve Snyegblat’s attitude to Friendly 
  (DC 25); if not, this is a good opportunity to encourage 
  some roleplaying.   
  Once the PCs have done enough groveling, and start 
  asking about the Cauldron (they’ll have to describe it in 
  some detail), read the following:   
  “Ohhh, you mean Jumbo Soup-Pot!  Dat awful nice 
  soup-pot.  I dunno… Mighty Snyegblat generous to 
  guests, but dat pushing it!”  King Snyegblat the 
  Finder thinks hard for a moment, scratching his 
  nose with his sceptre – which looks suspiciously 
  like a broken morningstar with shiny copper pieces 
  impaled upon the spikes – then grins broadly.  “All 
  right, here plan.  Only best of Ice Goblin warriors get 
  to eat out of Jumbo Soup-Pot… so you must be like 
  mighty Ice Goblin warriors!  You take test.  You 
  must enter…” he pauses, raising his sceptre grandly, 
  as if waiting for something.   
  When nothing happens, he looks down at the goblin 
  herald seated on the top stair of the dais… who is 
  busy “tuning” the golden harp sitting upside-down 
  in his lap.  Scowling, the Ice Goblin king jabs his 
  herald in the backside with the business end of his 
  sceptre.  The herald sits bolt upright with a startled 
  croak, then nods hastily and clears his throat.   
  King Snyegblat the Finder raises his sceptre again.  
  “You must enter…”   
  The herald cups his hands around his mouth and 
  sings. “Dunh dunh DUNNNNNH!!!”   
  “… Maze of Truth!!!”  A gasp of shock and 
  excitement ripples through the goblin court, and 
  King Snyegblat beams magnanimously down at you. 
   “Dis good plan.  Tyugreb Wolfhat!  You lead Too-
  Talls to Maze!  If dey get to far side, dey get Jumbo 
  Soup-Pot!  If not…  we get chunky soup to go IN 
  Jumbo Soup-Pot!  Mighty Snyegblat has spoken!”   
  Your previous guide steps out of the throng of Ice 
  Goblins, bows to the king, and gestures for you to 
  follow…  
  In total silence, Tyugreb leads the PCs across the Hall 
  and into another tunnel that opens on the far side.  The 
  
  GEO6-X TITLE 
   
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  goblin warrior merely shakes his head at any attempts at 
  questions or conversation, and refuses to speak.  This 
  tunnel slopes downward much more rapidly than those 
  leading from the surface, winding back and forth in a 
  tight, jagged spiral.   
  ENCOUNTER SEVEN: THE MAZE 
  OF TRUTH 
  In this encounter, the PCs venture into the confusing 
  labyrinth of tunnels beneath the Ice Goblin kingdom.  
  Whether they seek to prove their worth to King 
  Snyegblat, or whether they have attacked the goblins and 
  are now seeking an alternate route into the glacier, they 
  must find a way through the tunnels… 
  The entrance to the Maze of Truth is a small, roughly 
  circular chamber with a tall, natural arch in the center of 
  the far wall.  A successful Listen check (DC 12+APL) 
  allows the PCs to catch snippets of excited Ice Goblin 
  croaking from somewhere far above.  It would seem that 
  most of the Ice Goblin court is settling in to watch the 
  show.  It is much darker here than above, but at least 
  some pale light filters down through narrow fissures in 
  the icy walls.  Without darkvision or some sort of 
  external light source, visibility is reduced to 20’.   
  The “Maze of Truth” is actually an interlocking series of 
  bubbles and fissures deep in the heart of the glacier, a 
  confusing natural labyrinth of tunnels.  In most places, 
  the tunnels are between 5’ and 10’ wide, with rough ice 
  floors that are not quite slick enough to impede 
  movement.    
  The PCs may take whatever precautions they like, 
  etching symbols in the ice, dropping bread crumbs, etc.  
  A few of their goblin predecessors have obviously tried 
  such methods as well, scratching little arrows and 
  squiggles into the walls at several of the junctions 
  (although there is no actual writing).  There is no real 
  map or system.  Allow some Survival rolls if the PCs ask 
  for them, just to make them feel better, but provide as 
  little useful information as possible.  The PCs are in the 
  Ways, and in a Maze; there is no real “north” and they’re 
  in a magical glacier that has somehow broken the veil 
  between worlds – there’s not really a firm “ground level” 
  to measure depth against.  Depending on time remaining, 
  the DM should roll on the table below (or ask which of 
  the players is feeling lucky and ask him/her to roll, or 
  just pick your favorite!) for one of the environmental 
  challenges before proceeding to the final encounter in 
  the Maze.   
  1) Ice Chute 
  2) Deep Crevasse 
  3) Falling Icicles 
  4) Deadfall 
  1) Ice Chute   
  A labyrinth is confusing enough in two dimensions; 
  here, the interlocking tunnels not only wind about 
  from left to right, but climb up and down as well.  In 
  combination with the peculiar, distorted reflections 
  in the icy walls, the effect is more than a little 
  disorienting.   
  It should not have been so surprising, then, that the 
  gradual downward slope of the tunnel you are 
  following suddenly proves itself to be considerably 
  less gradual than it appears…   
  Allow the PC in the lead to make a Spot check at DC 
  18+APL to notice the sudden downslope; a PC making 
  regular Search checks for traps may use Search instead of 
  Spot, at the same DC.  Failure to notice the problem 
  means the PC must make a Reflex save at DC 20+APL, or 
  slip and fall.   
  This tunnel acts like a gigantic waterslide (only colder!), 
  sending the hapless PC(s) whizzing on a wild, crazy slide 
  through the depths of the glacier.  Any Survival checks 
  the PCs might have think they’d made earlier will be 
  rendered completely useless after they’ve gone down the 
  slide – all the spinning and whirling about completely 
  disorients them.   
  The warier or luckier PCs may attempt to climb down the 
  chute if they like, but it is extraordinarily difficult.  The 
  walls are sheer, slick ice, the chute is extremely steep, and 
  it runs for several hundred yards.  Even if the PCs are 
  packing pitons by the dozens, and 100’ of rope apiece, 
  they’re not going to be able to get to the bottom of it.  
  Climb checks to make the attempt are at DC 25+APL.  
  Failure of this check by 5 or more results in the PC 
  sliding the rest of the way down.  Exceptionally nimble 
  PCs, or PCs with the ability to fly (go ahead, burn that 3rd 
  level spell now!) may be able to reach the bottom without 
  sliding, but the vast majority of characters will be going 
  for a ride, one way or another.   
  The chute dumps the PCs out on a large, flat sheet of ice, 
  rather like a skating rink.  Except this skating rink has icy 
  stalagmites pushing up through its surface… resulting in 
  more of a pinball experience than a figure-skating event.  
  PCs exiting the slide go flying out across the sheet of ice, 
  and bounce into 1d4 pillars for 1d6 points of nonlethal 
  damage apiece.  PCs may attempt a DC 12+APL Balance 
  or Tumble check to avoid taking damage from each of the 
  pillars.   
  Once everyone is down the chute, they may proceed 
  across the smooth sheet of ice at half movement, enter 
  the tunnel on the far side, and proceed on their merry 
  way…   
  2)  Deep Crevasse   
  The tunnel you are following abruptly ends in a 
  sharp drop-off, as if a gigantic blade sheared through 
  the ice walls.  You find yourself peering into a deep 
  crevasse, stretching off to either side as far as you 
  can see.  The tunnel continues on the far side of the 
  
  GEO6-X TITLE 
   
  Page 15 
  chasm, 20’ away and about 5’ up… but there is 
  nothing but empty space and a looooong fall 
  between the two passageways.   
  The crevasse is extremely deep, but it narrows to less than 
  a 5’ gap at a point APLx10 feet below where the PCs are 
  currently standing.  The crevasse may be climbed up and 
  down with a DC 18 Climb check.   
  If a character fails the Climb check, or falls while 
  attempting some other method of bridging the gap, he 
  takes normal falling damage (1d6 per 10 ft) and becomes 
  wedged in the narrow gap.  He will dangle there with his 
  boots kicking in empty space until dislodged with a DC 
  20+APL Strength check.   
  3) Falling Icicles  
  The passageway climbs a few feet before widening 
  into a long, narrow galley.  The ceiling opens up, 
  soaring to more than 20’ over your head.  You must 
  be getting closer to the surface, or perhaps there are 
  merely fissures somewhere above you that are 
  letting in more light, but it is noticeably warmer and 
  brighter here.  A forest of icicles dangle from the 
  ceiling, glimmering like mother-of-pearl in the pale 
  light.  The slow, sporadic dripping of water breaks 
  the perfect silence.   
  As the PCs move forward, the icicles occasionally drip ice 
  water on their heads and down their backs – feel free to 
  pick out a couple at random and ask them for Reflex 
  saves just to spook them.   
  Unfortunately, unless the entire party is making an effort 
  to Move Silently, a random PC sets off a hail of icicles (if 
  the party IS trying to Move Silently, the PC who gets the 
  lowest out of those who miss a DC 10 triggers the 
  encounter).   
  � APL 2: Atk +10 ranged (2d4/x3, icicle), multiple 
  targets (fires 1d4 icicles at each target in two adjacent 5’ 
  squares. 
  � APL 4: Atk +15 ranged (2d6/x3, icicle), multiple 
  targets (fires 1d4 icicles at each target in two adjacent 5’ 
  squares).   
  � APL 6: Atk +20 ranged (2d6/x3, icicle), multiple 
  targets (fires 1d4 icicles at each target in 10’x10’ area) 
  � APL 8: Atk +10 ranged (2d6/x3 plus poison, blood 
  icicles), poison (frozen blood snow, DC 18 Fortitude save 
  resists, 1d2 points of Constitution damage), multiple 
  targets (fires 1d4 icicles at each target in 10’x10’ area) 
  4)  Deadfall 
  The floor of the passageway you are following 
  becomes irregular as it slopes upward.  Fallen 
  chunks of ice and drifts of snow force you to choose 
  your footing with care.  You can see a larger chamber 
  opening up ahead of you, but before you can get 
  close enough to make out any details, you hear an 
  ominous groaning, creaking sound from the ceiling 
  overhead…   
  The creaking noise is overheard (no Listen check 
  required) when the first PC in the marching order is 20’ 
  from the entrance to the chamber ahead.  The passageway 
  is 10’ wide at this point.  If the ceiling falls, it falls in the 
  10’x10’ section of the corridor immediately in front of the 
  first PC’s starting position.   
  The PCs have two basic options here: move as quickly as 
  possible, or move as carefully as possible.  The unstable 
  footing costs 2 squares of movement for each square, and 
  prevents running or charging.  PCs attempting more than 
  a single move in a round (the moving quickly option) 
  must make a Balance check at DC 12+APL to proceed; 
  failure by 4 or less means that character makes no 
  forward progress, failure by 5 or more means the 
  character falls prone.  Characters with abilities that 
  enable them to ignore the effects of natural terrain (such 
  as a druid or ranger with the Woodland Stride ability) are 
  not affected by this.   
  Moving quickly immediately triggers the deadfall, an 
  avalanche of ice and snow that will almost entirely block 
  the passage.  As soon as the first character announces 
  they are attempting to run or move hastily, have them 
  roll for Initiative; put the deadfall in the order with a +0 
  modifier.   
  Moving carefully may not trigger the deadfall at all.  If 
  the entire party succeeds at a Move Silently check at DC 
  12+APL, they manage to get out of the corridor without it 
  collapsing.  The first PC to fail this check triggers the 
  deadfall, as above.   
  � APL 2: Atk +15 melee (2d6, snow) 
  � APL 4: Atk +16 melee (4d6, snow)  
  � APL 6: Atk +17 melee (6d6, ice and snow)  
  � APL 8: Atk +18 melee (8d6, ice and snow)   
  Final Challenge – Don’t Eat the Yellow Snow…  
  The 
  tunnel 
  descends 
  into 
  a 
  long, 
  roughly 
  rectangular chamber, about 40’ across and 90’ long.  
  Mounds of filthy snow, peppered with broken bits 
  of junk, gnawed bones, and discarded fruit rinds, are 
  piled randomly throughout the room.  Several small 
  holes, none larger than a cabbage, dot the ceiling 
  and upper walls anywhere from 20 to 30 feet over 
  your heads.  Judging by the frozen streaks of 
  brownish-green crud beneath these holes, you have 
  apparently wandered into some sort of trash dump.  
  There is another tunnel on the far side… but you are 
  going to have to wade through this disgusting mess 
  in order to get to it.   
  At least the cold reduces the stench.  Somewhat.   
  Unless the PCs are making an exceptional effort to be 
  quiet, and traveling without a light source, the yeti 
  
  GEO6-X TITLE 
   
  Page 16 
  rummaging around in the waste heap for snacks will 
  know they are coming.  Like any good predator, the yeti 
  will remain hidden and quiet, waiting to see what these 
  newest wandering snacks do.  Grant Spot checks (see 
  Appendix) to notice the hidden beast(s) as the PCs enter 
  the room.  (See Tactics section, below).   
  The PCs can find a path where they only have to slog 
  through knee-deep mounds of snow, ice, and refuse; 
  there are places where the mess rises two or three feet in 
  height.  The fun does not end there, however; once the 
  first Medium-sized PC has gotten at least 20’ into the 
  room, a DC 10+APL Listen check detects an ominous 
  crackling sound underfoot.   
  The layer of ice covering the pool of sludgy liquid refuse 
  below is not strong enough to bear the weight of both the 
  piled solid waste AND the PCs.  Every time one of the 
  Medium or larger PCs moves after the initial crack is 
  heard, there is a 50% chance that the ice breaks beneath 
  that PC.  The ice collapses in a circle with a radius 5’ 
  larger than the space taken up by the creature who 
  caused it.   
  The sludge is only about 4’ deep, so it’s not really a 
  drowning hazard… it’s just disgusting, and possibly a 
  hypothermia danger to PCs without magical protection 
  from cold.   
  Any such PC who is even partially immersed in the 
  sludge must make an immediate Fortitude save at DC 25 
  to avoid taking 1d6 points of nonlethal damage as mild 
  hypothermia sets in.  Until the character and his/her 
  clothing is dry, all such DCs against cold or cold-based 
  spells are increased by 10.   
  Once a character succumbs to mild hypothermia, he is 
  treated as Fatigued.  He must make saves every minute 
  thereafter, against a DC increased by +1 for every 
  previous check, or succumb to moderate and then severe 
  hypothermia. 
   
  A 
  character 
  beset 
  by 
  moderate 
  hypothermia is treated as exhausted.  A character beset by 
  severe hypothermia is disabled.  These penalties end 
  when the character regains the nonlethal damage taken 
  from cold and exposure.   
  A successful DC 15 Heal check can reduce a victim’s 
  hypothermia by one level, modified by the following 
  factors: wet clothing +2, cold environment +3, heat from 
  fire -5, body contact -1.  Of course, the PCs aren’t going to 
  have time to deal with Heal checks until after the 
  encounter is over…   
  One of the filthy drifts of snow on the far side of the 
  chamber suddenly stirs.  A hulking, ape-like beast 
  (with a scaly reptilian face and leathery, batlike 
  wings) shakes the powdery snow from its white fur 
  and lets out a roar of rage, its pale blue eyes cold and 
  hateful…   
  APL 2 (EL 5) 
  � Yeti (2); hp 29 each; see Appendix 3. 
  APL 4 (EL 7) 
  � Half-dragon (white) yetis (2); hp 43 each; see 
  Appendix 3. 
  APL 6 (EL 9) 
  � Half –dragon (white) Abominable Yeti; hp 134; see 
  Appendix 3. 
  APL 8 (EL 11) 
  � Half –dragon (white) Abominable Yeti; hp 134; see 
  Appendix 3. 
  � White Puddings (3); hp 94 each; see Appendix 3. 
  Tactics:   
  At all APLs, the yeti is too cunning a predator to rush 
  blindly out onto the thin ice.  It is a creature born of ice 
  and snow, and knows how to use the terrain to its 
  advantage.   
  The half-dragon versions of the yeti will try to catch as 
  many PCs as possible with its breath weapon before 
  plunging into melee; the ceiling is high enough to allow 
  the creature to climb aloft, then plunge down on PCs 
  from above.  Note: The wings of the half-dragon yetis are 
  little better than vestigial; they provide a bonus to the 
  creature’s Jump checks, and enable it to glide for short 
  distances, but not to actually fly.  The Climb for the 
  rough ice walls is only DC 20.  The yeti is clever enough 
  to leave PCs who are floundering about in the sludge 
  alone, and concentrate its initial attacks on prey that is 
  still mobile and potentially threatening.   
  At APL 8, any PCs who break the ice have more to deal 
  with than the frozen sludge; a white pudding, happily 
  digesting semi-liquid waste beneath the layer of ice, is 
  drawn by the thrashing of fresher food…   
  Returning to the Hall of the Ice Goblin King 
  King Snyegblat the Finder sits bolt upright as you 
  re-enter the Great Hall… from the far side of the 
  Maze of Truth.  “You back!” he croaks, surprised.  
  “Big nasties all gone!  Dat… dat great!”  He stands 
  up, waving his sceptre grandly.  “Bring out Jumbo 
  Soup-Pot!”   
  A squad of Ice Goblin cooks emerges from the side 
  cavern serving as a kitchen, dragging an enormous 
  iron cauldron behind them.  It takes half a dozen of 
  them to even move it; it is easily six feet across and 
  four feet deep, made of solid cast iron.   
  You are going to have a very long, tiring walk back to 
  the Standing Stones…   
  If the PCs attacked the Ice Goblins:  
  Once the PCs successfully exit the maze, the goblins will 
  decide they are far too dangerous to tangle with, and 
  scatter into the depths of their warren, leaving the stew-
  encrusted Physician’s Cauldron behind in their kitchen.  
  
  GEO6-X TITLE 
   
  Page 17 
  The PCs do NOT receive the favor of King Snyegblat or 
  any of the associated benefits.   
  You finally leave the warren of tunnels behind, 
  finding yourselves in a yawning cavern which 
  obviously serves the strange little goblins as a Great 
  Hall of sorts.  It is abandoned, half-filled bowls and 
  cups of a dozen different styles left out on the 
  makeshift tables; the chunky stew is still warm.   
  Through an archway to your left, you see an array of 
  shelves carved into the ice, stocked with bags and 
  jars of food.  A large rat-like creature roasts on a 
  metal spit suspended over a slapdash stone hearth… 
  and in the center of the crude little kitchen sits an 
  enormous iron cauldron, easily six feet across and 
  four feet deep.  It is still crusted with the sticky 
  remnants of some sort of stew or gruel…  
  If this monstrosity is indeed the Physician’s 
  Cauldron you seek, you are going to have a very long, 
  tiring walk back to the Standing Stones…  
  CONCLUSION 
  Conclusion A: Success – Give cauldron to Caswallon 
  Your return is heralded among the ffolk at the 
  Greenskin Caer.  Several of the ffolk rush to help 
  you with your burden.  Immediately, Caswallon and 
  Maelan begin preparations and there is an air of 
  excitement among the people. The sick young blond 
  girl you noticed earlier is brought before Caswallon, 
  her breathing raspy and strained.  
  Caswallon steps into the steaming cauldron, unhurt 
  by the heat of the boiling water.  Jostun, the cleric of 
  Pelor, carries the little girl over and Caswallon takes 
  her in his arms. 
  “Do you wish the power of the Cauldron to take 
  away that which sickens your body?” 
  Weakly, the girl nods to him. “Yes.” 
  Caswallon wraps his arms more tightly around the 
  frail girl and kneels, immersing both himself and 
  her in the steaming cauldron. Long moments go by 
  and they are not seen.  Around you the ffolk are 
  nervous and Jostun looks downright sick with 
  worry. 
  Eventually, Caswallon emerges with the girl. She is 
  all smiles, her former sickness washed away by 
  whatever magic the cauldron wields.  Caswallon lets 
  the girl down outside of the cauldron and she 
  immediately runs over to you. You notice that her 
  blonde hair is gone, replaced by a deep brown head 
  of hair.  Her skin is also much more tan. It seems all 
  traces of her Suel heritage are gone, leaving only her 
  Flan features. 
  Her dark eyes look up to you and a warm smile is 
  upon her lips. “Thank you,” she says, looking to each 
  of you, “that which sickened me is gone. I am much 
  better now.” 
  Conclusion B: Success but do not return the cauldron to 
  Caswallon 
  Caswallon and Maelan give you hard looks. “So, your 
  sense of duty would place the curiosity of a Llwyr 
  above these dying people? Or perhaps it is your own 
  greed? Nevertheless, your names and faces will not 
  be forgotten when the storms that are coming 
  arrive. 
  PCs do not get the Favor of Caswallon 
  Conclusion C: Fail mission. 
  Caswallon comforts you. “I put the eye of prophecy 
  on you and it was an unfair thing that I did. Forgive 
  me. We shall consult the stones and try again. Come 
  now and rest before you return to your homes.” 
  PCs do not get the Favor of Caswallon 
  The End 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter One 
  Fight off the Bandits’ Ambush 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  Encounter Five 
  Overcome the Illusion and Trap set by the Goblins 
   
  APL 2: 60 xp. 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  Encounter Six 
  Defeat the Yeti and his friends 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  
  GEO6-X TITLE 
   
  Page 18 
  Story Award 
  Accept the mission from Caswallon to enter the Ways 
  and bring back the Physician’s Cauldron 
   
  APL 2: 60 xp. 
   
  APL 4: 105 xp. 
   
  APL 6: 150 xp. 
   
  APL 8: 195 xp. 
   
  Discretionary Roleplaying Award 
   
  APL 2: 30 xp. 
   
  APL 4: 30 xp. 
   
  APL 6: 30 xp. 
   
  APL 8: 30 xp. 
   
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 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 adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter One: 
  APL 2: L: 62 gp, C: 100 gp,  
  APL 4: L: 187 gp, C: 100 gp, M: 4 Potions of Cure 
  Moderate Wounds (25 gp ea.). 
  APL 6: L: 181 gp, C: 100 gp, M: 4 Potions of Cure 
  Moderate Wounds (25 gp); Broach of Shielding 
  (1500gp); 4 Chain Shirts +1 (104gp ea.); Pearl of 
  Power 1st Level (83gp); 
  APL 8: L: 181 gp, C: 100 gp, M: 4 Potions of Cure 
  Moderate Wounds (25 gp); Brooch of Shielding 
  (1500gp); 4 Chain Shirts +1 (104gp ea.); Pearl of 
  Power 1st Level (83gp); 
  Encounter Six: 
  APL 2: C: 400 gp 
  APL 4: C: 400 gp 
  APL 6: C: 400 gp 
  APL 8: C: 400 gp 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 62 gp, C: 500 gp, M: 0 gp – Total: 562 gp 
  (450 gp). 
  APL 4: L: 187 gp, C: 500 gp, M: 25 gp – Total: 712 gp 
  (650 gp). 
  APL 6: L: 181 gp, C: 500 gp, M: 725 gp – Total: 1406 
  gp (900 gp). 
  APL 8: L: 181 gp, C: 500 gp, M: 725 gp – Total: 1406 
  gp (1,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  SPECIAL 
  � Favor of Caswallon the Green: For returning the 
  Physician’s Cauldron to Caswallon and helping to cure the 
  
  GEO6-X TITLE 
   
  Page 19 
  sick of his village, Caswallon offers to let you sit in the 
  Cauldron if you are ever sick. Twice the PC may visit the 
  Cauldron to be cured of a disease (acts as a remove disease 
  spell, CL X).  Mark these uses here:     �     �. 
   
  Instead, the PC may visit the Cauldron a single time 
  to receive a reincarnate spell at 75% of the standard NPC 
  spellcasting cost.  If the PC uses the Cauldron to be cured 
  of a disease, even a single time, this removes the chance 
  to use it for a reincarnate.  If the Cauldron is used in this 
  manner and the result of the reincarnation roll is human, 
  the PC is always reincarnated as a Flan human of the 
  same gender. 
   
  Mark this Favor as USED when it is spent.  Favor 
  Level B with those who support or are allied with 
  Caswallon only. 
  � Ice Goblin Cohort:  Seeing that you are a real hero, 
  not a fake like King Snyegblat, an ice goblin sneaks out of 
  the Ways and follows you.  If you possess (or later take) 
  the Leadership feat and have a Leadership Score of 3 or 
  greater, you may take the ice goblin as a cohort (and must 
  do so to get him to accompany you).  The ice goblin is 
  created using the rules in the LGCS and the information 
  for a snow goblin as a character in Frostburn (page 136).  
  He starts at least as a 1st level ranger or barbarian, can 
  advance as a ranger or barbarian only, and may enter play 
  already advanced, as long as his Cohort Level/ECL (class 
  levels + 1) is within the limits in the DMG (page 106).  
  The ice goblin must be of Neutral alignment. 
  � Favor of Ilan ap Dyvad: For helping Llwyr Ilan, you 
  are now a Helir I Gwyrth Bryn - one of the Hunters of 
  Gwyrth Bryn. You are given a tunic made of white silk 
  with a black stag (the symbol of Gwyrth Bryn) on the 
  front. It is masterwork clothing. Ilan ap Dyvad offers to 
  upgrade the tunic to one of the following (one time only; 
  Frequency: Regional; PC pays cost of upgrade): druid’s 
  vestment, cloak of resistance +3. Mark this Favor as USED 
  when it is spent.  Favor Level B. 
  ITEM ACCESS 
  APL 2: 
  • 
  Hand of the Mage (Adventure; Dungeon Master’s Guide) 
  • 
  Wand of Magic Missile (CL 1st; Adventure; Dungeon 
  Master’s Guide) 
  • 
  Wand of True Strike (CL 1st; Adventure; Dungeon 
  Master’s Guide) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Eyes of the Eagle (Adventure; Dungeon Master’s Guide) 
  • 
  Murlynd’s Spoon (Adventure; Dungeon Master’s Guide) 
   
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  +1 Bane (Fey) Longbow (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Brooch of Shielding (Adventure; Dungeon Master’s Guide) 
  • 
  Quaal’s Feather Token, Bird (Adventure; Dungeon 
  Master’s Guide) 
   
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  +1 Bane (Human) Longbow (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Ioun Stone, Dusty Rose Prism (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Periapt of Health (Adventure; Dungeon Master’s Guide) 
   
  Old Faith Metaorganization Members: 
  • 
  Druid’s Vestment (Regional; Dungeon Master’s Guide) 
  • 
  Headband of Conscious Effort (Regional; Complete 
  Adventurer) 
  • 
  Tunic of Steady Spellcasting (Regional; Complete 
  Adventurer) 
  • 
  Woodwalk armor special ability upgrade (Regional; Races 
  of the Wild) 
   
   
   
  
  GEO6-X TITLE 
   
  Page 20 
  APPENDIX 1 – ENCOUNTER ONE 
   
  (APL 2) 
  Iachawr Darkhart, female, human (flan), Healer 1: 
  Medium Humanoid; CR 1; HD 1d8; hp 8; Init +0; Spd 30 
  ft.; AC 10, touch 10, flat-footed 10; Base Atk/Grp: +0/-1; 
  Atk -1 melee (1d8-1/x3, longspear) or -1 melee (1d8-1/x2, 
  heavy mace); Full Atk -1 melee (1d8-1/x3, longspear) or -1 
  melee (1d8-1/x2, heavy mace); SQ healing hands; SA n/a; 
  AL CG; SV Fort +2, Ref +0, Will +4; Str 8, Dex 10, Con 10, 
  Int 10, Wis 14, Cha 18. Miniatures Handbook, page 8.  
   
  Skills & Feats: Concentration +4, Heal +6, 
  Knowledge Religion +4, Sense Motive +6, Spell craft +4; 
  Augment Healing (CD), Combat Casting.  
   
  Healing Hands (Ex): Whenever a healer casts a 
  spell that cures hit point damage, she ads her Charisma 
  modifier to the amount of damage healed. For instance, if 
  a 5th-level healer with an 18 Charisma casts cure light 
  wounds, she cures 1d8+5 points of damage normally, plus 
  an additional 4 points of damage due to her Charisma 
  bonus. This bonus applies only to spells of the healing 
  sub school that she casts as a healer, not to those she may 
  have by virtue of levels in another class. 
   
  Languages: Common, flan.  
  Spells Prepared (4/4, save DC = 12 + spell level): 0 - Cure 
  Minor Wounds (x3), Deathwatch; 1st - Cure Light 
  Wounds (x3), Sanctuary 
  Possessions: Invisibility Potion, Mage Armor Potion, 
  Shield of Faith +3 Potion, Potion of Babau Slime (SpC), 
  Cure Moderate Wounds Scroll, Longspear, Heavy Mace, 
  33gp  
  Description: A stunning woman of quiet beauty. Iachawr 
  wears a green linen shirt and brown leather britches 
  tucked into high riding boots. Her calm face is accented 
  by her long curly black hair. She is obviously of flan 
  descent. She wears a green tabard bearing the crest of a 
  black stag, a white stripe running down the edges, not 
  seen on the other tabards. Her longspear bears a standard 
  of the same crest, a green field with a black stag. 
  Aldryth, Male Human, Ranger 2: Medium Human; CR 
  2; HD 2d8+2; hp 17; Init +3; Spd 30 ft.; AC 17, touch 13, 
  flat-footed 14 (+3 Dex, +4 Chain Shirt); Base Atk/Grp: 
  +2/+4; Atk +4 melee (1d8+2, Longsword) or +5 ranged 
  (1d8, Composite Longbow); Full +4 melee (1d8+2, 
  Longsword) or +5 ranged (1d8, Composite Longbow); SA 
  Rapid Shot; SQ Favored Enemy Human(+2), Ranger 
  Abilities; AL N; SV Fort +4, Ref +6, Will +1; Str 14, Dex 
  16, Con 12, Int 10, Wis 12, Cha 10.  . 
   
  Skills & Feats: Climb +7, Hide +8, Listen +6, Move 
  Silently +8, Spot +6, Survival +6; Precise Shot, Point 
  Blank Shot 
  Track: A ranger gains Track as a bonus feat. 
  Wild Empathy (Ex): A ranger can improve the attitude 
  of an animal. This ability functions just like a Diplomacy 
  check to improve the attitude of a person. The ranger 
  rolls 1d20 and adds his ranger level and his Charisma 
  bonus to determine the wild empathy check result. The 
  typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
  To use wild empathy, the ranger and the animal must be 
  able to study each other, which means that they must be 
  within 30 feet of one another under normal visibility 
  conditions. Generally, influencing an animal in this way 
  takes 1 minute, but, as with influencing people, it might 
  take more or less time. 
  The ranger can also use this ability to influence a magical 
  beast with an Intelligence score of 1 or 2, but he takes a –
  4 penalty on the check. 
  Combat Style (Ex): At 2nd level, a ranger must select 
  one of two combat styles to pursue: archery or two-
  weapon combat. This choice affects the character’s class 
  features but does not restrict his selection of feats or 
  special abilities in any way. 
  If the ranger selects archery, he is treated as having the 
  Rapid Shot feat, even if he does not have the normal 
  prerequisites for that feat. 
  If the ranger selects two-weapon combat, he is treated as 
  having the Two-weapon Fighting feat, even if he does not 
  have the normal prerequisites for that feat. The benefits 
  of the ranger’s chosen style apply only when he wears 
  light or no armor. He loses all benefits of his combat style 
  when wearing medium or heavy armor. 
   
  Languages: Common, Flan. 
   
  Possessions: Composite Longbow (100gp), Chain Shirt 
  (100gp), Longsword (15gp), Dagger (2gp), 80 Arrows 
  (4gp) 
   
  Description: Aldryth is a tall Flan man with dark black 
  hair and a goatee. He dresses as a woodsman and 
  normally carries a pipe clenched in his teeth. 
  Cerys, Female Human, Ranger 2: Medium Human; CR 
  2; HD 2d8+2; hp 17; Init +3; Spd 30 ft.; AC 17, touch 13, 
  flat-footed 14 (+3 Dex, +4 Chain Shirt); Base Atk/Grp: 
  +2/+4; Atk +4 melee (1d8+2, Longsword) or +5 ranged 
  (1d8, Composite Longbow); Full +4 melee (1d8+2, 
  Longsword) or +5 ranged (1d8, Composite Longbow); SA 
  Rapid Shot; SQ Favored Enemy Dwarf (+2), Ranger 
  Abilities; AL N; SV Fort +4, Ref +6, Will +1; Str 14, Dex 
  16, Con 12, Int 10, Wis 12, Cha 10.  . 
   
  Skills & Feats: Climb +7, Hide +8, Listen +6, Move 
  Silently +8, Spot +6, Survival +6; Precise Shot, Point 
  Blank Shot 
  Track: A ranger gains Track as a bonus feat. 
  
  GEO6-X TITLE 
   
  Page 21 
  Wild Empathy (Ex): A ranger can improve the attitude 
  of an animal. This ability functions just like a Diplomacy 
  check to improve the attitude of a person. The ranger 
  rolls 1d20 and adds his ranger level and his Charisma 
  bonus to determine the wild empathy check result. The 
  typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
  To use wild empathy, the ranger and the animal must be 
  able to study each other, which means that they must be 
  within 30 feet of one another under normal visibility 
  conditions. Generally, influencing an animal in this way 
  takes 1 minute, but, as with influencing people, it might 
  take more or less time. 
  The ranger can also use this ability to influence a magical 
  beast with an Intelligence score of 1 or 2, but he takes a –
  4 penalty on the check. 
  Combat Style (Ex): At 2nd level, a ranger must select 
  one of two combat styles to pursue: archery or two-
  weapon combat. This choice affects the character’s class 
  features but does not restrict his selection of feats or 
  special abilities in any way. 
  If the ranger selects archery, he is treated as having the 
  Rapid Shot feat, even if he does not have the normal 
  prerequisites for that feat. 
  If the ranger selects two-weapon combat, he is treated as 
  having the Two-weapon Fighting feat, even if he does not 
  have the normal prerequisites for that feat. The benefits 
  of the ranger’s chosen style apply only when he wears 
  light or no armor. He loses all benefits of his combat style 
  when wearing medium or heavy armor. 
   
  Languages: Common, Flan. 
   
  Possessions: Composite Longbow (100gp), Chain Shirt 
  (100gp), Longsword (15gp), Dagger (2gp), 80 Arrows 
  (4gp) 
   
  Description: Cerys is a comely flan woman in her early 
  twenties. Her face is always serious and she never seems 
  to smile. She hates dwarves. 
  Glyn, Male Human Warmage 1: Medium Human; CR 
  1; HD 1d6+2; hp 8; Init +2; Spd 30 ft.; AC 16, touch 12, 
  flat-footed 14 (+2 Dex, +4 Chain Shirt); Base Atk/Grp: 
  +0/+1; Atk +1 melee (1d8+1, Longsword) or +2 ranged 
  (1d8 Long Bow); Full Atk +1 melee (1d8+1, Longsword) 
  or +2 ranged (1d8 Long Bow);; SA Warmage Edge; SQ 
  Armored Mage; AL LE; SV Fort +2, Ref +2, Will +2; Str 
  12, Dex 14, Con 14, Int 12, Wis 10, Cha 14.  (CA pg. 10) 
   
  Skills & Feats: Concentration +10, Intimidate +6, 
  Knowledge Arcane +5, Spellcraft +5; Combat Casting, 
  Point Blank Shot 
  Armored Mage (Ex): Normally, armor of any type 
  interferes with an arcane spellcaster’s gestures, which can 
  cause his spells to fail (if those spells have somatic 
  components). A warmage’s limited focus and specialized 
  training, however, allows him to avoid arcane spell failure 
  as long as he sticks to light armor and light shields. This 
  training does not extend to medium or heavier armors, 
  nor to heavy shields. Nor does this ability apply to spells 
  gained from a different spellcasting class. At 8th level, a 
  warmage learns to use medium armor with no chance of 
  arcane spell failure. 
  Warmage Edge (Ex): A warmage is specialized in 
  dealing damage with his spells. Whenever a warmage 
  casts a spell that deals hit point damage, he adds his 
  Intelligence bonus (if any) to the amount of damage 
  dealt. For instance, if a 1st-level warmage with 17 
  Intelligence casts magic missile, he deals 1d4+1 points of 
  damage normally, plus an extra 3 points of damage due to 
  his Intelligence bonus. The bonus from the warmage 
  edge special ability applies only to spells that he casts as a 
  warmage, not to those he might have by virtue of levels 
  in another class. A single spell can never gain this extra 
  damage more than once per casting. For instance, a 
  fireball deals the extra damage to all creatures in the area it 
  affects. However, if a 3rd-level warmage casts magic missile 
  and produces two missiles, only one of them (of the 
  warmage’s choice) gains the extra damage, even if both 
  missiles are directed at the same target. If a spell deals 
  damage for more than 1 round, it deals this extra damage 
  in each round. Scrolls scribed by a warmage do not gain 
  any benefit from warmage edge. Scrolls activated by a 
  warmage also gain no benefit from warmage edge. The 
  same is true for most other magic items, such as wands 
  and potions. However, staffs activated by a warmage use 
  not only the warmage’s caster level but also gain the 
  benefits of the warmage edge, if applicable. 
   
  Languages: Common, Flan, Elf. 
   
  Spells Known/Prepared (5/4 save DC = 12 + spell level) 
   
  Spellbook: 0 – Acid Splash, Disrupt Undead, Light, 
  Ray of Frost; 1st – Accuracy, Burning Hands, Chill Touch, 
  Fist of Stone, Hail of Stone, Magic Missile, Orb of Acid-
  Lesser, Orb of Cold-Lesser, Orb of Electricity – Lesser, 
  Orb of Fire-Lesser, Orb of Sound-Lesser, Shocking Grasp, 
  True Strike 
   
  Possessions: Composite Longbow (100gp), Chain Shirt 
  (100gp), Longsword (15gp), Dagger (2gp), 20 Arrows 
  (1gp) 
   
  Description: Glyn is a short and rough looking Suel 
  man. His red hair and bushy beard give him a bit of a 
  wild look. 
  (APL 4) 
  Iachawr Darkhart, female, human (flan), Healer 3: 
  Medium Humanoid; CR 3; HD 3d8+2; hp 18; Init +0; Spd 
  30 ft.; AC 10, touch 10, flat-footed 10; Base Atk/Grp: 
  +1/+0; Atk +0 melee (1d8-1/x3, longspear) or +0 melee 
  (1d8-1/x2, heavy mace); Full Atk +0 melee (1d8-1/x3, 
  longspear) or +0 melee (1d8-1/x2, heavy mace); SQ 
  healing hands, cleanse paralysis; SA n/a; AL CG; SV Fort 
  +3, Ref +1, Will +5; Str 8, Dex 10, Con 10, Int 10, Wis 14, 
  Cha 18. Miniatures Handbook, page 8.  
   
  Skills & Feats: Concentration +6, Heal +10, 
  Knowledge Religion +5, Sense Motive +7, Spell craft +5, 
  Tumble +2; Augment Healing (CD), Combat Casting, 
  Skill Focus Heal, Silent Spell.  
  
  GEO6-X TITLE 
   
  Page 22 
   
  Healing Hands (Ex): Whenever a healer casts a spell 
  that cures hit point damage, she ads her Charisma 
  modifier to the amount of damage healed. For instance, if 
  a 5th-level healer with an 18 Charisma casts cure light 
  wounds, she cures 1d8+5 points of damage normally, plus 
  an additional 4 points of damage due to her Charisma 
  bonus. This bonus applies only to spells of the healing 
  sub school that she casts as a healer, not to those she may 
  have by virtue of levels in another class. 
   
  Cleanse Paralysis (Su): A healer gains the ability to 
  cleanse paralysis once per day, as if casting the spell 
  remove paralysis. 
   
  Languages: Common, flan.  
  Spells Prepared (5/5/4, save DC = 12 + spell level): 0 - 
  Cure Minor Wounds (x4), Deathwatch; 1st - Cure Light 
  Wounds (x2), Sanctuary, Silent Cure Minor Wounds (x2); 
  2nd - Calm Emotions, Cure Moderate Wounds, Silent 
  Cure Light Wounds (x2) 
  Possessions: Invisibility Potion, Mage Armor Potion, 
  Eagles Splendor Potion, Fly Potion, Pearl of Power Level 
  1, Longspear, Heavy Mace, 83gp 
  Description: A stunning woman of quiet beauty. Iachawr 
  wears a green linen shirt and brown leather britches 
  tucked into high riding boots. Her calm face is accented 
  by her long curly black hair. She is obviously of flan 
  descent. She wears a green tabard bearing the crest of a 
  black stag, a white stripe running down the edges, not 
  seen on the other tabards. Her longspear bears a standard 
  of the same crest, a green field with a black stag. 
  Aldryth, Male Human, Ranger 4: Medium Human; CR 
  4; HD 4d8+4; hp 29; Init +3; Spd 30 ft.; AC 17, touch 13, 
  flat-footed 14 (+3 Dex, +4 Chain Shirt); Base Atk/Grp: 
  +4/+6; Atk +6 melee (1d8+2, Longsword) or +7 ranged 
  (1d8+2, Composite Longbow); Full +6 melee (1d8+2, 
  Longsword) or +7 ranged (1d8+2, Composite Longbow); 
  SA Rapid Shot; SQ Favored Enemy Human(+2), Ranger 
  Abilities; AL N; SV Fort +5, Ref +7, Will +2; Str 14, Dex 
  17, Con 12, Int 10, Wis 12, Cha 10.  . 
   
  Skills & Feats: Climb +9, Hide +10, Listen +8, Move 
  Silently +10, Spot +8, Survival +8; Precise Shot, Point 
  Blank Shot; Far Shot 
  Track: A ranger gains Track as a bonus feat. 
  Wild Empathy (Ex): A ranger can improve the attitude 
  of an animal. This ability functions just like a Diplomacy 
  check to improve the attitude of a person. The ranger 
  rolls 1d20 and adds his ranger level and his Charisma 
  bonus to determine the wild empathy check result. The 
  typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
  To use wild empathy, the ranger and the animal must be 
  able to study each other, which means that they must be 
  within 30 feet of one another under normal visibility 
  conditions. Generally, influencing an animal in this way 
  takes 1 minute, but, as with influencing people, it might 
  take more or less time. 
  The ranger can also use this ability to influence a magical 
  beast with an Intelligence score of 1 or 2, but he takes a –
  4 penalty on the check. 
  Combat Style (Ex): At 2nd level, a ranger must select 
  one of two combat styles to pursue: archery or two-
  weapon combat. This choice affects the character’s class 
  features but does not restrict his selection of feats or 
  special abilities in any way. 
  If the ranger selects archery, he is treated as having the 
  Rapid Shot feat, even if he does not have the normal 
  prerequisites for that feat. If the ranger selects two-
  weapon combat, he is treated as having the Two-weapon 
  Fighting feat, even if he does not have the normal 
  prerequisites for that feat. The benefits of the ranger’s 
  chosen style apply only when he wears light or no armor. 
  He loses all benefits of his combat style when wearing 
  medium or heavy armor. 
  Endurance: A ranger gains Endurance as a bonus feat at 
  3rd level. 
  Animal Companion (Ex): At 4th level, a ranger gains an 
  animal companion selected from the following list: 
  badger, camel, dire rat, dog, riding dog, eagle, hawk, 
  horse (light or heavy), owl, pony, snake (Small or 
  Medium viper), or wolf. If the campaign takes place 
  wholly or partly in an aquatic environment, the following 
  creatures may be added to the ranger’s list of options: 
  crocodile, porpoise, Medium shark, and squid. This 
  animal is a loyal companion that accompanies the ranger 
  on his adventures as appropriate for its kind. 
  This ability functions like the druid ability of the same 
  name, except that the ranger’s effective druid level is one-
  half his ranger level. A ranger may select from the 
  alternative lists of animal companions just as a druid can, 
  though again his effective druid level is half his ranger 
  level. Like a druid, a ranger cannot select an alternative 
  animal if the choice would reduce his effective druid 
  level below 1st. Note: Aldryth & Cerys have no Animal 
  companions. 
  Spells: Beginning at 4th level, a ranger gains the ability 
  to cast a small number of divine spells, which are drawn 
  from the ranger spell list. A ranger must choose and 
  prepare his spells in advance (see below). 
  To prepare or cast a spell, a ranger must have a Wisdom 
  score equal to at least 10 + the spell level. The Difficulty 
  Class for a saving throw against a ranger’s spell is 10 + the 
  spell level + the ranger’s Wisdom modifier. Like other 
  spellcasters, a ranger can cast only a certain number of 
  spells of each spell level per day. His base daily spell 
  allotment is given on Table: The Ranger. In addition, he 
  receives bonus spells per day if he has a high Wisdom 
  score. When Table: The Ranger indicates that the ranger 
  gets 0 spells per day of a given spell level, he gains only 
  the bonus spells he would be entitled to based on his 
  Wisdom score for that spell level. The ranger does not 
  have access to any domain spells or granted powers, as a 
  cleric does. 
  
  GEO6-X TITLE 
   
  Page 23 
  A ranger prepares and casts spells the way a cleric does, 
  though he cannot lose a prepared spell to cast a cure spell 
  in its place. A ranger may prepare and cast any spell on 
  the ranger spell list, provided that he can cast spells of 
  that level, but he must choose which spells to prepare 
  during his daily meditation. Through 3rd level, a ranger 
  has no caster level. At 4th level and higher, his caster 
  level is one-half his ranger level. 
   
  Languages: Common, Flan. 
  Spells Known/Prepared (1 save DC = 11 + spell level) 1st 
  Resist Energy – Fire. 
   
  Possessions: Mighty Composite Longbow (+2) (400gp), 
  Masterwork Chain Shirt (250gp), Longsword (15gp), 
  Dagger (2gp), 80 Arrows (4gp) 
   
  Description: Aldryth is a tall Flan man with dark black 
  hair and a goatee. He dresses as a woodsman and 
  normally carries a pipe clenched in his teeth. 
  Cerys, Female Human, Ranger 4: Medium Human; CR 
  4; HD 4d8+4; hp 29; Init +3; Spd 30 ft.; AC 17, touch 13, 
  flat-footed 14 (+3 Dex, +4 Chain Shirt); Base Atk/Grp: 
  +4/+6; Atk +6 melee (1d8+2, Longsword) or +7 ranged 
  (1d8+2, Composite Longbow); Full +6 melee (1d8+2, 
  Longsword) or +7 ranged (1d8+2, Composite Longbow); 
  SA Rapid Shot; SQ Favored Enemy Dwarf(+2), Ranger 
  Abilities; AL N; SV Fort +5, Ref +7, Will +2; Str 14, Dex 
  17, Con 12, Int 10, Wis 12, Cha 10.  . 
   
  Skills & Feats: Climb +9, Hide +10, Listen +8, Move 
  Silently +10, Spot +8, Survival +8; Precise Shot, Point 
  Blank Shot; Far Shot 
  Track: A ranger gains Track as a bonus feat. 
  Wild Empathy (Ex): A ranger can improve the attitude 
  of an animal. This ability functions just like a Diplomacy 
  check to improve the attitude of a person. The ranger 
  rolls 1d20 and adds his ranger level and his Charisma 
  bonus to determine the wild empathy check result. The 
  typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
  To use wild empathy, the ranger and the animal must be 
  able to study each other, which means that they must be 
  within 30 feet of one another under normal visibility 
  conditions. Generally, influencing an animal in this way 
  takes 1 minute, but, as with influencing people, it might 
  take more or less time. 
  The ranger can also use this ability to influence a magical 
  beast with an Intelligence score of 1 or 2, but he takes a –
  4 penalty on the check. 
  Combat Style (Ex): At 2nd level, a ranger must select 
  one of two combat styles to pursue: archery or two-
  weapon combat. This choice affects the character’s class 
  features but does not restrict his selection of feats or 
  special abilities in any way. 
  If the ranger selects archery, he is treated as having the 
  Rapid Shot feat, even if he does not have the normal 
  prerequisites for that feat. If the ranger selects two-
  weapon combat, he is treated as having the Two-weapon 
  Fighting feat, even if he does not have the normal 
  prerequisites for that feat. The benefits of the ranger’s 
  chosen style apply only when he wears light or no armor. 
  He loses all benefits of his combat style when wearing 
  medium or heavy armor. 
  Endurance: A ranger gains Endurance as a bonus feat at 
  3rd level. 
  Animal Companion (Ex): At 4th level, a ranger gains an 
  animal companion selected from the following list: 
  badger, camel, dire rat, dog, riding dog, eagle, hawk, 
  horse (light or heavy), owl, pony, snake (Small or 
  Medium viper), or wolf. If the campaign takes place 
  wholly or partly in an aquatic environment, the following 
  creatures may be added to the ranger’s list of options: 
  crocodile, porpoise, Medium shark, and squid. This 
  animal is a loyal companion that accompanies the ranger 
  on his adventures as appropriate for its kind. 
  This ability functions like the druid ability of the same 
  name, except that the ranger’s effective druid level is one-
  half his ranger level. A ranger may select from the 
  alternative lists of animal companions just as a druid can, 
  though again his effective druid level is half his ranger 
  level. Like a druid, a ranger cannot select an alternative 
  animal if the choice would reduce his effective druid 
  level below 1st. Note: Aldryth & Cerys have no Animal 
  companions. 
  Spells: Beginning at 4th level, a ranger gains the ability 
  to cast a small number of divine spells, which are drawn 
  from the ranger spell list. A ranger must choose and 
  prepare his spells in advance (see below). 
  To prepare or cast a spell, a ranger must have a Wisdom 
  score equal to at least 10 + the spell level. The Difficulty 
  Class for a saving throw against a ranger’s spell is 10 + the 
  spell level + the ranger’s Wisdom modifier. Like other 
  spellcasters, a ranger can cast only a certain number of 
  spells of each spell level per day. His base daily spell 
  allotment is given on Table: The Ranger. In addition, he 
  receives bonus spells per day if he has a high Wisdom 
  score. When Table: The Ranger indicates that the ranger 
  gets 0 spells per day of a given spell level, he gains only 
  the bonus spells he would be entitled to based on his 
  Wisdom score for that spell level. The ranger does not 
  have access to any domain spells or granted powers, as a 
  cleric does. 
  A ranger prepares and casts spells the way a cleric does, 
  though he cannot lose a prepared spell to cast a cure spell 
  in its place. A ranger may prepare and cast any spell on 
  the ranger spell list, provided that he can cast spells of 
  that level, but he must choose which spells to prepare 
  during his daily meditation. Through 3rd level, a ranger 
  has no caster level. At 4th level and higher, his caster 
  level is one-half his ranger level. 
   
  Languages: Common, Flan. 
  Spells Known/Prepared (1 save DC = 11 + spell level) 1st 
  Resist Energy – Fire. 
  
  GEO6-X TITLE 
   
  Page 24 
   
  Possessions: Mighty Composite Longbow (+2) (400gp), 
  Masterwork Chain Shirt (250gp), Longsword (15gp), 
  Dagger (2gp), 80 Arrows (4gp) 
   
  Description: Cerys is a comely flan woman in her early 
  twenties. Her face is always serious and she never seems 
  to smile. She hates dwarves. 
  Glyn, Male Human Warmage 3: Medium Human; CR 
  3; HD 3d6+6; hp 20; Init +2; Spd 30 ft.; AC 16, touch 12, 
  flat-footed 14 (+2 Dex, +4 Chain Shirt); Base Atk/Grp: 
  +1/+2; Atk +2 melee (1d8+1, Longsword) or +3 ranged 
  (1d8 Long Bow); Full Atk +2 melee (1d8+1, Longsword) 
  or +3 ranged (1d8 Long Bow); SA Warmage Edge; SQ 
  Armored Mage, Advanced Learning; AL LE; SV Fort +2, 
  Ref +2, Will +3; Str 12, Dex 14, Con 14, Int 12, Wis 10, 
  Cha 14.  (CA pg. 10) 
   
  Skills & Feats: Concentration +12, Intimidate +8, 
  Knowledge Arcane +7, Spellcraft +7; Combat Casting, 
  Point Blank Shot, Precise Shot 
   
  Armored Mage (Ex): Normally, armor of any type 
  interferes with an arcane spellcaster’s gestures, which can 
  cause his spells to fail (if those spells have somatic 
  components). A warmage’s limited focus and specialized 
  training, however, allows him to avoid arcane spell failure 
  as long as he sticks to light armor and light shields. This 
  training does not extend to medium or heavier armors, 
  nor to heavy shields. Nor does this ability apply to spells 
  gained from a different spellcasting class. At 8th level, a 
  warmage learns to use medium armor with no chance of 
  arcane spell failure. 
  Warmage Edge (Ex): A warmage is specialized in 
  dealing damage with his spells. Whenever a warmage 
  casts a spell that deals hit point damage, he adds his 
  Intelligence bonus (if any) to the amount of damage 
  dealt. For instance, if a 1st-level warmage with 17 
  Intelligence casts magic missile, he deals 1d4+1 points of 
  damage normally, plus an extra 3 points of damage due to 
  his Intelligence bonus. The bonus from the warmage 
  edge special ability applies only to spells that he casts as a 
  warmage, not to those he might have by virtue of levels 
  in another class. A single spell can never gain this extra 
  damage more than once per casting. For instance, a 
  fireball deals the extra damage to all creatures in the area it 
  affects. However, if a 3rd-level warmage casts magic missile 
  and produces two missiles, only one of them (of the 
  warmage’s choice) gains the extra damage, even if both 
  missiles are directed at the same target. If a spell deals 
  damage for more than 1 round, it deals this extra damage 
  in each round. Scrolls scribed by a warmage do not gain 
  any benefit from warmage edge. Scrolls activated by a 
  warmage also gain no benefit from warmage edge. The 
  same is true for most other magic items, such as wands 
  and potions. However, staffs activated by a warmage use 
  not only the warmage’s caster level but also gain the 
  benefits of the warmage edge, if applicable. 
   
  Languages: Common, Flan, Elf. 
   
  Spells Known/Prepared (6/6 save DC = 12 + spell level) 
   
  Spellbook: 0 – Acid Splash, Disrupt Undead, Light, 
  Ray of Frost; 1st – Accuracy, Burning Hands, Chill Touch, 
  Fist of Stone, Hail of Stone, Magic Missile, Orb of Acid-
  Lesser, Orb of Cold-Lesser, Orb of Electricity – Lesser, 
  Orb of Fire-Lesser, Orb of Sound-Lesser, Shocking Grasp, 
  True Strike 
   
  Possessions: Mighty Composite Longbow (+1) (400gp), 
  Masterwork Chain Shirt (250gp), Longsword (15gp), 
  Dagger (2gp), 20 Arrows (1gp) 
   
  Description: Glyn is a short and rough looking Suel 
  man. His red hair and bushy beard give him a bit of a 
  wild look. 
   
  (APL 6) 
  Iachawr Darkhart, female, human (flan), Healer 5: 
  Medium Humanoid; CR 5; HD 5d8+4; hp 28; Init +0; Spd 
  30 ft.; AC 10, touch 10, flat-footed 10; Base Atk/Grp: 
  +2/+1; Atk +1 melee (1d8-1/x3, longspear) or +1 melee 
  (1d8-1/x2, heavy mace); Full Atk +1 melee (1d8-1/x3, 
  longspear) or +1 melee (1d8-1/x2, heavy mace); SQ 
  healing hands, cleanse paralysis, cleanse disease, cleanse 
  fear; SA n/a; AL CG; SV Fort +4, Ref +1, Will +6; Str 8, 
  Dex 10, Con 10, Int 10, Wis 14, Cha 19. Miniatures 
  Handbook, page 8.  
   
  Skills & Feats: Concentration +8, Heal +13, 
  Knowledge Religion +7, Sense Motive +8, Spell craft +5, 
  Tumble +3; Augment Healing (CD), Combat Casting, 
  Skill Focus Heal, Silent Spell.  
   
  Healing Hands (Ex): Whenever a healer casts a spell 
  that cures hit point damage, she ads her Charisma 
  modifier to the amount of damage healed. For instance, if 
  a 5th-level healer with an 18 Charisma casts cure light 
  wounds, she cures 1d8+5 points of damage normally, plus 
  an additional 4 points of damage due to her Charisma 
  bonus. This bonus applies only to spells of the healing 
  sub school that she casts as a healer, not to those she may 
  have by virtue of levels in another class. 
   
  Cleanse Paralysis (Su): A healer gains the ability to 
  cleanse paralysis once per day, as if casting the spell 
  remove paralysis. 
   
  Cleanse Disease (Su): A healer gains the ability to 
  cleanse disease once per day, as if casting the spell remove 
  disease. 
   
  Cleanse Fear (Su): A healer gains the ability to 
  cleanse fear once per day, as if casting the spell remove 
  fear. 
   
  Languages: Common, flan.  
  Spells Prepared (5/6/5/4, save DC = 12 + spell level): 0 - 
  Cure Minor Wounds (x4), Deathwatch; 1st - Cure Light 
  Wounds (x2), Sanctuary, Silent Cure Minor Wounds (x3); 
  2nd - Calm Emotions, Cure Moderate Wounds, Silent 
  Cure Light Wounds (x3); 3rd - Close Wounds (SpC), 
  Status (pre-cast), Silent Cure Moderate Wounds (x2) 
  
  GEO6-X TITLE 
   
  Page 25 
  Possessions: Invisibility Potion, Mage Armor Potion, 
  Eagles Splendor Potion, Fly Potion, Pearl of Power Level 
  1, Brooch of Shielding, Longspear, Heavy Mace, 383gp  
  Description: A stunning woman of quiet beauty. Iachawr 
  wears a green linen shirt and brown leather britches 
  tucked into high riding boots. Her calm face is accented 
  by her long curly black hair. She is obviously of flan 
  descent. She wears a green tabard bearing the crest of a 
  black stag, a white stripe running down the edges, not 
  seen on the other tabards. Her longspear bears a standard 
  of the same crest, a green field with a black stag. 
  Aldryth, Male Human, Ranger 6: Medium Human; CR 
  6; HD 6d8+6; hp 41; Init +3; Spd 30 ft.; AC 18, touch 13, 
  flat-footed 15 (+3 Dex, +5 Chain Shirt); Base Atk/Grp: 
  +6/+8; Atk +9 melee (1d8+2, Longsword) or +10 ranged 
  (1d8+2, Composite Longbow); Full +9/+3 melee (1d8+2, 
  Longsword) or +10/+5 ranged (1d8+2, Composite 
  Longbow); SA Rapid Shot, Manyshot; SQ Favored Enemy 
  Human(+4), Elf(+2), Ranger Abilities; AL N; SV Fort +6, 
  Ref +8, Will +3; Str 14, Dex 17, Con 12, Int 10, Wis 12, 
  Cha 10.  . 
   
  Skills & Feats: Climb +11, Hide +12, Listen +10, Move 
  Silently +12, Spot +10, Survival +10; Precise Shot, Point 
  Blank Shot; Far Shot; Weapon Focus: Composite 
  Longbow 
  Track: A ranger gains Track as a bonus feat. 
  Wild Empathy (Ex): A ranger can improve the attitude 
  of an animal. This ability functions just like a Diplomacy 
  check to improve the attitude of a person. The ranger 
  rolls 1d20 and adds his ranger level and his Charisma 
  bonus to determine the wild empathy check result. The 
  typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
  To use wild empathy, the ranger and the animal must be 
  able to study each other, which means that they must be 
  within 30 feet of one another under normal visibility 
  conditions. Generally, influencing an animal in this way 
  takes 1 minute, but, as with influencing people, it might 
  take more or less time. 
  The ranger can also use this ability to influence a magical 
  beast with an Intelligence score of 1 or 2, but he takes a –
  4 penalty on the check. 
  Combat Style (Ex): At 2nd level, a ranger must select 
  one of two combat styles to pursue: archery or two-
  weapon combat. This choice affects the character’s class 
  features but does not restrict his selection of feats or 
  special abilities in any way. 
  If the ranger selects archery, he is treated as having the 
  Rapid Shot feat, even if he does not have the normal 
  prerequisites for that feat. If the ranger selects two-
  weapon combat, he is treated as having the Two-weapon 
  Fighting feat, even if he does not have the normal 
  prerequisites for that feat. The benefits of the ranger’s 
  chosen style apply only when he wears light or no armor. 
  He loses all benefits of his combat style when wearing 
  medium or heavy armor. 
  Endurance: A ranger gains Endurance as a bonus feat at 
  3rd level. 
  Animal Companion (Ex): At 4th level, a ranger gains an 
  animal companion selected from the following list: 
  badger, camel, dire rat, dog, riding dog, eagle, hawk, 
  horse (light or heavy), owl, pony, snake (Small or 
  Medium viper), or wolf. If the campaign takes place 
  wholly or partly in an aquatic environment, the following 
  creatures may be added to the ranger’s list of options: 
  crocodile, porpoise, Medium shark, and squid. This 
  animal is a loyal companion that accompanies the ranger 
  on his adventures as appropriate for its kind. 
  This ability functions like the druid ability of the same 
  name, except that the ranger’s effective druid level is one-
  half his ranger level. A ranger may select from the 
  alternative lists of animal companions just as a druid can, 
  though again his effective druid level is half his ranger 
  level. Like a druid, a ranger cannot select an alternative 
  animal if the choice would reduce his effective druid 
  level below 1st. Note: Aldryth & Cerys have no Animal 
  companions. 
  Spells: Beginning at 4th level, a ranger gains the ability 
  to cast a small number of divine spells, which are drawn 
  from the ranger spell list. A ranger must choose and 
  prepare his spells in advance (see below). 
  To prepare or cast a spell, a ranger must have a Wisdom 
  score equal to at least 10 + the spell level. The Difficulty 
  Class for a saving throw against a ranger’s spell is 10 + the 
  spell level + the ranger’s Wisdom modifier. Like other 
  spellcasters, a ranger can cast only a certain number of 
  spells of each spell level per day. His base daily spell 
  allotment is given on Table: The Ranger. In addition, he 
  receives bonus spells per day if he has a high Wisdom 
  score. When Table: The Ranger indicates that the ranger 
  gets 0 spells per day of a given spell level, he gains only 
  the bonus spells he would be entitled to based on his 
  Wisdom score for that spell level. The ranger does not 
  have access to any domain spells or granted powers, as a 
  cleric does. 
  A ranger prepares and casts spells the way a cleric does, 
  though he cannot lose a prepared spell to cast a cure spell 
  in its place. A ranger may prepare and cast any spell on 
  the ranger spell list, provided that he can cast spells of 
  that level, but he must choose which spells to prepare 
  during his daily meditation. Through 3rd level, a ranger 
  has no caster level. At 4th level and higher, his caster 
  level is one-half his ranger level. 
  Improved Combat Style (Ex): At 6th level, a ranger’s 
  aptitude in his chosen combat style (archery or two-
  weapon combat) improves. If he selected archery at 2nd 
  level, he is treated as having the Manyshot feat, even if he 
  does not have the normal prerequisites for that feat. If the 
  ranger selected two-weapon combat at 2nd level, he is 
  treated as having the Improved Two-weapon Fighting 
  feat, even if he does not have the normal prerequisites for 
  that feat. 
  
  GEO6-X TITLE 
   
  Page 26 
  As before, the benefits of the ranger’s chosen style apply 
  only when he wears light or no armor. He loses all 
  benefits of his combat style when wearing medium or 
  heavy armor. 
   
  Languages: Common, Flan. 
  Spells Known/Prepared (1 save DC = 11 + spell level) 1st 
  Resist Energy – Fire. 
   
  Possessions: Mighty Composite Longbow (+2) (400gp), 
  Chain Shirt +1 (250gp), MW Longsword (315gp), Dagger 
  (2gp), 80 Arrows (4gp) 
   
  Description: Aldryth is a tall Flan man with dark black 
  hair and a goatee. He dresses as a woodsman and 
  normally carries a pipe clenched in his teeth. 
  Cerys, Female Human, Ranger 6: Medium Human; CR 
  6; HD 6d8+6; hp 41; Init +3; Spd 30 ft.; AC 18, touch 13, 
  flat-footed 15 (+3 Dex, +5 Chain Shirt); Base Atk/Grp: 
  +6/+8; Atk +9 melee (1d8+2, Longsword) or +10 ranged 
  (1d8+2, Composite Longbow); Full +9/+3 melee (1d8+2, 
  Longsword) or +10/+5 ranged (1d8+2, Composite 
  Longbow); SA Rapid Shot, Manyshot; SQ Favored Enemy 
  Dwarf(+4), Gnome(+2), Ranger Abilities; AL N; SV Fort 
  +6, Ref +8, Will +3; Str 14, Dex 17, Con 12, Int 10, Wis 12, 
  Cha 10.  . 
   
  Skills & Feats: Climb +11, Hide +12, Listen +10, Move 
  Silently +12, Spot +10, Survival +10; Precise Shot, Point 
  Blank Shot; Far Shot; Weapon Focus: Composite 
  Longbow 
  Track: A ranger gains Track as a bonus feat. 
  Wild Empathy (Ex): A ranger can improve the attitude 
  of an animal. This ability functions just like a Diplomacy 
  check to improve the attitude of a person. The ranger 
  rolls 1d20 and adds his ranger level and his Charisma 
  bonus to determine the wild empathy check result. The 
  typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
  To use wild empathy, the ranger and the animal must be 
  able to study each other, which means that they must be 
  within 30 feet of one another under normal visibility 
  conditions. Generally, influencing an animal in this way 
  takes 1 minute, but, as with influencing people, it might 
  take more or less time. 
  The ranger can also use this ability to influence a magical 
  beast with an Intelligence score of 1 or 2, but he takes a –
  4 penalty on the check. 
  Combat Style (Ex): At 2nd level, a ranger must select 
  one of two combat styles to pursue: archery or two-
  weapon combat. This choice affects the character’s class 
  features but does not restrict his selection of feats or 
  special abilities in any way. 
  If the ranger selects archery, he is treated as having the 
  Rapid Shot feat, even if he does not have the normal 
  prerequisites for that feat. If the ranger selects two-
  weapon combat, he is treated as having the Two-weapon 
  Fighting feat, even if he does not have the normal 
  prerequisites for that feat. The benefits of the ranger’s 
  chosen style apply only when he wears light or no armor. 
  He loses all benefits of his combat style when wearing 
  medium or heavy armor. 
  Endurance: A ranger gains Endurance as a bonus feat at 
  3rd level. 
  Animal Companion (Ex): At 4th level, a ranger gains an 
  animal companion selected from the following list: 
  badger, camel, dire rat, dog, riding dog, eagle, hawk, 
  horse (light or heavy), owl, pony, snake (Small or 
  Medium viper), or wolf. If the campaign takes place 
  wholly or partly in an aquatic environment, the following 
  creatures may be added to the ranger’s list of options: 
  crocodile, porpoise, Medium shark, and squid. This 
  animal is a loyal companion that accompanies the ranger 
  on his adventures as appropriate for its kind. 
  This ability functions like the druid ability of the same 
  name, except that the ranger’s effective druid level is one-
  half his ranger level. A ranger may select from the 
  alternative lists of animal companions just as a druid can, 
  though again his effective druid level is half his ranger 
  level. Like a druid, a ranger cannot select an alternative 
  animal if the choice would reduce his effective druid 
  level below 1st. Note: Aldryth & Cerys have no Animal 
  companions. 
  Spells: Beginning at 4th level, a ranger gains the ability 
  to cast a small number of divine spells, which are drawn 
  from the ranger spell list. A ranger must choose and 
  prepare his spells in advance (see below). 
  To prepare or cast a spell, a ranger must have a Wisdom 
  score equal to at least 10 + the spell level. The Difficulty 
  Class for a saving throw against a ranger’s spell is 10 + the 
  spell level + the ranger’s Wisdom modifier. Like other 
  spellcasters, a ranger can cast only a certain number of 
  spells of each spell level per day. His base daily spell 
  allotment is given on Table: The Ranger. In addition, he 
  receives bonus spells per day if he has a high Wisdom 
  score. When Table: The Ranger indicates that the ranger 
  gets 0 spells per day of a given spell level, he gains only 
  the bonus spells he would be entitled to based on his 
  Wisdom score for that spell level. The ranger does not 
  have access to any domain spells or granted powers, as a 
  cleric does. 
  A ranger prepares and casts spells the way a cleric does, 
  though he cannot lose a prepared spell to cast a cure spell 
  in its place. A ranger may prepare and cast any spell on 
  the ranger spell list, provided that he can cast spells of 
  that level, but he must choose which spells to prepare 
  during his daily meditation. Through 3rd level, a ranger 
  has no caster level. At 4th level and higher, his caster 
  level is one-half his ranger level. 
  Improved Combat Style (Ex): At 6th level, a ranger’s 
  aptitude in his chosen combat style (archery or two-
  weapon combat) improves. If he selected archery at 2nd 
  level, he is treated as having the Manyshot feat, even if he 
  does not have the normal prerequisites for that feat. If the 
  ranger selected two-weapon combat at 2nd level, he is 
  treated as having the Improved Two-weapon Fighting 
  
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  Page 27 
  feat, even if he does not have the normal prerequisites for 
  that feat. 
  As before, the benefits of the ranger’s chosen style apply 
  only when he wears light or no armor. He loses all 
  benefits of his combat style when wearing medium or 
  heavy armor. 
   
  Languages: Common, Flan. 
  Spells Known/Prepared (1 save DC = 11 + spell level) 1st 
  Resist Energy – Fire. 
   
  Possessions: Mighty Composite Longbow (+2) (400gp), 
  Chain Shirt +1 (250gp), MW Longsword (315gp), Dagger 
  (2gp), 80 Arrows (4gp) 
   
  Description: Cerys is a comely flan woman in her early 
  twenties. Her face is always serious and she never seems 
  to smile. She hates dwarves. 
  Glyn, Male Human Warmage 7: Medium Human; CR 
  5; HD 5d6+10; hp 32; Init +2; Spd 30 ft.; AC 17, touch 12, 
  flat-footed 15 (+2 Dex, +5 Chain Shirt); Base Atk/Grp: 
  +2/+3; Atk +3 melee (1d8+1, Longsword) or +4 ranged 
  (1d8 Long Bow); Full Atk +5 melee (1d8+1, Longsword) 
  or +4 ranged (1d8 Long Bow); SA Warmage Edge; SQ 
  Armored Mage, Advanced Learning; AL LE; SV Fort +3, 
  Ref +3, Will +4; Str 12, Dex 14, Con 14, Int 12, Wis 10, 
  Cha 15.  (CA pg. 10) 
   
  Skills & Feats: Concentration +14, Intimidate +10, 
  Knowledge Arcane +9, Spellcraft +9; Combat Casting, 
  Point Blank Shot, Precise Shot,  
   
  Armored Mage (Ex): Normally, armor of any type 
  interferes with an arcane spellcaster’s gestures, which can 
  cause his spells to fail (if those spells have somatic 
  components). A warmage’s limited focus and specialized 
  training, however, allows him to avoid arcane spell failure 
  as long as he sticks to light armor and light shields. This 
  training does not extend to medium or heavier armors, 
  nor to heavy shields. Nor does this ability apply to spells 
  gained from a different spellcasting class. At 8th level, a 
  warmage learns to use medium armor with no chance of 
  arcane spell failure. 
  Warmage Edge (Ex): A warmage is specialized in 
  dealing damage with his spells. Whenever a warmage 
  casts a spell that deals hit point damage, he adds his 
  Intelligence bonus (if any) to the amount of damage 
  dealt. For instance, if a 1st-level warmage with 17 
  Intelligence casts magic missile, he deals 1d4+1 points of 
  damage normally, plus an extra 3 points of damage due to 
  his Intelligence bonus. The bonus from the warmage 
  edge special ability applies only to spells that he casts as a 
  warmage, not to those he might have by virtue of levels 
  in another class. A single spell can never gain this extra 
  damage more than once per casting. For instance, a 
  fireball deals the extra damage to all creatures in the area it 
  affects. However, if a 3rd-level warmage casts magic missile 
  and produces two missiles, only one of them (of the 
  warmage’s choice) gains the extra damage, even if both 
  missiles are directed at the same target. If a spell deals 
  damage for more than 1 round, it deals this extra damage 
  in each round. Scrolls scribed by a warmage do not gain 
  any benefit from warmage edge. Scrolls activated by a 
  warmage also gain no benefit from warmage edge. The 
  same is true for most other magic items, such as wands 
  and potions. However, staffs activated by a warmage use 
  not only the warmage’s caster level but also gain the 
  benefits of the warmage edge, if applicable. 
   
  Languages: Common, Flan, Elf. 
   
  Spells Known/Prepared (6/6/5 save DC = 12 + spell 
  level) 
   
  Spellbook: 0 – Acid Splash, Disrupt Undead, Light, 
  Ray of Frost; 1st – Accuracy, Burning Hands, Chill Touch, 
  Fist of Stone, Hail of Stone, Magic Missile, Orb of Acid-
  Lesser, Orb of Cold-Lesser, Orb of Electricity – Lesser, 
  Orb of Fire-Lesser, Orb of Sound-Lesser, Shocking Grasp, 
  True Strike; 2nd –Blades of Fire, Continual Flame, 
  Firetrap, Fireburst, Flaming Sphere, Ice Knife, Melf’s 
  Acid Arrow, Pyrotechnics, Scorching Ray, Shatter, 
  Whirling Blade; 
   
  Possessions: Mighty Composite Longbow (+1) (400gp), 
  Masterwork Chain Shirt (250gp), Longsword (15gp), 
  Dagger (2gp), 20 Arrows (1gp) 
   
  Description: Glyn is a short and rough looking Suel 
  man. His red hair and bushy beard give him a bit of a 
  wild look. 
  (APL 8) 
  Iachawr Darkhart, female, human (flan), Healer 7: 
  Medium Humanoid; CR 7; HD 7d8+6; hp 38; Init +0; Spd 
  30 ft.; AC 10, touch 10, flat-footed 10; Base Atk/Grp: 
  +3/+2; Atk +2 melee (1d8-1/x3, longspear) or +2 melee 
  (1d8-1/x2, heavy mace); Full Atk +2 melee (1d8-1/x3, 
  longspear) or +2 melee (1d8-1/x2, heavy mace); SQ 
  healing hands, cleanse paralysis, cleanse disease, cleanse 
  fear, cleanse poison, effortless healing; SA n/a; AL CG; SV 
  Fort +5, Ref +2, Will +7; Str 8, Dex 10, Con 10, Int 10, Wis 
  14, Cha 19. Miniatures Handbook, page 8.  
   
  Skills & Feats: Concentration +10, Heal +15, 
  Knowledge Religion +9, Sense Motive +10, Spell craft +7, 
  Tumble +3; Augment Healing (CD), Combat Casting, 
  Skill Focus Heal, Silent Spell, Reach Spell (CD) 
   
  Healing Hands (Ex): Whenever a healer casts a spell 
  that cures hit point damage, she ads her Charisma 
  modifier to the amount of damage healed. For instance, if 
  a 5th-level healer with an 18 Charisma casts cure light 
  wounds, she cures 1d8+5 points of damage normally, plus 
  an additional 4 points of damage due to her Charisma 
  bonus. This bonus applies only to spells of the healing 
  sub school that she casts as a healer, not to those she may 
  have by virtue of levels in another class. 
   
  Cleanse Paralysis (Su): A healer gains the ability to 
  cleanse paralysis once per day, as if casting the spell 
  remove paralysis. 
   
  Cleanse Disease (Su): A healer gains the ability to 
  cleanse disease once per day, as if casting the spell remove 
  disease. 
  
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  Page 28 
   
  Cleanse Fear (Su): A healer gains the ability to 
  cleanse fear once per day, as if casting the spell remove 
  fear. 
   
  Cleanse Poison (Su): A healer gains the ability to 
  cleanse poison once per day, as if casting the spell 
  neutralize poison. 
   
  Effortless Healing (Ex): A healer has learned to cast 
  spells of the healing subschool with minimal effort. She 
  may cast such spells without provoking attacks of 
  opportunity. This ability only applies to spells of the 
  healing sub-school that she casts as a healer, and not 
  those that she may have by virtue of levels in another 
  class. 
   
  Languages: Common, flan.  
  Spells Prepared (6/6/6/5/4, save DC = 12 + spell level): 0 - 
  Cure Minor Wounds (x5), Deathwatch; 1st - Cure Light 
  Wounds (x2), Sanctuary, Silent Cure Minor Wounds (x3); 
  2nd - Calm Emotions, Cure Moderate Wounds (x2), 
  Silent Cure Light Wounds (x2), Reach Cure Minor 
  Wounds; 3rd - Close Wounds (SpC) x2, Status (pre-cast), 
  Silent Reach Cure Minor Wounds (x2); 4th - Freedom of 
  Movement, Mass Cure Light Wounds, Panacea (SpC), 
  Reach Cure Moderate Wounds 
  Possessions: Invisibility Potion, Mage Armor Potion, 
  Eagles Splendor Potion, Fly Potion, Pearl of Power Level 
  1 (x2), Brooch of Shielding, Longspear, Heavy Mace, 
  Elemental Gem (Earth), 33gp  
  Description: A stunning woman of quiet beauty. Iachawr 
  wears a green linen shirt and brown leather britches 
  tucked into high riding boots. Her calm face is accented 
  by her long curly black hair. She is obviously of flan 
  descent. She wears a green tabard bearing the crest of a 
  black stag, a white stripe running down the edges, not 
  seen on the other tabards. Her longspear bears a standard 
  of the same crest, a green field with a black stag. 
   
  Aldryth, Male Human, Ranger 8: Medium Human; CR 
  8; HD 8d8+8; hp 53; Init +4; Spd 30 ft.; AC 18, touch 13, 
  flat-footed 15 (+3 Dex, +5 Chain Shirt); Base Atk/Grp: 
  +8/+10; Atk +11 melee (1d8+2, Longsword) or +12 ranged 
  (1d8+2, Composite Longbow); Full +11/+6 melee (1d8+2, 
  Longsword) or +12/+7 ranged (1d8+2, Composite 
  Longbow); SA Rapid Shot, Manyshot; SQ Favored Enemy 
  Human(+4), Elf(+2), Ranger Abilities; AL N; SV Fort +7, 
  Ref +10, Will +3; Str 14, Dex 18, Con 12, Int 10, Wis 12, 
  Cha 10.  . 
   
  Skills & Feats: Climb +13, Hide +14, Listen +12, Move 
  Silently +14, Spot +12, Survival +12; Precise Shot, Point 
  Blank Shot; Far Shot; Weapon Focus: Composite 
  Longbow 
  Track: A ranger gains Track as a bonus feat. 
  Wild Empathy (Ex): A ranger can improve the attitude 
  of an animal. This ability functions just like a Diplomacy 
  check to improve the attitude of a person. The ranger 
  rolls 1d20 and adds his ranger level and his Charisma 
  bonus to determine the wild empathy check result. The 
  typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
  To use wild empathy, the ranger and the animal must be 
  able to study each other, which means that they must be 
  within 30 feet of one another under normal visibility 
  conditions. Generally, influencing an animal in this way 
  takes 1 minute, but, as with influencing people, it might 
  take more or less time. 
  The ranger can also use this ability to influence a magical 
  beast with an Intelligence score of 1 or 2, but he takes a –
  4 penalty on the check. 
  Combat Style (Ex): At 2nd level, a ranger must select 
  one of two combat styles to pursue: archery or two-
  weapon combat. This choice affects the character’s class 
  features but does not restrict his selection of feats or 
  special abilities in any way. 
  If the ranger selects archery, he is treated as having the 
  Rapid Shot feat, even if he does not have the normal 
  prerequisites for that feat. If the ranger selects two-
  weapon combat, he is treated as having the Two-weapon 
  Fighting feat, even if he does not have the normal 
  prerequisites for that feat. The benefits of the ranger’s 
  chosen style apply only when he wears light or no armor. 
  He loses all benefits of his combat style when wearing 
  medium or heavy armor. 
  Endurance: A ranger gains Endurance as a bonus feat at 
  3rd level. 
  Animal Companion (Ex): At 4th level, a ranger gains an 
  animal companion selected from the following list: 
  badger, camel, dire rat, dog, riding dog, eagle, hawk, 
  horse (light or heavy), owl, pony, snake (Small or 
  Medium viper), or wolf. If the campaign takes place 
  wholly or partly in an aquatic environment, the following 
  creatures may be added to the ranger’s list of options: 
  crocodile, porpoise, Medium shark, and squid. This 
  animal is a loyal companion that accompanies the ranger 
  on his adventures as appropriate for its kind. 
  This ability functions like the druid ability of the same 
  name, except that the ranger’s effective druid level is one-
  half his ranger level. A ranger may select from the 
  alternative lists of animal companions just as a druid can, 
  though again his effective druid level is half his ranger 
  level. Like a druid, a ranger cannot select an alternative 
  animal if the choice would reduce his effective druid 
  level below 1st. Note: Aldryth & Cerys have no Animal 
  companions. 
  Spells: Beginning at 4th level, a ranger gains the ability 
  to cast a small number of divine spells, which are drawn 
  from the ranger spell list. A ranger must choose and 
  prepare his spells in advance (see below). 
  To prepare or cast a spell, a ranger must have a Wisdom 
  score equal to at least 10 + the spell level. The Difficulty 
  Class for a saving throw against a ranger’s spell is 10 + the 
  spell level + the ranger’s Wisdom modifier. Like other 
  
  GEO6-X TITLE 
   
  Page 29 
  spellcasters, a ranger can cast only a certain number of 
  spells of each spell level per day. His base daily spell 
  allotment is given on Table: The Ranger. In addition, he 
  receives bonus spells per day if he has a high Wisdom 
  score. When Table: The Ranger indicates that the ranger 
  gets 0 spells per day of a given spell level, he gains only 
  the bonus spells he would be entitled to based on his 
  Wisdom score for that spell level. The ranger does not 
  have access to any domain spells or granted powers, as a 
  cleric does. 
  A ranger prepares and casts spells the way a cleric does, 
  though he cannot lose a prepared spell to cast a cure spell 
  in its place. A ranger may prepare and cast any spell on 
  the ranger spell list, provided that he can cast spells of 
  that level, but he must choose which spells to prepare 
  during his daily meditation. Through 3rd level, a ranger 
  has no caster level. At 4th level and higher, his caster 
  level is one-half his ranger level. 
  Improved Combat Style (Ex): At 6th level, a ranger’s 
  aptitude in his chosen combat style (archery or two-
  weapon combat) improves. If he selected archery at 2nd 
  level, he is treated as having the Manyshot feat, even if he 
  does not have the normal prerequisites for that feat. If the 
  ranger selected two-weapon combat at 2nd level, he is 
  treated as having the Improved Two-weapon Fighting 
  feat, even if he does not have the normal prerequisites for 
  that feat. 
  As before, the benefits of the ranger’s chosen style apply 
  only when he wears light or no armor. He loses all 
  benefits of his combat style when wearing medium or 
  heavy armor. 
  Woodland Stride (Ex): Starting at 7th level, a ranger 
  may move through any sort of undergrowth (such as 
  natural thorns, briars, overgrown areas, and similar 
  terrain) at his normal speed and without taking damage 
  or suffering any other impairment. However, thorns, 
  briars, and overgrown areas that are enchanted or 
  magically manipulated to impede motion still affect him. 
  Swift Tracker (Ex): Beginning at 8th level, a ranger can 
  move at his normal speed while following tracks without 
  taking the normal –5 penalty. He takes only a –10 penalty 
  (instead of the normal –20) when moving at up to twice 
  normal speed while tracking. 
   
  Languages: Common, Flan. 
  Spells Known/Prepared (1 save DC = 11 + spell level) 1st 
  Resist Energy – Fire. 
   
  Possessions: Mighty Composite Longbow (+2) (400gp), 
  Chain Shirt +1 (250gp), MW Longsword (315gp), Dagger 
  (2gp), 80 Arrows (4gp) 
   
  Description: Aldryth is a tall Flan man with dark black 
  hair and a goatee. He dresses as a woodsman and 
  normally carries a pipe clenched in his teeth. 
  Cerys, Female Human, Ranger 8: Medium Human; CR 
  8; HD 8d8+8; hp 53; Init +4; Spd 30 ft.; AC 18, touch 13, 
  flat-footed 15 (+3 Dex, +5 Chain Shirt); Base Atk/Grp: 
  +8/+10; Atk +11 melee (1d8+2, Longsword) or +12 ranged 
  (1d8+2, Composite Longbow); Full +11/+6 melee (1d8+2, 
  Longsword) or +12/+7 ranged (1d8+2, Composite 
  Longbow); SA Rapid Shot, Manyshot; SQ Favored Enemy 
  Dwarf(+4), Gnome(+2), Ranger Abilities; AL N; SV Fort 
  +7, Ref +10, Will +3; Str 14, Dex 18, Con 12, Int 10, Wis 
  12, Cha 10.  . 
   
  Skills & Feats: Climb +13, Hide +14, Listen +12, Move 
  Silently +14, Spot +12, Survival +12; Precise Shot, Point 
  Blank Shot; Far Shot; Weapon Focus: Composite 
  Longbow 
  Track: A ranger gains Track as a bonus feat. 
  Wild Empathy (Ex): A ranger can improve the attitude 
  of an animal. This ability functions just like a Diplomacy 
  check to improve the attitude of a person. The ranger 
  rolls 1d20 and adds his ranger level and his Charisma 
  bonus to determine the wild empathy check result. The 
  typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
  To use wild empathy, the ranger and the animal must be 
  able to study each other, which means that they must be 
  within 30 feet of one another under normal visibility 
  conditions. Generally, influencing an animal in this way 
  takes 1 minute, but, as with influencing people, it might 
  take more or less time. 
  The ranger can also use this ability to influence a magical 
  beast with an Intelligence score of 1 or 2, but he takes a –
  4 penalty on the check. 
  Combat Style (Ex): At 2nd level, a ranger must select 
  one of two combat styles to pursue: archery or two-
  weapon combat. This choice affects the character’s class 
  features but does not restrict his selection of feats or 
  special abilities in any way. 
  If the ranger selects archery, he is treated as having the 
  Rapid Shot feat, even if he does not have the normal 
  prerequisites for that feat. If the ranger selects two-
  weapon combat, he is treated as having the Two-weapon 
  Fighting feat, even if he does not have the normal 
  prerequisites for that feat. The benefits of the ranger’s 
  chosen style apply only when he wears light or no armor. 
  He loses all benefits of his combat style when wearing 
  medium or heavy armor. 
  Endurance: A ranger gains Endurance as a bonus feat at 
  3rd level. 
  Animal Companion (Ex): At 4th level, a ranger gains an 
  animal companion selected from the following list: 
  badger, camel, dire rat, dog, riding dog, eagle, hawk, 
  horse (light or heavy), owl, pony, snake (Small or 
  Medium viper), or wolf. If the campaign takes place 
  wholly or partly in an aquatic environment, the following 
  creatures may be added to the ranger’s list of options: 
  crocodile, porpoise, Medium shark, and squid. This 
  animal is a loyal companion that accompanies the ranger 
  on his adventures as appropriate for its kind. 
  This ability functions like the druid ability of the same 
  name, except that the ranger’s effective druid level is one-
  
  GEO6-X TITLE 
   
  Page 30 
  half his ranger level. A ranger may select from the 
  alternative lists of animal companions just as a druid can, 
  though again his effective druid level is half his ranger 
  level. Like a druid, a ranger cannot select an alternative 
  animal if the choice would reduce his effective druid 
  level below 1st. Note: Aldryth & Cerys have no Animal 
  companions. 
  Spells: Beginning at 4th level, a ranger gains the ability 
  to cast a small number of divine spells, which are drawn 
  from the ranger spell list. A ranger must choose and 
  prepare his spells in advance (see below). 
  To prepare or cast a spell, a ranger must have a Wisdom 
  score equal to at least 10 + the spell level. The Difficulty 
  Class for a saving throw against a ranger’s spell is 10 + the 
  spell level + the ranger’s Wisdom modifier. Like other 
  spellcasters, a ranger can cast only a certain number of 
  spells of each spell level per day. His base daily spell 
  allotment is given on Table: The Ranger. In addition, he 
  receives bonus spells per day if he has a high Wisdom 
  score. When Table: The Ranger indicates that the ranger 
  gets 0 spells per day of a given spell level, he gains only 
  the bonus spells he would be entitled to based on his 
  Wisdom score for that spell level. The ranger does not 
  have access to any domain spells or granted powers, as a 
  cleric does. 
  A ranger prepares and casts spells the way a cleric does, 
  though he cannot lose a prepared spell to cast a cure spell 
  in its place. A ranger may prepare and cast any spell on 
  the ranger spell list, provided that he can cast spells of 
  that level, but he must choose which spells to prepare 
  during his daily meditation. Through 3rd level, a ranger 
  has no caster level. At 4th level and higher, his caster 
  level is one-half his ranger level. 
  Improved Combat Style (Ex): At 6th level, a ranger’s 
  aptitude in his chosen combat style (archery or two-
  weapon combat) improves. If he selected archery at 2nd 
  level, he is treated as having the Manyshot feat, even if he 
  does not have the normal prerequisites for that feat. If the 
  ranger selected two-weapon combat at 2nd level, he is 
  treated as having the Improved Two-weapon Fighting 
  feat, even if he does not have the normal prerequisites for 
  that feat. 
  As before, the benefits of the ranger’s chosen style apply 
  only when he wears light or no armor. He loses all 
  benefits of his combat style when wearing medium or 
  heavy armor. 
  Woodland Stride (Ex): Starting at 7th level, a ranger 
  may move through any sort of undergrowth (such as 
  natural thorns, briars, overgrown areas, and similar 
  terrain) at his normal speed and without taking damage 
  or suffering any other impairment. However, thorns, 
  briars, and overgrown areas that are enchanted or 
  magically manipulated to impede motion still affect him. 
  Swift Tracker (Ex): Beginning at 8th level, a ranger can 
  move at his normal speed while following tracks without 
  taking the normal –5 penalty. He takes only a –10 penalty 
  (instead of the normal –20) when moving at up to twice 
  normal speed while tracking. 
   
  Languages: Common, Flan. 
  Spells Known/Prepared (1 save DC = 11 + spell level) 1st 
  Resist Energy – Fire. 
   
  Possessions: Mighty Composite Longbow (+2) (400gp), 
  Chain Shirt +1 (250gp), MW Longsword (315gp), Dagger 
  (2gp), 80 Arrows (4gp) 
   
  Description: Cerys is a comely flan woman in her early 
  twenties. Her face is always serious and she never seems 
  to smile. She hates dwarves. 
  Glyn, Male Human Warmage 7: Medium Human; CR 
  7; HD 5d6+10; hp 32; Init +2; Spd 30 ft.; AC 17, touch 12, 
  flat-footed 15 (+2 Dex, +5 Chain Shirt); Base Atk/Grp: 
  +3/+4; Atk +4 melee (1d8+1, Longsword) or +5 ranged 
  (1d8+1 Long Bow); Full Atk +5 melee (1d8+1, 
  Longsword) or +4 ranged (1d8+1 Long Bow); SA 
  Warmage Edge; SQ Armored Mage, Advanced Learning; 
  AL LE; SV Fort +3, Ref +3, Will +4; Str 12, Dex 14, Con 14, 
  Int 12, Wis 10, Cha 16.  (CA pg. 10) 
   
  Skills & Feats: Concentration +16, Intimidate +13, 
  Knowledge Arcane +11, Spellcraft +11; Combat Casting, 
  Point Blank Shot, Precise Shot, Far Shot, Sudden 
  Empower 
   
  Armored Mage (Ex): Normally, armor of any type 
  interferes with an arcane spellcaster’s gestures, which can 
  cause his spells to fail (if those spells have somatic 
  components). A warmage’s limited focus and specialized 
  training, however, allows him to avoid arcane spell failure 
  as long as he sticks to light armor and light shields. This 
  training does not extend to medium or heavier armors, 
  nor to heavy shields. Nor does this ability apply to spells 
  gained from a different spellcasting class. At 8th level, a 
  warmage learns to use medium armor with no chance of 
  arcane spell failure. 
  Warmage Edge (Ex): A warmage is specialized in 
  dealing damage with his spells. Whenever a warmage 
  casts a spell that deals hit point damage, he adds his 
  Intelligence bonus (if any) to the amount of damage 
  dealt. For instance, if a 1st-level warmage with 17 
  Intelligence casts magic missile, he deals 1d4+1 points of 
  damage normally, plus an extra 3 points of damage due to 
  his Intelligence bonus. The bonus from the warmage 
  edge special ability applies only to spells that he casts as a 
  warmage, not to those he might have by virtue of levels 
  in another class. A single spell can never gain this extra 
  damage more than once per casting. For instance, a 
  fireball deals the extra damage to all creatures in the area it 
  affects. However, if a 3rd-level warmage casts magic missile 
  and produces two missiles, only one of them (of the 
  warmage’s choice) gains the extra damage, even if both 
  missiles are directed at the same target. If a spell deals 
  damage for more than 1 round, it deals this extra damage 
  in each round. Scrolls scribed by a warmage do not gain 
  any benefit from warmage edge. Scrolls activated by a 
  warmage also gain no benefit from warmage edge. The 
  same is true for most other magic items, such as wands 
  and potions. However, staffs activated by a warmage use 
  
  GEO6-X TITLE 
   
  Page 31 
  not only the warmage’s caster level but also gain the 
  benefits of the warmage edge, if applicable. 
  Sudden Empower: At 7th level, a warmage gains 
  Sudden Empower as a bonus feat. If he already has the 
  feat, he can choose a different metamagic feat. 
   
  Languages: Common, Flan, Elf. 
   
  Spells Known/Prepared (6/6/6/5 save DC = 13 + spell 
  level) 
   
  Spellbook: 0 – Acid Splash, Disrupt Undead, Light, 
  Ray of Frost; 1st – Accuracy, Burning Hands, Chill Touch, 
  Fist of Stone, Hail of Stone, Magic Missile, Orb of Acid-
  Lesser, Orb of Cold-Lesser, Orb of Electricity – Lesser, 
  Orb of Fire-Lesser, Orb of Sound-Lesser, Shocking Grasp, 
  True Strike; 2nd –Blades of Fire, Continual Flame, 
  Firetrap, Fireburst, Flaming Sphere, Ice Knife, Melf’s 
  Acid Arrow, Pyrotechnics, Scorching Ray, Shatter, 
  Whirling Blade; 3rd – Fire Shield, Fireball, Flame Arrow, 
  Gust of Wind, Ice Storm, Lightning Bolt, Poison, Ring of 
  Blades, Sleet Storm, Stinking Cloud; 
   
  Possessions: Mighty Composite Longbow (+1) (400gp), 
  Masterwork Chain Shirt (250gp), Longsword (15gp), 
  Dagger (2gp), 20 Arrows (1gp) 
   
  Description: Glyn is a short and rough looking Suel 
  man. His red hair and bushy beard give him a bit of a 
  wild look. 
  
  GEO6-X TITLE 
   
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  APPENDIX 2 – ENCOUNTER FIVE (OPTIONAL) 
   
  (All APLs) 
   
    
  Ice Goblin: Small Humanoid (goblinoid, cold); CR 1; 
  HD 1d8+2; hp 6; Init +1; Spd 30 ft., climb 20ft.; AC 17 
  (+1 size, +1 Dex, +2 natural, +2 leather armor, +1 light 
  shield), touch 12, flat-footed 16; Base Atk/Grp: +1/-2; 
  Atk +3 melee (1d6+1, morningstar) or +3 ranged (net); 
  Full Atk +3 melee (1d6+1, morningstar); Space/Reach: 
  5 ft by 5ft; SQ Booming voice, darkvision 60’, 
  immunity to cold, snowsight, vulnerability to fire; AL 
  N; SV Fort +3, Ref +1, Will -1; Str 13, Dex 13, Con 14, 
  Int 8, Wis 9, Cha 6.   
   
  Skills & Feats: Climb +8, Hide +5 (+9 in snow), 
  Intimidate +2, Move Silently +4, Spot +2; Alertness.   
   
  Booming Voice (Ex): Ice goblins can be heard 
  over great distances, and their powerful voices can be 
  quite intimidating.  Ice goblins gain a +4 racial bonus 
  on Intimidate checks.  
   
  Cold Type (Ex): An ice goblin has immunity to 
  cold.  It has vulnerability to fire, which means it takes 
  half again as much (+50%) damage as normal from fire, 
  regardless of whether a saving throw is allowed, or if 
  the save is a success or failure.   
   
  Snowsight (Ex): An ice goblin can see in snow as 
  per the snowsight spell.  It can see to the normal limits 
  of its vision even in whiteout conditions, and ignores 
  all penalties due to snow glare and snow blindness.  
  Snowsight is no better than normal vision.  During 
  daylight, this usually means that the subject can see to 
  the horizon; at night, vision is restricted by ambient 
  light or darkvision as appropriate.   
   
   
  
  GEO6-X TITLE 
   
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  APPENDIX 3 – ENCOUNTER SIX 
   
  (APL 2) 
   
    
  Yeti: Large Monstrous Humanoid (cold); CR 3; HD 
  4d8+11; hp 29; Init +1; Spd 40 ft., climb 20ft.; AC 14 (-1 
  size, +1 Dex, +4 natural), touch 10, flat-footed 13; Base 
  Atk/Grp: +4/+12; Atk +7 melee (1d6+4, claw); Full Atk +7 
  melee (1d6+4, 2 claws); SA Constrict, improved grab; SQ 
  Immunity to cold, snowsight, vulnerability to fire; AL N; 
  SV Fort +3, Ref +5, Will +5; Str 18, Dex 13, Con 14, Int 9, 
  Wis 12, Cha 11.  Frostburn, page 162-3. 
   
  Skills & Feats: Climb +12, Hide -1 (+11 in snow), 
  Listen +3, Move Silently +3, Spot +2, Survival +2; Dodge, 
  Toughness.   
   
  Constrict (Ex): A yeti deals 1d6+4 points of damage 
  with a successful grapple check, plus an extra 2d6 points 
  of cold from the heat-absorbing effect of the creature’s 
  body.   
   
  Improved Grab (Ex): To use this ability, a yeti must 
  hit a Medium or smaller creature with a claw attack.  If it 
  gets a hold, it can automatically constrict.   
   
  Snowsight: A yeti can see in the snow as per the 
  snowsight spell.   
   
  Skills: A yeti’s white fur gives it a +12 racial bonus 
  on Hide checks in snow.    
  (APL 4) 
   
    
  Half-dragon (white) Yeti: Large dragon; CR 5; HD 
  4d10+15; hp 43; Init +1; Spd 40 ft., climb 20 ft., glide 40 ft. 
  (poor); AC 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-
  footed 17; Base Atk/Grp: +8/+16; Atk +11 melee (1d6+8, 
  claw); Full Atk +11 melee (1d6+8, 2 claws) and +11 melee 
  (1d8+8, bite); SA Constrict, glide, improved grab, breath 
  weapon; SQ darkvision 60 ft., low-light vision, immunity 
  to cold, immunity to sleep and paralysis, snowsight, 
  vulnerability to fire; AL CE; SV Fort +4, Ref +5, Will +5; 
  Str 26, Dex 13, Con 16, Int 11, Wis 12, Cha 13.  Frostburn, 
  page 162-3; half-dragon template, Monster Manual page 
  146-7.   
   
  Skills & Feats: Balance +11, Climb +14, Hide +2 (+14 
  in snow), Jump +17, Listen +5, Move Silently +8, Spot +5, 
  Survival +5; Multi-Attack, Power Attack.   
   
  Breath Weapon: 30 ft. cone of cold, damage 4d8, 
  Reflex save DC 13 for half damage.   
   
  Constrict (Ex): A half-dragon yeti deals 1d6+8 
  points of damage with a successful grapple check, plus an 
  extra 2d6 points of cold from the heat-absorbing effect of 
  the creature’s body.   
   
  Gliding (Ex): A half-dragon yeti can use its wings to 
  glide, negating any damage from a fall of any height and 
  allowing travel 20 feet horizontally for every 5 feet of 
  descent.  A half-dragon yeti glides at a speed of 40 ft (poor 
  maneuverability). 
   
  Improved Grab (Ex): To use this ability, a yeti must 
  hit a Medium or smaller creature with a claw attack.  If it 
  gets a hold, it can automatically constrict.   
   
  Snowsight: A yeti can see in the snow as per the 
  snowsight spell.   
   
  Skills: A yeti’s white fur gives it a +12 racial bonus 
  on Hide checks in snow.   Its vestigial wings give it a +4 
  racial bonus on Jump checks.   
  (APL 6) 
   
    
  Half-dragon (white) Abominable Yeti: Huge dragon; 
  CR 9; HD 10d10+70; hp 134; Init +2; Spd 40 ft., climb 20 
  ft., glide 40 ft. (poor maneuverability); AC 22 (-2 size, +2 
  Dex, +12 natural), touch 10, flat-footed 20; Base Atk/Grp: 
  +14/+31; Atk +14 melee (1d8+13, claw); Full Atk +14 
  melee (1d8+13, 2 claws) and +14 melee (2d6+13, bite); SA 
  Constrict, glide, improved grab, breath weapon; SQ 
  darkvision 60 ft., low-light vision, immunity to cold, 
  immunity to sleep and paralysis, snowsight, vulnerability 
  to fire; AL CE; SV Fort +10, Ref +8, Will +9; Str 37, Dex 
  15, Con 16, Int 10, Wis 14, Cha 10.  Frostburn, page 162-3; 
  half-dragon template, Monster Manual page 146-7.  
   
  Skills & Feats: Balance +18, Climb +18, Hide +4 (+16 
  in snow), Jump +19, Listen +10, Move Silently +9, Spot 
  +10, Survival +7; Awesome Blow, Improved Bull Rush, 
  Multi-Attack, Power Attack.   
   
  Breath Weapon: 30 ft. cone of cold, damage 6d8, 
  Reflex save DC 16 for half damage.   
   
  Constrict (Ex): A half-dragon yeti deals 1d8+13 
  points of damage with a successful grapple check, plus an 
  extra 2d6 points of cold from the heat-absorbing effect of 
  the creature’s body.   
   
  Gliding (Ex): A half-dragon yeti can use its wings to 
  glide, negating any damage from a fall of any height and 
  allowing travel 20 feet horizontally for every 5 feet of 
  descent.  A half-dragon yeti glides at a speed of 40 ft (poor 
  maneuverability). 
   
  Improved Grab (Ex): To use this ability, a yeti must 
  hit a Medium or smaller creature with a claw attack.  If it 
  gets a hold, it can automatically constrict.   
   
  Snowsight: A yeti can see in the snow as per the 
  snowsight spell.   
   
  Skills: A yeti’s white fur gives it a +12 racial bonus 
  on Hide checks in snow.  Its vestigial wings give it a +4 
  racial bonus on Jump checks.    
  (APL 8) 
   
    
  
  GEO6-X TITLE 
   
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  Half-dragon (white) Abominable Yeti: Huge dragon; 
  CR 9; HD 10d10+70; hp 134; Init +2; Spd 40 ft., climb 20 
  ft., glide 40 ft. (poor maneuverability); AC 22 (-2 size, +2 
  Dex, +12 natural), touch 10, flat-footed 20; Base Atk/Grp: 
  +14/+31; Atk +14 melee (1d8+13, claw); Full Atk +14 
  melee (1d8+13, 2 claws) and +14 melee (2d6+13, bite); SA 
  Constrict, improved grab, breath weapon; SQ darkvision 
  60 ft., low-light vision, immunity to cold, immunity to 
  sleep and paralysis, snowsight, vulnerability to fire; AL CE; 
  SV Fort +10, Ref +8, Will +9; Str 37, Dex 15, Con 16, Int 
  10, Wis 14, Cha 10.  Frostburn, page 162-3; half-dragon 
  template, Monster Manual page 146-7.   
   
  Skills & Feats: Balance +18, Climb +18, Hide +4 (+16 
  in snow), Jump +19, Listen +10, Move Silently +9, Spot 
  +10, Survival +7; Awesome Blow, Improved Bull Rush, 
  Multi-Attack, Power Attack.  
   
  Breath Weapon: 30 ft. cone of cold, damage 6d8, 
  Reflex save DC 16 for half damage.   
   
  Constrict (Ex): A half-dragon yeti deals 1d8+13 
  points of damage with a successful grapple check, plus an 
  extra 2d6 points of cold from the heat-absorbing effect of 
  the creature’s body.   
   
  Gliding (Ex): A half-dragon yeti can use its wings to 
  glide, negating any damage from a fall of any height and 
  allowing travel 20 feet horizontally for every 5 feet of 
  descent.  A half-dragon yeti glides at a speed of 40 ft (poor 
  maneuverability). 
   
  Improved Grab (Ex): To use this ability, a yeti must 
  hit a Medium or smaller creature with a claw attack.  If it 
  gets a hold, it can automatically constrict.   
   
  Snowsight: A yeti can see in the snow as per the 
  snowsight spell.   
   
  Skills: A yeti’s white fur gives it a +12 racial bonus 
  on Hide checks in snow.  Its vestigial wings give it a +4 
  racial bonus on Jump checks.    
  White Pudding: Large Ooze; CR 6; HD 9d10+45; hp 94; 
  Init -4; Spd 20 ft., swim 20 ft.; AC 5 (-1 size, -4 Dex), touch 
  5, flat-footed 5; Base Atk/Grp +6/+12; Atk +7 melee 
  (2d4+3, slam, plus 2d4 acid); Full atk +7 melee (2d4+3, 
  slam, plus 2d4 acid); SA acid, constrict, improved grab; 
  SQ blindsight 60 ft., resistance to cold 10, ooze traits, 
  split; AL N; SV Fort +8, Ref -1, Will -2; Str 15, Dex 2, Con 
  20, Int -, Wis 1, Cha 1.  Frostburn, page 147-8.   
   
  Skills & Feats: Hide -8 (+8 in snow or ice), Swim +10 
   
  Acid (Ex): A white pudding secretes a digestive acid 
  that dissolves organic material quickly, but does not 
  affect stone or metal.  Any melee hit or constrict attack 
  deals acid, and the opponent’s armor (if not metal) and 
  clothing dissolves and becomes immediately useless 
  unless it succeeds on a DC 19 Reflex saving throw.  A 
  wooden weapon that strikes a white pudding also 
  dissolves immediately unless it succeeds on a DC 19 
  Reflex save.  The save DCs are Constitution-based.   
   
  Constrict (Ex): A white pudding deals automatic 
  slam and acid damage with a successful grapple check.  
  The opponent’s clothing and armor take a -4 penalty on 
  Reflex saves against the acid.   
   
  Improved Grab (Ex): To use this ability, a pudding 
  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 constrict its prey.   
   
  Ooze Traits: An ooze is blind (blindsight 60 ft.) and 
  immune to gaze attacks, visual effects, illusions, and 
  other attack forms that rely on sight.  It is immune to 
  poison, 
  sleep 
  effects, 
  paralysis, 
  stunning, 
  and 
  polymorphing.  It is not subject to extra damage from 
  critical hits or flanking.   
   
  Split (Ex): Slashing and piercing weapons deal no 
  damage to a white pudding.  Instead, the creature splits 
  into two identical puddings, each with half the original 
  pudding’s hit points (round down).  A pudding with 10 
  hit points or less cannot be further split and dies if 
  reduced to 0 hit points.   
   
  
  GEO6-X TITLE 
   
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  DM AID #1: MAP #1 – AMBUSH 
   
   
   
  
  GEO6-X TITLE 
   
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  DM AID #2: MAP #2 – YELLOW SNOW 
   
   
   
  
  GEO6-X TITLE 
   
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  DM AID: MAP#3-GREEN GROVE CAERN 
   
  
  GEO6-X TITLE 
   
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  DM AID: ADDITIONAL RULES 
  New Spell: Close Wounds (SpC pg 48) 
  Conjuration (Healing) 
  Level: Cleric 2, Healer 3 
  Components: V 
  Casting Time: 1 immediate action 
  Range: Close (25ft + 5ft/2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will half (harmless); see text 
  Spell Resistance: Yes (harmless) 
  This spell cures 1d4 points of damage +1 point per caster level (maximum 5). If you cast this spell immediately after the 
  subject takes damage, it effectively prevents the damage. It would keep alive someone who had just dropped to -10 hit 
  points, for example, leaving the character at negative hit points but stable. Used against an undead creature, close 
  wounds deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw). 
   
  New Spell: Panacea (SpC pg 152) 
  Conjuration (Healing) 
  Level: Cleric 4, Healer 4, Druid 5 
  Components: V,S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will half (harmless), see text 
  Spell Resistance: Yes (harmless) 
  His spell channels positive energy into a creature to wipe away al its afflictions. It immediately end any of the following 
  conditions affecting the subject: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, 
  nauseated, panicked, paralyzed, shaken, sickened, and stunned. It negates sleep effects and the effect of the feeblemind 
  spell, and ends any additional effects from poison, as the neutralize poison spell. It also cures 1d8 points of damage +1 
  point per caster level (maximum 20). Panacea does not remove ability damage, negative levels, or drained levels. Used 
  against an undead creature, panacea deals damage instead of curing the creature (which takes half damage if it makes a 
  successful Will saving throw), but it has no other effect. 
   
  SUDDEN EMPOWER [METAMAGIC] (Complete Arcane) 
  You can cast a spell to greater effect without special preparation. 
  Prerequisite: Any metamagic feat. 
  Benefit: Once per day, you can apply the effect of the Empower Spell feat to any spell you cast without increasing the 
  level of the spell or specially preparing it ahead of time. You can still use Empower Spell normally if you have it. 
   
   
  
  GEO6-X TITLE 
   
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  DM AID: NOTABLE NPCS 
   
   
  Ilan ap Dyved 
  Ilan ap Dyved is a young man who has assumed the rank of llwyr of Gwyrth Bryn. Trained as a warrior and as a druid to 
  Beory, he is lean, muscled, and tan. He is clean shaven, which is unusual for Gyri, but his brown hair is long and hangs 
  in thick locks. Ilan prefers to dress in the plain wool clothing and supple leather of his warrior days. 
  Ilan was slain during the retreat from Gorna in late CY 593, but his body was recovered and he was restored to life. Ilan 
  does not care for the duties as llwyr and would prefer to concentrate on his druidical studies. 
  Caswallon The Green 
  Known as the ‘Green Grump’ in his days before the war, Caswallon was thought slain and lost during the early days of 
  the giants’ invasion. Like many druids his apparent age is much less then his actual age, which is a mystery to most 
  people. 
  To those who knew him before, Caswallon was a knowledgeable Druid who would often grump and grouse about small 
  details.  He was known to have been searching for lost relics of the Druid King before he was thought lost. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/GEO (Geoff)/GEO6-06 - A Gathering of Storms.pdf