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 the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  HIG4-09 
   
   
   
   
   
   
   
   
  The Cauldron of Despair and 
  Hope 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Highfolk Regional Adventure 
  Version 1.0 
   
   
   
  by Chris Tulach 
   
   
   
  Your final destination on your journey will undoubtedly take you into parts of the Vesve Forest that have never seen the 
  touch of man or elf. Inside this primal area lies the potential for the salvation of Quaalsten, and the defeat of the forces 
  of Iuz occupying the Vesve. Part 3 of Three Furies, and Part 5 of Blood on the Trees. It is highly recommended that this 
  adventure is played after HIG4-07 Cult of the Stone Serpent and HIG4-08 Harmony of a Wicked Fate. An adventure 
  recommended for characters levels 5-13 (APLs 6-12). 
   
   
   
   
     
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  The Cauldron of Despair and Hope 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  # 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 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. 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 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. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will 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 you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Highfolk.  Characters native to Highfolk pay one Time 
  Unit per round, all others pay two Time Units per round. 
   Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. 
  The Cauldron of Despair and Hope 
   
  Page 3 
  
  Adventure Background 
  In the first two parts of this series, HIG4-07 Cauldron of 
  the Stone Serpent and HIG4-08 Harmony of a Wicked 
  Fate, the heroes journeyed from the wooded hills of the 
  Sepia Uplands, to Highfolk, and back east towards the 
  Vesve Forest. 
   
  In the first scenario in this series (HIG4-07 Cult of 
  the Stone Serpent), the heroes investigated the 
  disappearances of several gnomes from a small mining 
  community called Marringstone. They found a group of 
  ophidians were abducting the gnomes to use as 
  “sacrifices” to the Stone Serpent, a construct that dwelled 
  in a lost temple.  
   
  The PCs found out that the temple had other 
  guardians as well – a covey of three medusae that were 
  quite upset with the party’s arrival. After the creatures 
  were defeated, the heroes could attempt to revive some 
  (or all) of the victims-made-statues. The most interesting 
  of them all was a beastfolk named Gnarlgarr, and if 
  revived, he informed the heroes that Elrenn Walthair, 
  the Lord Marshal of the Vesve, was alive and in the 
  clutches of what he called the “Dark Women”. The 
  commander of the Rangers of the Vesve had been 
  missing for about a year, and was presumed dead. 
   
  Just as the heroes were leaving the town, one of the 
  residents (a gnome named Jadilstip) gave the heroes an 
  heirloom to remember Marringstone. Unbeknownst to 
  him, the heirloom is actually a hag eye belonging to the 
  aforementioned “Dark Women”. As the heroes prepared 
  to leave, they received a message from Everain the 
  Intrepid, a wizard friend they had helped out a long time 
  ago. He requested their presence in Highfolk town as 
  soon as possible. 
   
  In the second scenario of the series (HIG4-08 
  Harmony of a Wicked Fate), the heroes made their way 
  from the Sepia Uplands to the town of Highfolk to meet 
  with Everain. Unfortunately, an assassin was also 
  targeting “Everain”, who was really an Iuzian sympathizer 
  named Talain. Talain had stolen Everain’s identity in an 
  effort to assist the “Dark Women” in stopping the heroes 
  from reaching their lair. The “Dark Women” told Talain 
  to lead the heroes to another group of allies, a covey of 
  harpies in a home near the Vesve. Before Talain died, he 
  told the heroes to do him a favor, and deliver some 
  poultices to a group of women at the Home at Forest’s 
  End, a house of ill repute at the edge of the Vesve Forest. 
   
  The heroes, already on their way out to the Beastman 
  Forest with Gnarlgarr in tow, stopped in at the Home at 
  Forest’s End, and found three women eager to please 
  them and soften the wear of their travels. However, after 
  the heroes got comfortable, the cursed women were 
  revealed to be malicious harpies bent on killing the PCs. 
  After the heroes bested the foul temptresses, they pushed 
  onward to the Vesve Forest, to seek Elrenn Walthair 
  beneath the sea of leaves... 
   
  Adventure Summary  
  The heroes begin their journey in the Vesve, on their way 
  to the Beastman Forest, hopefully with Gnarlgarr in tow. 
  More than likely, one of the heroes is wearing an 
  aquamarine clasp given to him/her by a gnome in 
  Marringstone; the gem is actually a hag’s eye, and the 
  “Dark Women” see all the heroes see. As they pass into 
  the beastfolk’s territory, they are confronted by a hunting 
  party of Tree Hunter beastfolk, one of five beastfolk 
  tribes living in the forest. Combat may ensue, or the 
  heroes may use diplomacy and negotiation to earn the 
  beastfolk’s trust, and pass on unhindered to the Lake of 
  Gloom, where the “Dark Women” live, and Elrenn is 
  being held. 
   
  Once the heroes reach the shores of the swampy 
  lake, the guardian of the area attacks; he’s a half-dragon 
  troll named Blackhorn. If the heroes are able to beat 
  Blackhorn, the path along the water opens up for them, 
  and they can continue on to the island at the center. The 
  PCs may also decide to look for Blackhorn’s treasure in 
  his cave lair. 
   
  As they cross the misty path, the PCs are beset upon 
  by the creature of the lake (the druidess Ergatha’s animal 
  companion), and must either fight or run from it.  
   
  Once on the other side, the crones wait for the 
  heroes, while the weakened and blind Lord Marshal and 
  his coure friend Butterlily lie captive. There, a fight with 
  the three green hags ensues, and if the heroes are 
  victorious, they may free Elrenn and the sprite-creature. 
  The Lord Marshal asks to be healed and leads the heroes 
  to the home of the Woodshaper tribe to recover. 
   
  Once there, the heroes can relate all that has 
  happened in recent months in the Vesve Forest, and the 
  state of the war against Iuz’s forces. Emotionally charged 
  and anxious to put an end to the Old One’s 
  encroachment on the good folk’s homes, Elrenn asks the 
  heroes to help him convince the beastfolk to take arms 
  against the threat of Iuz. If the heroes are convincing 
  enough, two of the beastfolk tribes (the Tree Hunter and 
  Woodshaper) take up arms and begin to march towards 
  the east to help aid in the Second Battle of Quaalsten.  
   
  Special Play Option 
  This event while written separately, is part of the “Three 
  Furies” story arc, and has been written for continuous 
  play with the other two parts – HIG4-07 Cult of the 
  Stone Serpent and HIG4-09 The Cauldron of Despair and 
  Hope. If you, as the DM, are running the same group 
  through all three events in a row without any other 
  The Cauldron of Despair and Hope 
   
  Page 4 
  
  scenarios interspersed in-between, all effects (both 
  magical and mundane) can continue between scenario 
  rounds (subject to normal time constraints). In addition, 
  permanent magic items found during the event can 
  remain on the PCs until the conclusion of the series. The 
  players should have made a determination on whether 
  they are playing it as a special play or not at the 
  beginning of the first scenario in the Three Furies story 
  arc. A group cannot choose the special play option if they 
  haven’t done so already. If so, there is no upkeep cost for 
  HIG4-08 and HIG4-09. This option is particularly 
  suitable to home game groups, as they are likely to play 
  with the same group of people through all three rounds 
  in the series. 
   
  If the players are using this option, find out what the 
  disposition of Gnarlgarr is at the beginning of the 
  scenario (either a stone statue, or revived). If he was still a 
  stone statue at the end of HIG4-08 Harmony of a Wicked 
  Fate, he is not with the PCs. 
   
  Make certain to keep track of characters that 
  succumbed to the serpentine curse of the ophidians (the 
  text of which can be found in Appendix 2). The changes 
  happen gradually at first, so describe to an afflicted hero 
  the change in complexion, shortening of their legs, etc. 
  Hopefully, the heroes are able to find a cure before it’s 
  too late, but it might go on throughout this scenario if 
  they can’t figure it out. At the beginning of the scenario, 
  it is considered Day 7 since a hero was afflicted, meaning 
  the hero is has already begun transformation, and the 
  spells remove disease and remove curse only halt what 
  transformation has occurred. Any hero that has received 
  a partial transformation now possesses some reptilian 
  qualities, and the DM should make a note on the AR of 
  this scenario that the character now has a –2 penalty on 
  all Charisma-based skill checks until a heal, regeneration, 
  limited wish, wish or miracle spell is received to reverse 
  out the changes.  
   
  DM Notes 
  At the beginning of this event, you should record each 
  PC’s Fortitude, Will save, Spot check and Sense Motive 
  check, for use at any point within the round. Have each 
  player roll 10d20, and record his or her results. That way, 
  a player never has to let you know they’re using Sense 
  Motive, as long as their PC is attentive to the situation in 
  which it may apply. Also, this allows you to check Will 
  saves on PCs without letting on that there’s something 
  amiss. 
   
  In addition, please note anyone who possesses the 
  Year 1 Highfolk certificate called the Favor of Marrgrawl. 
  This is important right away. Also note the location of the 
  aquamarine clasp (from the first scenario in this series), 
  and which character has it at the table. If no PC has the 
  clasp, that’s alright; if more than one PC has the clasp, 
  choose one that’s wearing it to have it for purposes of the 
  adventure. 
   
  The Aquamarine Clasp 
  If, for some reason, a hero decides to look at the 
  aquamarine clasp with a gem of seeing or a true seeing 
  spell, they see it is really a disembodied eye. A bardic 
  knowledge or Knowledge (nature) check at a DC of 20 
  tells them that this is a hag’s eye; a check made at a DC of 
  25 reveals that a covey of hags can see everything the eye 
  sees, and that destroying it may blind one of them. 
   
  Introduction 
  The players should introduce their characters to one 
  another, as they’ve been traveling for some time together. 
  Once everyone’s ready, read the following: 
   
  Once again, you set foot in the sprawling mass of 
  vegetation known as the Vesve Forest – the largest 
  hardwood forest in all the Flanaess. Your destination 
  is the Beastman Forest, a thick, primal wood near the 
  western edge, where tribes of a primitive humanoid 
  race known as beastfolk dwell. There, you believe 
  Elrenn Walthair, Lord Marshal of the Vesve and 
  commander of the Rangers of the Vesve Forest, is 
  being held captive by mysterious agents o  evil. He 
  has been missing for over a year now, and his 
  rediscovery would certainly lighten the war-weary 
  hearts of the beleaguered town of Quaalsten, heart of 
  the Ehlonnan fai h, and ral y ng point for the forces 
  of good in the Vesve Forest. 
  f
  t
  l i
   
  i
   
   
  f
  l
  l
   
  l
  The forces of Iuz continue to surround the town. 
  While a magical barrier preventing many forms of 
  transportation and div nation magic was destroyed by 
  a group of heroic individuals last year, the relief 
  provided still seems dwindled by the great shadow of
  evil that envelops the town. Two armies - one  o  evil 
  humanoids obviously in ful  allegiance with the Old 
  One, the other a mysterious force of undead led by a 
  powerful spellcaster cal ed the Night Walker – choke 
  the central Vesve with their foul presence.  
  Until recently, a third army consisting of grugach 
  elves – feral tribal people of the northern Vesve – 
  routed and occupied the Flameflower, ancestral home 
  of the high elves, and the seat of their king, Kashafen 
  Tamarel. Recently, a force of displaced Vesve elves, 
  humans 
  from 
  Highfolk 
  and 
  the 
  surrounding 
  environs, and adventurers from lands both near and 
  far, took back the and, and drove off the remains of 
  the army. Now, the elves are beginning to regroup, 
  and along with many other factions, they are 
  The Cauldron of Despair and Hope 
   
  Page 5 
  
  march ng north to aid in what will become the push 
  to force the armies o  evil east, back into their lands. 
  Forces are gathering, and the time draws ever closer 
  for the Second Battle of Quaalsten. 
  i
   
  f
   
  The heroes are headed through the Vesve Forest, on their 
  way to the area known as the Beastman Forest, a lush 
  primal place that has seen almost no human or elf for as 
  long as anyone would care to remember. 
   
  Gnarlgarr, a beastfolk rescued from his petrified state 
  in HIG4-07 Cult of the Stone Serpent, likely is guiding 
  the heroes to his home. There, he hopes to lead the 
  heroes deep into the center of the wood to the Lake of 
  Gloom, where he believes Elrenn Walthair is being held 
  captive by the “Dark Women”. Information on Gnarlgarr 
  (and what he knows) is provided below. 
   
  The trails here are slight, and no more than two PCs 
  may walk abreast. Once the heroes have established a 
  marching order, and possibly interacted a bit with 
  Gnarlgarr and each other, continue to Encounter 1. 
   
  Gnarlgarr of the Woodshaper Tribe 
  Gnarlgarr (male beastfolk, NG, hp 11) is a beastfolk, a 
  race of reclusive furred humanoids that live in a portion 
  of the Vesve Forest. Beastfolk are slender humanoids and 
  have a fine coat of green or olive fur. Underneath the 
  exterior coat of fur lies a coarse black fur that 
  instinctively moves about, to provide him with superior 
  camouflage while hunting in the forest. 
        Beastfolk speak their own language, which uses some 
  Sylvan, gestures, and changes on the patterns of their fur. 
   It is thus impossible for an outsider to duplicate 
  anything more than the rudiments of their language, and 
  that is only possible if the listener understands Sylvan.  
  More intelligent beastfolk sometimes speak full Sylvan. 
   
  Beastfolk are completely distrustful of any magic 
  (and, in fact, have spell resistance 20), and don’t believe in 
  deities. They are never spellcasting characters – most 
  beastfolk are either fighters, barbarians, or rogues (their 
  favored class). 
   
  If Gnarlgarr is revived, he initially goes into a panic, 
  running about (if he’s able), and hiding from the heroes 
  (although he doesn’t actually leave their sight, unless 
  they threaten him). He doesn’t let himself be touched in 
  any way unless he is certain the PCs are benevolent. 
  Heroes who speak Sylvan can communicate basic 
  information like “hunger”, “friend”, and so on. A 
  comprehend languages spell does not work well on 
  Gnarlgarr, since it only allows the caster to understand 
  what a speaker of Sylvan already knows (basic concepts). 
  Also, comprehend languages requires the caster to touch 
  the target, and with Gnarlgarr’s current disposition (and 
  disbelief in magic), that could be very difficult. 
   
  A tongues spell is much better, since it allows the 
  hero to understand Gnarlgarr fully, although it only 
  allows the hero to communicate in basic terms (since it 
  doesn’t grant the caster the ability to communicate non-
  verbally).  
   
  Gnarlgarr responds immediately well to characters 
  wearing (or showing) the Favor of Marrgrawl. This vine 
  necklace is a symbol of greatness among the Woodshaper 
  tribe, of which Gnarlgarr belongs. He carefully extends 
  his hand, touching the PC’s arm and caressing the 
  necklace. If he is fully understood, he calls the PC 
  “ranger-friend”, and talks almost exclusively to him or 
  her. 
   
  Gnarlgarr uses any normal simple weapon the PCs 
  give him, although he only fights when pressed, the party 
  is in trouble, or there’s no escape. He does not wear 
  armor, and won’t carry any magic items (unless they are 
  infusions, which he regards as normal herbs). He can use 
  a magical simple weapon, so long as the magic of the 
  weapon is subtle (for example, he won’t use a flaming 
  spear or an icy burst dagger, but a +1 club or an impact 
  quarterstaff are alright). 
   
  Gnarlgarr should be played as a cautious hopeful, 
  who wants to believe the PCs can help. Remember that 
  his tribal culture means he cannot communicate certain 
  nuances that civilized characters can; when playing him, 
  speak simply (and never infer anything that has to do 
  with magic, spirits, or gods). If the PCs are able to 
  communicate with him, Gnarlgarr can relate the 
  following (give broad generalities if they only understand 
  Sylvan): 
  � I am Gnarlgarr, of the Woodshaper Tribe. You 
  must be rangers come to free me. I thank you 
  for your kindness. 
  � I have been with the snakefeet for a time now. 
  They took me from the Dark Women. They 
  made me do things for them, but not bad things. 
  Helping things. They have a weakness that I see 
  when they are with others. They like to work for 
  others, and they brought me here as a gift for 
  the green-eyed snake. He bit me, and now I’m 
  here with you.  
  � The Dark Women live in our forest, but we do 
  not go into their lands. They are like you, but 
  not. They have hate in their hearts, and bear us 
  pain, so you are only like them in sight. 
  � The Dark Women live past the shores of the 
  Lake of Gloom. It is in the center of our forest, 
  and our smiling folk do not speak well of it. 
  � The smiling folk look like you, but are different. 
  They have been with us since the beginnings, or 
  so the tales say. 
  The Cauldron of Despair and Hope 
   
  Page 6 
  
  � The Black Guardian watches the shores, so few 
  of our tribe go there. He is a horned beast that 
  has sharp claws, and walks as we do. 
  � The Black Guardian is a great two-legged beast 
  with long horns and a wicked heart. He feasts 
  on the bones of anything he kills. 
  � (Especially if someone bears the necklace, but 
  eventually Gnarlgarr gets to talking about it) 
  The Dark Women have the first-ranger, our 
  oldest friend among your kind. (If a PC has the 
  necklace) He gave you the favor of our people. 
  They keep him past the lake. No one knows 
  what has become of him. It has been long since 
  we last saw him. 
  � You, who have the ranger’s heart, should help. 
  Together, we can go to my home, and find him. 
  I can be your guide. 
  l
   
   
  Gnarlgarr refers to Elrenn Walthair, Lord Marshal of the 
  Vesve Forest as the “first-ranger”. Several heroes may pick 
  up on this from the last time they met with a beastfolk 
  (Marrgrawl); if they do not, they can certainly make a 
  Knowledge (local – Iuz’s Border States) check to identify 
  the person Gnarlgarr refers to as Elrenn Walthair. 
  Rangers of the Vesve know this automatically. 
   
  The Lord Marshal and leader of the Rangers of the 
  Vesve Forest has been gone for more than a year now, 
  and most have thought him lost to Iuz. The suspicions 
  aren’t far from the truth, as the heroes soon learn. 
   
  Encounter One: Tree Hunter 
  Ambush 
  You travel on through the Vesve Forest for another 
  day. Eventually, you reach a lush, wild area that few 
  have even gazed upon. Even though the colors of the 
  leaves have changed, and some trees are bare, the 
  wood is still thick with vegetation. A coo  wind blows, 
  as the rustling of leaves is ever-present. Strange 
  animal calls of creatures not native to the rest of the 
  forest cry out from the dark interior. Inside this 
  primeval domain are tribes of beastfolk that brook no 
  trespass. Those of you native to Highfolk used to hear 
  stories of how they would crack open the heads of 
  those whom they caught, and drink their brains like a 
  bowl of soup. Hopefully, your parents just made up 
  those stories to keep you from wandering in the 
  woods, but there’s no way to know until you’re face to 
  face with the beastfolk on their own ground.  
  Once the heroes enter the area, explain that the forest 
  growth here is so thick that all movement is very slow 
  (counts as difficult terrain), as characters have to hurdle 
  fallen branches, weave around brown pricklebushes, and 
  steady themselves on uneven ground.  
   
  After an hour or so of travel, the heroes run into a 
  Tree Hunter Tribe hunting party. As befits their name, 
  the Tree Hunters stalk their prey from the trees. One of 
  the most martial of the beastfolk tribes, the Tree Hunters 
  are very territorial, and often attack intruders without 
  provocation, unless given a good reason to the contrary. 
   
  Place the PCs on a battlemat in their marching order, 
  and draw trees all about, leaving spaces of between 20-30 
  feet between each one. Draw at least 4 trees near the 
  heroes (about 10-30 feet away each); these trees reach up 
  about 30 feet. In the boughs of these trees are the Tree 
  Hunters, who have heard the heroes coming (unless they 
  take special precautions). Place at least 2 Tree Hunters in 
  each tree near the heroes. Roll a Hide check for each one, 
  noting the results (it’s probably a good idea to preroll all 
  these checks), and adding in the beastfolk’s +8 racial 
  bonus in forested environments. Then, have the heroes 
  make Spot checks (you can use the rolls made at the 
  beginning of the scenario) opposed by the beastfolk’s 
  Hide (accounting for distance as well). What happens 
  next depends on the company the heroes keep. 
   
  If the heroes are traveling along with Gnarlgarr, the 
  beastfolk do not initially attack. Instead, the huntmaster 
  Onturr calls out in Sylvan to the heroes to halt and 
  explain why they have intruded on their lands with one 
  of the Woodshaper Tribe.  
   
  If one or more of the heroes possess the Favor of 
  Marrgrawl (and are wearing the vine necklace), have 
  Onturr make a Spot check (DC 15). If he is successful, he 
  begins to parlay with the heroes in Sylvan. If he is 
  unsuccessful, he attacks, as described below. 
   
  APL 6 (EL 8) 
  � Onturr, Huntmaster: hp 52. See Appendix 1 for 
  statistics. 
  � Beastfolk Hunters (8): hp 11, 11, 11, 11, 11, 11, 11, 11. 
  See Appendix 1 for statistics. 
   
  APL 8 (EL 10) 
  � Onturr, Huntmaster: hp 76. See Appendix 1 for 
  statistics. 
  � Beastfolk Hunters (8): hp 11, 11, 11, 11, 11, 11, 11, 11. 
  See Appendix 1 for statistics. 
   
  APL 10 (EL 12) 
  � Onturr, Huntmaster: hp 100. See Appendix 1 for 
  statistics. 
  � Beastfolk Hunters (8): hp 11, 11, 11, 11, 11, 11, 11, 11. 
  See Appendix 1 for statistics. 
   
  The Cauldron of Despair and Hope 
   
  Page 7 
  
  APL 12 (EL 14) 
  � Onturr, Huntmaster: hp 116. See Appendix 1 for 
  statistics. 
  � Beastfolk Hunters (8): hp 11, 11, 11, 11, 11, 11, 11, 11. 
  See Appendix 1 for statistics. 
   
  Tactics: If the heroes are not accompanied by Gnarlgarr 
  (or Ontarr doesn’t see the vine necklace), the beastfolk 
  throw poison darts during the surprise round of combat. 
  PCs that noticed the beastfolk may act during this round 
  as well. The beastfolk follow up their darts with nets, and 
  in subsequent rounds, continue to throw darts until the 
  heroes are immobilized. If this comes to pass, the 
  beastfolk strip the heroes of all their belongings, and 
  deposit them at the outer edge of their territory. They 
  then meld into the woods, and only magic is able to 
  locate them again.  
   
  Development: It is probable that the heroes begin their 
  encounter with the Tree Hunters by talking. The Tree 
  Hunters have an initial reaction of unfriendly in this 
  circumstance; the Woodshaper Tribe are not enemies nor 
  allies with the Tree Hunter Tribe, but merely the heroes’ 
  presence is seen as a affront to them.  
   
  Remember, when speaking as a beastfolk, they use 
  simple terms to describe things, often ascribe things 
  names based on their observations (for example, they do 
  not call other creatures by names like Regdar and Lidda, 
  but would instead call them Wearer of Metal and Small 
  Darter, for example), and only use descriptions in the 
  context of their forest environment. When conversing 
  with them, the heroes learn the following: 
  � Onturr (the one speaking to the heroes) is the 
  huntmaster, and the PCs are walking on their 
  hunting lands. They typically hunt deer here, 
  but also catch and kill smaller game as well. 
  � Onturr has never seen other humanoids in the 
  forest (except for foul orcs, whom the beastfolk 
  kill on sight), but has heard tales of one who 
  walks among some of the tribes as an honored 
  guest. He is called “the Ranger”. 
  � Onturr knows where the Lake of Gloom is, and 
  tells the heroes that it is not a wise place to visit. 
  The Black Guardian lives at the shores, and 
  keeps others from going beyond into the mist 
  that surrounds the home of the “Dark Women”.  
  � These beastfolk see the Woodshaper Tribe as a 
  harmless tribe, too focused on their crafts to 
  ever be a threat to the others in the forest. They 
  can instantly recognize Gnarlgarr as a member 
  of that tribe by his markings, but do not know 
  him specifically. 
  After the heroes get talking, the primary speaker must 
  make a Diplomacy check (he or she can be assisted by all 
  others that participated in the conversation).  
  � If Gnarlgarr is with the heroes, they receive a +2 
  circumstance bonus to the roll. 
  � If the heroes have no one that can speak Sylvan, 
  Gnarlgarr translates, but this gives them a –4 
  circumstance penalty to the roll. 
  � If a half-orc is with the party, the PCs receive a –
  4 circumstance penalty (beastfolk hate evil 
  humanoids, and view the lineage of any such PC 
  present as suspect). 
  � If the heroes possess (and openly wear) the 
  Favor of Marrgrawl, they get a +2 circumstance 
  bonus for each party member that wears the 
  vine necklace. 
  � The DM may assign a bonus or penalty of up to 
  4 points for appropriate or inappropriate 
  comments made to the beastfolk. Appropriate 
  comments include emphasizing their respect 
  for nature, and taking a servile position. (“We 
  are humble in the presence of the great warriors 
  of the Tree Hunter Tribe. Your prowess has 
  spread to the thin-haired ones outside of your 
  domain.”) Inappropriate comments are any kind 
  of threatening posture, and the show or talk of 
  magic.  
  The DC of the check to move their reaction to indifferent 
  (and thus, give them passage) is 15. To move them to 
  friendly, the Diplomacy check DC is 25. A DC 40 
  Diplomacy check moves them to helpful. No matter what 
  the check result (as long as it is at least indifferent), the 
  beastfolk only let the heroes pass for now (they provide 
  no other assistance), but make a note of the impression 
  they left on Onturr and his band. 
   
  If the PCs fail in the check (by having a result less 
  than 15), the beastfolk order the heroes to leave their 
  forest. They are given one opportunity to turn around, 
  and never return (Gnarlgarr is told to go home to his 
  tribe). If they do not comply, the beastfolk attack, using 
  the tactics as described above. The beastfolk immediately 
  attack (without giving the PCs a chance to leave) if the 
  Diplomacy check was a 4 or less. 
   
  The party receives full XP for defeat of the beastfolk, 
  or negotiating passage with them. Once they’ve passed by 
  the Tree Hunters, go to Encounter 2.  
   
  Encounter Two: The Black 
  Guardian 
  The heroes journey on for another day, heading deeper 
  and deeper, into the heart of the forest. Read the 
  following: 
  The Cauldron of Despair and Hope 
   
  Page 8 
  
   
  After another long day of travel, the thick wood gives 
  way to a marshy area, full of bogs that spurt 
  nauseating gases and thick, grey mud that coats much 
  of your clothes and gear. Towards the end of the day, 
  the ground gets firmer, and the trees thin out a little. 
  On the horizon, you see nothing but a mist-shrouded 
  mass ahead, and you can hear the lapping sounds of 
  water close by. 
   
  t
  l
  l
  i
   
  The heroes have reached the shores of the Lake of 
  Gloom. The hags living on the island in the center are 
  aware of the heroes’ arrival (either through the use of 
  their hag covey spell-like abilities such as vision, or 
  because one of the heroes is wearing the aquamarine 
  clasp). Their guardian, Blackhorn, a half-black dragon 
  troll has been alerted as well, and is currently prowling 
  the southern shoreline for the heroes. 
   
  Clear vision here is reduced to 10 feet, and shapes 
  can be made out to 30 feet (giving the target 
  concealment). After that, the mists are too thick to see 
  beyond. Have the heroes roll Listen checks (DC 13) to 
  hear Blackhorn moving toward them just on the outskirt 
  of their vision. If any heroes succeed, inform them that 
  they hear something walking their way just ahead, and 
  let them have a surprise round action.  
   
  Otherwise, have the heroes make Spot checks (DC 
  16) to see Blackhorn once he gets in range of their (and 
  his) sight. Have Blackhorn make the same Spot check to 
  notice the heroes right away. Anyone successful may act 
  in the surprise round. 
   
  Read the following when the heroes see Blackhorn: 
   
  From out of the mists ahead, a nine-foot tall black-
  scaled monstrosi y bears down on your group, 
  bellowing a sharp war cry. The creature walks 
  upright, has sharp fangs, ong claws, and a pair of 
  curved horns that jut forward from his head. His scaly 
  body is rippled with muscle, and even without the 
  claws, he ooks l ke he could rip a man in two with 
  brute strength alone. 
  APL 6 (EL 8) 
  � Blackhorn: hp 102. See Appendix 1 for statistics. 
   
  APL 8 (EL 10) 
  � Blackhorn: hp 132. See Appendix 1 for statistics. 
   
  APL 10 (EL 12) 
  � Blackhorn: hp 162. See Appendix 1 for statistics. 
   
  APL 12 (EL 14) 
  � Blackhorn: hp 192. See Appendix 1 for statistics. 
   
  Tactics: At APLs 10 and 12, Blackhorn carries one or 
  more specially prepared rocks, made by the hag druidess 
  Ergatha. They are hollowed out boulders that contain a 
  gray ooze (hp 31 each; see the Monster Manual, pages 
  201-202 for statistics), sealed shut by stone shape spells. 
  The boulders hit for the normal damage listed in 
  Blackhorn’s statistics block, but the rocks burst open on a 
  successful hit, covering the target in a gray ooze. The 
  character immediately takes 1d6 points of acid damage 
  and 1d3 pieces of armor or other outer clothing (armor 
  first; then shield, cloak, vest/shirt, bracers, belt, boots, 
  and necklace/brooch in that order; disregard any piece a 
  hero does not have) must succeed on a DC 16 Reflex save 
  or become immediately dissolved and useless. The gray 
  ooze (or oozes) can then attack normally; roll initiative 
  for them, making certain it goes after Blackhorn in the 
  round it bursts out. 
   
  Blackhorn leads off with his rock throwing, and then 
  engages in melee, overconfident in his massive strength. 
  If he sees an opportunity to catch 3 or more heroes in his 
  breath weapon, he uses it. Otherwise, Blackhorn tears 
  into the heroes, attacking obvious arcane spellcasters first 
  (he’s had experience with pyromancers before). He only 
  retreats if he’s lost more than 75% of his hit points to fire 
  attacks. At that point, he makes a run for his underwater 
  lair. 
   
  Development: If the heroes manage to coerce Blackhorn 
  with magic, he knows the following: 
  � He is the guardian of the Lake of Gloom, and 
  he follows the instructions of the hags that live 
  on the island.  
  � It is rare for him to see other humanoids 
  trespass, but occasionally the hags that live on 
  the isle bring him a fresh victim to play with 
  until he’s bored, and eats them. 
  � The hags know that the PCs are coming, and 
  they sent him to stop them, and retrieve their 
  pretty gem eye. 
  � The hags have two captives that he’s hoping 
  will soon be discarded. One is a human, the 
  other is a little sprite. The human has been here 
  for a long time, but the sprite has only been 
  here for a short while. 
  � The mist of the lake is dangerous, and only the 
  clear path across should be taken. Only by 
  defeating Blackhorn is the path revealed.  
   
  Once the heroes have defeated Blackhorn, go to 
  Encounter 3. 
  The Cauldron of Despair and Hope 
   
  Page 9 
  
   
  Blackhorn’s Lair 
  It is possible that the heroes may wish to retrace 
  Blackhorn trail to find out where he came. A character 
  with the Track feat may make a Search check (DC 12) to 
  follow Blackhorn’s tracks back to a water-filled sinkhole 
  only about 600 feet from the shoreline. If one or more of 
  the PCs decides to enter the depression, a brackish water-
  filled tunnel descends into the earth about 80 feet. There 
  is no light, so swimmers need to provide their own, or 
  have their movement halved (quartered if they do not 
  possess a swim speed).  Characters that swim the entire 
  distance (DC 10 Swim check) find that it opens up into a 
  small underground cavern. 
   
  Amidst the bones of previous victims, swamp muck, 
  and useless belongings, gems and jewelry can be found, 
  as well as some items of magic. 
   
  Treasure: Inside the lair of the Blackhorn, the heroes 
  find riches in gems and jewelry worth 3000 gold pieces. 
  In addition, they can find a small silver sphere studded 
  with rubies (a magic item called a hammersphere), and at 
  APLs 10 and higher, a crude magic staff (a staff of fauna). 
  See the Treasure Summary and Appendix 2 for more 
  information. 
   
  Encounter Three: The Lake of 
  Gloom 
  Upon Blackhorn’s defeat, read the following: 
   
  As you ook out into the mists ahead, you notice that 
  they part a bit, reveal ng a path upon the water that 
  stretches to some sort of island at the far range of 
  your sight. It is wide enough for two to walk abreast, 
  but yet you see no bridge or support – just a straight 
  trail across the surface of the lake. 
  l
  i
   
  The mist surrounding the lake is a powerful magical ward 
  designed to keep intruders out. If a character flies, water 
  walks, or uses a boat to cross any part of the lake 
  shrouded in mist, the fog envelops the PC and acts 
  exactly like a Bigby’s grasping hand spell, pushing the 
  hero back towards the shore. As many mist-hands can 
  come into being as needed, and their existence is 
  supernatural rather than originating from a spell.  
   
  If the heroes choose to walk along the path, they 
  need to come up with some means of conveyance to cross 
  the lake to the island. Swimming is fine, but it alerts 
  Ergatha’s animal companion at higher APLs (10 and up) – 
  a monster of the lake, which appears very similar to an 
  elasmosaurus. This monster also attacks the heroes if they 
  use a boat or similar means of crossing. The creature is 
  immune to the effects of the mists, as it is a natural part of 
  the lake. If all of the heroes fly, and do not diverge from 
  the clear path, the elasmosaurus doesn’t attack. Also, if 
  the heroes decide to teleport across, they suffer no ill 
  effects. 
   
  This creature is not present at APLs 6 and 8, and the 
  heroes can boat or swim across using the path without 
  difficulty. 
   
  APL 10 
  � Elasmosaurus: hp 150. See the Monster Manual, page 
  60, for statistics. 
   
  APL 12 
  � Elasmosaurus: hp 180. This elasmosaurus has 12 HD, 
  and has an attack bonus of +14. It is otherwise identical to 
  the one presented in the Monster Manual, page 60. 
   
  Tactics: The creature furiously attacks the heroes until it 
  has been reduced to less than 20 hit points. It then 
  attempts to grapple the smallest possible target, and 
  submerge into the depths of the lake with the character. 
  Unless a PC has a swim speed, it can drag the hero 
  underwater without much difficulty, once it has 
  established a hold (no grapple check necessary to move 
  half its speed). If the hero has a swim speed, the creature 
  needs to succeed in an opposed grapple check in order to 
  move the hero with it (see page 156 of the Player’s 
  Handbook). Because the elasmosaurus’ neck is so long, it 
  does not need to move into an opponent’s space to 
  maintain the grapple on subsequent rounds. Note that 
  the elasmosaurus does not have improved grab, so a hero 
  may get an attack of opportunity when the creature 
  attempts this maneuver.  
   
  Once the heroes have crossed to the island, go to 
  Encounter 4. 
   
  Encounter Four: Three Furies 
  You reach the shore of a small island. A tangle of 
  swampy vegetation grows all about, and there are 
  numerous brown-leafed swamp trees leering this way 
  and that. You can smell some sort of foul, acrid stench 
  wafting to your nostrils. It smells like hair and o d 
  leather being boiled. To one side, a crude mud-and-
  twig hut is visible; just south of it is a fire pit, with a 
  black cauldron resting atop the red-hot coals. Wisps 
  of steam trail up into the air from the cauldron. It 
  appears there is something cooking, indeed. 
   
  l
   
  Just beyond the cauldron is an iron cage, pitted 
  and rusty from time and use. Inside the cage, there is 
  The Cauldron of Despair and Hope 
   
  Page 10 
  
  some form of movement – from this distance it 
  appears to be a pair of animals. 
   
  The three hags are here, lying in wait for the heroes, 
  anxious to retrieve their eye, and cook themselves a nice 
  supper. The bellowing of Blackhorn when the heroes 
  fought him has certainly alerted the hags to the heroes’ 
  presence, or the hags were able to view the heroes as they 
  fought the half-dragon troll through the aquamarine 
  clasp (their eye).  
   
  In preparation for the PCs, the hags used a covey 
  spell-like ability to cast veil on the two residents of the 
  cage – a battered, worn, and unconscious Elrenn 
  Walthair (who has been polymorphed into an orc), and a 
  new resident of the island (whom they haven’t gotten 
  around to eating just yet), Butterlily (a coure eladrin who 
  went looking for the Lord Marshal). Both are under the 
  effects of the veil, appearing as two mangy wolves. The 
  hags are hiding near their hut, under the cover of 
  invisibility (and at APLs 8+, Ergatha has cast tree shape 
  on herself). The hags themselves have used disguise self 
  to appear as three beautiful, dark-haired human women. 
   
  Butterlily, upon seeing the heroes enter, uses her 
  tinkling little voice to cry for help in the Common 
  tongue, asking for the heroes to free her and Elrenn. The 
  hags take this moment to pounce on the heroes, cackling 
  with glee as they cast spells and prepare themselves for 
  melee. 
   
  APL 6 (EL 8) 
  � Ergatha: hp 49. See the Monster Manual, pages 143-
  144, for statistics. 
  � Greta: hp 49. See the Monster Manual, pages 143-144, 
  for statistics. 
  � Olghi: hp 49. See the Monster Manual, pages 143-144, 
  for statistics. 
   
  APL 8 (EL 10) 
  � Ergatha, Druidess: hp 117. See Appendix 1 for 
  statistics.  
  � Greta, Sorceress: hp 79. See Appendix 1 for statistics. 
  � Olghi, Cleric of the Old One: hp 104. See Appendix 
  1 for statistics. 
   
  APL 10 (EL 12) 
  � Ergatha, Druidess: hp 149. See Appendix 1 for 
  statistics.  
  � Greta, Sorceress: hp 116. See Appendix 1 for statistics. 
  � Olghi, Cleric of the Old One: hp 149. See Appendix 
  1 for statistics. 
   
  APL 12 (EL 14) 
  � Ergatha, Druidess: hp 173. See Appendix 1 for 
  statistics.  
  � Greta, Sorceress: hp 134. See Appendix 1 for statistics. 
  � Olghi, Cleric of the Old One: hp 173. See Appendix 
  1 for statistics. 
   
  Tactics: The three hags use what spells they know to 
  prepare themselves for the PCs’ arrival. If they have 
  gained intelligence on the heroes through the 
  aquamarine clasp, they are familiar with the characters’ 
  capabilities (having seen them in more than one fight), 
  and take advantage of this in any way possible. If you 
  have been the DM for the party through the previous two 
  scenarios, and you’re running this as a special play option, 
  feel free to utilize any counter-tactics necessary to defeat 
  the heroes. If you’re running this as a stand-alone, and a 
  hero had the aquamarine clasp visible in the battle with 
  Blackhorn, use what information you could have gleaned 
  from that fight to prepare the hags for combat. 
   
  Generally, if possible, Ergatha uses wild shape to 
  assume a more combative animal form, Greta casts spells 
  from a hiding postion (or at APL 12, she may assume 
  gaseous form and use Silent Spell and Still Spell to cast 
  on the party), and Olghi wades into combat after 
  preparing spells on herself.  
   
  The crones cackle, laugh, and speak in dreadful 
  rhymes and riddles the whole time while they fight, 
  threatening to make the heroes their next meal. They do 
  not retreat from their island home, as their desire to have 
  the eye retrieved clouds their judgment. If the hag’s eye 
  (the aquamarine clasp) is shattered, each hag takes 1d10 
  points of damage, and the one who sustained the most 
  damage from the shattering is blinded for 24 hours. If 
  that occurs, the hags try to flee from the isle at the 
  earliest possible opportunity. 
   
  Development: If the heroes defeat the hags, they may 
  wish to question them. However, they are not very 
  forthcoming, and only a Diplomacy check (DC 35), 
  Intimidate check (DC 35), or magical coercion gets them 
  to talk.  
  � Why are you here? He has bid us to come here, 
  to find the ranger that they fear. (Field Marshal 
  Azrin made a deal with the hags to lay a trap for 
  Elrenn.) 
  � What “ranger”? You know the one of which I 
  speak – his tears fell upon his cheek. He was 
  easy enough to break, yet our hunger is hard to 
  slake. (The hags are trying to scare the heroes 
  into believing that they ate him.) 
  � Who is “he”? The one who was once of your 
  kind, but he now sees and is not blind. (Azrin 
  The Cauldron of Despair and Hope 
   
  Page 11 
  
  used to be a Knight of the High Forest, but 
  betrayed the order, and joined forces with Iuz.) 
  � Where is Elrenn? Drink from our bubbling 
  brew, and answers are yours, always true. (The 
  hags are trying to get the heroes to drink from 
  their cursed brew; see below for more 
  information.) 
  � Who are you? We are the children of the 
  Witch-Queen, and her son we now serve as 
  king. In mountains west we came to be, and all 
  we wish is to set her free. (Iuz’s mother, Iggwilv, 
  created these crones through a magical 
  experiment over 150 years ago in the Yatil 
  Mountains, where she used to reside. Iggwilv’s 
  true progeny, Iuz, seeks her freedom from 
  imprisonment by Graz’zt. These crones wish to 
  aid Iuz and his minions in this effort.) 
  The hags really don’t expound much more on the above 
  information. They were approached by Azrin, who knew 
  of their background, and asked them to aid him in 
  capturing a very large thorn in his side – the Lord 
  Marshal of the Vesve. They set a trap in their home, 
  knowing that if they preyed upon the beastfolk more 
  aggressively, Elrenn would come to deal with the 
  problem. Once he did, they captured him with their 
  magic, and began to slowly torture and break his spirit. 
  Although Elrenn would not break on his own, the 
  application of magic was enough to wear him down, and 
  he eventually took a magic brew that charmed him. The 
  hags seized the opportunity, and turned him into an orc 
  with a polymorph spell. 
   
  The hags really are just waiting for Azrin to come 
  and pick him up, but it appears that he’s content with 
  leaving him to their devices. Elrenn has not been truly 
  interrogated, as the hags really don’t know what 
  information is useful to Azrin (and Azrin believes Elrenn 
  a fool whose presence is worth far more than his 
  knowledge of the forest).  
   
  Over the past week, another visitor came to their 
  realm unannounced. A coure named Butterlily was 
  ensnared by the mist, and it seems that she was looking 
  for the Lord Marshal as well. Butterlily was snatched up 
  by the hags, and put in the magic cage with Elrenn. The 
  hags were going to eat her tonight but fortunately, the 
  heroes came along just in time. 
   
  Treasure: The hags possess a number of items, which 
  they carry on their person. In addition, after defeating 
  the hags, any character who succeeds in a Knowledge 
  (arcana) check (DC 20) knows that hag’s eyeteeth can be a 
  valuable component in the unraveling of certain curses. 
  Up to three eyeteeth can be obtained, and if they are 
  harvested, each character that chooses to keep them 
  should record this under the “Play Notes” section of the 
  Adventure Record for this scenario. 
   
  Elrenn, Butterlily, and the Cage 
  Elrenn is currently unconscious (and may be disguised 
  through a veil spell), and has been polymorphed into an 
  orc (the hags thought that a fitting form for the leader of 
  the Rangers of the Vesve). This particular polymorph is 
  quite potent, as it was reinforced from the magic of the 
  hag’s brew – the effect is permanent. Elrenn has retained 
  all of his faculties, and if conscious, tells the heroes what 
  happened (the hags eventually charmed him and he 
  accepted their brew, which changed him into an orc). 
  Elrenn tells the heroes that they’ll need to change him 
  back if he is to take them back with him to the 
  Woodshaper Tribe’s lands, otherwise they may attack 
  him on sight (beastfolk hate evil humanoids). This 
  particular polymorph effect can be dispelled, removed 
  with a remove curse spell, or unraveled with a break 
  enchantment. The caster level is 11. 
   
  Butterlily is greatly relieved to see the heroes, and 
  upon her release, she gives them all a hug as big as a little 
  coure can. She explains that she came to the Woodshaper 
  Tribe’s camp looking for Elrenn a few days ago (she visits 
  from time to time). The beastfolk told her that he had 
  been missing for a long time, and the last they heard, he 
  had left for the Lake of Gloom. Being a curious sort, and 
  concerned about the welfare of her friend, she flew off to 
  the lake to find Elrenn, where she was promptly captured 
  and thrown in the magic cage. The entire time she’s been 
  here, the hags have told her how delicious her beautiful 
  wings will taste when plucked fresh from her still 
  writhing body as she’s boiled in their cauldron. 
   
  If Gnarlgarr is present, he doesn’t understand why 
  the heroes are talking to an orc, or why that orc is 
  claiming to be Elrenn (or, as his people call him, the 
  “first-ranger”). Even after magic is used to reverse his 
  condition, Gnarlgarr seems wary of him for a few hours 
  until he is convinced that the Lord Marshal is truly 
  himself. 
   
  The cage itself acts as a sort of modified magic circle 
  against good (caster level 9), and it keeps Butterlily from 
  flying out, which she could easily do if the magic didn’t 
  prevent her. A few good whacks from a sturdy weapon, or 
  a successful Open Lock check (DC 25) free both captives 
  from their prison. 
   
  Once the heroes have revived and freed Elrenn and 
  Butterlily, go to Encounter 5. If the heroes free Elrenn, 
  but are not able to dispel the magic upon him, go to the 
  Conclusion. 
   
  The Cauldron of Despair and Hope 
   
  Page 12 
  
  The Cauldron 
  Should a hero foolishly drink from the cauldron of the 
  hags, one of the following things happen: 
  � If the character is male, they immediately fall 
  over, wracked with horrific pain, as blood 
  begins to pour out of every orifice. The 
  character takes 5d6 Constitution damage. There 
  is no saving throw allowed. 
  � If the character is a female, they feel nothing at 
  first, but have unknowingly been overcome by 
  the hag’s curse. See the Treasure Summary for 
  details of the curse. The curse is printed on a 
  separate 
  Adventure 
  Record. 
  Notify 
  the 
  Highfolk Triad if a character becomes cursed, so 
  they can distribute the AR to the player. Make 
  certain to read the text of the curse to the player 
  before the conclusion of the scenario, so he/she 
  knows what it entails (and how to remove it). 
  The curse becomes active as soon as they receive 
  the AR. 
   
  Encounter Five: A Time for 
  War 
  If the heroes are able to unravel Elrenn’s “orcishness” 
  (which might take several days), he suggests they head to 
  the Woodshaper Tribe’s lands, where he has many 
  friends. Butterlily also flits along with the heroes telling 
  jokes and playing innocent pranks. She especially bonds 
  with a hero who has a good sense of humor. 
   
  Along the way, Elrenn asks the heroes what has 
  become of the conflict that was brewing with Iuz’s forces, 
  and is greatly disturbed to hear the current events. Read 
  the following: 
   
  The Lord Marshal of the Vesve leads you to another 
  area of the beastfolk’s woods. You are admitted 
  entrance to their community once they notice the 
  Lord Marshal’s presence.  
   
  f
   
  i
   
  t
  i
  l
   
   
   
  Rugged wooden living platforms dot the thickest 
  trees, while below small wicker huts house many 
  other members of the Woodshaper Tribe. The 
  beastfolk here talk little to most of you, save Elrenn 
  and any bearing the gift of Marrgrawl’s vine necklace. 
  Any that are friends of the Woodshapers are greeted 
  with feral grins and grasps of the shoulder and arm, 
  and are made to feel as though they’re being 
  welcomed home. 
   
  After some time, Elrenn arranges a platform for 
  you to sleep on, high in the boughs of an oak tree. 
  The climb up is eased by the beastfolk’s vine ropes, 
  and after you’re settled, you get some rest, letting the 
  music and laughter o  these primitive folk relax your 
  minds and hearts. It is truly an honor to be so 
  welcome into their home. 
   
  Late at night, Elrenn wakes you. “My friends, 
  please come with me. Marrgrawl and other elders of 
  the tribe wish to speak to you on matters.” You rouse 
  yourselves, and climb down to the forest floor. The 
  Lord Marshal explains more as he walks with you. “I 
  have asked my good friend Marrgrawl to summon a 
  council of the elders of the tribe. The news of the 
  battle with the Old One is most disturbing. I have 
  spoken to them about ending their isolation, just for a 
  time, to help aid Quaalsten. They have l stened to my 
  words, but they also know I have been away for a long 
  time, and wish to hear more from those who have 
  seen things with their own eyes. I have said all I can 
  say, but they wish to talk to you. What you tell them 
  may convince them to come to the aid of the 
  Quaalfolk.  
   
  “Please, I implore you, those of you who can, 
  speak with them and tell them of the situation, and 
  the need of our people. Any that do not speak the 
  Sylvan tongue may come as well; you can act as 
  advisors to those who can communicate with the 
  elders. Do not use magic in their presence; if you 
  must cast spells for translation, do it now before we 
  arrive.” 
  Elrenn waits for the heroes to respond, and hopes that 
  several will come to the meeting. Read the following to 
  those PCs that choose to continue on to the meeting: 
   
  Flickering torchligh  bathes a small clearing in an 
  orange autumn glow. Several beastfolk – old, young, 
  male, and female – stand about the edges of the 
  clearing, forming a circle. One of the beastfolk breaks 
  from the shadow of the foliage, and approaches you. 
  Some of you recognize him, and to those heroes, he 
  smiles. He addresses you in the Sylvan tongue. 
   
  “I am Marrgrawl, an elder of the Woodshaper 
  Tribe. My heart is glad at your coming. The first-
  ranger has said many words, but his words come from 
  one who has not seen. You have seen what he speaks 
  of, so we want to hear your words. Why should we 
  leave our home, to fight and die for men of towns and 
  fool sh elves? Al  are not as you, most do not have the 
  ranger’s heart. You may speak to us as you would 
  speak to your own. Hide nothing in your words.”
  Have each PC who can speak Sylvan address the elders, 
  and explain why they think that the beastfolk should aid 
  Quaalsten. The beastfolk carefully listen to everyone, and 
  they do not interrupt a hero’s speech.  
   
  Once this is completed, judge each character’s 
  speech, and how well of a job they do at convincing an 
  The Cauldron of Despair and Hope 
   
  Page 13 
  
  isolated race of good-hearted creatures from leaving their 
  homeland to aid people they don’t even know. 
  Mentioning magic in a good light or deities does nothing 
  to help convince them. After everyone that can talk has 
  said their peace, have one of the speakers roll a 
  Diplomacy check (DC 15). Each other speaker may also 
  make a roll to assist (or take 10). In addition, you may 
  assign a circumstance bonus of up to +4 (or a penalty of 
  up to –4) for the overall performance of the group’s 
  speeches. 
   
  Once the heroes finish, and the Diplomacy checks 
  are made, read the following: 
   
  Marrgrawl speaks again. ”We have heard your words, 
  and must talk on them. We will tell you of our choice 
  at dawn. For now, go back and rest.” 
   
  The heroes retire to sleep the rest of the night. Go to the 
  Conclusion. 
   
  Conclusion 
  If the Heroes Failed to Convince the 
  Beastfolk 
  You should also use this conclusion if the heroes do not 
  unravel the magic that has turned Elrenn into an orc. If 
  this is the case, modify the text below as appropriate, 
  starting the read-aloud portion with the third paragraph. 
   
  In the morning, you awaken. Elrenn is gone. An hour 
  later, he returns, and has a look of concern on his 
  face.  
   
  “They will no  aid us”, he says. “The beastfolk do 
  not believe that their small tribe can make a 
  difference in this large war.” He sighs. “Well, let’s 
  hope that our presence there can at least be good 
  enough for something. Are you ready to leave?” 
  t
   
   
  i
  f
  , 
   
   
  Packing up your gear, you leave the beastfolk, 
  perhaps never to see them again. They bid you a fond 
  farewell, and you make your way west towards 
  Quaalsten, and its hopeful l beration. 
   
  Butterlily decides to fly with you, and offer what 
  support she can in the coming days. After another 
  day’s travel, you reach a small hillock in the woods. 
  Below, the armies o  the Old One and his allies camp
  waiting for word to strike again at the already 
  battered palisades of Quaalsten. The stench coming 
  from the horrible array of evil only serves to 
  strengthen your resolve in what surely will be the last 
  great battle for this town. Either the good folk of the 
  forest will prevail, or Quaalsten will suffer a fate far 
  worse than Flameflower to the south.  
   
  Elrenn smiles broadly and says, “It’s good to be 
  back home.” 
  If a hero particularly impressed Butterlily, she gives them 
  a kiss, and says, “You’re my favorite, so if you need me, 
  you need only ask”. This particular PC receives the Kissed 
  by Butterlily favor on the Adventure Record. 
   
  If the heroes played this adventure as part of a 
  special play option, or played all the scenarios from the 
  Three Furies series in the proper order, Butterlily gives a 
  gift of three unicorn hairs to each hero for their service. 
  “A good mare gave me these once for helping her 
  through a tough time. I’m giving them to you, for doing 
  the same for me.” Each PC receives the Unicorn Tail Hair 
  item on the Adventure Record. If the PCs didn’t play the 
  scenarios in order, they do not receive this gift. 
   
  Also, characters that possess the Favor of Marrgrawl, 
  and played the scenarios in the Three Furies series in 
  order (or as a special play option) receive the Member of 
  the Woodshaper Tribe favor. Characters without the 
  Favor of Marrgrawl, or that have not played the Three 
  Furies series in order do not receive this favor. 
   
  Go to the Dénouement. 
   
  If the Heroes Convince the Beastfolk 
  In the morning, you awaken. You hear much 
  commotion, and looking down from your perch high 
  in the trees you see Elrenn with several beastfolk, 
  armed with spears and nets. The Lord Marshal calls 
  up to you. 
   
  “You have done wel  my friends! They are 
  gathering provis ons and weapons as we speak to 
  march to Quaalsten. This is certainly a day to 
  remember. Come down and begin it, there is much 
  work to do.” 
  l,
  i
   
   
  You pack up your gear, and head down to help 
  with the preparations. One hundred beastfolk from 
  the Woodshaper Tribe will be at your side when you 
  reach sight of the town of Quaalsten. One hundred 
  magic resilient forest warriors that can naturally 
  camouflage themselves. One hundred surprises with 
  poison tipped spears. Things are looking up. 
  If the heroes managed to negotiate with the Tree Hunter 
  beastfolk when they first entered the forest, and received 
  a result of at least “friendly” on the Diplomacy check, 
  read the following: 
   
  More good news reaches your ears. It seems that last 
  night’s meeting had an emissary from the Tree 
  Hunter Tribe, a more martial group of beastfolk that 
  you encountered soon after entering the Beastman 
  Forest. He was impressed by your words, or motivated 
  The Cauldron of Despair and Hope 
   
  Page 14 
  
  to show up the Woodshapers in battle, and has 
  promised h s peop e will send another one hundred 
  warriors to help battle the evil humano ds that 
  surround Quaalsten. Apparently, you made a very 
  good impression in your first run-in with Onturr 
  several days ago. 
  i
  l
  i
   
   
  l
   
   
  lt
   
  l
  The heroes receive access to trade with the Tree Hunter 
  Tribe for terinav root poison, their favored poison. If the 
  heroes did not receive a Diplomacy result of at least 
  “friendly”, cross this item off of the Adventure Record 
  (including the Item Access section). 
   
  In any case, continue with the following: 
   
  Butterlily decides to fly with you, and offer what 
  support she can in the coming days. After another 
  day’s travel, you reach a small hillock in the woods. 
  The dozens and dozens of beastfolk, armed for war, 
  look in awe as they gaze down the hill. Below, the 
  armies of the Old One and his allies camp, waiting for 
  word to strike again at the already battered palisades 
  of Quaalsten. The stench coming from the horrible 
  array of evil on y serves to strengthen your resolve in
  what surely will be the last great battle for this town. 
  Either the good folk of the forest will prevail, or 
  Quaalsten will suffer a fate far worse than 
  Flameflower to the south.  
   
  Elrenn smiles broadly and says, “It’s good to be 
  back home.” 
  If a hero particularly impressed Butterlily, she gives them 
  a kiss, and says, “You’re my favorite, so if you need me, 
  you need only ask”. This particular PC receives the Kissed 
  by Butterlily favor on the Adventure Record. 
   
  If the heroes played this adventure as part of a 
  special play option, or played all the scenarios from the 
  Three Furies series in the proper order, Butterlily gives a 
  gift of three unicorn hairs to each hero for their service. 
  “A good mare gave me these once for helping her 
  through a tough time. I’m giving them to you, for doing 
  the same for me.” Each PC receives the Unicorn Tail Hair 
  item on the Adventure Record. If the PCs didn’t play the 
  scenarios in order, they do not receive this gift. 
   
  Also, characters that possess the Favor of Marrgrawl, 
  and played the scenarios in the Three Furies series in 
  order (or as a special play option) receive the Member of 
  the Woodshaper Tribe favor. Characters without the 
  Favor of Marrgrawl, or that have not played the Three 
  Furies series in order do not receive this favor. 
   
  Go to the Dénouement. 
   
  Dénouement 
  The following, read immediately after the text of the 
  conclusion, is an exposition (as in the beginning of the 
  first scenario in this series, HIG4-07 Cult of the Stone 
  Serpent). 
   
  Across the fi hy camps of foul beings feeding on hate 
  and suffering, past the palisades of the good folk who 
  hold despite their desperate state, the Hearth of the 
  Unicorn’s Heart stands.  
  Inside this place, which has served as a beacon of 
  hope for countless warriors, priests, pilgrims, 
  craftsmen, and common folk, an ancient half-elven 
  woman lies in bed, motion ess. At once, she rises 
  upright from her slumber, as if she was drowning and 
  has finally found air. Maegla the Dreamer is awake, 
  and in her first moments of consciousness renewed 
  with her eyes wide, she whispers quietly, as if 
  speaking to someone very close. “They’re coming.” 
   
  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 
  Defeat or negotiate with the beastfolk 
  APL 6 240 xp; APL 8 300 xp; APL 10 360 xp;  
  APL 12 420 xp. 
   
  Encounter Two 
  Defeat Blackhorn, Guardian of the Lake 
  APL 6 240 xp; APL 8 300 xp; APL 10 360 xp;  
  APL 12 420 xp. 
   
  Encounter Four 
  Defeat the “Dark Women” 
  APL 6 240 xp; APL 8 300 xp; APL 10 360 xp;  
  APL 12 420 xp. 
   
  Story Award 
  Freeing Elrenn Walthair, Lord Marshal of the Vesve 
  APL 6 90 xp; APL 8 90 xp; APL 10 90 xp;  
  APL 12 90 xp. 
   
  Story Award 
  Convincing the beastfolk to ally with Quaalsten 
  APL 6 90 xp; APL 8 135 xp; APL 10 180 xp;  
  APL 12 225 xp. 
  The Cauldron of Despair and Hope 
   
  Page 15 
  
   
  Total possible experience:   
  APL 6 900 xp; APL 8 1125 xp; APL 10 1350 xp;  
  APL 12 1575 xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter Three: 
   
  APL 6: L: 0 gp; C: 500 gp; M: hammersphere (208 gp 
  per character). 
   
  APL 8: L: 0 gp; C: 500 gp; M: hammersphere (208 gp 
  per character). 
   
  APL 10: L: 0 gp; C: 500 gp; M: hammersphere (208 gp 
  per character), staff of fauna (1617 gp per character).  
   
  APL 12: L: 0 gp; C: 500 gp; M: hammersphere (208 gp 
  per character), staff of fauna (1617 gp per character). 
   
  Encounter Four:   
   
  APL 6: L: 0 gp; C: 0 gp; M: 2 beads of force (250 gp 
  per bead per character). 
   
  APL 8: L: 0 gp; C: 0 gp; M: 2 beads of force (250 gp 
  per bead per character), +1 adamantine greatsword (421 
  gp per character), ring of protection +3 (1500 gp per 
  character). 
   
  APL 10: L: 0 gp; C: 0 gp; M: 2 beads of force (250 gp 
  per bead per character), +2 adamantine greatsword (921 
  gp per character), ring of protection +3 (1500 gp per 
  character), bag of tricks (rust) (250 gp per character). 
   
  APL 12: L: 0 gp; C: 0 gp; M: 2 beads of force (250 gp 
  per bead per character), +2 wounding adamantine 
  greatsword (2921 gp per character), ring of protection +3 
  (1500 gp per character), bag of tricks (rust) (250 gp per 
  character), rod of negation (3083 gp per character). 
   
  Total Possible Treasure 
   
  APL 6: L: 0 gp; C: 500 gp; M: 708 gp –  
   
  Total 1,208 gp (maximum 900 gp) 
   
  APL 8: L: 0 gp; C: 500 gp; M: 2629 gp –  
   
  Total 3,129 gp (maximum 1,300 gp) 
   
  APL 10: L: 0 gp; C: 500 gp; M: 4996 gp –  
   
  Total 5,496 gp (maximum 2,300 gp) 
   
  APL 12: L: 0 gp; C: 500 gp; M: 10,079 gp –  
   
  Total 10,579 gp (maximum 3,300 gp) 
   
  Special 
  Terinav Root Poison: For settling matters peacefully 
  with the Tree Hunter Tribe of beastfolk, their elders have 
  agreed to trade goods for their hunting poison. You may 
  purchase terinav root poison (contact, Fortitude DC 16, 
  initial damage 1d6 Dex, secondary damage 2d6 Dex) for 
  the standard Dungeon Master’s Guide price of 750 gp per 
  dose. 
   
  Unicorn Tail Hair: Given to you as a gift for your 
  service, these tail hairs can be used as a component when 
  casting spells. A spell to which this component is applied 
  has a 20% chance of having its duration doubled. No 
  more than three of these can be received per character, 
  and they can be added to a character’s equipment at no 
  cost. Check off as used. 
   
  [   ]  [   ]  [   ] 
  The Cauldron of Despair and Hope 
   
  Page 16 
  
   
  Member of the Woodshaper Tribe: Your noble bearing 
  and compassion for the beastfolk of the Vesve have 
  forever earned you a place by their side. You are now 
  considered a member of the Woodshaper Tribe, and akin 
  to family. The beastfolk respect you and honor you as a 
  person of great wisdom, and you always have counsel 
  with the elders when you seek it. In addition, one of the 
  beastfolk, fascinated with your ways, has agreed to 
  accompany you in your journeys if you so choose it. You 
  can choose this beastfolk as a cohort if you have the 
  Leadership feat (without class levels, counts as a 3
  rd level 
  character) – he can take levels in barbarian, fighter, or 
  rogue (and any prestige classes that do not grant 
  supernatural or spell-like abilities). Only a character with 
  the Favor of Marrgrawl may receive this favor. 
   
  Kissed by Butterlily: You have garnered the favor of 
  Butterlily, a coure eladrin. If you are able to cast lesser 
  planar ally, you may specifically call for Butterlily (75% 
  chance she’ll answer). The first time you successfully call 
  for Butterlily, she’ll serve for free, but she won’t do 
  anything that would violate her alignment (CG), or cause 
  people sorrow. Butterlily talks often about you in 
  Arborea, and if you ever take the Leadership feat, you 
  may choose a coure eladrin as your cohort (without class 
  levels, counts as a 7
  th level character). The coure eladrin 
  can be found in the Book of Exalted Deeds, pages 168-
  169, or a copy of the write-up can be requested from the 
  DM. Only one character per table may receive this favor. 
   
  Legendary Deed (10%), Rescue of Lord Marshal 
  Elrenn Walthair: You have saved the commander of the 
  Rangers of the Vesve from a terrible fate, and as such, 
  have brought hope to the town of Quaalsten. When this 
  legendary deed is used, spellcasting services in Quaalsten 
  are free of charge. Rules for using legendary deeds can be 
  found on the Highfolk website at www.highfolk.net. 
   
  Special (Separate AR) 
  Hag’s Curse: You have tasted the brew in the hag’s 
  cauldron, and with the death of the hags that created the 
  foul elixir, you have succumbed to its horrible curse. 
  Your skin becomes wrinkled and green, and ugly warts 
  protrude here and there in obvious places. Your eyes 
  become black as coals, and your laugh sounds more like a 
  cackle. Your hideous visage gives you a –4 penalty on all 
  Charisma-based skills, except Intimidate, which you 
  receive a +4 bonus.  
   
  In addition, your type changes to monstrous 
  humanoid, and you gain the supernatural ability to use a 
  weakening touch attack once per day. This attack deals 
  2d4 points of Strength damage to the target, who can 
  resist the attack with a successful Fortitude saving throw 
  (DC is 10 + your Charisma modifier). Lastly, as a spell-like 
  ability, you can cast disguise self once per day, with a 
  caster level equal to your character level.  
   
  Of course, the price you pay is your soul, as you slide 
  further down the path of evil. At the end of every 
  adventure (except this one), you must make a Will saving 
  throw (DC 25), or your alignment shifts one degree 
  towards evil (good becomes neutral, neutral becomes 
  evil). Each adventure after you’ve successfully saved, you 
  receive a –2 penalty to the next adventure’s saving throw. 
  This effect is cumulative, until you fail a save; then, it 
  resets. If you ever reach an evil alignment, your character 
  is immediately removed from play. No matter what, after 
  10 adventures, you automatically fail a saving throw, as 
  your desire to heed the dark callings in your soul is too 
  great. After 20 adventures, if you haven’t turned evil, you 
  do so then (and are removed from play). While affected 
  by the curse, you may not change your alignment 
  voluntarily.  
   
  This curse can only be removed in a few ways. 
  Resolve attempts to remove the curse at the end of the 
  adventure, before resolving the Will save. A good-aligned 
  divine caster capable of casting remove curse can unravel 
  it (restoring you to your former self), but ten hag’s 
  eyeteeth must be consumed in the casting of the spell. 
  Otherwise, the curse can be removed by a limited wish, 
  wish, or miracle spell – using any one of these three 
  spells restores you to your former state, but a strange 
  unsettling air follows you, and forever after, you have a –
  1 penalty to all Charisma-based skills, except Intimidate, 
  of which you have a +1 bonus. 
   
  Only female characters can receive the curse, and 
  the gender of the character cannot be changed by any 
  means while under the effect of the hag’s curse. 
   
  Items for the Adventure 
  Record 
   
  Item Access 
  APL 6: 
  Terinav root poison (Regional, see above) 
  Bead of force (Adventure, DMG) 
  Hammersphere (Adventure, Arms and Equipment 
  Guide) 
   
  APL 8: (All of APL 6 plus the following) 
  +1 adamantine greatsword (Adventure, 5,050 gp, DMG) 
  Ring of protection +3 (Adventure, DMG) 
   
  APL 10: (All of APLs 6-8 plus the following) 
  +2 adamantine greatsword (Adventure, 11,050 gp, DMG) 
  The Cauldron of Despair and Hope 
   
  Page 17 
  
  Bag of tricks (rust) (Adventure, DMG) 
  Staff of fauna (Adventure, Complete Divine) 
   
  APL 12: (All of APLs 6-10 plus the following) 
  +2 wounding adamantine greatsword (Adventure, 35,050 
  gp, DMG) 
  Rod of negation (Adventure, DMG) 
  The Cauldron of Despair and Hope 
   
  Page 18 
  
  Appendix 1: NPCs and 
  Monsters 
  Gnarlgarr: Male beastfolk; Medium Humanoid; HD 
  2d8+2; hp 11; Init +2; Spd 30 ft; AC 12 (touch 12, flat-
  footed 10) [+2 Dex]; BA/G +1/+2; Atk +2 melee (1d6+1, 
  quarterstaff); Full Atk +2 melee (1d6+1, quarterstaff); SQ 
  Low-light vision, spell resistance 20; AL NG; SV Fort +1, 
  Ref +5, Will +3; Str 13, Dex 15, Con 12, Int 9, Wis 12, Cha 
  8. 
   
  Skills and Feats: Climb +2, Hide +4, Move Silently 
  +4; Iron Will. 
   
  Encounter One 
  APL 6 
  Onturr, Huntmaster: Male beastfolk Ftr4; CR 5; 
  Medium Humanoid; HD 4d10+8 + 2d8+4; hp 52; Init +2; 
  Spd 30 ft; AC 12 (touch 12, flat-footed 10) [+2 Dex]; BA/G 
  +5/+7; Atk +8 melee (1d8+4/x3, spear) or +7 melee 
  (1d4+2/19-20, dagger) or +7 ranged (1d4+2 plus poison, 
  dart); Full Atk +8 melee (1d8+4/x3, spear) or +7 melee 
  (1d4+2/19-20, dagger) or +7 ranged (1d4 plus poison, 
  dart); SQ Low-light vision, spell resistance 20; AL N; SV 
  Fort +6, Ref +6, Will +6; Str 15, Dex 14, Con 14, Int 10, 
  Wis 16, Cha 14. 
   
  Skills and Feats: Climb +9, Diplomacy +4, Hide +2, 
  Intimidate +6, Knowledge (nature) +5, Move Silently +2, 
  Speak Sylvan; Dodge, Iron Will, Toughness, Weapon 
  Focus (spear), Weapon Specialization (spear). 
   
  Poison (Ex): Terinav root (contact, Fortitude DC 16, 
  initial damage 1d6 Dex, secondary damage 2d6 Dex) coats 
  a Tree Hunter beastfolk’s darts. 
   
  Possessions: Spear, dagger, 10 poisoned darts. 
   
  Beastfolk Hunters (8): Male beastfolk; CR 1; Medium 
  Humanoid; HD 2d8+2; hp 11 each; Init +2; Spd 30 ft; AC 
  12 (touch 12, flat-footed 10) [+2 Dex]; BA/G +1/+2; Atk +1 
  melee (1d8/x3, spear) or +3 ranged (1d4 plus poison, dart) 
  or +3 ranged (entangle, net); Full Atk +1 melee (1d8/x3, 
  spear) or +3 ranged (1d4 plus poison, dart) or +3 ranged 
  (entangle, net); SQ Low-light vision, spell resistance 20; 
  AL CN; SV Fort +1, Ref +5, Will +3; Str 10, Dex 15, Con 
  11, Int 10, Wis 13, Cha 10. 
   
  Skills and Feats: Climb +2, Hide +4, Move Silently 
  +5; Iron Will. 
   
  Poison (Ex): Terinav root (contact, Fortitude DC 16, 
  initial damage 1d6 Dex, secondary damage 2d6 Dex) coats 
  a Tree Hunter beastfolk’s darts. 
   
  Possessions: Spear, 10 poisoned darts, net. 
   
  APL 8 
  Onturr, Huntmaster: Male beastfolk Ftr7; CR 8; 
  Medium Humanoid; HD 7d10+14 + 2d8+4; hp 76; Init +2; 
  Spd 30 ft; AC 12 (touch 12, flat-footed 10) [+2 Dex]; BA/G 
  +8/+10; Atk +11 melee (1d8+4/x3, spear) or +10 melee 
  (1d4+2/19-20, dagger) or +10 ranged (1d4+2 plus poison, 
  dart); Full Atk +11/+6 melee (1d8+4/x3, spear) or +10/+5 
  melee (1d4+2/19-20, dagger) or +10 ranged (1d4 plus 
  poison, dart); SQ Low-light vision, spell resistance 20; AL 
  N; SV Fort +7, Ref +7, Will +7; Str 15, Dex 14, Con 14, Int 
  10, Wis 16, Cha 14. 
   
  Skills and Feats: Climb +12, Diplomacy +4, Hide +2, 
  Intimidate +9, Knowledge (nature) +5, Move Silently +2, 
  Speak Sylvan; Diehard, Dodge, Endurance, Iron Will, 
  Toughness, 
  Weapon 
  Focus 
  (spear), 
  Weapon 
  Specialization (spear). 
   
  Poison (Ex): Terinav root (contact, Fortitude DC 16, 
  initial damage 1d6 Dex, secondary damage 2d6 Dex) coats 
  a Tree Hunter beastfolk’s darts. 
   
  Possessions: Spear, dagger, 10 poisoned darts. 
   
  Beastfolk Hunters (8): Male beastfolk; CR 1; Medium 
  Humanoid; HD 2d8+2; hp 11 each; Init +2; Spd 30 ft; AC 
  12 (touch 12, flat-footed 10) [+2 Dex]; BA/G +1/+2; Atk +1 
  melee (1d8/x3, spear) or +3 ranged (1d4 plus poison, dart) 
  or +3 ranged (entangle, net); Full Atk +1 melee (1d8/x3, 
  spear) or +3 ranged (1d4 plus poison, dart) or +3 ranged 
  (entangle, net); SQ Low-light vision, spell resistance 20; 
  AL CN; SV Fort +1, Ref +5, Will +3; Str 10, Dex 15, Con 
  11, Int 10, Wis 13, Cha 10. 
   
  Skills and Feats: Climb +2, Hide +4, Move Silently 
  +5; Iron Will. 
   
  Poison (Ex): Terinav root (contact, Fortitude DC 16, 
  initial damage 1d6 Dex, secondary damage 2d6 Dex) coats 
  a Tree Hunter beastfolk’s darts. 
   
  Possessions: Spear, 10 poisoned darts, net. 
   
  APL 10 
  Onturr, Huntmaster: Male beastfolk Ftr10; CR 11; 
  Medium Humanoid; HD 10d10+20 + 2d8+4; hp 100; Init 
  +2; Spd 30 ft; AC 12 (touch 12, flat-footed 10) [+2 Dex]; 
  BA/G +11/+14; Atk +15 melee (1d8+5/19-20/x3, spear) or 
  +14 melee (1d4+3/19-20, dagger) or +13 ranged (1d4+3 
  plus poison, dart); Full Atk +15/+10/+5 melee (1d8+5/19-
  20/x3, spear) or +14/+9/+4 melee (1d4+3/19-20, dagger) 
  or +13 ranged (1d4+3 plus poison, dart); SQ Low-light 
  vision, spell resistance 20; AL N; SV Fort +8, Ref +9, Will 
  +8; Str 16, Dex 14, Con 14, Int 10, Wis 16, Cha 14. 
   
  Skills and Feats: Climb +16, Diplomacy +4, Hide +2, 
  Intimidate +12, Knowledge (nature) +5, Move Silently +2, 
  Speak Sylvan; Diehard, Dodge, Endurance, Improved 
  Critical (spear) Iron Will, Power Attack, Toughness, 
  Weapon Focus (spear), Weapon Specialization (spear). 
   
  Poison (Ex): Terinav root (contact, Fortitude DC 16, 
  initial damage 1d6 Dex, secondary damage 2d6 Dex) coats 
  a Tree Hunter beastfolk’s darts. 
  The Cauldron of Despair and Hope 
   
  Page 19 
   
  
   
  Possessions: Spear, dagger, 10 poisoned darts. 
   
  Beastfolk Hunters (8): Male beastfolk; CR 1; Medium 
  Humanoid; HD 2d8+2; hp 11 each; Init +2; Spd 30 ft; AC 
  12 (touch 12, flat-footed 10) [+2 Dex]; BA/G +1/+2; Atk +1 
  melee (1d8/x3, spear) or +3 ranged (1d4 plus poison, dart) 
  or +3 ranged (entangle, net); Full Atk +1 melee (1d8/x3, 
  spear) or +3 ranged (1d4 plus poison, dart) or +3 ranged 
  (entangle, net); SQ Low-light vision, spell resistance 20; 
  AL CN; SV Fort +1, Ref +5, Will +3; Str 10, Dex 15, Con 
  11, Int 10, Wis 13, Cha 10. 
   
  Skills and Feats: Climb +2, Hide +4, Move Silently 
  +5; Iron Will. 
   
  Poison (Ex): Terinav root (contact, Fortitude DC 16, 
  initial damage 1d6 Dex, secondary damage 2d6 Dex) coats 
  a Tree Hunter beastfolk’s darts. 
   
  Possessions: Spear, 10 poisoned darts, net. 
   
  APL 12 
  Onturr, Huntmaster: Male beastfolk Ftr12; CR 13; 
  Medium Humanoid; HD 12d10+24 + 2d8+4; hp 116; Init 
  +2; Spd 30 ft; AC 12 (touch 12, flat-footed 10) [+2 Dex]; 
  BA/G +13/+16; Atk +17 melee (1d8+5/19-20/x3, spear) or 
  +16 melee (1d4+3/19-20, dagger) or +15 ranged (1d4+3 
  plus poison, dart); Full Atk +17/+12/+7 melee (1d8+5/19-
  20/x3, spear) or +16/+11/+6 melee (1d4+3/19-20, dagger) 
  or +15 ranged (1d4+3 plus poison, dart); SQ Low-light 
  vision, spell resistance 20; AL N; SV Fort +9, Ref +10, Will 
  +9; Str 16, Dex 15, Con 14, Int 10, Wis 16, Cha 14. 
   
  Skills and Feats: Climb +16, Diplomacy +4, Hide +2, 
  Intimidate +12, Knowledge (nature) +5, Move Silently +2, 
  Speak Sylvan; Cleave, Diehard, Dodge, Endurance, Great 
  Cleave, Improved Critical (spear), Iron Will, Power 
  Attack, Toughness, Weapon Focus (spear), Weapon 
  Specialization (spear). 
   
  Poison (Ex): Terinav root (contact, Fortitude DC 16, 
  initial damage 1d6 Dex, secondary damage 2d6 Dex) coats 
  a Tree Hunter beastfolk’s darts. 
   
  Possessions: Spear, dagger, 10 poisoned darts. 
   
  Beastfolk Hunters (8): Male beastfolk; CR 1; Medium 
  Humanoid; HD 2d8+2; hp 11 each; Init +2; Spd 30 ft; AC 
  12 (touch 12, flat-footed 10) [+2 Dex]; BA/G +1/+2; Atk +1 
  melee (1d8/x3, spear) or +3 ranged (1d4 plus poison, dart) 
  or +3 ranged (entangle, net); Full Atk +1 melee (1d8/x3, 
  spear) or +3 ranged (1d4 plus poison, dart) or +3 ranged 
  (entangle, net); SQ Low-light vision, spell resistance 20; 
  AL CN; SV Fort +1, Ref +5, Will +3; Str 10, Dex 15, Con 
  11, Int 10, Wis 13, Cha 10. 
   
  Skills and Feats: Climb +2, Hide +4, Move Silently 
  +5; Iron Will. 
   
  Poison (Ex): Terinav root (contact, Fortitude DC 16, 
  initial damage 1d6 Dex, secondary damage 2d6 Dex) coats 
  a Tree Hunter beastfolk’s darts. 
   
  Possessions: Spear, 10 poisoned darts, net. 
   
  Encounter Two 
  APL 6 
  Blackhorn: Male black half-dragon troll Ftr1; CR 8; Large 
  Dragon (Augmented Giant); HD 7d10+56; hp 102; Init +4; 
  Spd 30 ft., fly 60 ft. (average); AC 22 (touch 13, flat-footed 
  18) [-1 size, +4 Dex, +9 natural]; BA/G +5/+21; Atk +16 
  melee (1d6+12, claw); Full Atk +16 melee (1d6+12, 2 
  claws) and +11 melee (1d8+6, bite); Space/Reach 10 ft./10 
  ft.; SA Breath weapon, rend 2d6+18; SQ Darkvision 90 ft., 
  immunity to acid, immunity to sleep and paralysis, low-
  light vision, regeneration 5, scent; AL CE; SV Fort +13, 
  Ref +6, Will +2; Str 35, Dex 18, Con 27, Int 8, Wis 10, Cha 
  6. 
   
  Skills and Feats: Climb +17, Jump +15, Listen +10, 
  Spot +10, Swim +17; Awesome Blow, Cleave, Improved 
  Bull Rush, Power Attack. 
   
  Breath Weapon (Su): 30-foot line, once per day, 
  damage 6d8 acid, Reflex DC 21 half. The save DC is 
  Constitution-based. 
   
  Rend (Ex): If Blackhorn hits with both claw attacks, 
  he latches onto the opponent’s body and tears the flesh. 
  This attack automatically deals an additional 2d6+18 
  points of damage. 
   
  Regeneration (Ex): Fire deals normal damage to 
  Blackhorn. If he loses a limb or body part, the lost 
  portion regrows in 3d6 minutes. Blackhorn can reattach 
  the severed member instantly by holding it to the stump. 
   
  APL 8 
  Blackhorn: Male black half-dragon troll Ftr1/War 
  Hulk2; CR 10; Large Dragon (Augmented Giant); HD 
  7d10+56 + 2d12+16; hp 132; Init +4; Spd 30 ft., fly 60 ft. 
  (average); AC 22 (touch 13, flat-footed 18) [-1 size, +4 Dex, 
  +9 natural]; BA/G +5/+23; Atk +18 melee (1d6+14, claw); 
  Full Atk +18 melee (1d6+14, 2 claws) and +16 melee 
  (1d8+7, bite); Space/Reach 10 ft./10 ft.; SA Breath 
  weapon, great swing, rend 2d6+21; SQ Darkvision 90 ft., 
  immunity to acid, immunity to sleep and paralysis, low-
  light vision, regeneration 5, scent; AL CE; SV Fort +16, 
  Ref +6, Will +2; Str 39, Dex 18, Con 27, Int 8, Wis 10, Cha 
  6. 
   
  Skills and Feats: Climb +20, Jump +18, Listen +10, 
  Spot +10, Swim +19; Awesome Blow, Cleave, Improved 
  Bull Rush, Multiattack, Power Attack. 
   
  Breath Weapon (Su): 30-foot line, once per day, 
  damage 6d8 acid, Reflex DC 21 half. The save DC is 
  Constitution-based. 
  The Cauldron of Despair and Hope 
   
  Page 20 
   
  
   
  Great Swing (Ex): Starting at 2
  nd level, a war hulk is 
  able to make a great, sweeping swing with a melee 
  weapon. As a full-round action, the war hulk can choose 
  three squares adjacent to one another (he must threaten 
  all of them). His attack applies to all creatures in those 
  squares. Make one attack roll and apply that roll as an 
  attack against each defender. If the war hulk uses a 
  special attack (such as disarm, trip, or sunder), this special 
  attack affects only the first target; the other creatures are 
  attacked normally. 
   
  Walls and similar obstacles can block a great swing. 
  Start with one square that the war hulk threatens. Each 
  successive square chosen must be adjacent to the 
  previous square and have line of effect from that square. 
  Two squares separated by a wall, for instance, can’t be 
  chosen as adjacent targets for a great swing. 
   
  The war hulk may skip creatures, attacking only 
  those he wants to. For example, if there are three 
  creatures in a row – an enemy, an ally, and another 
  enemy – the war hulk can choose those three squares for 
  the great swing but strike only the two enemies. 
   
  If a war hulk drops one of his foes with a great 
  swing, he may make a cleave attack normally. However, 
  he may do so only once for every time he swings, even if 
  he drops more than one foe. 
   
  Rend (Ex): If Blackhorn hits with both claw attacks, 
  he latches onto the opponent’s body and tears the flesh. 
  This attack automatically deals an additional 2d6+21 
  points of damage. 
   
  Regeneration (Ex): Fire deals normal damage to 
  Blackhorn. If he loses a limb or body part, the lost 
  portion regrows in 3d6 minutes. Blackhorn can reattach 
  the severed member instantly by holding it to the stump. 
   
  APL 10 
  Blackhorn: Male black half-dragon troll Ftr1/War 
  Hulk4; CR 12; Large Dragon (Augmented Giant); HD 
  7d10+56 + 4d12+32; hp 162; Init +4; Spd 30 ft., fly 60 ft. 
  (average); AC 22 (touch 13, flat-footed 18) [-1 size, +4 Dex, 
  +9 natural]; BA/G +5/+26; Atk +21 melee (1d6+17, claw) 
  or +21 ranged (2d8+17, gray ooze stone); Full Atk +21 
  melee (1d6+17, 2 claws) and +19 melee (1d8+8, bite) or 
  +21 ranged (2d8+17, gray ooze stone); Space/Reach 10 
  ft./10 ft.; SA Breath weapon, great swing, mighty swing, 
  rend 2d6+25; SQ Darkvision 90 ft., immunity to acid, 
  immunity to sleep and paralysis, low-light vision, 
  regeneration 5, scent; AL CE; SV Fort +17, Ref +7, Will 
  +3; Str 44, Dex 18, Con 27, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +24, Jump +22, Listen +10, 
  Spot +10, Swim +22; Awesome Blow, Cleave, Improved 
  Bull Rush, Multiattack, Power Attack. 
   
  Breath Weapon (Su): 30-foot line, once per day, 
  damage 6d8 acid, Reflex DC 21 half. The save DC is 
  Constitution-based. 
   
  Great Swing (Ex): Starting at 2
  nd level, a war hulk is 
  able to make a great, sweeping swing with a melee 
  weapon. As a full-round action, the war hulk can choose 
  three squares adjacent to one another (he must threaten 
  all of them). His attack applies to all creatures in those 
  squares. Make one attack roll and apply that roll as an 
  attack against each defender. If the war hulk uses a 
  special attack (such as disarm, trip, or sunder), this special 
  attack affects only the first target; the other creatures are 
  attacked normally. 
   
  Walls and similar obstacles can block a great swing. 
  Start with one square that the war hulk threatens. Each 
  successive square chosen must be adjacent to the 
  previous square and have line of effect from that square. 
  Two squares separated by a wall, for instance, can’t be 
  chosen as adjacent targets for a great swing. 
   
  The war hulk may skip creatures, attacking only 
  those he wants to. For example, if there are three 
  creatures in a row – an enemy, an ally, and another 
  enemy – the war hulk can choose those three squares for 
  the great swing but strike only the two enemies. 
   
  If a war hulk drops one of his foes with a great 
  swing, he may make a cleave attack normally. However, 
  he may do so only once for every time he swings, even if 
  he drops more than one foe. 
   
  Mighty Rock Throwing (Ex): Starting at 3
  rd level, a 
  war hulk gains a powerful rock throwing ability. The 
  character can throw rocks that deal 2d8 points of damage 
  with a range increment of 50 feet. (Like all thrown 
  weapons, they have a maximum range of five range 
  increments.) The war hulk uses his Strength modifier 
  instead of his Dexterity modifier on the attack roll. The 
  rock must weigh approximately 50 pounds. 
   
  Mighty Swing (Ex): Starting at 4
  th level, a war hulk 
  can make a mighty swing. A mighty swing is like a great 
  swing, except that it is a standard action rather than a full-
  round action. Thus, the character can move and make a 
  mighty swing or (if he can make multiple attacks) make 
  multiple mighty swings in a single round. 
   
  Rend (Ex): If Blackhorn hits with both claw attacks, 
  he latches onto the opponent’s body and tears the flesh. 
  This attack automatically deals an additional 2d6+25 
  points of damage. 
   
  Regeneration (Ex): Fire deals normal damage to 
  Blackhorn. If he loses a limb or body part, the lost 
  portion regrows in 3d6 minutes. Blackhorn can reattach 
  the severed member instantly by holding it to the stump. 
   
  Possessions: Gray ooze stone. 
   
  Blackhorn: Male black half-dragon troll Ftr1/War 
  Hulk6; CR 12; Large Dragon (Augmented Giant); HD 
  The Cauldron of Despair and Hope 
   
  Page 21 
   
  
  7d10+56 + 6d12+48; hp 192; Init +4; Spd 30 ft., fly 60 ft. 
  (average); AC 22 (touch 13, flat-footed 18) [-1 size, +4 Dex, 
  +9 natural]; BA/G +5/+28; Atk +23 melee (1d8+19, claw) 
  or +23 ranged (2d8+19, gray ooze stone); Full Atk +23 
  melee (1d8+19, 2 claws) and +21 melee (1d8+9, bite) or 
  +23 ranged (2d8+19, gray ooze stone); Space/Reach 10 
  ft./10 ft.; SA Breath weapon, great swing, mighty swing, 
  rend 2d8+28, sweeping boulder; SQ Darkvision 90 ft., 
  immunity to acid, immunity to sleep and paralysis, low-
  light vision, regeneration 5, scent; AL CE; SV Fort +17, 
  Ref +7, Will +3; Str 48, Dex 18, Con 27, Int 8, Wis 10, Cha 
  6. 
   
  Skills and Feats: Climb +23, Jump +25, Listen +10, 
  Spot +10, Swim +24; Awesome Blow, Cleave, Improved 
  Bull Rush, Improved Natural Attack (claw), Multiattack, 
  Power Attack. 
   
  Breath Weapon (Su): 30-foot line, once per day, 
  damage 6d8 acid, Reflex DC 21 half. The save DC is 
  Constitution-based. 
   
  Great Swing (Ex): Starting at 2
  nd level, a war hulk is 
  able to make a great, sweeping swing with a melee 
  weapon. As a full-round action, the war hulk can choose 
  three squares adjacent to one another (he must threaten 
  all of them). His attack applies to all creatures in those 
  squares. Make one attack roll and apply that roll as an 
  attack against each defender. If the war hulk uses a 
  special attack (such as disarm, trip, or sunder), this special 
  attack affects only the first target; the other creatures are 
  attacked normally. 
   
  Walls and similar obstacles can block a great swing. 
  Start with one square that the war hulk threatens. Each 
  successive square chosen must be adjacent to the 
  previous square and have line of effect from that square. 
  Two squares separated by a wall, for instance, can’t be 
  chosen as adjacent targets for a great swing. 
   
  The war hulk may skip creatures, attacking only 
  those he wants to. For example, if there are three 
  creatures in a row – an enemy, an ally, and another 
  enemy – the war hulk can choose those three squares for 
  the great swing but strike only the two enemies. 
   
  If a war hulk drops one of his foes with a great 
  swing, he may make a cleave attack normally. However, 
  he may do so only once for every time he swings, even if 
  he drops more than one foe. 
   
  Mighty Rock Throwing (Ex): Starting at 3
  rd level, a 
  war hulk gains a powerful rock throwing ability. The 
  character can throw rocks that deal 2d8 points of damage 
  with a range increment of 50 feet. (Like all thrown 
  weapons, they have a maximum range of five range 
  increments.) The war hulk uses his Strength modifier 
  instead of his Dexterity modifier on the attack roll. The 
  rock must weigh approximately 50 pounds. 
   
  Mighty Swing (Ex): Starting at 4
  th level, a war hulk 
  can make a mighty swing. A mighty swing is like a great 
  swing, except that it is a standard action rather than a full-
  round action. Thus, the character can move and make a 
  mighty swing or (if he can make multiple attacks) make 
  multiple mighty swings in a single round. 
   
  Rend (Ex): If Blackhorn hits with both claw attacks, 
  he latches onto the opponent’s body and tears the flesh. 
  This attack automatically deals an additional 2d8+28 
  points of damage. 
   
  Regeneration (Ex): Fire deals normal damage to 
  Blackhorn. If he loses a limb or body part, the lost 
  portion regrows in 3d6 minutes. Blackhorn can reattach 
  the severed member instantly by holding it to the stump. 
   
  Sweeping Boulder (Ex): Starting at 6
  th level, a war 
  hulk is able to throw his rocks with such force that they 
  affect two adjacent squares. (The second square must be 
  farther away from the war hulk than the first – they 
  cannot be equidistant from him.) Make one attack roll 
  and apply the result to each target.  
   
  As with great swing, the war hulk must have line of 
  effect from one square to the next. 
   
  Possessions: Two gray ooze stones. 
   
  Encounter Four 
  APL 6 
  All three green hags are as presented in the Monster 
  Manual, except Greta has two beads of force. 
   
  APL 8 
  Ergatha, Druidess: Female green hag Drd4; CR 7; 
  Medium Monstrous Humanoid; HD 13d8+39; hp 117; 
  Init +0; Spd 30 ft., swim 30 ft.; AC 21 (touch 10, flat-
  footed 21) [+11 natural]; BA/G +12/+16; Atk +16 melee 
  (1d4+4, claw) or +16 melee (1d6+4, club); Full Atk +16 
  melee (1d4+4, 2 claws) or +16/+11/+6 (1d6+4, club); SA 
  Mimicry, spell-like abilities, spells, weakness; SQ 
  Darkvision 90 ft., nature sense, resist nature’s lure, spell 
  resistance 18, trackless step, wild empathy, woodland 
  stride; AL NE; SV Fort +12, Ref +7, Will +14; Str 18, Dex 
  10, Con 16, Int 14, Wis 18, Cha 15. 
   
  Skills and Feats: Concentration +19, Craft (alchemy) 
  +10, Hide +8, Knowledge (nature) +9, Listen +19, Spot 
  +19, Survival +8, Swim +12; Alertness, Blind-Fight, Brew 
  Potion, Combat Casting, Great Fortitude. 
   
  Spell-Like Abilities: At will—dancing lights, 
  disguise self, ghost sound (DC 12), invisibility, pass 
  without trace, tongues, water breathing. Caster level 9
  th. 
  The save DC is Charisma-based. 
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 16 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based. 
   
  Mimicry (Ex): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
  The Cauldron of Despair and Hope 
   
  Page 22 
   
  
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Possessions: Club, mistletoe. 
   
  Spells Prepared (5/4/3; base DC = 14 + spell level): 
  0—create water, cure minor wounds, detect poison, 
  know direction, mending; 1st—entangle, faerie fire, hide 
  from animals, shillelagh; 2nd—summon swarm, tree 
  shape, warp wood. 
   
  Greta, Sorceress: Female green hag Sor4; CR 7; Medium 
  Monstrous Humanoid; HD 9d8+18 + 4d4+8; hp 79; Init 
  +3; Spd 30 ft., swim 30 ft.; AC 27 (touch 16, flat-footed 24) 
  [+3 Dex, +3 deflection, +11 natural]; BA/G +11/+15; Atk 
  +15 melee (1d4+4, claw) or +15 melee (1d6+4, 
  quarterstaff); Full Atk +15 melee (1d4+4, 2 claws) or 
  +15/+10/+5 melee (1d6+4, quarterstaff); SA Mimicry, 
  spell-like abilities, spells, weakness; SQ Darkvision 90 ft., 
  spell resistance 18; AL CE; SV Fort +8, Ref +10, Will +10; 
  Str 18, Dex 16, Con 15, Int 14, Wis 10, Cha 20. 
   
  Skills and Feats: Concentration +16, Knowledge 
  (arcana) +16, Hide +11, Listen +10, Spellcraft +11, Spot 
  +10, Swim +12; Alertness, Blind-Fight, Combat Casting, 
  Great Fortitude, Practiced Spellcaster**. 
   
  Spell-Like Abilities: At will—dancing lights, 
  disguise self, ghost sound (DC 15), invisibility, pass 
  without trace, tongues, water breathing. Caster level 9
  th. 
  The save DC is Charisma-based. 
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 19 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based. 
   
  Mimicry (Ex): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Possessions: Dagger, ring of protection +3, 2 beads of 
  force. 
   
  Spells Known (6/8/4; caster level 8
  th; base DC = 15 + 
  spell level): 0—acid splash, daze, detect magic, mage 
  hand, message, read magic; 1st—alarm, mage armor, 
  magic missile; 2nd—touch of idiocy. 
   
  Olghi, Cleric of the Old One: Female green hag Clr4; 
  CR 7; Medium Monstrous Humanoid; HD 13d8+26; hp 
  104; Init +0; Spd 30 ft., swim 30 ft.; AC 21 (touch 10, flat-
  footed 21) [+11 natural]; BA/G +12/+19; Atk +19 melee 
  (1d4+7, 
  claw) 
  or 
  +20 
  melee 
  (2d6+11/19-20, 
  +1 
  greatsword); Full Atk +19 melee (1d4+7, 2 claws) or 
  +20/+15/+10 melee (2d6+11/19-20, +1 greatsword); SA 
  Mimicry, rebuke undead, spell-like abilities, spells, 
  weakness; SQ Darkvision 90 ft., spell resistance 18; AL 
  CE; SV Fort +11, Ref +7, Will +14; Str 24, Dex 10, Con 15, 
  Int 12, Wis 18, Cha 14. 
   
  Skills and Feats: Concentration +16, Hide +8, 
  Knowledge (local) +7, Listen +16, Spot +16, Swim +15; 
  Alertness, Blind-Fight, Combat Casting, Great Fortitude, 
  Martial Weapon Proficiency (greatsword). 
   
  Spell-Like Abilities: At will—dancing lights, 
  disguise self, ghost sound (DC 15), invisibility, pass 
  without trace, tongues, water breathing. Caster level 9
  th. 
  The save DC is Charisma-based. 
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 19 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based. 
   
  Mimicry (Ex): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Possessions: +1 adamantine greatsword, unholy 
  symbol of Iuz. 
   
  Spells Prepared (5/4+1/3+1; base DC = 14 + spell 
  level): 0—cure minor wounds, detect magic, detect 
  poison, purify food and drink, read magic; 1st—bless, 
  curse water, divine favor, protection from good*, shield 
  of faith; 2nd—augury, desecrate*, hold person, sound 
  burst. 
   
   
  *Domain spell. Domains: Evil (evil spells +1 caster 
  level) and Trickery (Bluff, Disguise, and Hide are class 
  skills). 
   
  **See Appendix 2 for information. 
   
  APL 10 
  Ergatha, Druidess: Female green hag Drd8; CR 9; 
  Medium Monstrous Humanoid; HD 17d8+51; hp 149; 
  Init +0; Spd 30 ft., swim 30 ft.; AC 21 (touch 10, flat-
  footed 21) [+11 natural]; BA/G +15/+19; Atk +19 melee 
  (1d4+4, claw) or +19 melee (1d6+4, club); Full Atk +19 
  melee (1d4+4, 2 claws) or +19/+14/+9 (1d6+4, club); SA 
  Mimicry, spell-like abilities, spells, weakness, wild shape 
  (3/day, Large); SQ Darkvision 90 ft., nature sense, resist 
  nature’s lure, spell resistance 18, trackless step, wild 
  empathy, woodland stride; AL NE; SV Fort +14, Ref +8, 
  Will +16; Str 18, Dex 10, Con 16, Int 14, Wis 18, Cha 16. 
  Skills and Feats: Concentration +23, Craft (alchemy) 
  +15, Hide +8, Knowledge (nature) +11, Listen +24, Spot 
  The Cauldron of Despair and Hope 
   
  Page 23 
   
  
  +24, Survival +11, Swim +12; Alertness, Blind-Fight, Brew 
  Potion, Combat Casting, Great Fortitude, Natural Spell. 
   
  Spell-Like Abilities: At will—dancing lights, 
  disguise self, ghost sound (DC 13), invisibility, pass 
  without trace, tongues, water breathing. Caster level 9
  th. 
  The save DC is Charisma-based. 
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 17 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based. 
   
  Mimicry (Ex): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Possessions: Club, bag of tricks (rust), mistletoe. 
   
  Spells Prepared (6/5/4/4/3; base DC = 14 + spell 
  level): 0—create water, cure minor wounds, detect magic, 
  detect poison, know direction, mending; 1st—entangle, 
  faerie fire, hide from animals, shillelagh, speak with 
  animals; 2nd—barkskin, summon swarm, tree shape, 
  warp wood; 3rd—call lightning, dominate animal, greater 
  magic fang, poison; 4th—command plants, dispel magic, 
  giant vermin. 
   
  Greta, Sorceress: Female green hag Sor8; CR 9; Medium 
  Monstrous Humanoid; HD 9d8+27 + 8d4+24; hp 116; Init 
  +3; Spd 30 ft., swim 30 ft.; AC 27 (touch 16, flat-footed 24) 
  [+3 Dex, +3 deflection, +11 natural]; BA/G +13/+17; Atk 
  +17 melee (1d4+4, claw) or +17 melee (1d6+4, 
  quarterstaff); Full Atk +17 melee (1d4+4, 2 claws) or 
  +17/+12/+7 melee (1d6+4, quarterstaff); SA Mimicry, 
  spell-like abilities, spells, weakness; SQ Darkvision 90 ft., 
  spell resistance 18; AL CE; SV Fort +10, Ref +11, Will +12; 
  Str 18, Dex 16, Con 16, Int 14, Wis 10, Cha 20. 
   
  Skills and Feats: Concentration +23, Knowledge 
  (arcana) +21, Hide +11, Listen +10, Spellcraft +15, Spot 
  +10, Swim +12; Alertness, Blind-Fight, Combat Casting, 
  Great Fortitude, Practiced Spellcaster**, Silent Spell. 
   
  Spell-Like Abilities: At will—dancing lights, 
  disguise self, ghost sound (DC 15), invisibility, pass 
  without trace, tongues, water breathing. Caster level 9
  th. 
  The save DC is Charisma-based. 
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 19 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based. 
   
  Mimicry (Ex): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Possessions: Dagger, ring of protection +3, 2 beads of 
  force. 
   
  Spells Known (6/8/7/6/4; caster level 12
  th; base DC = 
  15 + spell level): 0—acid splash, daze, detect magic, detect 
  poison, mage hand, message, ray of frost, read magic; 
  1st—alarm, identify, mage armor, magic missile, ray of 
  enfeeblement; 
  2nd—blindness/deafness, 
  detect 
  thoughts, 
  touch 
  of 
  idiocy; 
  3rd—
  clairaudience/clairvoyance, slow; 4th—fear. 
   
  Olghi, Cleric of the Old One: Female green hag Clr8; 
  CR 9; Medium Monstrous Humanoid; HD 17d8+51; hp 
  149; Init +0; Spd 30 ft., swim 30 ft.; AC 21 (touch 10, flat-
  footed 21) [+11 natural]; BA/G +15/+22; Atk +22 melee 
  (1d4+7, claw) or +24 melee (2d6+12/19-20, +2 adamantine 
  greatsword); Full Atk +22 melee (1d4+7, 2 claws) or 
  +24/+19/+14 melee (2d6+12/19-20, +2 adamantine 
  greatsword); SA Mimicry, rebuke undead, spell-like 
  abilities, spells, weakness; SQ Darkvision 90 ft., spell 
  resistance 18; AL CE; SV Fort +14, Ref +8, Will +16; Str 
  24, Dex 10, Con 16, Int 12, Wis 18, Cha 14. 
   
  Skills and Feats: Concentration +20, Hide +8, 
  Knowledge (local) +7, Listen +20, Spot +20, Swim +15; 
  Alertness, Blind-Fight, Combat Casting, Great Fortitude, 
  Martial Weapon Proficiency (greatsword), Power Attack. 
   
  Spell-Like Abilities: At will—dancing lights, 
  disguise self, ghost sound (DC 15), invisibility, pass 
  without trace, tongues, water breathing. Caster level 9
  th. 
  The save DC is Charisma-based. 
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 19 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based. 
   
  Mimicry (Ex): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Possessions: +2 adamantine greatsword, unholy 
  symbol of Iuz. 
   
  Spells Prepared (6/5+1/4+1/4+1/3+1; base DC = 14 + 
  spell level): 0—cure minor wounds, detect magic, detect 
  poison, guidance, purify food and drink, read magic; 
  1st—bless, curse water, divine favor, doom, protection 
  from good*, shield of faith; 2nd—augury, desecrate*, 
  hold person, sound burst, undetectable alignment; 3rd—
  bestow curse, dispel magic, locate object, magic circle 
  against good*, magic vestment; 4th—confusion*, divine 
  power, restoration, spell immunity. 
  The Cauldron of Despair and Hope 
   
  Page 24 
   
  
   
   
  *Domain spell. Domains: Evil (evil spells +1 caster 
  level) and Trickery (Bluff, Disguise, and Hide are class 
  skills). 
   
  **See Appendix 2 for information. 
   
  APL 12 
  Ergatha, Druidess: Female green hag Drd11; CR 11; 
  Medium Monstrous Humanoid; HD 20d8+60; hp 173; 
  Init +0; Spd 30 ft., swim 30 ft.; AC 21 (touch 10, flat-
  footed 21) [+11 natural]; BA/G +17/+21; Atk +21 melee 
  (1d4+4, claw) or +21 melee (1d6+4, club); Full Atk +21 
  melee (1d4+4, 2 claws) or +21/+16/+11/+6 (1d6+4, club); 
  SA Mimicry, spell-like abilities, spells, weakness, wild 
  shape (4/day, Large, Tiny); SQ Darkvision 90 ft., nature 
  sense, resist nature’s lure, spell resistance 18, trackless 
  step, venom immunity, wild empathy, woodland stride; 
  AL NE; SV Fort +15, Ref +9, Will +17; Str 18, Dex 10, Con 
  16, Int 14, Wis 18, Cha 16. 
  Skills and Feats: Concentration +26, Craft (alchemy) 
  +20, Hide +8, Knowledge (nature) +13, Listen +27, Spot 
  +27, Survival +13, Swim +12; Alertness, Blind-Fight, Brew 
  Potion, Combat Casting, Craft Rod, Great Fortitude, 
  Natural Spell. 
   
  Spell-Like Abilities: At will—dancing lights, 
  disguise self, ghost sound (DC 13), invisibility, pass 
  without trace, tongues, water breathing. Caster level 9
  th. 
  The save DC is Charisma-based. 
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 17 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based. 
   
  Mimicry (Ex): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Possessions: Club, bag of tricks (rust), mistletoe. 
   
  Spells Prepared (6/6/5/5/4/2/1; base DC = 14 + spell 
  level): 0—create water, cure minor wounds, detect magic, 
  detect poison, know direction, mending; 1st—entangle, 
  faerie fire, hide from animals, longstrider, shillelagh, 
  speak with animals; 2nd—barkskin, hold animal, 
  summon swarm, tree shape, warp wood; 3rd—call 
  lightning, dominate animal, greater magic fang, poison, 
  protection from energy; 4th—command plants, dispel 
  magic, freedom of movement, giant vermin; 5th—animal 
  growth, baleful polymorph; 6th—mass bear’s endurance. 
   
  Greta, Sorceress: Female green hag Sor11; CR 11; 
  Medium Monstrous Humanoid; HD 9d8+27 + 11d4+33; 
  hp 134; Init +3; Spd 30 ft., swim 30 ft.; AC 24 (touch 13, 
  flat-footed 21) [+3 Dex, +11 natural]; BA/G +14/+18; Atk 
  +18 melee (1d4+4, claw) or +18 melee (1d6+4, 
  quarterstaff); Full Atk +18 melee (1d4+4, 2 claws) or 
  +18/+13/+8 melee (1d6+4, quarterstaff); SA Mimicry, 
  spell-like abilities, spells, weakness; SQ Darkvision 90 ft., 
  spell resistance 18; AL CE; SV Fort +11, Ref +12, Will +13; 
  Str 18, Dex 16, Con 16, Int 14, Wis 10, Cha 20. 
   
  Skills and Feats: Concentration +26, Knowledge 
  (arcana) +25, Hide +11, Listen +10, Spellcraft +20, Spot 
  +10, Swim +12; Alertness, Blind-Fight, Combat Casting, 
  Great Fortitude, Practiced Spellcaster**, Silent Spell, Still 
  Spell. 
   
  Spell-Like Abilities: At will—dancing lights, 
  disguise self, ghost sound (DC 15), invisibility, pass 
  without trace, tongues, water breathing. Caster level 9
  th. 
  The save DC is Charisma-based. 
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 19 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based. 
   
  Mimicry (Ex): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Possessions: Dagger, ring of protection +3, rod of 
  negation, 2 beads of force. 
   
  Spells Known (6/8/7/7/7/5; caster level 15
  th; base 
  DC = 15 + spell level): 0—acid splash, arcane mark, daze, 
  detect magic, detect poison, mage hand, message, ray of 
  frost, read magic; 1st—alarm, identify, mage armor, 
  magic 
  missile, 
  ray 
  of 
  enfeeblement; 
  2nd—
  blindness/deafness, blur, detect thoughts, minor image, 
  touch 
  of 
  idiocy; 
  3rd—clairaudience/clairvoyance, 
  gaseous form, haste, slow; 4th—confusion, fear, 
  phantasmal killer; 5th—feeblemind, telekinesis. 
   
  Olghi, Cleric of the Old One: Female green hag Clr11; 
  CR 11; Medium Monstrous Humanoid; HD 20d8+60; hp 
  173; Init +0; Spd 30 ft., swim 30 ft.; AC 21 (touch 10, flat-
  footed 21) [+11 natural]; BA/G +17/+24; Atk +24 melee 
  (1d4+7, claw) or +26 melee (2d6+12/17-20, +2 wounding 
  adamantine greatsword); Full Atk +24 melee (1d4+7, 2 
  claws) or +26/+21/+16/+11 melee (2d6+12/17-20, +2 
  wounding adamantine greatsword); SA Mimicry, rebuke 
  undead, 
  spell-like 
  abilities, 
  spells, weakness; SQ 
  Darkvision 90 ft., spell resistance 18; AL CE; SV Fort +15, 
  Ref +9, Will +17; Str 24, Dex 10, Con 16, Int 12, Wis 18, 
  Cha 14. 
   
  Skills and Feats: Concentration +23, Hide +8, 
  Knowledge (local) +7, Listen +23, Spot +23, Swim +15; 
  The Cauldron of Despair and Hope 
   
  Page 25 
   
  
  Alertness, Blind-Fight, Combat Casting, Great Fortitude, 
  Improved 
  Critical 
  (greatsword), 
  Martial 
  Weapon 
  Proficiency (greatsword), Power Attack. 
   
  Spell-Like Abilities: At will—dancing lights, 
  disguise self, ghost sound (DC 15), invisibility, pass 
  without trace, tongues, water breathing. Caster level 9
  th. 
  The save DC is Charisma-based. 
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 19 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based. 
   
  Mimicry (Ex): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Possessions: +2 wounding adamantine greatsword, 
  unholy symbol of Iuz. 
   
  Spells Prepared (6/6+1/5+1/5+1/4+1/2+1/1+1; base 
  DC = 14 + spell level): 0—cure minor wounds, detect 
  magic, detect poison, guidance, purify food and drink, 
  read magic; 1st—bless, curse water, divine favor, doom, 
  obscuring mist, protection from good*, shield of faith; 
  2nd—align weapon, augury, desecrate*, hold person, 
  sound burst, undetectable alignment; 3rd—bestow curse, 
  dispel magic, locate object, magic circle against good*, 
  magic 
  vestment, 
  protection 
  from 
  energy; 
  4th—
  confusion*, discern lies, divine power, restoration, spell 
  immunity; 
  5th—dispel 
  good*, 
  greater 
  command, 
  righteous might; 6th—mislead, word of recall. 
   
  *Domain spell. Domains: Evil (evil spells +1 caster 
  level) and Trickery (Bluff, Disguise, and Hide are class 
  skills). 
   
  **See Appendix 2 for information. 
  The Cauldron of Despair and Hope 
   
  Page 26 
   
  
  Appendix 2: New Rules 
  Serpentine Curse 
  Any humanoid hit by an ophidian's bite attack must 
  succeed on a Fortitude save (DC 11) or contract a curse 
  that will turn the victim into an ophidian. Starting 1d4+1 
  days after infection, the victim slowly becomes more 
  snakelike: Its skin grows scaly, its legs begin to shrink 
  and fuse together, and its tongue becomes forked. After 
  two weeks, the victim is fully transformed into an 
  ophidian, with no memory of its previous existence. To 
  stop the transformation, the victim must receive a 
  remove disease or remove curse spell before the process 
  is complete, although these spells do not undo any 
  transformation that has already begun. A heal, 
  regeneration, limited wish, wish or miracle spell is 
  required to reverse the transformation. Once the 
  transformation is complete, nothing short of a wish or 
  miracle can return the victim to its previous state. The 
  save DC is Constitution-based. 
   
  Fiend Folio, pages 133-134. 
   
  Practiced Spellcaster [General] 
  Choose a spellcasting class that you possess. Your spells 
  cast from that class are more powerful. 
  Prerequisite: Spellcraft 4 ranks. 
  Benefit: Your caster level for the chosen spellcasting 
  class increases by 4. This benefi t can’t increase your 
  caster level to higher than your Hit Dice. However, even 
  if you can’t benefit from the full bonus immediately, if 
  you later gain Hit Dice in levels of nonspellcasting 
  classes, you might be able to apply the rest of the bonus. 
  For example, a human 5th-level sorcerer/3rd-level 
  fighter who selects this feat would increase his sorcerer 
  caster level from 5
  th to 8
  th (since he has 8 Hit Dice). If he 
  later gained a fighter level, he would gain the remainder 
  of the bonus and his sorcerer caster level would become 
  9
  th (since he now has 9 Hit Dice). 
  A character with two or more spellcasting classes 
  (such as a bard/sorcerer or a ranger/druid) must choose 
  which class gains the feat’s effect.  
  This feat does not affect your spells per day or spells 
  known. It increases your caster level only, which would 
  help you penetrate spell resistance and increase the 
  duration and other effects of your spells. 
  Special: You may select this feat multiple times. 
  Each time you choose it, you must apply it to a different 
  spellcasting class. For instance, a 4th-level cleric/5th-level 
  wizard who had selected this feat twice would cast cleric 
  spells as an 8th-level caster and wizard spells as a 9th-level 
  caster. 
   
  Complete Divine, pages 82-83. 
   
  Hammersphere 
  This magic sphere is 4 inches in diameter, made of silver, 
  and covered in small rubies. Etched into it in four places 
  is the hammer-and-anvil symbol of the deity Moradin. 
  When held aloft and activated with a command word, the 
  sphere conjures forth a giant hammer. The hammer 
  functions as a spiritual weapon except that it deals 3d6 
  points of damage per hit. The user of the hammersphere 
  does not have to concentrate on the hammer or keep the 
  sphere 
  aloft 
  while 
  the 
  hammer 
  attacks. 
  The 
  hammersphere is usable once per day. 
   
  Caster Level: 7
  th; Prerequisites: Craft Wondrous 
  Item, spiritual weapon, greater magic weapon; Market 
  Price: 2,500 gp; Weight: -. 
   
  Arms and Equipment Guide, page 133. 
   
  Staff of Fauna 
  This staff, often created by druids to store spells for their 
  animal companions, allows use of the following spells: 
  � Animal growth (2 charges) 
  � Barkskin (1 charge) 
  � Greater magic fang (1 charge) 
  Moderate transmutation; CL 9
  th; Craft Staff, animal 
  growth, barkskin, greater magic fang; Price 19,406 gp. 
   
  Complete Divine, page 104. 
   
  Unicorn Tail Hair 
  A spell to which this component is applied has a 20% 
  chance of having its duration doubled. 
   
  Book of Exalted Deeds, pages 37-38. 
  The Cauldron of Despair and Hope 
   
  Page 27 
   
  
  Appendix 3: Beastfolk 
  Beastfolk 
  Medium-Size Humanoid  
  Hit Dice: 2d8 (9 hp) 
  Initiative: +2 
  Speed: 30 ft. (6 squares) 
  Armor Class: 12 (+2 Dex), touch 12, flat-footed 10 
  Base Attack/Grapple: +1/+1 
  Attack: Spear +1 melee (1d8), or dart +3 ranged (1d4 plus 
  poison), or net +3 ranged 
  Full Attack: Spear +1 melee (1d8), or dart +3 ranged (1d4 
  plus poison), or net +3 ranged 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Poisoned darts 
  Special Qualities: Low-light vision, spell resistance 20 
  Saves: Fort +0, Ref +5, Will +3 
  Abilities: Str 10, Dex 15, Con 11, Int 10, Wis 13, Cha 10 
  Skills: Climb +2, Hide +4*, Move Silently +5 
  Feats: Iron Will 
  Climate/Terrain: Warm forest 
  Organization: Band (2-12) or tribe (30-60) 
  Challenge Rating: 1 
  Treasure: ½ standard 
  Alignment: Usually neutral 
  Advancement: By character class 
  Level Adjustment: +1 
   
  Beastfolk are highly magic-resistant primitive humanoids 
  adept at camouflage. They have a cooperative society that 
  does not believe in the supernatural.  
   
  Beastfolk have a fine coat of dark green or olive hair 
  covering their entire bodies. Underneath this outer coat 
  is a layer of coarse black fur. They can cause the outer 
  hairs to raise or lower, exposing the darker hair in 
  patterns that help them hide in their forest environment. 
  Beastfolk wear very few if any clothes, and prefer to keep 
  themselves far from hostile creatures, living peacefully in 
  their remote villages. 
   
  Beastfolk speak a very limited form of Sylvan, 
  augmented by hand and body gestures and alterations in 
  the color patterns of their fur. A speaker of Sylvan can 
  communicate rudimentary concepts but usually cannot 
  master 
  the 
  nonverbal 
  aspects 
  of 
  beastfolk 
  communication. 
   
  COMBAT 
  Beastfolk usually attack from ambush, but rarely fight 
  except for food or to defend their territory. On rare 
  occasions they choose to take prisoners rather than slay 
  enemies outright, capturing them with nets. Captured 
  prisoners are stripped of all possessions and then released 
  outside the beastfolk territory, although subdued 
  opponents that are considered a serious threat are put to a 
  painless death rather than released.  
   
  Poison Darts: Beastfolk typically use greenblood oil 
  (injury, Fortitude DC 13, initial damage 1 Con, secondary 
  damage 1d2 Con) on their darts against creatures they 
  consider a serious threat (rather than food). Vesve 
  beastfolk often make use of karoka root poison (injury, 
  Fortitude DC 13, initial damage unconsciousness, no 
  secondary damage) or terinav root (contact, Fortitude DC 
  16, initial damage 1d6 Dex, secondary damage 2d6 Dex) 
  instead of greenblood oil (which is not common in the 
  Vesve Forest). 
   
  Skills: *When in areas of thick greenery, such as 
  their forest habitat, beastfolk have a +8 racial bonus to 
  Hide checks. 
   
  BEASTFOLK SOCIETY 
  Male and female beastfolk are treated equally, they divide 
  tasks so that each utilizes its best skills. The tribal leader 
  changes often, with the most talented individual for a 
  given situation taking charge as long as needed. A village 
  holds young equal to 30% of the adult population. 
  Because of their high spell resistance, beastfolk are rarely 
  harmed by magic and therefore largely discount its 
  existence. They have no spellcasters, relying on herbs and 
  other mundane methods to treat their sick and injured. 
   
  BEASTFOLK CHARACTERS 
  A beastfolk’s favored class is rogue; however, most Vesve 
  beastfolk are fighters (if they possess PC classes at all). 
  They have no concept of deities (or anything they cannot 
  directly see or touch) and so even beastfolk exposed to 
  creatures that worship deities are very unlikely to ever 
  gain levels in classes that feature divine spellcasting.  
   
  When creating a beastfolk character, they have a +4 
  bonus to Dexterity, and a +2 bonus to Wisdom.  
   
  The beastfolk entry is found in the Living Greyhawk 
  Journal #5, pages 23-24 (adapted to v3.5 rules). 
   
  The Cauldron of Despair and Hope 
   
  Page 28 
   
  
  Appendix 4: Coure Eladrin 
  Coure 
  Tiny Outsider (Chaotic, Eladrin, Extraplanar, Good) 
  Hit Dice: 2d8+2 (11 hp) 
  Initiative: +7 
  Speed: 20 ft. (4 squares), fly 60 ft. (perfect) 
  Armor Class: 23 (+2 size, +7 Dex, +4 natural), touch 18, 
  flat-footed 15 
  Base Attack/Grapple: +2/-8 
  Attack: Tiny dagger +11 melee (1d2-2) 
  Full Attack: Tiny dagger +11 melee (1d2-2) 
  Space/Reach: 2 1/2 ft./0 ft. 
  Special Attacks: Spell-like abilities 
  Special Qualities: Alternate form, eladrin subtype, 
  immunity to electricity and petrification, magic circle 
  against evil, resistance to acid 10 and cold 10, tongues 
  (always active, 14
  th level) 
  Saves: Fort +4 (+8 against poison), Ref +10, Will +3 
  Abilities: Str 6, Dex 24, Con 12, Int 12, Wis 10, Cha 14 
  Skills: Concentration +6, Diplomacy +9, Escape Artist 
  +12, Hide +24, Knowledge (the planes) +6, Listen +5, 
  Move Silently +16, Sense Motive +5, Spot +5, Survival +0 
  (+2 on other planes), Use Rope +7 (+9 bindings) 
  Feats: Weapon Finesse 
  Climate/Terrain: Olympian Glades of Arborea 
  Organization: Solitary, pair, or squad (3-6) 
  Challenge Rating: 2 
  Treasure: Standard 
  Alignment: Always chaotic good 
  Advancement: 3-6 HD (Small) 
  Level Adjustment: +5 
   
  This sprightly creature appears as a tiny, slender elf clad 
  in bright apparel with unruly, glistening hair and long, 
  gossamer wings that trail from its shoulders. 
   
  The smallest of the eladrins, the spritelike coures embody 
  carefree wandering celebrating life as a joyous dance. 
  They often serve more powerful beings as messengers 
  and scouts, provided those they serve can tolerate their 
  erratic humor and near endless pranks. Coures exist to 
  laugh. They prefer a star-filled night in the open to any 
  other time or place, preferring to reveal their pranks and 
  dance only in their own faerie light. 
   
  Coure eladrins appear in a variety of improbable 
  colors and are fond of wearing bright apparel of 
  questionable taste. A coure can also assume the shape of 
  an incorporeal ball of light at will. 
   
  Coures stand 2 feet tall and weigh 20 pounds. They 
  speak Celestial and Common. 
   
  COMBAT 
  Coures avoid physical combat, knowing that their small 
  frames and tiny weapons are no match for many larger 
  foes. Unless directly confronting minor evil outsiders 
  such as imps, coures see combat as a prompt to seek out 
  and befriend larger and more powerful celestials. 
   
  Any weapons a coure wields are treated as having the 
  chaotic and good alignments for the purpose of 
  overcoming damage reduction. 
   
  Spell-Like Abilities: At will—dancing lights, detect 
  evil, detect magic, faerie fire; 3/day—magic missile, sleep 
  (DC 13). Caster level 4
  th. The save DCs are Charisma-
  based. 
   
  Alternate Form (Su): A coure can assume the form 
  of an incorporeal ball of light at will. This transformation 
  counts as a standard action. In this form, the coure can be 
  harmed only by other incorporeal creatures, +1 or better 
  magic 
  weapons, 
  spells, 
  spell-like 
  abilities, 
  and 
  supernatural abilities. In this form, the coure has a 50% 
  chance to ignore any damage from a corporeal source, 
  except for force effects or attacks made with ghost touch 
  weapons. A coure in this form can pass through solid 
  objects, but not force effects, at will. While incorporeal, 
  its attacks ignore natural armor, armor, and shields, but 
  deflection bonuses and force effects work normally 
  against them. In this form, a coure always moves silently 
  and cannot be heard with Listen checks if it doesn’t wish 
  to be. While incorporeal, the coure sheds light if it 
  wishes, providing illumination with any radius it wishes 
  up to 30 feet. Changing the amount of light it sheds is a 
  free action that the coure can perform once per round. 
   
  Magic Circle Against Evil (Su): A magic circle 
  against evil effect always surrounds the coure, as the 
  magic circle against evil spell cast by an 8
  th-level sorcerer. 
  (The defensive benefits of the circle are not included in 
  the statistics above.) 
   
  Skills: Coures have a +4 racial bonus on Hide and 
  Move Silently checks (included in the statistics above). 
   
  The coure entry is found in the Book of Exalted Deeds, 
  pages 168-169. 
  The Cauldron of Despair and Hope 
   
  Page 29 
   
  
  Map: The Isle of the Dark Women 
   
   
   
   
   
   
  The Cauldron of Despair and Hope 
   
  Page 30 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/594/Normal Scenarios/HIG4-09 - The Cauldron of Despair and Hope (APL 6-12)/HIG4-09 - The Cauldron of Despair and Hope.pdf