TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 
  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, 
  in the US and other countries. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2008 Wizards of the 
  Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  VEL8-02 
   
   
   
   
   
  Nature vs. Nurture 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Regional Adventure 
   
  by David Kerscher 
  Circle Reviewers: Tim Sech  
  Reviewers: Brian Gilkison, Lynn Register 
  Playtesters: Jeff Bryd, Dave Campbell, Kevin Culli, Ben Garber, Jim LaFave 
   
   
  Things have been pretty good for Veluna since the war ended.  Sure, the flood of CY596 killed a few people, but it also 
  cleansed the land of Herion’s taint.  Sure, the Canon and Church have been a bit overzealous in protecting the country, 
  but it’s worked, hasn’t it?  Sure, the stability of Vale has been strained by evil plots and tested by threats from below, but 
  it’s come out all the stronger, right?  So why is everyone so grouchy?  A challenging one-round Regional adventure set 
  in the Archclericy of Veluna for characters level 2-15 (APLs 2-14). 
   
  Resources for this adventure [and the authors of those works] include VEL6-03 Circular Logic [Thad Parsons and Sven], 
  Draconomicon [Andy Collins, Skip Williams, James Wyatt], Frostburn [Wolfgang Baur, James Jacobs, George Strayton], 
  Magic Item Compendium [multiple authors], Monster Manual II [multiple authors], Monster Manual III [multiple 
  authors], Monster Manual V [multiple authors], Races of Stone [David Noonan, Jesse Decker, Michelle Lyons], 
  Stormwrack [multiple authors] and Spell Compendium  [Matthew Sernett, Jeff Grubb, Mike McArtor].
  
  VEL8-02 Nature vs. Nurture 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning 
  and 
  reporting 
  this 
  adventure, 
  you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK 
  LEVELS OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are 
  playing this adventure in 2008, check the current version 
  of the LGCS and follow any updated rules presented 
  within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard 1-round Veluna adventure. As of 
  September 1, 2007, there is no Time Unit cost to play 
  the adventure portion of this adventure; however, 
  standard Time Unit costs still apply to crafting, magic 
  item creation, performing or other non-adventure 
  related activities or penalties. The cost for Standard 
  Upkeep is 12 gp for PCs whose home region is in 
  Veluna, or 24 gp for out-of-region PCs. Both Rich 
  Upkeep and Luxury Upkeep cost 75 gp regardless of 
  home region.  
   
  PCs that fail to pay at least Standard Upkeep will 
  retain temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s kits, 
  and may suffer other in-game penalties (or possibly gain 
  in-game benefits) as may be detailed in this adventure. 
   
  A PC that does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild. If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival check, the 
  PC will heal temporary ability damage as if he or she paid 
  for Standard Upkeep, may refill spell component 
  pouches and healer’s kits, and may restock up to 20 
  arrows or bolts if the PC has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  PREPARATION FOR PLAY 
  The reason for PCs to be participating in this adventure 
  works best if they have ties to the Church of Rao.  At least 
  one PC should have at least amicable relations with the 
  Church. (Theoretically, it would also make sense if one or 
  more were from Biderton – but since the town was 
  unidentified before this adventure, that’s probably not 
  likely.)  That being said, those with enmity towards the 
  Church could potentially be recruited by friends to 
  accompany them on the original job.  
   
  The only pre-game preparation that should be 
  needed would be having the players roll Spot checks for 
  your use in Encounter 4.  
  NEW RULE ITEMS 
  Core adventures often utilize new rules items –including 
  new classes, prestige classes, races, feats, spells, and 
  equipment (including magic items) – that do not appear 
  in any of the three core D&D books (Player’s Handbook, 
  Dungeon Master’s Guide, or Monster Manual). The full 
  write-up of any featured feats, spells, or equipment 
  appears in Appendix 2. Information on featured classes, 
  prestige classes, and races appears in the relevant 
  creature’s stat block. This adventure includes all the 
  information required to run these characters. The DM 
  should double-check that he fully understands any new 
  rule items presented in this adventure before play begins. 
   
  ADVENTURE 
  BACKGROUND 
  Two years ago (in VEL6-03 Circular Logic), some 
  adventurers assisted with the completion of a radical 
  ritual which concluded with the flooding of the Fals 
  River valley, cleansing it of the taint of Herion’s 
  occupation.  It is true that innocent life were lost in the 
  flood, and that many feel that it was the wrong thing to 
  do, but the results have been hard to argue against. 
   
  The flood, infused with primal energies, purged the 
  taint from the land and started a miraculous resurgence 
  of all life in the previously blighted land.  In the two 
  years since the deluge, crops have produced double or 
  even triple bounties, twins have been born more 
  frequently – all life is booming, and the good folk of the 
  northwestern Vale have been very pleased overall. 
   
  However, the burst of life-force that has resurrected 
  the river valley did not limit itself to farmland and 
  livestock.  A dense forest had sprung up along the Fals 
  River’s banks, and is growing rapidly, both in density and 
  size.  Thriving within its confines are hearty and feral 
  beasts – some the likes of which have not been seen in 
  civilized lands for eons.  These beasts are beginning to 
  venture forth from within the primeval forest and 
  terrorize the nearby farms. 
   
  More pervasive than these monsters, however, and 
  ultimately more dangerous, has been the subtle 
  psychological influence of the primal energies released 
  by the flood.  Not only are more feral, primal flora and 
  fauna appearing, but the energies have been working at 
  the very souls of Velunans as well - increasing the 
  strength of their more primal instincts, heightening their 
  VEL8-02 Nature vs. Nurture 
   
  Page 2 
  
  baser emotions, and weakening the calming influence of 
  reason. 
   
  Shortly after the flood, for example, a ranger was 
  dispatched/ventured into the area to investigate the 
  aftermath of the flood.  A wise, patient man when he first 
  arrived, he rapidly succumbed to his baser instincts, 
  regressing to become a true man of nature, embracing his 
  primal urges and running with spirits of the forest.
   
  This influence is usually not so profound, nor 
  obvious.  It has been not only been felt locally, where the 
  priest of the village and his constituency are a bit at odds 
  over things, it has reached all over the Vale: among other 
  things driving lusty nobles to jealous, greedy acts (VEL7-
  02 Idle Hands); sparking the wrath of Bishops (VEL7-05 
  Hound at Bay, VELInt7-03 Bishop’s Gambit); even 
  fomenting fear and wrath within the Canon himself, 
  causing him to loudly chasten Bishop Dorasie at a recent 
  speech (VELInt8-01 Politics Unusual). 
   
  ADVENTURE SUMMARY 
  When the adventure begins, the PCs find themselves 
  taking the body of a bishop who recently died from 
  complications of the wasting disease back to his 
  hometown for burial.  As they near the town (Biderton), 
  they are attacked by primeval beasts. 
   
  Eventually they find themselves in the ex-Bishop’s 
  village, at the small chapel there.  There, they can learn 
  about the marauding beasts from a surprisingly grumpy 
  Raoan priest.  They can also learn about declining 
  numbers of service attendees, some rising tensions, and 
  the recent history of the town.  Hopefully, they get the 
  idea to talk to locals. 
   
  Talking to the locals about things, PCs discover the 
  locals are not very happy with the priest, and are more 
  respectful of the Old Faith nowadays. They may also be 
  able to tell that people seem to be easily angered and react 
  more extreme of late.  Careful investigation reveals it has 
  all developed since the flood.  
   
  Whether chasing a “meddling druid” identified by 
  the priest, or looking for a “wise woman of the woods” 
  referred to by the farmers, the PCs may go looking for 
  answers in the primeval forest, where they meet up with 
  nature ‘spirits’ in the forms of plant-bears and spirit-bats, 
  as well as a barbaric ranger who has totally succumbed to 
  the primal energies – a fate that may await all of Veluna. 
   
  Investigating the forest further, the PCs encounter 
  an enraged animal.  The druid they were looking for 
  comes in at the tail end of the fight – hopefully the PCs 
  do not misinterpret her actions and attack her.  If she 
  lives, she can tell the PCs about the growth of the forest, 
  the changes in the animals hereabouts (including 
  humans), and what she thinks has caused it.  (Note that if 
  the druid is killed, or the PCs fail to Diplomacize her to a 
  friendly attitude, the vital information about the source 
  of the problem is lost to them short of using commune or 
  contact other plane or some other similar magic.) 
   
  Finally, they need to deal with the source itself, 
  either by going there by themselves (as a VERY difficult 
  optional encounter), or by referring the problem to the 
  authorities to take care of.  
   
  Thus, the actions of the PCs decide the fate of the 
  Vale, maybe the world. 
   
  INTRODUCTION 
  As usual, these are interesting times in Veluna. In an 
  unusual twist however, the problems are not arising 
  from undead invasions, political machinations or the 
  plots of dark gods.  At least they haven’t been revealed 
  as such yet. 
   
  No, Veluna’s only problems this fine spring are 
  the quickly rising tensions between seemingly every 
  one of her neighbors, a general lawlessness 
  permeating the land, and the concern over the recent 
  outburst and subsequent reclusion of Canon Priffin 
  Truft. 
   
  Everyone knows the story by now of the public 
  dressing down of Bishop Dorasie by a surprisingly 
  unserene Canon Truft just a couple months ago.  The 
  Canon, without even completing his speech, left the 
  chamber looking very concerned – and has not made 
  a public appearance since. 
   
  Rumors abound over the reasons for his outburst. 
   Some say he’s always been that way, and is not fit to 
  be Canon, which is why he’s hiding.  Some say that 
  something sinister is affecting the serenity of all of 
  Oerth – look at what’s happening in Bissel, Ket, 
  Furyondy and Verbobonc – and its big enough to 
  affect even the Oerthly representative of Rao’s 
  serenity. 
   
  Most, however, attribute it to what’s in the box 
  you are escorting. 
   
  That box is the coffin of Bishop Emeritus Collin 
  Fairborn, which you have been tasked with serving as 
  honor guard of sorts to his hometown of Biderton.  It 
  was the kindly old Bishop’s deathbed request that he 
  be buried there rather than in the Catacombs of 
  Mitrik.   
   
  What does the death of a retired Bishop have to 
  do with the self-imposed reclusion of the Canon?  
  Bishop Fairborn was the latest casualty of the wasting 
  disease, and many fear that it has taken hold of the 
  Canon as well.  Of course, up until now, the disease 
  had been limited to those priests that had taken part 
  VEL8-02 Nature vs. Nurture 
   
  Page 3 
  
  in the Flight of Fiends ceremony, but that has not 
  stopped the rumors of Truft’s contraction. 
   
  Of course, no one knows for sure.  All you know 
  for certain is that Fairborn is dead, his coffin seems 
  very well secured, and that Biderton sure is off the 
  beaten track.   
   
  West of Swan Hill, along the Fals River, it was a 
  small, placid farming community before the wars.  
  Overrun by Herion’s forces in 594, then flooded 
  almost out of existence in 596, it has definitely seen 
  better days.  Now it sits within the expanding borders 
  of a growing forest, one of the surprising side effects 
  from the flood. 
   
  Yes, interesting times, indeed.  What would 
  interest you most right now, however, would be 
  getting to Biderton already – this funeral escort 
  business is rather dull. 
   
   
  The PCs are escorting a simple wagon pulled by two 
  average draft horses.  It is driven by Grover, an old man 
  (55) who worked for and with the Bishop for many years. 
   If the PCs want to talk to him, he is polite enough, but 
  not very talkative (his life-long friend just passed away, 
  after all).  Some things they can find out: 
  • 
  Bishop Fairborn were both born and raised in 
  Biderton.  They met again in Mitrik, where Grover 
  then worked for him for the past 35 years. 
  • 
  Biderton’s a peaceful little collection of friendly 
  farmers.  The Bishop was priest there before moving 
  to Mitrik.  Pity ‘bout the war and the flood.  Bad 
  things to good people.  
  • 
  Yes, Bishop Fairborn helped with the Flight of 
  Fiends.  He didn’t talk about it, though – too humble 
  for that. 
  • 
  Yes, he did have the wasting disease.  Terrible thing.  
  He fought it long and hard though.  Grover was with 
  him to the end. 
   
  Close inspection of the coffin reveals it has two 
  locks.  With successful skill checks, PCs can also 
  determine that it is (a) very well built (Craft [Carpentry] 
  or DC 15 Appraise), (b) made of ironwood (DC 16 
  Spellcraft) and (c) sealed (DC 15 Craft [Alchemy]).  
  Detect magic reveals multiple auras identifiable via DC 
  17 Spellcraft: Abjuration (), Evocation (DC 17), Universal 
  (DC 20), and Transmutation (DC 21).  (Spells are arcane 
  lock, consecrate, permanency and ironwood.) 
   
  If any PCs are nosy (and rude and foolish) enough to 
  want to open the coffin, Grover of course has no part in 
  it.  If they insist on doing so and manage to avoid the old 
  man, they need to get past quite a bit: 
   
  Fairborn’s Coffin Locks: two superior locks: Open 
  Lock DC 40; hardness 10; hp 10; Break DC 28. 
   
  Fairborn’s Coffin: 1 in. thick ironwood; hardness 
  12; hp 40; AC 5; Break DC 38; arcane lock caster level 16; 
  ironwood effectively gives coffin a +1 enhancement; save 
  bonus is +10.  
   
  If the PCs manage to get the coffin open, they find 
  only a dead old man, dressed in simple Raoan clerical 
  robes, holding a simple wooden holy symbol.  There is no 
  magic, and the only jewelry is a simple silver chain 
  around his neck holding another symbol of Rao, this one 
  in silver with blue gemstones for eyes, worth about 50gp. 
  Development: 
  If the coffin is opened (intentionally 
  by PCs or accidentally during combat), two things 
  happen:   
   
  (1)  PCs lose the “Guardian Angel” entry on the AR.  
  Cross it off.  
   
  (2)  All that come within 5’ of the body might 
  contract the wasting disease, a divine curse/disease 
  combination inflicted on Veluna by Iuz himself:  
   
  Wasting Disease: Fortitude save: varies, see below; 
  incubation 1 day; damage: 1 Str, +1 Dex, +1 Con; 
  incurable at this time, see special certificate. The saving 
  throw against contracting the disease is DC 15+APL plus 
  all the following modifiers which apply to the PC: +2 if 
  Lawful, +2 if Good, +2 if a divine caster, +2 if a worshiper 
  of Rao. 
  Any PCs that contract this disease get the “It’s Just a 
  Cough” entry on the AR.  Contact the Veluna POC 
  (poc@veluna.net) for the special Wasting Disease 
  Certificate they just won. 
  1: OBLIGATORY THUG 
  ATTACK 
  Suddenly, a loud roar, and a terrible beast bursts from 
  some woods off to your left, heading towards a nearby 
  farmhouse! 
   
  PCs start out on a road bordered by fields.  The 
  woods are 240’ to the left.  The farm is 200’ ahead, also on 
  the left.  The beast breaks from the woods right between 
  the party and the farm – meaning it is about 260’ from 
  both the party and the farmhouse.  (See map, Appendix 
  3).  There is an old cow, a few goats and a bunch of 
  chickens at the farmhouse, along with a couple of 
  children and an older lady – they all panic and scream at 
  the sight and sound of the beast. 
  APL 2 (EL 3) 
   
  Deinonychus:  hp 34; see Monster Manual,  
   
  pg 60. 
   
  APL 4 (EL 6) 
   
  Megaraptor:  hp 79; Monster Manual, pg 60. 
  VEL8-02 Nature vs. Nurture 
   
  Page 4 
  
   
  APL 6 (EL 8) 
  Tyrannosaurus:  hp 180; see Monster Manual, pg 61. 
   
  APL 8 (EL 11) 
   
  Forest Sloth:  hp 133; see Appendix 1. 
  APL 10 (EL 13) 
   
  Spinosaurus:  hp 230; see Appendix 1. 
   
  APL 12 (EL 15) 
   
  Nightmare Beast:  hp 187; see Appendix 1. 
   
  APL 14 (EL 17) 
   
  2 Nightmare Beasts:  hp 187 each; see Appendix 1.  
   
  All the beasts head for the farmhouse initially. Once 
  attacked by the party, they turn their attention there, 
  however.  They are all particularly hungry, and fight to 
  the death. 
   
  Any farmer types that survive are very grateful, and 
  mention they have heard of such beasts appearing 
  elsewhere, but this is the first they have seen anything 
  like them.  If asked about Biderton, they know of the 
  place, but haven’t been there. 
  2. OBLIGATORY ROLE−
  PLAYING ENCOUNTER 
  It takes about an hour and a half to get to Biderton from 
  the little imperiled farm. 
  Not too long after leaving the farm, you come to the 
  fork in the road that leads to Biderton.  Taking the 
  left path, you soon enter the new woods.  Surrounded 
  by healthy trees and underbrush, the path winds 
  gently through some hills, and soon you come upon 
  the village itself. 
   
  Small by any standards, Biderton seems even 
  smaller surrounded as it is by woods.  Even within 
  what would be generous to call a ‘town square, there 
  are small trees, thick grass and flowering bushes.  
  Even the flowers and ivies in the gardens of the 
  houses are obviously thriving. 
   
  In the center of town are the chapel and another 
  largish building you assume is the trading post.  You 
  see no inn, and assume the church may double as the 
  town common house.  Through the young trees, you 
  can see maybe half a dozen other homesteads, one of 
  which is attached to a smithy. 
   
  The only person you see from here is a farmer 
  slopping a large number of eager hogs, though you 
  can hear ringing from the direction of the smithy.  As 
  you approach the chapel, a dog which had been laying 
  on the porch of one of the smaller houses notices you 
  and rises, barking and growling – this elicits a surly 
  “Shut up, dog!!” from inside the small house.  The dog 
  quiets a bit, but still growls, watching you pass by. 
   
  If the PCs want a quick look around, or if they ask 
  about what’s around, they can quickly spot these 
  locations (the names are given in case they are asking): 
  • 
  Chapel of Rao 
  Brother Josen 
  • 
  Trading Post Gameel Quimby (1/2ling) 
  • 
  Blacksmith  
  Horace Smith 
  • 
  Carpenter 
   
  Faris Wood 
  • 
  Small farmhouses 
  Keeter Maloon, Jak  
   
   
   
   
  Jakson, Lars Hogpen,  
   
   
   
   
  Dodd Orkser 
  • 
  Large farmhouse 
  Mylan Biderbough 
   
  There are other farmsteads nearby, but these are the 
  ones really close to the center of town.  (The Biderbough 
  house is actually not really close, but is included as he has 
  the biggest house, calls himself the “lord”, etc.)  If PCs 
  insist on visiting other farms, feel free to create irritating 
  grumpy farmers to your hearts content. 
  PCs may speak with anyone in any order, but it is 
  most likely that they will go to the church first (see 2A: 
  Church).  When they want to talk with others, use 2B: 
  Everyone Else. 
  2A. CHURCH 
  The chapel is a rough–looking building of fairly 
  recent construction.  Unlike most buildings in town, 
  its whitewashed exterior has been kept clean of ivy, 
  though its roof has quite a bit of moss on it. 
   
  Your knock on the door is answered with a terse 
  “Who is it?” from within. 
   
  Once the PCs (or mission leader) identify their 
  purpose here, Brother Josen answers the door, 
  commenting as he does so about their tardiness or with a 
  ”Why didn’t you say so?”.  
   
  He is a human male of about 30 summers, of average 
  height though a little chubby.  His bald head is countered 
  by a full beard – no moustache, though. The inside of the 
  church is kept very clean and organized (he hasn’t got 
  much else to do right now).   
   
  Talking to Josen should give the PCs a good hint of 
  the social regression happening, but do not portray the 
  priest as irrational or insane by any means. He is certainly 
  not as serene as most Raoan priests, and is short on 
  temper and maybe some social graces, but he is not ‘bad’ 
  by any means.  He gives off the impression of a weary 
  missionary whose patience is at its breaking point from 
  his charges’ resistance to his teachings. He should not 
  come off as a bad guy (at least not from his perspective), 
  but its fine if the PCs don’t like him.  
  VEL8-02 Nature vs. Nurture 
   
  Page 5 
  
   
  There is a lot of information here, but don’t feel the 
  need to get everything out there – let the PCs lead the 
  conversation.  Do try to get the italicized points in 
  somewhere though, to whet the PCs interest in the rest 
  of the adventure.   
   
  The information he can convey (as told from his 
  perspective): 
  The Bishop 
  • 
  He didn’t know the man.  Guess he was born here.  
  Supposedly, he took part in the Flight of Fiends. 
  • 
  Cemetery is over the hill to the south. Nothing 
  special.  
  • 
  Josen performs the ceremony in the morning, 
  assuming he can get any of the locals to help with 
  lowering the box.  (He gladly accepts help from the 
  PCs.) 
  Post-war History 
  • 
  People returned here soon after Herion’s forces were 
  expelled from the area.  Everything was great at first. 
  • 
  Unfortunately, a few locals were killed in the flood.  
  He believes that the flood was unnecessary – that the 
  Church would have solved the problem in its own 
  way soon enough. 
  • 
  He tried to help anyone who needed it, but thinks 
  that some of the families seem to blame him 
  personally for their deaths, saying he should have 
  done something – he doesn’t know what they think 
  he could’ve done. 
  The Chapel 
  • 
  The chapel was rebuilt about two years ago, right 
  after the flood. It wasn’t as easy a project as planned, 
  though. 
  • 
  Returning locals were happy to help rebuild at first – 
  proud even – but as the project went on, the more 
  things grew tense.  There were arguments, even 
  fights, among the workers over ‘stupid little things’. 
  • 
  The priest grew very frustrated with the locals’ 
  ‘unreasoning’ and ‘unruly’ attitudes.  He might have 
  had words with a few of them, but certainly nothing 
  out of line. 
  Current/Developing Problems 
  • 
  Starting with the chapel’s construction and ever 
  since, attendance for services has been dropping.  
  Nowadays, hardly anyone comes at all. 
  • 
  The priest has, of course, reached out to the locals, 
  but the ‘petty’ locals and ‘backward’ farmers don’t 
  want to be helped.  
  • 
  He suspects many of the farmers have turned their 
  back on Rao, despite all that the Church has done for 
  Veluna.  Probably chasing Trithereon or ‘backsliding’ 
  to the Old Faith. 
  • 
  A couple of the more ‘barbaric’ locals even chased 
  him off their land with pitchforks.  He adamantly 
  refuses to consider speaking with those particular 
  families anymore.  (The Torsons, Kekks and 
  Baldrishovs.  Their farms are outliers, further west.) 
  The Booming Ecosystem 
  • 
  He grudgingly admits that the flood did help a lot at 
  first, but repeatedly points the more recent problems 
  (besides the deaths of the innocents) – the 
  ‘unnatural’ growth of the new forest, the fierce beasts 
  that have been reported around nearby.   
  • 
  He fears the primal forest and what dwells within, 
  though accusing him of such will insult his pride.  
  He is capable of dreaming up all manner of 
  creatures, villains and plots that could be lurking 
  within “those cursed woods”. 
  The Old Faith 
  • 
  He’s sure there’s a druid around, “subverting” the 
  populace against him. 
  • 
  At first, he’ll stop just short of accusing the Circle of 
  Life of covering for Old Faith radicals and 
  revolutionaries.  They rationalized the deaths from 
  the flood and pulled the wool over the eyes of the 
  authorities, and now Veluna is at risk. 
  • 
  He speculates that ‘barbaric’ members of the Old 
  Faith used the ‘healing of the land’ as an ‘excuse’ to 
  bring about a means of destroying all that Rao has 
  built in the Vale, maybe all of Oerth. 
  Himself 
  • 
  He doesn’t want to hear that the locals might be 
  justified in their reactions, and gets upset if the PCs 
  insinuate things might be his fault.  
  • 
  He also doesn’t want to hear that the Circle of Life or 
  the Old Faith are not involved in some grand 
  conspiracy.  
  • 
  If someone questions his ‘peace, reason and serenity’, 
  he will admit to being overly stressed and angry, and 
  wonders aloud if Rao is testing him and/or Veluna.   
  • 
  If pushed on this, it has been on his mind ever since 
  the flood.  He wonders because its been harder and 
  harder to be patient, keep his temper in check, etc.  
  He got more worried when he heard a rumor that 
  the Canon himself snapped. 
  • 
  If someone tells him what to do/how to act he snaps 
  at them in a slightly condescending way – an “I’m 
  the priest here, who are you?” sort of thing. 
  This means he might get to the point of taking offense at 
  perceived 
  slights 
  and 
  overreacting 
  to 
  friendly 
  suggestions. He’s not going to fight well-equipped PCs, 
  but throws them out of the chapel if insulted (use your 
  discretion). 
  VEL8-02 Nature vs. Nurture 
   
  Page 6 
  
  Brother Josen: male human cleric 3 (hp 21; Heal +6)  
  Class spells prepared:  2nd— augury, gentle repose, 
  protection from evil
  D; 1st— aid
  D, bless, cause fear, 
  comprehend languages; 0— create water, detect magic, 
  detect poison, mending.  (Deity: Rao; Domains: Good, 
  Knowledge;  
  D= domain spell, * = new spell, see 
  Appendix 2). 
  Possessions:  priestly vestments, silver holy symbol of 
  Rao, 2 x potion of cure wounds (see below), pouch with 
  25 gp. 
  Treasure:  The potions that the priest has access to are 
  detailed here.  They count towards the treasure cap.  The 
  priest’s other possessions are not included, as the PCs 
  should not be taking them. 
   
  APL 2: Magic 8 gp; 2 x potion of cure light wounds 
  (4 gp each); Total  8 gp. 
   
  APL 4: Magic 8 gp; 2 x potion of cure light wounds 
  (4 gp each); Total  8 gp. 
   
  APL 6: Magic 50 gp; 2 x potion of cure moderate 
  wounds (25 gp each); Total  50 gp. 
   
  APL 8: Magic 50 gp; 2 x potion of cure moderate 
  wounds (25 gp each); Total  50 gp. 
   
  APL 10: Magic 124 gp; 2 x potion of cure serious 
  wounds (62 gp each); Total  124 gp. 
   
  APL 12: Magic 124 gp; 2 x potion of cure serious 
  wounds (62 gp each); Total  124 gp. 
   
  APL 14: Magic 124 gp; 2 x potion of cure serious 
  wounds (62 gp each); Total  124 gp. 
   
  2B.  EVERYONE ELSE 
  Talking to the various locals should give the PCs a better 
  feeling of the growing prevalence of baser emotions, but 
  should not turn them into bad guys, either. They give the 
  impression of simple but proud individuals who are tired 
  of the priest’s air of superiority, and the stubbornness of 
  each of their neighbors.  They are certainly more 
  emotionally driven than most Velunans (even to the 
  point of aggression if seemingly threatened), but should 
  not come off as violent barbarians.  
   
  It’s important to remember that the locals are not a 
  “united front”.  While they all may dislike the priest, they 
  also all pretty much dislike each other too, as the primal 
  energies in the area have shortened everyone’s tempers, 
  weakened their reason, and heightened their sensitivity. 
   
  While there isn’t room to detail every possible NPC 
  and every discussion, following is a quick list of NPCs 
  along with some key or unique point they may get across, 
  along with a more general overview of information that 
  any local can convey. Some is phrased in their voice, 
  some not.   
   
  Have fun with irritating personalities and outlooks 
  on life.  Visceral reactions are good.  Don’t feel the need 
  to get it all out there, but do try to get the italicized points 
  out there so the PCs might pick up on the need to go 
  looking in the woods:  
  Individual People 
  • 
  Trading Post (Gameel Quimby - halfling) 
  • 
  VERY few items here in the post (15% chance 
  for normal items listed in PHB), and everything 
  that is here is triple price. 
  • 
  Knows that there are more than a few feuds in 
  town – “ain’t no two yahoos that consistently 
  like each other, including Josen.”   
  • 
  He doesn’t really care, he’s more or less retired, 
  and is fed up with the whining, complaining 
  and general moodiness in town, so he jacked up 
  his prices to “make up for having to deal with 
  ‘em”. 
  • 
  Mylan Biderbough, the nominal head of the 
  ‘community’, is a stuck up little prig – always 
  calling me a thief, just ‘cause I’m a halfling.  His 
  father wasn’t any better.   
  • 
  Refers to Dodd Orkser as “Dodd Orc-Kisser” 
  with a chuckle.  (Will warn the PCs not to call 
  him that.) 
  • 
  Blacksmith (Horace Smith) 
  • 
  Not sure about the whole “Old Faith” thing.  
  Prob’ly good idea to give it the proper respect, 
  though, fer now.  He’s heard the “druid lady” is 
  pretty nice to look at though. 
  • 
  He will eye any female character lasciviously. 
  • 
  Calls Biderbough (see below) “that old snob up 
  on the hill” and says he’s doing his name wrong. 
   “If his dad was around, he’d kick his ‘butt’.  I’d 
  sure like to.”   
  • 
  He won’t give a specific reason for the attitude, 
  just doesn’t like the man. 
  • 
  Carpenter 
  (Faris Wood) 
  • 
  Says he’s looking forward to all the woodwork 
  to be done, but PCs might notice how much 
  maintenance work needs done around the 
  various homes. 
  • 
  If asked to do anything, he’s too busy right now 
  – maybe next week.   
  • 
  Just need some loggers what ain’t afraid of the 
  “wild man of the woods”. (laughs)  That’s just an 
  old farmer’s tale – that fool Jak Jakson says he 
  saw somebody out there chase down a bear. 
  Prob’ly just the ‘shine talking.  
  • 
  Small farms  
  • 
  (Keeter Maloon) VERY grumpy man, VERY 
  touchy about the encroaching wilderness.  
  VEL8-02 Nature vs. Nurture 
   
  Page 7 
  
  Works too hard every day keeping his crops 
  clear of ‘them wild plants’.  Basically dislikes 
  everyone, especially “the Orc-kisser”. 
  • 
  (Jak Jakson) It was this fat man’s dog that was 
  growling at the PCs when they arrived.  Starts 
  off any encounter by yelling at PCs to “get off 
  my property!” Usually drunk.  If convinced to 
  talk, spouts off about Lars’ “stinking hogs” at 
  every opportunity.  Almost got killed last year 
  by a bear.  Some ‘wild man’ appears and starts 
  yellin’ at me!  Like it was my fault the bear was 
  gonna eat me! 
  • 
  (Lars Hogpen) Pigs done been growin’ real 
  good.  He did lose a couple real big hogs over 
  the last year, though.  They didn’t die – they 
  knocked him down, gored him and broke out of 
  the pen and fled into the woods.  Good riddance 
  to ‘em. 
  • 
  (Dodd Orkser)  Packing up to move elsewhere – 
  doesn’t care where, as long as it’s away from 
  here. He’s convinced Keeter Maloon is out to 
  get him. Starts a fight with anyone calling him 
  “Orc-kisser”.  
  • 
  Large farm 
  (Mylan Biderbough) 
  • 
  Wants to know all about ‘real life’, as opposed to 
  what goes on in ‘this hellhole’. 
  • 
  What’s wrong with it?  Just the people and the 
  woods and the weather and everything.   At least 
  there used to be decent vineyards, but this 
  damned forest ruined those – that and those 
  good-for-nothing rubes who refused to keep 
  them up!  
  • 
  His father died in the flood.  
  • 
  Laughs at any notion of a druid or “wild man” in 
  the woods – just god-awful animals.  Too 
  dangerous to hunt, even. 
  (General/Any) Post-war History 
  • 
  People returned here soon after Herion’s forces were 
  expelled from the area.  Everything was great at first.  
  • 
  Unfortunately, a few locals were killed in the flood.  
  The families were devastated, of course, but they 
  suppose it was for ‘the greater good’ and all that.  
  • 
  Not much exciting since then. 
  • 
  Brother Josen keeps griping about how the Church 
  would’ve fixed things without the flood and the 
  deaths – seems to think we owe him for something 
  his betters ‘would’ve done’.  
  • 
  They’ve heard ‘big things’ in the woods, and heard of 
  things at other villages (but “they’re all morons, so 
  who really knows”).  
  • 
  They all know the name of Bishop Fairborn, a couple 
  remember him.   “Nice enough” seems to be the 
  opinion.  One or two heard he died.  If asked, they 
  will help with the burial – but for the Bishop, not for 
  Josen.  (He’s always telling them what to do and how 
  to do it.)  
  (General/Any) The Chapel 
  • 
  The chapel was rebuilt about two years ago, right 
  after the flood. It wasn’t as rewarding a project as it 
  should have been, though. 
  • 
  “We” were happy to help – proud even – but the 
  longer the project went on, the more things grew 
  tense. People started getting into arguments, even 
  some fights.  Over stupid things, too.  I tried to tell 
  ‘em, of course, keep things straight, but no one 
  would listen. 
  • 
  Josen was at it too – very demanding and refused to 
  listen to any ‘lesser’ ideas or suggestions.  He was 
  demanding and rude, not ‘reasonable’ at all.  
  (General/Any) Brother Josen 
  • 
  Starting after the problems with the chapel, fewer 
  and fewer people have bothered with him.  They 
  don’t have a problem with Rao – still give him his 
  due of course.  Just don’t particularly like Josen and 
  his high-falutin’ attitude. 
  • 
  The priest has, of course, tried to come ‘round and 
  ‘fix’ things, but he doesn’t want to listen, just talk.  
  You try to say something, get a point in, and he goes 
  off like you cursed the Canon.  
  (General/Any) The Booming Ecosystem 
  • 
  They credit the flood with saving Veluna, though 
  they admit to worrying somewhat about some things 
  that have happened lately – mainly the large, feral 
  beasts that have been reported within the forest. 
  • 
  Many of the farmers are finding it harder to keep 
  their land clear, but whatever they can plant and 
  harvest comes out great! 
  • 
  They wonder about the growth of animals and forest, 
  but say that it’s just “nature taking back her own”.  
  Many are planning to take up logging. 
  • 
  They have a mix of respect and fears for the primal 
  forest and that which dwells within. 
  (General/Any) The Old Faith  
  • 
  Yes, some of us have gone back to the Old Faith, 
  somewhat.  Flood saved the land – saved us, really.  
  Church didn’t do that.  Josen himself says it wasn’t 
  the right thing to do – had to be something... 
  • 
  A few will say that despite Josen’s ranting, the Old 
  Faith is a peaceful one that asks that we all be in 
  harmony with nature.  True, there are more 
  dangerous things in nature than what Josen would 
  like, but if you respect nature, it will respect you.  
  VEL8-02 Nature vs. Nurture 
   
  Page 8 
  
  • 
  If questioned in a friendly manner about such 
  philosophies, a few will refer to a “wise woman” of 
  the forest who has spoken of respecting the land, not 
  being full of one’s self, and not placing one’s self 
  above nature. 
  • 
  No one is sure where she lives, and only one or two 
  admit to actually having seen or spoken with her – 
  both times on the edge of the forest when they were 
  cutting wood. 
  (General/Any) Themselves 
  • 
  The locals don’t want to hear that they’re being 
  ‘uncooperative’ or ‘unreasonable’ (even though they 
  sort of are) – they’ve been told that enough by the 
  priest.   
  • 
  They also don’t want to be ‘instructed’ in how to 
  patch things up with other locals – they are 
  convinced they are in the right and know what to do, 
  plus they are very stubborn.   
  • 
  If threatened (insulted, etc), they will throw the PCs 
  off their land.  (Though they are more aggressive 
  than ‘normal’, they will not be dumb enough to 
  attack a well-equipped group of PCs – use your 
  discretion.) 
  Development:  The PCs should somehow get the idea to 
  go out into the woods to either (a) investigate big strange 
  animals, (b) find Josen’s ‘meddling druid’, (c) hunt for 
  Jakson’s ‘wild man’, or (d) investigate why everyone is so 
  unreasonable and cranky. 
  3: OBLIGATORY 
  SEARCHING / TRACKING 
  SECTION 
  As you trek into the woods, it’s hard to remember this 
  is not your average Velunan forest.  After all, its 
  underbrush is just as thick, with trees nearly as large 
  as those in parts of the Dapple Wood or Ironwood.  
  But this forest didn’t exist three years ago. 
   
  The flora is hearty and vibrant.  You’ve heard calls 
  and cries in the far distance, but haven’t seen any 
  animals yet.  Guessing from what you saw out on the 
  road that may not be such a bad thing.... 
   
  After the PCs start out into the forest looking for the 
  druid, have them start rolling DC 19 Survival checks ‘to 
  keep from getting lost’.  (If higher-level PCs insist on 
  flying around searching, they will have to stay below the 
  canopy to be able to find the druid, so flying ultimately 
  only affects their travel speed, which doesn’t really matter 
  in this abstract search.) 
   
  Practically speaking, it doesn’t matter if the Survival 
  checks are successful or not (the next encounter finds 
  them no matter what), but don’t let them know that.  
  Build the tension. 
   
  After four checks, go to Encounter 4. 
   
  If the PCs insist on trying Track checks, let them, 
  but they only find very large animal tracks.  If they want 
  to follow some of these instead of randomly searching for 
  the druid, they come to Encounter 4 after only 2 
  successful checks (DC given below).  They do not find 
  druid tracks, as she passes without trace. 
   
  APL     DC 
        Track type 
   
    2        15 
        Med, 4 legs, webbed 
   
    4       15   
        Med, 4 legs, webbed 
   
    6       13 
        Huge, 4 legs, rhino-like 
   
    8       13 
        Huge, 4 legs, rhino-like 
   
   10       13 
        Gargantuan, 4 legs, rhino-like 
   
   12       13 
        Gargantuan, 4 legs, rhino-like 
   14       11 
        Gargantuan, 4 legs, webbed 
   
  4: OBLIGATORY BIG FIGHT 
  As you proceed, the forest is definitely getting 
  thicker.  Denser.  And some of these plants don’t look 
  right either.  Bigger, heartier, more... primal? 
   
  Anyway, 
  working 
  your 
  way 
  through 
  the 
  underbrush and such is definitely hard work, and you 
  are relieved when you spot a creek babbling through 
  the underbrush.  The water looks clear, cool and 
  inviting. 
   
  As the PCs approach the stream, use their pre-rolled 
  Spot checks to see if they notice the hunters nearby 
  waiting for prey. 
   
  The primal man is in tree form (using his magic 
  amulet) right along the bank of the creek. His wolf is 
  about 30’ further upstream.  (At APL 2, he and the wolf 
  are both 30’ upstream in some bushes.  The bear is 60’ 
  downstream.  (If there are more than one bear, spread 
  them out in the area.)  All the bats are hidden in the 
  canopy of nearby trees (at least 100’ away). The DCs 
  needed to spot things are given below:    
  Spot DC table by APL  
  (Includes terrain and distance modifiers) 
  APL 
  Wolf 
  Bear 
  Bat 
  2 
  n/a 
  n/a 
  n/a 
  4 
  23 
  22 
  29 
  6 
  23 
  26 
  33 
  8 
  26 
  22 
  33 
  10 
  26 
  22 
  33 
  VEL8-02 Nature vs. Nurture 
   
  Page 9 
  
  12 
  26 
  25 
  33 
  14 
  26 
  21 
  33 
   
  At APL 2, there are no animals, but the PCs need to 
  DC 18 Spot to notice the primal man before he attacks.   
   
  Assuming the PCs do not spot anything before hand, 
  the bestial ranger and the ‘spirits of the wood’ attack 
  when a PC reaches the stream. 
  APL 2 (EL 4) 
   
  Primal Man:  Barbarian 1/Ranger 3; hp 39; see 
  Appendix 1. 
   
  APL 4 (EL 7) 
   
  Primal Man:  Bbn1/Rgr4/Beastmaster1; hp 58; see 
  Appendix 1. 
   
  Wolf Companion:  hp 48; see Appendix 1. 
   
  Black Bear: hp 19; see Monster Manual, pg 269 
  Dire Bat: hp 27; see Monster Manual, pg 62 
   
  APL 6 (EL 9) 
   
  Primal Man: Bbn1/Rgr4/Beastmaster1/ Primeval 2; 
  hp 79; see Appendix 1. 
   
  Wolf Companion: hp 48; see Appendix 1. 
   
  Woodling Black Bear: hp 19; see Appendix 1. 
   
  Spirit Dire Bats (2): hp 27 each; see Appendix 1. 
   
  APL 8 (EL 11) 
   
  Primal 
  Man: 
  Bbn1/Ftr2/Rgr4/Beastmaster1/ 
  Primeval2; hp 100; see Appendix 1. 
   
  Wolf Companion: hp 66; see Appendix 1. 
   
  Woodling Brown Bear: hp 51; see Appendix 1. 
   
  Spirit Dire Bats (3): hp 27 each; see Appendix 1. 
   
  APL 10 (EL 13) 
   
  Primal 
  Man: 
  Bbn1/Ftr2/Rgr4/Beastmaster1/ 
  Primeval 4; hp 130; see Appendix 1. 
   
  Wolf Companion:  hp 66; see Appendix 1. 
   
  Woodling Dire Bear: hp 137; see Appendix 1. 
   
  Spirit Dire Bats (4):  hp 27 each; see Appendix 1. 
   
  APL 12 (EL 15) 
   
  Primal 
  Man: 
  Bbn1/Ftr2/Rgr4/Beastmaster1/ 
  Primeval6; hp 153; see Appendix 1. 
   
  Wolf Companion: hp 66; see Appendix 1. 
   
  Advanced Woodling Dire Bears (2):  hp 137 each; 
  see Appendix 1. 
   
  Spirit Dire Bats (4): hp 27 each; see Appendix 1. 
   
  APL 14 (EL 17) 
   
  Primal 
  Man: 
  Bbn1/Ftr2/Rgr4/Beastmaster1/ 
  Primeval 8; hp 187; see Appendix 1. 
   
  Wolf Companion: hp 66; see Appendix 1.  
   
  Advanced Woodling Dire Bears (3): hp 205 each; 
  see Appendix 1. 
   
  Spirit Dire Bats (4): hp 67 each; see Appendix 1. 
  Environmental Modifiers: The dense underbrush and 
  large trees affect this combat (refer to map in Appendix 
  3): 
  • 
  Light undergrowth provides 20% concealment, 
  heavy provides 30% concealment. 
  • 
  Medium creatures traveling along the ground must 
  spend 2x or 4x movement cost (in the light or heavy 
  undergrowth, respectively).  Large creatures are 
  unhampered by the lesser undergrowth, but must 
  spend 2x movement cost in the heavy stuff.  Huge 
  creatures are unaffected. 
  • 
  Heavy undergrowth grants a +5 to Hide checks. 
  • 
  A medium creature in the same square as a tree gets a 
  +2 cover bonus to AC.  
  Tactics:  At APL 2, the primeval charges from hiding, 
  pouncing on the nearest PC. 
   
  At APLs 4 and up, he begins the encounter in tree 
  shape, thanks to his amulet.  At APL 4, he rages (a free 
  action), dismisses the tree shape (also a free action), and 
  then charges the nearest character, pouncing on them. 
   
  At APLs 6 and up, he rages (a free action), dismisses 
  the tree shape (also a free action), and then shifts to his 
  primeval ape form before attacking, charging and 
  pouncing if possible.  (At APLs 6 and 8, this is a standard 
  action.  At APL 10 and 12, it is a move-equivalent action.  
  At APL 14 it is a swift action.) Whatever the action, it 
  never provokes attacks of opportunity.  
   
  His wolf supports his attacks, attacking/tripping if it 
  works, aiding his master’s AC if not. 
   
  The bears grapple if possible.  At APLs where they 
  are woodlings, they start with a summon nature’s ally 
  (and/or animate plants at APL14) to neutralize casters. 
   
  The bats (spirit or otherwise) prefer to harass PCs 
  that are trying to hang back from combat with the 
  primeval. 
  Development:  If the PCs followed tracks here, the 
  tracks pick up and continue going beyond the glade. 
  Treasure: After the fight, when the primal man “ramps 
  down” from his rage and his primeval form, any PCs that 
  search his body find the remnants of a well-made tabard 
  and a signet ring as well as his treasure.  A DC 13 
  Knowledge (Local-VTF) or DC 18 Knowledge (Nobility) 
  recognize the colors and design as that of a Landis family 
  retainer. 
   
  APL 2: Loot: 52 gp; Magic 229 gp; +1 chain shirt (104 
  gp); least armor crystal of mind cloaking (42 gp); vest of 
  resistance +1 (83 gp); Total 281 gp. 
  VEL8-02 Nature vs. Nurture 
   
  Page 10 
  
   
  APL 4: Loot: 52 gp; Magic 413 gp; +1 chain shirt (104 
  gp); least armor crystal of mind cloaking (42 gp); man-of-
  the-wood amulet (184 gp); bracers of armor +1 (83 gp); 
  Total 465 gp. 
   
  APL 6: Loot: 52 gp; Magic 746 gp; +1 chain shirt (104 
  gp); least armor crystal of mind cloaking (42 gp);  man-of-
  the-wood amulet (184 gp); wilding clasp (333 gp); bracers 
  of armor +1 (83 gp); Total 798 gp. 
   
  APL 8: Loot: 52 gp; Magic 1287 gp; +2 chain shirt 
  (354 gp); lesser armor crystal of mind cloaking (333 gp);  
  man-of-the-wood amulet (184 gp); wilding clasp (333 gp); 
  bracers of armor +1 (83 gp); Total 1339 gp. 
   
  APL 10: Loot: 26 gp; Magic 2255 gp; +3 mindarmor 
  chain shirt (1021 gp); +1 scimitar (193 gp); lesser armor 
  crystal of mind cloaking (333 gp);  man-of-the-wood 
  amulet (184 gp); wilding clasp (333 gp); lesser weapon 
  crystal of return (83 gp); bracers of armor +1 (83 gp); 
  potion of cure moderate wounds (25 gp); Total 2281 gp. 
   
  APL 12: Magic 4102 gp; +3 displacement mindarmor 
  chain shirt (1602 gp); greater armor crystal of mind 
  cloaking (833 gp); +1 slow burst scimitar (609 gp); +1 
  light pick (192 gp); man-of-the-wood amulet (184 gp); 
  wilding clasp (333 gp); 2 x lesser weapon crystal of return 
  (83 gp each); bracers of armor +1 (83 gp); potion of cure 
  moderate wounds (25 gp); potion of barkskin (+4) (75 gp); 
  Total 4102 gp. 
   
  APL 14: Magic 6604 gp; +4 displacement mindarmor 
  chain shirt (2354 gp); greater armor crystal of mind 
  cloaking (833 gp); +1 slow burst scimitar (609 gp); +1 
  keen impaling light pick (1525 gp); man-of-the-wood 
  amulet (184 gp); wilding clasp (333 gp); 2 x lesser weapon 
  crystal of return (83 gp each); bracers of armor +1 (83 gp); 
  potion of cure moderate wounds (25 gp); potion of 
  barkskin (+4) (75 gp); collar of healing (417 gp); Total 
  6604 gp. 
   
  5: SUPERFLUOUS THUG 
  ATTACK 
  As you continue to hack your way through the ever-
  thickening primeval forest, you hear some crashing 
  through the trees to your right.  Far off at first, it is 
  definitely getting closer. 
   
  Let the PCs roll Spot checks, but they won’t see anything 
  at first.   They have one round to prepare before they spot 
  the incoming animal.  
   
  The furthest away of any of the beasts can be spotted 
  is 100’ due to the density of the underbrush.  Use their 
  Spot checks to determine how far away the PCs spot the 
  beast(s): 
  • 
  APL 2: A Spot check of 5 or under fails to see the 
  Dire Toad approach.  DC 6 spots it 10’ away.  Each 
  point higher spots it 10’ further away, up to a 15+, 
  which sees the Dire Toad at 100’.   
  • 
  APL 4 – 10: A Spot check of 1 or under fails to see 
  the beast approach.  DC 2 spots it 10’ away.  Each 
  point higher spots it 10’ further away, up to an 11+, 
  which spots the beast at 100’.   
  • 
  APL 12 – 14: A Spot check of 1 sees the huge beast 
  40’ away.  Each point higher spots it 10’ further away, 
  up to a 7+, which spots the beast at 100’. 
  Suddenly, you spot it!  Something large crashing 
  towards you through the underbrush! 
  At this point, only the beast-type creature bursts out of 
  the forest.  THE DRUID DOES NOT APPEAR YET.  She 
  comes in near the end of the fight (see Development).  
  In fact, at APL 2, she is counted as a separate encounter 
  entirely (see Encounter 6). 
   
  A successful Knowledge (Nature) check (DCs given 
  below) tips off the PC that this type of beast, though 
  giant-sized and feral in appearance, is not normally very 
  aggressive (unless mating, injured, sick, etc), so 
  something is making it behave this way.  (The Dinosaurs’ 
  DCs have been modified to reflect that they are not 
  things PCs would have ever seen before.)  
  • 
  APL 2   
  Knowledge (Nature)  
  DC14 
  • 
  APL 4   
  Knowledge (Nature)  
  DC14 
  • 
  APL 6   
  Knowledge (Nature)  
  DC24 
  • 
  APL 8   
  Knowledge (Nature) 
  DC24 
  • 
  APL 10   
  Knowledge (Nature)  
  DC30 
  • 
  APL 12   
  Knowledge (Nature) 
  DC30 
  • 
  APL 14   
  Knowledge (Nature)  
  DC35 
  APL 2 (EL 3) 
   
  Dire Toad:  hp 26; see Appendix 1. 
   
  APL 4 (EL 5) 
   
  Dire Toads (2):  hp 26 each; see Appendix 1. 
   
  APL 6 (EL 7) 
   
  Ankylosaurus:  hp 118 each; see Appendix 1. 
   
  APL 8 (EL 8) 
   
  Advanced Ankylosaurus (2): hp 118 each; see 
  Appendix 1. 
   
  APL 10 (EL 10) 
   
  Dire Elephant:  hp 290; see Appendix 1. 
   
  APL 12 (EL 12) 
   
  Dire Elephants (2):  hp 290 each; see Appendix 1. 
   
  VEL8-02 Nature vs. Nurture 
   
  Page 11 
  
  APL 14 (EL 14) 
  Titanic Dire Toad:  hp 338; Appendix 1. 
  Environmental Modifiers: The dense underbrush and 
  large trees affect this combat (refer to map in Appendix 
  3): 
  • 
  Light undergrowth provides 20% concealment, 
  heavy provides 30% concealment. 
  • 
  Medium creatures traveling along the ground must 
  spend 2x or 4x movement cost (in the light or heavy 
  undergrowth, respectively).  Large creatures are 
  unhampered by the lesser undergrowth, but must 
  spend 2x movement cost in the heavy stuff.  Huge 
  creatures are unaffected. 
  • 
  Heavy undergrowth grants a +5 to Hide checks. 
  • 
  A medium creature in the same square as a tree gets a 
  +2 cover bonus to AC.  
  Tactics: The beast has no tactics, it just charges in and 
  attacks. 
  Development:  A blow or two before the (last) beast falls, 
  a local druid appears, shouting at the party.  Go 
  immediately into Encounter 6.  
   
   
  6: OBLIGATORY FALSE BAD 
  GUY YOU SHOULDN’T KILL 
  Note that this is written assuming the PCs have not yet 
  dropped the beast.  If they do so before the druid can 
  appear, the druid can still shout the same thing, but she 
  flies straight in to the fallen beast to heal/protect it.  
  Further details on this development appear below. 
   
  You sense the fight is nearly over when suddenly, 
  an angry voice shouts from above!  
   
  “Siffis!!  Nekra iltemi avelas!!  Nuventa ni nila 
  felamin!!” 
   
  Looking up, you catch a fleeting glimpse of a 
  brown-skinned, light-haired elven female riding a 
  huge bat as they flit behind the cover of a tree.  
   
  Any PCs that speak Elven understand the basic idea 
  of her shouting:  “Barbarians!!  Sheathe your weapons!!  
  That animal is no killer!!” 
   
  Callashera is upset the PCs are attacking the beast 
  and does her best to get them to stop doing so.  If the PCs 
  IMMEDIATELY stop their attacks (potentially allowing 
  the beast a free attack), she cast charm animal, against 
  which the beast rolls a 1 on its save.  She then asks the 
  PCs to wait (or help) while she heals the beast, and speaks 
  with animals (using her ring) to apologize and send it on 
  its way. 
   
  If the PCs do NOT listen and keep attacking the 
  beast, she shouts at them again, and also tries an entangle 
  spell to stop them. 
   
  If at any point the PCs attack her as well, Callashera 
  reluctantly fights.  Note at higher APLs, it is very possible 
  she could be dropped with one attack.  If she is dropped 
  in combat (lethal or not), her companion attacks the PC 
  that dropped her until that PC or the companion is dead. 
  ALL APLs 
   
  Callashera: Wild Elf Druid 4; hp 18; see Appendix 1. 
   
  Dire Bat companion: hp 30; see Monster Manual, 
  pg 62. 
   
  APL/EL note:  Only APL 2 gets XP credit for this 
  encounter, as at all other APLs, there is very little threat 
  of any real danger.  
   
  Talking to Callashera can reveal a lot of what is going 
  on, but doing so may be difficult depending on the PCs’ 
  actions during the last couple rounds of the previous 
  fight (and because she is also somewhat influenced by the 
  ‘primal energies’.  Use the following guidelines to 
  determine her beginning attitude should the PCs wish to 
  use Diplomacy (see PHB, pg 72): 
  • 
  If any PCs attacked her or her bat, Diplomacy does 
  not work. 
  • 
  If any PCs were using lethal means against the 
  beast(s) and killed it/them despite her pleas, she 
  starts out as “Hostile” – any Diplomacy attempts 
  must be ‘hurried’ 
  • 
  If any PCs were using lethal means against the 
  beast(s) but stopped when she told them to, OR if 
  any PCs were using non-lethal damage against the 
  beast(s) and did not stop when she told them to, she 
  starts out as “Unfriendly” 
  • 
  If any PCs were using non-lethal damage  against the 
  beast(s), but stopped when she told them to, she 
  starts out as “Indifferent” 
  • 
  If the PCs used a calm animal, charm animal, or 
  other non-damaging method of negating the threat, 
  she starts out as “Friendly” 
   
  Special Diplomacy conditions: 
  • 
  ANY attempt at Diplomacy MUST include an 
  apology to even have a chance of succeeding.  
  • 
  All Diplomacy attempts suffer a –2 penalty because 
  of the primal energies.   
  • 
  Only PCs that speak to Callashera may participate in 
  the Diplomacy (i.e. no “assisting” without actually 
  talking).   
  • 
  Getting angry about the animal(s) attacking first 
  incurs a –2 penalty (PCs can mention it, but getting 
  VEL8-02 Nature vs. Nurture 
   
  Page 12 
  
  defensive and blaming the ‘poor animal’ will upset 
  the druid).   
  • 
  Bringing up the increase in anger and incivility in 
  the area neither helps nor hurts – yes, she realizes 
  that could be affecting the animals as well, but if the 
  PCs knew about such happenings, they should have 
  been aware that the animal ‘was not herself’. 
  • 
  Healing the animal(s) will add +5 to the check. 
   
  Development:  If the PCs cannot get Callashera beyond 
  “Unfriendly”, she warns them of further harming animals 
  or the forest and leaves. 
   
  If 
  the 
  PCs 
  successfully 
  get 
  Callashera 
  to 
  “Indifferent”, she reveals only a few things when 
  questioned about them, before warning the PCs as above 
  and leaving:  
  • 
  She has not recruited any villagers, but neither 
  will she turn away anyone who inquires into the 
  Old Faith. 
  • 
  She is pleased with the forest’s growth – it is a 
  great improvement over ‘civilization’ 
  • 
  She suspects, like most, that the flood released 
  some ‘primal life energy’ that ‘blessed’ the land. 
  • 
  It may very well have affected (or be affecting) 
  people’s behavior.  
  • 
  She has seen this “wild man”, but she avoids him 
  now.  She thinks he was here exploring the 
  forest for someone.  
  • 
  She spoke with him only the one time – it 
  started off nice enough, he asked a lot of 
  questions. She told him about the woods, the 
  animals, and the dam lake.  As the conversation 
  went on, he got pushy and argumentative – like 
  he thought she was hiding something.  
  • 
  She acknowledges there are dangerous beasts in 
  the forest (like any forest), but insists that does 
  not mean the entire forest must be destroyed 
  • 
  She is associated with the Circle of Life, they 
  have nothing to do with this 
   
  If the PCs successfully get Callashera to “Friendly”, 
  she reveals the above information, as well as revealing: 
  • 
  She can give them the primeval’s old journal 
  (from before he ‘went native’) – see Player’s 
  Handout #1. 
  • 
  The ‘life energies’ that course through this area 
  definitely came from the flood, and that she 
  suspects a permanent conduit might have been 
  forged, rather than just a one-time infusion of 
  the waters 
  • 
  If this is so, then the conduit would most likely 
  be located where the source of the waters is 
  • 
  It is also very likely that the power there is so 
  great that it would be a VERY dangerous place 
  to go, and stopping the flow of energy could be 
  nigh impossible 
  • 
  She understands the desire to stop the 
  expansion of the forest (and the dangerous 
  animals within and the ‘primal influence’), but 
  asks the PCs to do what they can to preserve the 
  forest as it stands 
   
  If the PCs successfully get Callashera to “Helpful” 
  AND help heal the animal(s), she reveals all above 
  information, and will also: 
  • 
  Offer the PCs her ring. 
  • 
  Say that if she had to, she would guess that 
  because of how it was supposedly created, the 
  energy conduit might be shut off by infusing it 
  with either negative energy, positive energy, or 
  with raw life energy. 
  NB: If Callashera is killed, or if the PCs fail to 
  Diplomacize her to at least a “Friendly” attitude, the vital 
  information about the source of the problem will be lost 
  to them short of using commune, contact other plane or 
  some other similar magic.  In a way, this means the PCs 
  failed, but in reality, it has a minimal effect on the AR, 
  and only eliminates the option of playing the Optional 
  Encounter. 
  Treasure:   
   
  ALL APLs: Loot: 1 gp; Magic 257 gp; headband of 
  conscious effort (167 gp); Callashera’s Ring (90 gp); Total 
  258 gp. 
   
  7: OBLIGATORY ROLE−
  PLAYING DECISION 
  Assuming the PCs got the information about the source 
  of the problem from Callashera (or possibly through 
  commune- or contact other plane-type magic), the PCs 
  are almost done with the ’hard work’ in this adventure.  
  The PCs need only decide what to do with the 
  information they have uncovered and the adventure will 
  end. (At this point, they have completed the encounters 
  necessary to receive a complete AR.) 
   
  Many PCs’ first instinct is to investigate the source 
  of the primal energies themselves.  While this is logical, 
  it is beyond the scope of this adventure, and, as 
  Callashera said, would be VERY dangerous.   This option 
  has been accounted for, however, with an Optional 
  Encounter (detailed below).  Warn the PCs that it is a 
  VERY DANGEROUS encounter.  Technically it’s not 
  untiered, but it does go over all limits normally placed on 
  VEL8-02 Nature vs. Nurture 
   
  Page 13 
  
  Living Greyhawk adventures.  (On the other hand, they 
  can go into it fresh and prepared...) 
   
  There are other options for the conclusion of the 
  adventure, however, and players should be reminded that 
  choosing one of them is NOT failing.  
  • 
  PCs can tell the Church about what they found out, 
  and suggest to them some course of action. 
  • 
  PCs can tell the Circle of Life about what they found 
  out, and suggest to them some course of action. 
  • 
  PCs can tell some other organization of authority 
  about what they found out, and suggest to them 
  some course of action. 
  The ramifications of which course the PCs take are 
  covered in the Conclusion. 
   
  OPTIONAL ENCOUNTER 
  (WOULD BE VELINT8−02) 
  This optional encounter is not a “normal” LG encounter.  
  It is overpowered and dangerous.  However, the PCs 
  need not defeat the guardian in order to ‘succeed’.  This 
  optional encounter has its own special AR, which all PCs 
  participating in the optional encounter may receive. 
     
  (This AR uses the special interactive rule that while 
  the APL of the table determines the opponent, each 
  individual PC receives their AR at an APL equal to their 
  level, or their level minus one if their level is odd.  This 
  only applies to the optional encounter AR, not the AR for 
  the main adventure.)  
   
  Before running this encounter, definitely allow the 
  PCs to rest and recuperate.  They may also purchase 
  normally available items (as normal, on the ‘standard’ AR) 
  or pay for normally available NPC spellcasting if they go 
  to Mitrik or Whitehale.  
   
  If they consult with the Church of Rao, the Great 
  College or the Circle of Life, they can secure the promise 
  of payment for investigating (gp on the special AR), and 
  can also get some key information: 
  • 
  The location of the dam 
  • 
  Some have gone up and investigated the area, but 
  had not tried anything one way or the other 
  • 
  After some research, it is suspected that either a large 
  influx of either negative or positive energy or ‘life 
  energy’ could negate the primal surge or even 
  reverse it. 
   
  Following the Fals River and then the Krag 
  Stream upstream to where the massive lumber and ice 
  dam once stood takes quite a bit longer than it would 
  have years ago.  The forest has grown into a thick 
  jungle, and beasts both dire and magical teem in its 
  depths. 
   
  As you rise into the hills, you are somewhat 
  surprised that so many trees withstood what was 
  surely massive deluge.  Then you realize that the 
  upright trees did not survive the flood, they have 
  grown in the two years since, having anchored 
  themselves in soil deposits trapped by tree trunks and 
  huge boulders – the very remnants of the shattered 
  dam.    
   
  Soon you arrive at what could only be the dam 
  site.  The quarter-mile gap between two large, rocky 
  hills is still blocked by a twenty-foot high wall of 
  truly massive tree trunks and boulders.  More timber 
  and rocks are strewn about the area as well.  Water 
  cascades down the face of the wall from various gaps, 
  forming into the stream you followed here. 
   
  Climbing up what is left of the dam is not terribly 
  difficult, despite the slickness from the water.  
  Reaching the top, you see that it is not a mere wall of 
  rock and wood, but a huge, long pile – almost a hill 
  unto itself – at least 250’ across.  Walking across the 
  tumbled mass of timber and chunks of stone is a 
  chore, made more difficult by the occasional bush or 
  tree that has grown up from the soil trapped within 
  the dam. 
   
  Finally, you espy the lake itself.  At least a mile 
  across, it reflects the sunlight with multi-colored 
  brilliance.   Even as the sun dips behind a cloud, the 
  waters seem to shimmer faintly. 
   
  If the PCs do nothing out of the ordinary to the 
  waters, nothing happens.  If they begin to cast spells into 
  them, make sacrifices, or take other ‘aggressive’ actions, 
  the self-appointed guardian of the lake will make itself 
  known. 
   
  Well, that certainly appears to have done 
  something, as the waters of the lake begin to churn 
  and roil.  Then, about 60 feet out in the lake, bursts 
  forth....  
  APL 2 (EL 6 – including modifiers) 
   
  Amphibious Stone Drake: hp 63; see Appendix 1.  
   
  APL 4 (EL 9 – including modifiers) 
  Ice Drake:  hp 86; see Appendix 1. 
   
   
  APL 6 (EL 11 – including modifiers) 
   
  Advanced Water Drake:  hp 192; see Appendix 1. 
   
  APL 8 (EL 13 – including modifiers) 
  Ooze Drake:  hp 141; see Appendix 1. 
   
  VEL8-02 Nature vs. Nurture 
   
  Page 14 
  
   
  APL 10 (EL 15 – including modifiers) 
   
  Advanced Ooze Drake:  hp 243; see Appendix 1. 
   
  APL 12 (EL 17 – including modifiers) 
   
  Amphibious Jungle Landwyrm:  hp 350; see 
  Appendix 1. 
   
  APL 14 (EL 19 – including modifiers) 
   
  Advanced Storm Drake:  hp 485; see Appendix 1. 
   
  APL 16 (EL 21 – including modifiers) 
  Swamp Landwyrm: hp, see Appendix 1.  
  Environmental Modifiers:  The water, as well as the 
  detritus from the shattered dam may affect the combat.  
  Also, there is an overarching supernatural effect that PCs 
  must deal with: 
  • 
  In the water – There is no gradual slope to the 
  bottom of the lake.  The shallowest part is 10’ deep, 
  and it gets deeper from there.  In the even of 
  underwater combat, see the DMG, pg 93. 
  • 
  On the logs – The logs at the end of the lake are very 
  large, but are also very slick.  Running and charging 
  are impossible.  Moving more than half speed 
  requires a DC15 Balance check. 
  • 
  The primal energies are so strong here, that each 
  round a PC remains in the area, he/she must make a 
  Will save (DC = 7 + [1.5 x APL]) or become enraged 
  This functions like a barbarian’s rage in most ways: 
  (1) the PC gains a +4 morale bonus to Strength and 
  Constitution, (2) the PC gains a +2 morale bonus to 
  Will saves, (3) the PC takes a –2 penalty to Armor 
  Class, (4) the PC cannot use any Charisma-, 
  Dexterity-, or Intelligence-based skills (except for 
  Balance, Escape Artist, Intimidate and Ride), the 
  Concentration skill, or any abilities that require 
  patience or concentration, nor can he/she cast spells 
  or activate magic items that require a command 
  word, a spell trigger (such as a wand), or spell 
  completion (such as a scroll) to function.  He/she 
  can use any feats he/she has except Combat 
  Expertise, item creation feats, metamagic feats, and 
  any feats requiring the use of another banned action, 
  and (5) when the rage wears off, the PC is fatigued 
  for a number of rounds equal to the number of 
  rounds he/she spent raging. 
  The differences between this “rage” and a true 
  barbarian rage are that (1) the PC cannot willingly 
  end the rage, and (2) there is a 10% chance per round 
  that the PC attacks a random person nearby (similar 
  to a confusion spell)  
  This “rage” lasts for a number of rounds equal to 
  the number by which the PC failed the original Will 
  save.  
   
  Tactics:  Kill, kill, kill. 
  Development: 
  In either scenario, the source can be 
  negated in either of two ways: 
   
  (1) By pumping the lake full of negative energy.  PCs 
  need to infuse the lake with negative levels via 
  enervation or other similar magic.  Inflicting negative 
  energy damage (hit points from negative energy sources) 
  works less effectively. Channeling negative energy (like 
  an evil cleric rebukes undead) does not work.  Use the 
  following table to determine the amount needed for 
  success: 
   
   
   
  # of neg. total hp    
   
  APL   levels       
  inflicted  
   
    2  
       1 
   
      15 
   
      
   
    4  
       2 
   
      30 
   
    6  
       4 
   
      60 
   
    8  
       7 
   
     105 
   
   
    10  
      11  
   
     165 
   
    12  
      16 
   
     240 
   
    14  
      22 
   
     330 
   
  (2) The willing sacrifice of life energy. The number 
  of levels that need to be sacrificed is equal to the average 
  level of the PCs at the table – note this may be different 
  than the APL.  Cohorts, hirelings, familiars, companions 
  and other NPCs do not count toward this average; nor 
  may their levels be sacrificed.  
   
  In order to sacrifice life energy, a PC need only step 
  into the water and do damage to himself (lethal only) 
  with the intent of sacrificing life energy.  The player 
  needs to state how many levels he/she sacrifice.  These 
  are NOT negative levels that come back, these are class 
  levels going away.  These levels are not recoverable via 
  restoration or greater restoration.  (The PC is at the 
  midway point of experience for the appropriate level.)  
   
  If a party combines both methods, use percentages 
  of the total to determine success.  (That is, if they do 60% 
  of the negative energy damage and 40% of the level 
  sacrifice, that adds up to 100%, so they succeed.)  
  Further Development: 
   If the energy is stopped, the 
  guardian is pulled back into the source plane, leaving the 
  PCs alone next to the lake.  
   
  All PCs that willingly give up levels get a very special 
  reward on the special AR: 
  • 
  Every PC that gives up at least one level gets the 
  “One for All” reward on the Optional Encounter AR. 
  VEL8-02 Nature vs. Nurture 
   
  Page 15 
  
  • 
  Every PC that gives up at least half of their current 
  levels get a special invitation direct from the Triad – 
  get their name, RPGA number, character name, and 
  e-mail address and forward these to the POC 
  (poc@veluna.net).  The PC still gets the “One for All” 
  reward. 
  • 
  Any PC that willingly sacrifices ALL their levels (i.e. 
  sacrifices their life; unrecoverable) must turn over 
  their PC to the DM to pass on to the Triad.  
  However, that player gets the Optional Encounter 
  AR, as he or she gets the “All for One” reward, and 
  some other PC gets to use the gp, xp and “One for 
  All” rewards.  Make sure you record which PC gets 
  the AR. 
   
  CONCLUSION 
  If PCs do NOT play Optional Encounter: 
  (Assumes PCs tell someone about the source, be it 
  Church, Circle or whoever.  Modify if necessary.) 
   
  Shortly after you deliver your report, it becomes 
  known that high-level representatives of the Church 
  of Rao and Circle of Life meet together in a brief 
  summit.  The potentially contentious meeting must 
  be productive, however, as they jointly send off many 
  powerful individuals – Knights of Salvation and 
  Veluna; priests and arcanists from the Great College; 
  woodsmen and druids from the mountains and the 
  forests – into the mountains of northwest Veluna, 
  heading for the source of the waters.  Rumors have it 
  that they are led by Lady Jolene Landis and at least 
  three other  Defenders of Veluna. 
   
  A few days later, most of those sent out begin 
  straggling back into towns in small groups, returning 
  from the mission.  Each one seems more than a bit 
  worse for wear, but haggardly says that the problem 
  has been resolved, and that the infusion of primal 
  energies into Veluna has been halted. 
   
  Many do not return, however, and Lady Jolene is 
  counted among these.  None of those that had 
  returned want to talk about what high cost was paid 
  to stop the Vale’s regression into savagery. 
  If PCs FAIL at Optional Encounter:  
  (Assumes someone got out alive and told someone – 
  modify if necessary.) 
   
  Who knows what will happen now.  The infusion 
  of primal energy has not been stopped.  The Church 
  and the Circle of Life meet together in a brief 
  emergency summit.  Hopefully, they can find a way to 
  stop Veluna’s slow slide into savagery. 
  If PCs SUCCEED at Optional Encounter: 
  (Assumes PCs went in alone.  Modify if necessary.) 
   
  The waters of the lake slowly calm after the fight, 
  and the silence in the valley is deafening as you catch 
  your breath.  Before too long, the silence is broken by 
  the music of a songbird, soon joined by another.  It is 
  a good omen.  Normalcy is returning to the Vale.  
  CAMPAIGN 
  CONSEQUENCES 
  There’s a big primal forest in NW Veluna.  Either it keeps 
  getting bigger, or it stops as it is.  Logging is a boom 
  industry, either way. 
   
  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. 
   
  1: Obligatory Thug Attack 
  Defeat beasties 
  APL 2  
  90 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
   
  4: Obligatory Big Fight 
  Defeat primal ranger and forest guardians 
  APL 2  
  120 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
  APL 14  
  510 XP 
   
  5.  Superfluous Thug Attack 
  Defeat the irate beast(s) – note it is NOT necessary to kill 
  it/them, especially if the druid is around 
  APL 2  
  90 XP 
  APL 4  
   
  150 XP  
  APL 6  
   
  210 XP 
  APL 8  
   
  240 XP 
  APL 10  
  300 XP 
  APL 12 
  360 XP 
  VEL8-02 Nature vs. Nurture 
   
  Page 16 
  
  APL 14  
  420 XP 
   
  6: Obligatory False Bad Guy You Shouldn’t Kill 
  talking to the druid or defeating her  
  APL 2  
  60 XP 
   
  Story Award 
  Getting information about and subsequently doing 
  anything about the source of the primal energy, ranging 
  from going there themselves to telling the Church, the 
  Circle of Life or some other authority. (Note the PCs 
  CANNOT get this reward if they kill the druid in 
  Encounter 6  - she is the only source of this info short of 
  commune or such magic.) 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12 
  315 XP 
  APL 14 
  360 XP 
   
  Optional Encounter (would be VELINT802) 
  ALL APLs 
   
   
   
  0 XP 
  This encounter is covered on a separate AR. 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12 
  1,575 XP 
  APL 14 
  1,800 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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
  2A. Church 
   
   
  APL 2: Magic 8 gp; 2 x potion of cure light wounds 
  (4 gp each); Total  8 gp. 
   
  APL 4: Magic 8 gp; 2 x potion of cure light wounds 
  (4 gp each); Total  8 gp. 
   
  APL 6: Magic 50 gp; 2 x potion of cure moderate 
  wounds (25 gp each); Total  50 gp. 
   
  APL 8: Magic 50 gp; 2 x potion of cure moderate 
  wounds (25 gp each); Total  50 gp. 
   
  APL 10: Magic 124 gp; 2 x potion of cure serious 
  wounds (62 gp each); Total  124 gp. 
   
  APL 12: Magic 124 gp; 2 x potion of cure serious 
  wounds (62 gp each); Total  124 gp. 
   
  APL 14: Magic 124 gp; 2 x potion of cure serious 
  wounds (62 gp each); Total  124 gp. 
  5. Obligatory Big Fight  
   
  APL 2: Loot: 52 gp; Magic 229 gp; +1 chain shirt (104 
  gp); least armor crystal of mind cloaking (42 gp); vest of 
  resistance +1 (83 gp); Total 281 gp. 
   
  APL 4: Loot: 52 gp; Magic 413 gp; +1 chain shirt (104 
  gp); least armor crystal of mind cloaking (42 gp); man-of-
  the-wood amulet (184 gp); bracers of armor +1 (83 gp); 
  Total 465 gp. 
   
  APL 6: Loot: 52 gp; Magic 746 gp; +1 chain shirt (104 
  gp); least armor crystal of mind cloaking (42 gp);  man-of-
  the-wood amulet (184 gp); wilding clasp (333 gp); bracers 
  of armor +1 (83 gp); Total 798 gp. 
  VEL8-02 Nature vs. Nurture 
   
  Page 17 
  
   
  APL 8: Loot: 52 gp; Magic 1287 gp; +2 chain shirt 
  (354 gp); lesser armor crystal of mind cloaking (333 gp);  
  man-of-the-wood amulet (184 gp); wilding clasp (333 gp); 
  bracers of armor +1 (83 gp); Total 1339 gp. 
   
  APL 10: Loot: 26 gp; Magic 2255 gp; +3 mindarmor 
  chain shirt (1021 gp); +1 scimitar (193 gp); lesser armor 
  crystal of mind cloaking (333 gp);  man-of-the-wood 
  amulet (184 gp); wilding clasp (333 gp); lesser weapon 
  crystal of return (83 gp); bracers of armor +1 (83 gp); 
  potion of cure moderate wounds (25 gp); Total 2281 gp. 
   
  APL 12: Magic 4102 gp; +3 displacement mindarmor 
  chain shirt (1602 gp); greater armor crystal of mind 
  cloaking (833 gp); +1 slow burst scimitar (609 gp); +1 
  light pick (192 gp); man-of-the-wood amulet (184 gp); 
  wilding clasp (333 gp); 2 x lesser weapon crystal of return 
  (83 gp each); bracers of armor +1 (83 gp); potion of cure 
  moderate wounds (25 gp); potion of barkskin (+4) (75 gp); 
  Total 4102 gp. 
   
  APL 14: Magic 6604 gp; +4 displacement mindarmor 
  chain shirt (2354 gp); greater armor crystal of mind 
  cloaking (833 gp); +1 slow burst scimitar (609 gp); +1 
  keen impaling light pick (1525 gp); man-of-the-wood 
  amulet (184 gp); wilding clasp (333 gp); 2 x lesser weapon 
  crystal of return (83 gp each); bracers of armor +1 (83 gp); 
  potion of cure moderate wounds (25 gp); potion of 
  barkskin (+4) (75 gp); collar of healing (417 gp); Total 
  6604 gp. 
  6: Obligatory False Bad Guy You Shouldn’t Kill 
   
  ALL APLs: Loot: 1 gp; Magic 257 gp; headband of 
  conscious effort (167 gp); Callashera’s Ring (90 gp); Total 
  258 gp. 
  Optional Encounter (would be VELINT802) 
   
  ALL APLs: 
  Total 0 gp. 
  This encounter is covered on a separate AR. 
  Treasure Cap 
   
  APL 2: 
   
   
   
  450 gp 
   
  APL 4: 
   
   
   
  650 gp 
   
  APL 6: 
   
   
   
  900 gp 
   
  APL 8: 
   
   
   
  1,300 gp 
   
  APL 10: 
   
   
   
  2,300 gp 
   
  APL 12: 
   
   
   
  3,300 gp 
   
  APL 14:  
   
   
   
  6,600 gp 
   
   
  Total Possible Treasure 
   
  APL 2: 
   
   
   
  547 gp 
   
  APL 4: 
   
   
   
  731 gp 
   
  APL 6: 
   
   
   
  1106 gp 
   
  APL 8: 
   
   
   
  1647 gp 
   
  APL 10: 
   
   
   
  2663 gp 
   
  APL 12: 
   
   
   
  4484 gp 
   
  APL 14: 
   
   
   
  6986 gp 
   
   
  ADVENTURE RECORD 
  ITEMS 
  Callashera’s Ring:  This fine bone and ebonwood ring 
  grants the wearer the ability to cast speak with animals 3 
  times per day.  
   
  Faint divination; CL 1
  st; speak with animals, heighten 
  spell; Price 1080 gp. 
   
  Guardian Angel:  Because of the good deed you did for 
  the town of Biderton, someone (or something) is looking 
  out for you.  You may add +2 to five saving throws.  [   ] [   
  ] [   ] [   ] [   ] You may add this bonus after your roll, but it 
  must be declared before knowing whether the roll would 
  succeed or not.  After using the bonus five times, cross 
  this favor off.  
   
  It’s Just a Cough: Contact the Veluna POC to get the 
  special AR you have won. 
   
  Man-of-the-Wood Amulet: This strangely wrought 
  amulet is crafted to resemble either an oak tree or a 
  humanoid of some sort, depending on how one looks at 
  it.  Provided the wearer is either a druid or a ranger, it 
  allows the casting of tree shape once per day. 
   
  Faint transmutation; CL 3
  rd; tree shape; Price 2,210 
  gp. 
   
  What Doesn’t Kill You...:  Adventuring in the primeval 
  forest was difficult and trying.  But you found something 
  in yourself there.  The PC gains access to the following: 
  • 
  Animal 
  companions: 
  megaloceros 
  (lvl-6, 
  FB), 
  smilodon (lvl-9, FB), and the dinosaurs listed in the 
  PHB  
  • 
  Feats: Guerrilla Scout (HoB), Guerrilla Warrior 
  (HoB), Second Wind (MHB),  
  • 
  Prestige classes:  beast heart adept (Dun), wild mage 
  (CAr) 
   
  ITEM ACCESS 
  APL 2: 
  Callashera’s Ring (Freq: Adv; see above) 
  Headband of conscious effort (Freq: Adv; MIC, 2000 gp) 
  Least armor crystal of mind cloaking (Freq: Adv; MIC, 
  500 gp) 
   
  APL 4 (all of APL 2 plus the following): 
  Man-of-the-Wood amulet (Freq.: Adv; see above) 
   
  APL 6 (all of APL 2-4 plus the following): 
  Wilding clasp (Freq.: Adv; MIC; 4000 gp) 
   
  VEL8-02 Nature vs. Nurture 
   
  Page 18 
  
  APL 8 (all of APL 2-6 plus the following): 
  Lesser armor crystal of mind cloaking (Freq: Adv; MIC, 
  4000 gp) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  +3 Mindarmor chain shirt (Freq: Adv; MIC; 12,250 gp) 
  Lesser weapon crystal of return (Freq: Adv; MIC; 1000 
  gp) 
   
  APL 12 (all of APLs 2-10 plus the following):  
  +3 Displacement mindarmor chain shirt (Freq: Adv; MIC; 
  19,250 gp) 
  +1 Slow burst scimitar (Freq: Adv; MIC; 7250 gp) 
  Greater armor crystal of mind cloaking (Freq: Adv; MIC, 
  10,000 gp) 
   
  APL 14 (all of APLs 2-12 plus the following): 
  +4 Displacement mindarmor chain shirt   (Freq: Adv; 
  MIC; 28,250 gp) 
  +1 Keen impaling light pick (Freq: Adv; MIC; 18,304 gp) 
  Collar of healing (Freq: Adv; MIC; 5000 gp) 
   
  VEL8-02 Nature vs. Nurture 
   
  Page 19 
  
  VEL8-02 Nature vs. Nurture 
   
  Page 20 
  APPENDIX 1: ALL APLS
  6: OBLIGATORY FALSE BAD GUY 
  YOU SHOULDN’T KILL 
  CALLASHERA 
  CR 4 
  Female wild elf druid 4 
  Neutral medium humanoid (elf) 
  Init +3; Senses Low-light vision; Listen +5, Spot +5 
  Languages Common, Druidic, Elven 
  AC 14, touch 13, flat-footed 11 
   (+3 Dex, +1 armor) 
  hp 18 (4d8-4 HD) 
  Immune sleep 
  Fort +4 (+6 once per day), Ref +4, Will +9 (+2 vs 
  Enchantment spells or effects; +4 vs spells and 
  spell-like abilities of fey creatures) 
  Speed 30 ft. (6 squares); Woodland stride; Trackless 
  step 
  Melee sickle +3 (1d6)  
  Ranged sling +6 (1d4)  
  Base Atk +3; Grp +3 
  Atk Options  Spells 
  Druid Spells Prepared (CL 4th): 
   2nd— cure moderate wounds, fog cloud, summon 
  swarm 
   1st— charm animal (DC 14), cure light wounds, 
  entangle, longstrider 
   0— create water, cure minor wounds, guidance, 
  light, purify food and drink 
  �Already cast 
  Abilities Str 10, Dex 16, Con 9, Int 11, Wis 16, Cha 
  10  
  SQ Animal companion, Spontaneous casting, Wild 
  empathy 
  Feats Animal Affinity, Iron Will  
  Skills Concentration +6, Handle Animal +7, 
  Knowledge (nature) +11, Ride +12, Survival +10. 
  Possessions combat gear plus sickle, sling, 10 sling 
  bullets, padded armor, headband of conscious 
  effort*, Callashera’s ring 
  * see Appendix 2: New Rules Items 
   
   
   
   
   
   
  
  APL 2 
  3: OBLIGATORY BIG FIGHT 
  PRIMAL MAN  
   
   
  CR4 
  Barbarian 1/Ranger 3 
  CN Medium Humanoid (human) 
  Init +2; Senses Listen +7, Spot +7 
  Languages Common 
  AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) 
  hp 39  (HD 3d8+1d12+16) 
  Fort +9, Ref +6, Will +4 
  Spd 30 ft (6 squares) 
  Melee masterwork scimitar +6 (1d6+3/18-20) and 
  masterwork light pick +6 (1d4+1/x4) 
  Base Attack +4; Grp +7 
  Attack Options Favored Enemy – Human (+2); 
  Pounce; Rage (see below) 
  Abilities Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 
  8 
  SQ Lion Spiritual Totem*; Wild Empathy  
  Feats Blind Fighting B, Endurance B, Improved 
  Toughness*, Iron Will, Skill Focus (Handle Animal), 
  Track B, Two-Weapon Fighting B. 
  Skills Handle Animal +9, Hide +5, Knowledge 
  (Nature) +8, Listen +7, Move Silently +5, Spot +7, 
  Survival +4, Swim -1. 
  Possessions +1 chain shirt, masterwork scimitar, 
  masterwork light pick, least armor crystal of mind 
  cloaking*, cloak of resistance +1 
  Lion Spiritual Totem (Su): Barbarian alternative 
  class feature (replaces fast movement); you gain 
  the pounce ability. 
  Pounce (Ex):  When a creature with pounce makes a 
  charge, it can follow with a full attack. 
  * see Appendix 2: New Rules Items 
   
  RAGING STATS:  
  hp 47;  
  AC 15; 
  Fort +10, Will +6; 
  Grapple +9 
  Melee masterwork scimitar +8 (1d6+5/18-20) and 
  masterwork light pick +8 (1d4+2/x4) 
  Abilities Str 20(+5), Con 20(+5) 
  Duration 8 rounds  
   
  5: SUPERFLUOUS THUG ATTACK 
  DIRE TOAD  
   
   
  CR3 
  Always N Medium animal 
  *from Monster Manual II 
  Init +2; Senses low-light vision, Listen +7, Spot +8 
  Languages none 
  AC 15, touch 12, flat-footed 13 
    (+2 Dex, +3 natural) 
  hp 26  (4d8+8 HD) 
  Fort +6, Ref +6, Will +6 
  Speed 30 ft. (6 squares) 
  Melee bite +5 1d4 plus poison 
  Ranged tongue +5 — 
  Space 5 ft; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Atk Options Improved Grab, Swallow Whole 
  Abilities Str 10, Dex 14, Con 15, Int 2, Wis 15, Cha 7 
  SA poison 
  SQ low-light vision 
  Feats Alertness, Weapon Finesse 
  Skills Hide +8, Jump +10, Listen +7, Spot +8 
  Poison (Ex): A dire toad delivers its poison (Fortitude 
  save DC 14) with each successful bite attack. The 
  initial and secondary damage is the same (1d6 
  points of Constitution damage). 
  Improved Grab (Ex): If a dire toad hits an opponent 
  that is at least one size category smaller than itself 
  with a bite attack or a tongue attack, it deals normal 
  damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity 
  (grapple bonus +3). If it gets a hold, it can try to 
  swallow the opponent. Alternatively, the dire toad 
  has the option to conduct the grapple normally, or 
  simply use its jaws to hold the opponent (-20 
  penalty on grapple check, but the dire toad is not 
  considered grappled). In either case, each 
  successful grapple check it makes during 
  successive rounds automatically deals bite 
  damage. 
  Swallow Whole (Ex): A dire toad can swallow a 
  grabbed opponent that is at least one size category 
  smaller than itself by making a successful grapple 
  check (grapple bonus +3). Once inside the toad, 
  the opponent takes 1d6 points of bludgeoning 
  damage plus 1d4 points of acid damage per round 
  from the dire toad’s stomach. A successful grapple 
  check allows the swallowed creature to climb out of 
  the stomach and return to the toad’s mouth, where 
  another successful grapple check is needed to get 
  free. Alternatively, a swallowed creature can try to 
  cut its way out with either claws or a light piercing 
  or slashing weapon. Dealing at least 10 points of 
  damage to the gizzard (AC 13) in this way creates 
  an opening large enough to permit escape. Once a 
  single swallowed creature exits, muscular action 
  closes the hole; thus, another swallowed opponent 
  must cut its own way out. A Medium-size dire 
  toad’s stomach can hold 2 Small or 8 Tiny or 
  smaller opponents. 
   
  OPTIONAL ENCOUNTER (WOULD 
  BE VELINT8−02) 
  AMPHIBIOUS STONE DRAKE 
   CR4  
  NE Medium Dragon (Earth, aquatic) 
  *Stone drake from Races of Stone, amphibious 
  template from Stormwrack 
  Init +5; Senses darkvision 120’, low-light vision; 
  Listen +12, Spot +12 
  VEL8-02 Nature vs. Nurture 
   
  Page 21 
  
  Languages Common, Draconic, Undercommon 
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 natural) 
  hp 63  (6d12+24 HD) 
  Immunities sleep and paralysis 
  Fort +9, Ref +7, Will +6 
  Weakness light sensitivity 
  Speed 40 ft. (8 squares), climb 40 ft., swim 20 ft. 
  Melee bite +9 (1d8+3 plus 1d6 acid) and 2 claws +7 
  (1d6+1) 
  Base Atk +6; Grp +9  
  Atk Options Ambush 
  Abilities Str 17, Dex 13, Con 19, Int 14, Wis 12, Cha 
  14 
  SQ perfect climbing 
  Feats Alertness, Improved Initiative, Multiattack, 
  TrackB 
  Skills Climb +11, Hide +14, Intimidate +11, Jump 
  +16, Listen +12, Move Silently +14, Search +11, 
  Spot +12, Survival +10, Swim +11 
  Acid Bite (Ex) A stone drake deals an extra 1d6 
  points of acid damage with a successful bite attack. 
  Ambush (Ex) Any time a stone drake makes a 
  successful charge attack against a flat-footed 
  opponent; it deals double damage with its bite.  
  Amphibious (Ex) An amphibious creature can 
  breathe air and water equally well. 
  Light Sensitivity (Ex) Stone drakes are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell.  
  Perfect Climbing (Ex) A stone drake moves with 
  perfect ease while climbing.  It can move at full 
  speed across ceilings, overhangs and other 
  slanted or vertical surfaces without making Climb 
  checks, and it does not have to make a Climb 
  check to avoid losing its grip when it takes 
  damage. 
  Skills A stone drake has a +4 racial bonus on Hide 
  and Move Silently checks.  It never needs to make 
  a Climb check due to its perfect climbing ability.  An 
  amphibious creature has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard.  It can move through the water at 
  its swim speed without making Swim checks.  The 
  creature can always choose to take 10 on a Swim 
  check, even if distracted or endangered. The 
  creature can use the run action while swimming, 
  provided it swims in a straight line.
  VEL8-02 Nature vs. Nurture 
   
  Page 22 
  
  APL 4 
  4: OBLIGATORY BIG FIGHT 
  PRIMAL MAN  
   
   
  CR6  
  Barbarian 1/Ranger 4/Beastmaster 1 
  *Beastmaster from Complete Adventurer 
  CN Medium Humanoid (human) 
  Init +2; Senses Listen +9, Spot +9 
  Languages  Common 
  AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) 
  hp 58  (HD 4d8+1d12+1d10+24) 
  Fort +11, Ref +8, Will +4 
  Spd 30 ft (6 squares) 
  Melee masterwork scimitar +8/+3 (1d6+3/18-20) 
  and masterwork light pick +8 (1d4+1/x4) 
  Base Attack +6; Grapple +9 
  Attack Options Favored Enemy – Human (+2); 
  Pounce; Rage (see below) 
  Abilities Str 16, Dex 14, Con 16, Int 10, Wis 10, 
  Cha 8 
  SQ Animal Companion; Lion Spiritual Totem; Wild 
  Empathy  
  Feats Blind Fighting B, Endurance B, Improved 
  Toughness*, Iron Will, Self-Sufficient, Skill Focus 
  (Handle Animal), Track B, Two-Weapon Fighting 
  B. 
  Skills Handle Animal +11, Hide +7, Knowledge 
  (Nature) +10, Listen +9, Move Silently +6, Spot 
  +9, Survival +7, Swim -1. 
  Possessions +1 chain shirt, masterwork scimitar, 
  masterwork light pick, least armor crystal of mind 
  cloaking*, man-of-the-wood amulet* 
  Lion Spiritual Totem (Su): Barbarian alternative 
  class feature (replaces fast movement); you gain 
  the pounce ability. 
  Pounce (Ex):  When a creature with pounce makes 
  a charge, it can follow with a full attack. 
   
  RAGING STATS:  
  hp 70;  
  AC 15;  
  Fort +13, Will +6; 
  Grapple +11 
  Melee masterwork scimitar +10/+5 (1d6+5/18-20) 
  and masterwork light pick +10 (1d4+2/x4) 
  Abilities Str 20(+5), Con 20(+5) 
  Duration 8 rounds 
  * see Appendix 2: New Rules Items 
   
  TITCH, WOLF COMPANION 
  CR–  
  CN Magical Beast  
  Init +3; Senses Low-light vision, Scent; Listen +4, 
  Spot +4 
  AC 20, touch 13, flat-footed 17 (+1 armor, +6 
  natural, +3 Dex) 
  hp 48  (6d8+12 HD) 
  Fort +7, Ref +8 (Evasion), Will +5 
  Spd 50 ft (10 squares) 
  Melee Bite +7 melee (1d6+2) plus trip 
  Base Attack +4; Grapple +7 
  Attack Options Trip 
  Abilities Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 
  6.  
  SQ  Link, share spells, devotion 
  Feats Iron Will, Stealthy, Track, Weapon Focus 
  (bite) 
  Skills Hide +7, Listen +9, Move Silently +6, Spot 
  +9, Survival +7. 
  Possessions bracers of armor +1 
   
  5: SUPERFLUOUS THUG ATTACK 
  DIRE TOADS (2) 
   
   
  CR 3 
  Always N Medium animal 
  *from Monster Manual II 
  Init +2; Senses low-light vision, Listen +7, Spot +8 
  Languages none 
  AC 15, touch 12, flat-footed 13 
    (+2 Dex, +3 natural) 
  hp 4d8+8 (26 hp) 
  Fort +6, Ref +6, Will +6 
  Speed 30 ft. (6 squares) 
  Melee bite +5 1d4 plus poison 
  Ranged tongue +5 — 
  Space 5 ft.; Reach 5 ft. 
  Base Atk 
  Atk Options Improved Grab, Swallow Whole 
  Abilities Str 10, Dex 14, Con 15, Int 2, Wis 15, Cha 7 
  SA poison 
  SQ low-light vision 
  Feats Alertness, Weapon Finesse 
  Skills Hide +8, Jump +10, Listen +7, Spot +8 
  Poison (Ex): A dire toad delivers its poison (Fortitude 
  save DC 14) with each successful bite attack. The 
  initial and secondary damage is the same (1d6 
  points of Constitution damage). 
  Improved Grab (Ex): If a dire toad hits an opponent 
  that is at least one size category smaller than itself 
  with a bite attack or a tongue attack, it deals normal 
  damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity 
  (grapple bonus +3). If it gets a hold, it can try to 
  swallow the opponent. Alternatively, the dire toad 
  has the option to conduct the grapple normally, or 
  simply use its jaws to hold the opponent (-20 
  penalty on grapple check, but the dire toad is not 
  considered grappled). In either case, each 
  successful grapple check it makes during 
  successive rounds automatically deals bite 
  damage. 
  Swallow Whole (Ex): A dire toad can swallow a 
  grabbed opponent that is at least one size category 
  smaller than itself by making a successful grapple 
  check (grapple bonus +3). Once inside the toad, 
  the opponent takes 1d6 points of bludgeoning 
  VEL8-02 Nature vs. Nurture 
   
  Page 23 
  
  damage plus 1d4 points of acid damage per round 
  from the dire toad’s stomach. A successful grapple 
  check allows the swallowed creature to climb out of 
  the stomach and return to the toad’s mouth, where 
  another successful grapple check is needed to get 
  free. Alternatively, a swallowed creature can try to 
  cut its way out with either claws or a light piercing 
  or slashing weapon. Dealing at least 10 points of 
  damage to the gizzard (AC 13) in this way creates 
  an opening large enough to permit escape. Once a 
  single swallowed creature exits, muscular action 
  closes the hole; thus, another swallowed opponent 
  must cut its own way out. A Medium-size dire 
  toad’s stomach can hold 2 Small or 8 Tiny or 
  smaller opponents.  
   
  OPTIONAL ENCOUNTER (WOULD 
  BE VELINT8−02) 
  ICE DRAKE 
   
   
   
  CR 7 
  Large Dragon 
  CE Large dragon (Air, Cold, Water) 
  *from Draconomicon 
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Listen +13, Spot +15 
  Languages Draconic, Aquan 
  AC 19, touch 11, flat-footed 17 
   
  (-1 size, +2 Dex, +8 natural) 
  hp 86  (8d12+32 HD) 
  Immune cold, magic sleep effects, paralysis 
  Fort +10, Ref +8, Will +9 
  Weakness vulnerable to fire 
  Speed 30 ft. (6 squares), fly 110 ft. (average), swim 
  20 ft. 
  Melee bite +12 melee (2d6+5) and 
   2 claws +10 (1d8+2 plus 1d6 cold), and 
   tail slap +10 (1d8+7) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +8; Grp +17 
  Special Attacks freezing touch 
  Abilities Str 21, Dex 14, Con 19, Int 10, Wis 16, Cha 
  13 
  Feats Alertness, Flyby Attack, Multiattack 
  Skills Balance +15, Climb +15, Escape Artist +12, 
  Hide +9, Listen +13, Search +8, Spot +15, Swim 
  +5 
  Freezing Touch (Su): Anyone hit by an ice drake’s 
  claw attack takes an extra 1d6 points of cold 
  damage and must succeed on a DC 18 Reflex 
  save or also take 1 point of Strength damage. 
  Skills: An ice drake 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. Ice drakes have a +2 racial 
  bonus on Balance checks and on Climb checks. 
  They have a +4 racial bonus on Hide checks in icy 
  environments. 
   
  VEL8-02 Nature vs. Nurture 
   
  Page 24 
  
  APL 6 
  4: OBLIGATORY BIG FIGHT 
  PRIMAL MAN  
   
   
  CR8  
  Barbarian 1/Ranger 4/Beastmaster 1/Primeval 2 
  CN Medium Humanoid (human) 
  *Beastmaster from Complete Adventurer, Primeval 
  from Frostburn 
  Init +2; Senses Low-light Vision; Listen +11, Spot 
  +11 
  Languages  Common 
  AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) 
  hp 79  (HD 4d8+1d12+1d10+2d10+32) 
  Fort +14, Ref +8, Will +4 
  Spd 30 ft (6 squares) 
  Melee masterwork scimitar +11/+6 (1d6+4/18-20) 
  and masterwork light pick +11 (1d4+2/x4) 
  Base Attack +8; Grapple +12 
  Attack Options Favored Enemy – Human (+2); 
  Pounce; Primeval Form*; Rage (see below) 
  Abilities Str 18, Dex 15, Con 17, Int 9, Wis 11, Cha 
  7 
  SQ Animal Companion; Animal Empathy; 
  Regression*; Lion Spiritual Totem*; Wild Empathy  
  Feats Blind Fighting B, Endurance B, Improved 
  Toughness*, Iron Will, Self-Sufficient, Skill Focus 
  (Handle Animal), Track B, Two-Weapon Fighting 
  B. 
  Skills Handle Animal +11, Hide +7, Knowledge 
  (Nature) +10, Listen +9, Move Silently +6, Spot 
  +9, Survival +7, Swim -1. 
  Possessions +1 chain shirt, masterwork scimitar, 
  masterwork light pick, least armor crystal of mind 
  cloaking*, man-of-the-wood amulet*, wilding 
  clasp* 
  Lion Spiritual Totem (Su): Barbarian alternative 
  class feature (replaces fast movement); you gain 
  the pounce ability. 
  Pounce (Ex):  When a creature with pounce makes 
  a charge, it can follow with a full attack. 
  Primeval Form (Su):  The primary ability of the 
  primeval is the supernatural ability to assume an 
  alternate form.  This functions similarly to the 
  druid’s wild shape ability, except the alternate 
  form chosen must be selected when the 
  character takes his first level of primeval and 
  cannot be changed after that.  Each time the 
  character changes form with this ability, he 
  assumes the same form.  This form must be a 
  prehistoric animal of some sort (dinosaur, dire 
  animal, or other DM approved creature) with less 
  than 8HD and cannot be more than one size 
  category larger than the primeval.  This primeval 
  changes into a dire ape. 
  At first level, he may change into his 
  primeval form once per day.  He can use this 
  ability one additional time each day at 4th level, 7th 
  level and again at 10th level. 
   
  This ability functions like the polymorph spell, 
  except as noted here.  It lasts for 1 minute per 
  primeval level, or until he changes back. 
  Changing form (either way) is a standard action 
  that doesn’t provoke attacks of opportunity. 
   
  The primeval doesn’t assume the animal’s 
  physical ability scores.  Instead he adds the 
  animals ability score –10 (for even scores) or –11 
  (for odd scores) to his own ability scores. 
   
  The primeval loses his ability to speak in 
  primeval form because he is limited to the sounds 
  that the form can make naturally. 
  Regression (Su): As a primeval gains levels, he 
  begins to physically regress into a more primal, 
  feral version of himself.  At 2nd level, he reduces 
  his Intelligence and Charisma scores by 1 point, 
  and gains 1 point of Strength, Dexterity, 
  Constitution and Wisdom. 
   
  NON-PRIMEVAL FORM RAGING STATS:  
  hp 95;  
  AC 15;  
  Fort +16, Will +6; 
  Grapple +14 
  Melee masterwork scimitar +13/+8 (1d6+6/18-20) 
  and masterwork light pick +13 (1d4+3/x4) 
  Abilities Str 22(+6), Con 21(+5) 
  Duration 8 rounds 
   
  NON-RAGING PRIMEVAL FORM STATS 
  Large 
  hp 79;  
  AC 18; 
  Fort +16, Ref +10, Will +4; 
  Grapple +22 
  Melee masterwork scimitar +17/+12 (1d6+10/18-20) 
  and masterwork light pick +17 (1d4+5/x4) 
  OR 2 claws +18 (1d6+10) and bite +13 (1d8+5) 
  Attack Options  Rend (both claws only) 2d6+15 
  Abilities Str 30(+10), Dex 19(+4), Con 21(+5) 
  Duration 2 minutes 
   
  RAGING PRIMEVAL FORM STATS 
  Large 
  hp 95;  
  AC 16;  
  Fort +18, Ref +10, Will +6; 
  Grapple +20 
  Melee masterwork scimitar +19/+14 (1d6+12/18-20) 
  and masterwork light pick +19 (1d4+6/x4)  
     OR 2 claws +20 (1d6+12) and bite +15 (1d8+6) 
  Attack Options  Rend (both claws only) 2d6+18 
  Abilities Str 34(+12), Dex 19(+4), Con 25(+7) 
  Duration 10 rounds 
  * see Appendix 2: New Rules Items 
   
  TITCH, WOLF COMPANION 
  CR–  
  CN Magical Beast  
  VEL8-02 Nature vs. Nurture 
   
  Page 25 
  
  Init +3; Senses Low-light vision, Scent; Listen +4, 
  Spot +4 
  AC 20, touch 13, flat-footed 17 (+1 armor, +6 
  natural, +3 Dex) 
  hp 48  (6d8+12 HD) 
  Fort +7, Ref +8 (Evasion), Will +5 
  Spd 50 ft (10 squares) 
  Melee Bite +7 melee (1d6+2) plus trip 
  Base Attack +4; Grapple +7 
  Attack Options Trip 
  Abilities Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 
  6.  
  SQ  Link, share spells, devotion 
  Feats Iron Will, Stealthy, Track, Weapon Focus 
  (bite) 
  Skills Hide +7, Listen +9, Move Silently +6, Spot 
  +9, Survival +7. 
  Possessions bracers of armor +1 
    
  WOODLING BLACK BEAR 
  CR 5 
  Always N Medium animal 
  * woodling template from Monster Manual III 
  Init +1; Senses low-light vision, scent, Listen +4, 
  Spot +4 
  Languages none 
  AC 20, touch 11, flat-footed 19 (+1 Dex, +9 natural) 
  hp 19  (3d8+6 HD) 
  DR 5/slashing 
  Weakness vulnerable to fire 
  Fort +5, Ref +4, Will +2 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +6 (1d4+4) and bite +1 (1d6+2) 
  Base Atk +2; Grp +6 
  Spell-Like Abilities (CL 3rd): 
   1/day— entangle (DC9), summon nature’s ally II 
  �Already cast 
  Abilities Str 19, Dex 13, Con 15, Int 2, Wis 12, 
  Cha 6 
  SQ low-light vision, scent, plant traits 
  Feats Endurance, Run 
  Skills Climb +4, Hide +5, Listen +4, Spot +4, Swim 
  +8 
   
  Spirit Dire Bats (2)  
   
  CR 3 
  Always N Large fey (incorporeal, augmented 
  animal) 
  * spirit animal template from Frostburn 
  Init +6; Senses Blindsense, Listen +12, Spot +8 
  Languages none 
  AC 19, touch 19, flat-footed 13   (-1 size, +4 
  deflection, +6 Dex) 
  Miss chance 50% (incorporeal) 
  hp 24 each  (4d6+12 HD) 
  Fort +7, Ref +10, Will +6 
  Speed 20 ft (4 squares), fly 40 ft. (good) 
  Melee bite +5 incorporeal touch (1d8 non-lethal) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +10 
  Abilities Str 17, Dex 22, Con 17, Int 2, Wis 18,       
   Cha 6 
  SQ blindsense 40 ft. 
  Feats Alertness, Stealthy 
  Skills Hide +8, Listen +16, Move Silently +11,        
    Spot +12 
  Blindsense (Ex): A dire bat uses echolocation to 
  pinpoint creatures within 40 feet. Opponents still 
  have total concealment against he bat unless it can 
  actually see them. 
  Incorporeal Traits: A spirit animal is harmed only by 
  other incorporeal creatures, magic weapons, 
  spells, spell-like abilities, and supernatural abilities. 
  It has a 50% chance to ignore any damage from a 
  corporeal source, except for force effects or attacks 
  made with ghost touch weapons. It can pass 
  through solid objects, but not force effects, at will. 
  Its attacks ignore natural armor, armor, and 
  shields, but deflection bonuses and force effects 
  work normally against it. An incorporeal creature 
  always moves silently and cannot be heard with 
  Listen checks if it doesn’t wish to be. 
  Manifestation (Su): A spirit animal dwells on the 
  Ethereal Plane. As an ethereal creature, it cannot 
  affect or be affected by anything in the material 
  world. When a spirit animal manifests (usually at 
  the request of a powerful spell caster), it partly 
  enters the material Plane and becomes visible but 
  incorporeal on the Material Plane. 
  A manifested spirit animal can strike with its 
  natural attacks (see above); these attacks deal 
  nonlethal damage to physical creatures. A 
  manifested spirit animal remains partially on the 
  Ethereal Plane, where it is not incorporeal. A 
  manifested spirit animal can be attacked by 
  opponents on either the Material or Ethereal 
  planes. A spirit animal’s incoporeality helps protect 
  it from foes on the Material Plane, but not against 
  foes on the Ethereal Plane. 
  Skills: Spirit animals receive a +4 racial bonus on 
  Hide, Listen, Search and Spot checks. This 
  improves any racial bonuses the base creature 
  possesses. Otherwise, its skills are the same as 
  the base creature. 
   
  5: SUPERFLUOUS THUG ATTACK 
  ANKYLOSAURUS 
  Always N Huge animal 
  *from Monster Manual II 
  Init -2; Senses darkvision 60 ft.; low light vision, 
  scent, Listen +7, Spot +7 
  Languages none 
  AC 22, touch 6, flat-footed 22; (-2 size, -2 Dex, +16 
  natural) 
  hp 118  (9d8+78 HD) 
  Fort +16, Ref +4, Will +2 
  Speed 20 ft. (4 squares) 
  Melee tail slap +13 (2d6+13) 
  VEL8-02 Nature vs. Nurture 
   
  Page 26 
  
  Space 15 ft.; Reach 10 ft. 
  Base Atk +6; Grp +23 
  Atk Options Trample 
  Abilities Str 29, Dex 7, Con 26, Int 1, Wis 9, Cha 8 
  SQ Darkvision 60ft., low-light vision, scent 
  Feats Alertness, Great Fortitude, Toughness x2 
  Skills Listen +9, Spot +10 
  Trample (Ex): As a full round action during its turn 
  each round, Ankylosaurus can move up to twice its 
  speed and trample opponents at least one size 
  category smaller than itself. This attack deals 
  2d12+13 points of bludgeoning damage. A 
  trampled opponent can attempt either an attack of 
  opportunity at a -4 penalty or a Reflex save (DC 
  23) for half damage.  
   
  OPTIONAL ENCOUNTER (WOULD 
  BE VELINT8−02) 
  ADVANCED WATER DRAKE 
  CR 8 
  Large Dragon 
  N Large dragon (Aquatic, Water)  
  *from Draconomicon 
  Init +1; Senses darkvision 60 ft., low-light vision; 
  Listen +22, Spot +24 
  Languages Draconic, Aquan 
  AC 22, touch 10, flat-footed 21 
   
  (-1 size, +1 Dex, +12 natural) 
  hp 192  (16d12+64 HD) 
  Immune magic sleep effects, paralysis 
  Fort +14, Ref +13, Will +11 
  Speed 30 ft. (6 squares), fly 80 ft. (poor), swim 30 ft. 
  Melee bite +21 melee (2d6+6) and 2 claws +19 
  (1d8+3), and tail slap +17 (1d8+8) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +16; Grp +26 
  Special Attacks drench, water mastery 
  Abilities Str 22, Dex 12, Con 18, Int 8, Wis 14, Cha 
  11 
  SQ amphibious 
  Feats Alertness, Flyby Attack, Improved Natural 
  Armor x2, Lightning Reflexes, Multiattack 
  Skills Escape Artist +14, Hide +15, Listen +22, 
  Search +17, Sense Motive +20, Spot +24, Swim 
  +11 
  Drench (Ex): A water drake’s touch puts out torches, 
  campfires, exposed lanterns, and other open 
  flames of non-magical origin if these are Large or 
  smaller. The drake can dispel magical fire it 
  touches as by a dispel magic spell cast by a 
  sorcerer whose level equals the drake’s HD. 
  Water Mastery (Ex): A water drake gains a +1 bonus 
  on attack and damage rolls if both it and its 
  opponent are touching water. If the opponent or the 
  drake is landbound, the drake takes a -4 penalty on 
  attack and damage rolls. (These modifiers are not 
  included in the statistics block.) 
  Amphibious (Ex): Although water drakes are aquatic, 
  they can survive indefinitely on land. 
  Skills: A water drake 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. Water drakes have a +4 
  racial bonus on Spot checks. They have a +4 racial 
  bonus on Hide checks when submerged. 
   
   
   
   
  VEL8-02 Nature vs. Nurture 
   
  Page 27 
  
  VEL8-02 Nature vs. Nurture 
   
  Page 28 
  APL 8 
  1: OBLIGATORY THUG ATTACK 
  FOREST SLOTH  
   
  CR 11 
  Always N Large Animal 
  * from Monster Manual II 
  Init +5; Senses darkvision 60 ft.; low light vision, 
  poison immunity, scent, Listen +9, Spot +9 
  Languages none 
  AC 21, touch 14, flat-footed 16;  
  (-1 size, +5 Dex, +7 natural) 
  hp 14d8+70 (133) 
  Fort +14, Ref +14, Will +5 
  Speed 40 ft. (8 squares), brachiation 40 ft., climb 60 
  ft. 
  Melee 2 claws +16 (2d4+7), bite +11 (2d8+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +26 
  Atk Options Improved Bull Rush, Improved Overrun, 
  Improved Grab, Power Attack, Swallow Whole 
  Abilities Str 25, Dex 20, Con 21, Int 2, Wis 12, Cha 9 
  SQ Darkvision 60ft., low-light vision, poison immunity, 
  scent 
  Feats Alertness, Improved Bull Rush, Improved 
  Overrun, Power Attack, Track 
  Skills Climb +15, Listen +9, Move Silently +10, Spot 
  +9 
  Improved Grab (Ex): If a forest sloth hits an 
  opponent that is at least one size category smaller 
  than itself with both claw attacks, it deals normal 
  damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity 
  (grapple bonus +21). If it gets a hold, it transfers the 
  opponent to its mouth a s a free action and 
  automatically hits with its bite attack in the same 
  round. It can then try to swallow its prey in the next 
  round. Alternatively, the forest sloth has the option 
  to conduct the grapple normally, or simply use its 
  jaws to hold the opponent (-20 penalty on grapple 
  check, but the forest sloth is not considered 
  grappled). In either case, each successful grapple 
  check it makes during successive rounds 
  automatically deals bite damage. 
  Swallow Whole (Ex):  A forest sloth can swallow a 
  creature that is at least two size categories smaller 
  than itself by making a successful grapple check 
  (grapple bonus +21), provided that the opponent is 
  already in its mouth at the start of its turn. Once 
  inside the sloth, the opponent takes 2d4+7 points 
  of bludgeoning damage plus 1d8 points of acid 
  damage per round from the sloth’s gullet. A 
  successful grapple check allows the swallowed 
  creature to climb out of the gullet and return to the 
  sloth’s mouth, where another successful grapple 
  check is needed to get free. Alternatively, a 
  swallowed creature can try to cut its way out with 
  either claws or a light piercing or slashing weapon. 
  Dealing at least 25 points of damage to the gulled 
  (AC 13) in this way creates an opening large 
  enough to permit escape. Once a single swallowed 
  creature exits, muscular action closes the hole; 
  thus, another swallowed opponent must cut its own 
  way out. A Large forest sloth’s gullet can hold 2 
  Small, 8 Tiny, or 32 Diminutive or smaller 
  creatures. 
  Scent (Ex): A forest sloth can detect approaching 
  enemies, sniff out hidden foes, and track by sense 
  of smell. 
   
  4: OBLIGATORY BIG FIGHT 
  PRIMAL MAN  
   
  CR 10  
  Barbarian 1/Ranger 4/Fighter 2/Beastmaster 
  1/Primeval 2 
  CN Medium Humanoid (human) 
  *Beastmaster from Complete Adventurer, Primeval 
  from Frostburn 
  Init +2; Senses Low-light Vision; Listen +12, Spot 
  +12 
  Languages  Common 
  AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) 
  hp 100  (HD 4d8+1d12+1d10+2d10+2d10+40) 
  Fort +17, Ref +8, Will +6 
  Spd 30 ft (6 squares) 
  Melee masterwork scimitar +13/+8 (1d6+4/18-20) 
  and masterwork light pick +13 (1d4+2/x4) 
  Base Attack +10; Grapple +14 
  Attack Options Favored Enemy – Human (+2); 
  Pounce; Primeval Form*; Rage (see below) 
  Abilities Str 18, Dex 15, Con 17, Int 9, Wis 11, Cha 
  7 
  SQ Animal Companion; Animal Empathy; 
  Regression*; Lion Spiritual Totem*; Wild Empathy  
  Feats Blind Fighting B, Endurance B, Improved 
  Critical (Scimitar), Improved Toughness*, Iron 
  Will, Natural Bond*, Power Attack, Self-Sufficient, 
  Skill Focus (Handle Animal), Track B, Two-
  Weapon Fighting B. 
  Skills Handle Animal +10, Hide +8, Knowledge 
  (Nature) +9, Listen +12, Move Silently +6, Spot 
  +12, Survival +7, Swim +0. 
  Possessions +2 chain shirt, masterwork scimitar, 
  masterwork light pick, lesser armor crystal of 
  mind cloaking*, man-of-the-wood amulet*, wilding 
  clasp* 
  Lion Spiritual Totem (Su): Barbarian alternative 
  class feature (replaces fast movement); you gain 
  the pounce ability. 
  Pounce (Ex):  When a creature with pounce makes 
  a charge, it can follow with a full attack. 
  Primeval Form (Su): The primary ability of the 
  primeval is the supernatural ability to assume an 
  alternate form.  This function similarly to the 
  druid’s wild shape ability, except the alternate 
  form chosen must be selected when the 
  
  character takes his first level of primeval and 
  cannot be changed after that.  Each time the 
  character changes form with this ability, he 
  assumes the same form.  This form must be a 
  prehistoric animal of some sort (dinosaur, dire 
  animal, or other DM approved creature) with less 
  than 8HD and cannot be more than one size 
  category larger than the primeval.  This primeval 
  changes into a dire ape. 
  At first level, he may change into his 
  primeval form once per day.  He can use this 
  ability one additional time each day at 4th level, 7th 
  level and again at 10th level. 
   
  This ability functions like the polymorph spell, 
  except as noted here.  It lasts for 1 minute per 
  primeval level, or until he changes back. 
  Changing form (either way) is a standard action 
  that doesn’t provoke attacks of opportunity. 
   
  The primeval doesn’t assume the animal’s 
  physical ability scores.  Instead he adds the 
  animals ability score –10 (for even scores) or –11 
  (for odd scores) to his own ability scores. 
   
  The primeval loses his ability to speak in 
  primeval form because he is limited to the sounds 
  that the form can make naturally. 
  Regression (Su): As a primeval gains levels, he 
  begins to physically regress into a more primal, 
  feral version of himself.  At 2nd level, he reduces 
  his Intelligence and Charisma scores by 1 point, 
  and gains 1 point of Strength, Dexterity, 
  Constitution and Wisdom. 
   
  RAGING STATS:  
  hp 120;  
  AC 16; 
  Fort +19, Will +8; 
  Grapple +16 
  Melee masterwork scimitar +15/+10 (1d6+6/18-20) 
  and masterwork light pick +15 (1d4+3/x4) 
  Abilities Str 22(+6), Con 21(+5) 
  Duration 8 rounds  
   
  NON-RAGING PRIMEVAL FORM STATS 
  Large 
  hp 100;  
  AC 19;  
  Fort +19, Ref +10, Will +6; 
  Grapple +24 
  Melee masterwork scimitar +19/+14 (1d6+10/18-20) 
  and masterwork light pick +19 (1d4+5/x4)  
  OR 2 claws +20 (1d6+10) and bite +15 (1d8+5) 
  Attack Options  Rend (both claws only) 2d6+15 
  Abilities Str 30(+10), Dex 19(+4), Con 21(+5) 
  Duration 2 minutes 
   
  RAGING PRIMEVAL FORM STATS 
  Large 
  hp 120;  
  AC 17; Fort +21, Ref +10, Will +8; 
  Grapple +26 
  Melee masterwork scimitar +21/+16 (1d6+12/18-20) 
  and masterwork light pick +21 (1d4+6/x4)  
  OR 2 claws +22 (1d6+12) and bite +17 (1d8+6) 
  Attack Options  Rend (both claws only) 2d6+18 
  Abilities Str 34(+12), Dex 19(+4), Con 25(+7) 
  Duration 10 rounds 
  * see Appendix 2: New Rules Items 
   
  TITCH, WOLF COMPANION 
  CR–  
  CN Magical Beast  
  Init +4; Senses Low-light vision, Scent; Listen +4, 
  Spot +4 
  AC 23, touch 14, flat-footed 19 (+1 armor, +8 
  natural, +4 Dex) 
  hp 66  (8d8+24 HD) 
  Fort +8, Ref +10 (Evasion), Will +6 
  Spd 50 ft (10 squares) 
  Melee Bite +10 melee (1d6+2) plus trip 
  Base Attack +6; Grapple +9 
  Attack Options Trip 
  Abilities Str 16, Dex 18, Con 16, Int 2, Wis 12, Cha 
  6.  
  SQ  Link, share spells, devotion, multiattack 
  Feats Iron Will, Stealthy, Track, Weapon Focus 
  (bite) 
  Skills Hide +7, Listen +9, Move Silently +6, Spot 
  +9, Survival +7. 
  Possessions bracers of armor +1 
   
  WOODLING BROWN BEAR  
  CR 7 
  Always N Large animal 
  * woodling template from Monster Manual III 
  Init +1; Senses low-light vision, scent 
  Languages none 
  AC 22, touch 10, flat-footed 21 (-1 size, +1 Dex, +12 
  natural) 
  hp 45  (6d6+24 HD) 
  DR 5/slashing 
  Weakness vulnerability to fire 
  Fort +9, Ref +6, Will +3 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +11 (1d8+8) and bite +6 (2d6+4) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +16 
  Atk Options improved grab  
  Spell-Like Abilities (CL 6th): 
   3/day— speak with animals  
   1/day— entangle (DC9), summon nature’s ally II 
  �Already cast 
  Abilities Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha6 
  SA improved grab 
  SQ low-light vision, scent 
  Feats Endurance, Improved Grab, Run, Track 
  Skills Hide +1, Listen +4, Spot +7, Swim +12 
  Improved Grab (Ex): To use this ability, a brown bear 
  must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. 
  VEL8-02 Nature vs. Nurture 
   
  Page 29 
  
   
  Spirit Dire Bats (3)  
   
  CR 3 
  Always N Large fey (incorporeal, augmented animal) 
  * spirit animal template from Frostburn 
  Init +6; Senses Blindsense, Listen +12, Spot +8 
  Languages none 
  AC 19, touch 19, flat-footed 13   (-1 size, +4 
  deflection, +6 Dex) 
  hp 24 each  (4d6+12 HD) 
  Miss chance 50% (incorporeal) 
  Fort +7, Ref +10, Will +6 
  Speed 20 ft (4 squares), fly 40 ft. (good) 
  Melee bite +5 incorporeal touch (1d8 non-lethal) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +10 
  Abilities Str 17, Dex 22, Con 17, Int 2, Wis 18,        
  Cha 6 
  SQ blindsense 40 ft. 
  Feats Alertness, Stealthy 
  Skills Hide +8, Listen +16, Move Silently +11,          
  Spot +12 
  Blindsense (Ex): A dire bat uses echolocation to 
  pinpoint creatures within 40 feet. Opponents still 
  have total concealment against he bat unless it can 
  actually see them. 
  Incorporeal Traits: A spirit animal is harmed only by 
  other incorporeal creatures, magic weapons, 
  spells, spell-like abilities, and supernatural abilities. 
  It has a 50% chance to ignore any damage from a 
  corporeal source, except for force effects or attacks 
  made with ghost touch weapons. It can pass 
  through solid objects, but not force effects, at will. 
  Its attacks ignore natural armor, armor, and 
  shields, but deflection bonuses and force effects 
  work normally against it. An incorporeal creature 
  always moves silently and cannot be heard with 
  Listen checks if it doesn’t wish to be. 
  Manifestation (Su): A spirit animal dwells on the 
  Ethereal Plane. As an ethereal creature, it cannot 
  affect or be affected by anything in the material 
  world. When a spirit animal manifests (usually at 
  the request of a powerful spell caster), it partly 
  enters the material Plane and becomes visible but 
  incorporeal on the Material Plane. 
  A manifested spirit animal can strike with its 
  natural attacks (see above); these attacks deal 
  nonlethal damage to physical creatures. A 
  manifested spirit animal remains partially on the 
  Ethereal Plane, where it is not incorporeal. A 
  manifested spirit animal can be attacked by 
  opponents on either the Material or Ethereal 
  planes. A spirit animal’s incoporeality helps protect 
  it from foes on the Material Plane, but not against 
  foes on the Ethereal Plane. 
  Skills: Spirit animals receive a +4 racial bonus on 
  Hide, Listen, Search and Spot checks. This 
  improves any racial bonuses the base creature 
  possesses. Otherwise, its skills are the same as 
  the base creature. 
   
  5: SUPERFLUOUS THUG ATTACK 
  ANKYLOSAURUS (2)                                 CR 7 
  Always N Huge animal 
  *from Monster Manual II 
  Init -2; Senses darkvision 60 ft.; low light vision, 
  scent, Listen +7, Spot +7 
  Languages none 
  AC 22, touch 6, flat-footed 22; (-2 size, -2 Dex, +16 
  natural) 
  hp 118  each  (9d8+78 HD) 
  Fort +16, Ref +4, Will +2 
  Speed 20 ft. (4 squares) 
  Melee tail slap +13 (2d6+13) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +6; Grapple +23 
  Atk Options Trample 
  Abilities Str 29, Dex 7, Con 26, Int 1, Wis 9, Cha 8 
  SQ Darkvision 60ft., low-light vision, scent 
  Feats Alertness, Great Fortitude, Toughness x2 
  Skills Listen +9, Spot +10 
  Trample (Ex): As a full round action during its turn 
  each round, Ankylosaurus can move up to twice its 
  speed and trample opponents at least one size 
  category smaller than itself. This attack deals 
  2d12+13 points of bludgeoning damage. A 
  trampled opponent can attempt either an attack of 
  opportunity at a -4 penalty or a Reflex save (DC 
  23) for half damage.  
   
  OPTIONAL ENCOUNTER (WOULD 
  BE VELINT8−02) 
  OOZE DRAKE 
   
  CR 12 
  Large Dragon 
  LE Large dragon (Aquatic, Earth, Water)  
  *from Draconomicon 
  Init +0; Senses darkvision 60 ft., low-light vision; 
  Listen +19, Spot +19 
  Languages Draconic, Aquan  
  AC 21, touch 9, flat-footed 21 
   
  (-1 size, +12 natural) 
  hp 141 (12d12+60 HD) 
  Immune magic sleep effects, paralysis 
  Fort +13, Ref +10, Will +10 
  Speed 20 ft. (4 squares), burrow 10 ft., fly 50 ft. 
  (clumsy), swim 20 ft. 
  Melee bite +23 (2d6+7 plus 1d6 acid) and 
  2 claws +21 (1d8+3 plus 1d6 acid) and 
  tail slap +21 (1d8+10 plus 1d6 acid) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +12; Grp +22 
  Special Attacks acid 
  Atk Options improved grab 
  Abilities Str 25, Dex 10, Con 21, Int 8, Wis 14, Cha 
  11 
  SQ amphibious 
  VEL8-02 Nature vs. Nurture 
   
  Page 30 
  
  Feats Alertness, Flyby Attack, Lightning Reflexes, 
  Multiattack, Power Attack 
  Skills Bluff +15, Diplomacy +2, Hide +13, Intimidate 
  +2, Listen +19, Move Silently +17, Search +14, 
  Spot +19, Swim +7 
  Acid (Ex): An ooze drake’s body exudes acid at all 
  times. This acid deals 1d6 points of extra acid 
  damage whenever it hits in melee or, when 
  grappling, during each round when it maintains a 
  hold. Only stone is unaffected by this and 
  Creatures or weapons striking an ooze drake also 
  take this damage (no save allowed). 
  Improved Grab (Ex): To use this ability, an ooze 
  drake must hit a creature of its size or smaller with 
  a claw attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity. 
  Amphibious (Ex): Although ooze drakes are aquatic, 
  they can survive indefinitely on land. 
  Skills: An ooze drake has a +8 racial bonus on any 
  Swim check to perform some special action to 
  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. Ooze drakes have a +2 
  racial bonus on Hide and Move Silently checks. 
  The racial bonus on Hide checks improves to +4 
  when in marsh terrain. 
   
   
  VEL8-02 Nature vs. Nurture 
   
  Page 31 
  
  VEL8-02 Nature vs. Nurture 
   
  Page 32 
  APL 10 
  1: OBLIGATORY THUG ATTACK 
  SPINOSAURUS  
   
  CR 13 
  Always N Gargantuan animal 
  *from Monster Manual II 
  Init +1; Senses darkvision 60 ft.; low light vision, 
  scent, Listen +16, Spot +15 
  Languages none 
  AC 16, touch 7, flat-footed 15;  
  (-4 size, +1 Dex, +9 natural) 
  hp 20d8+132 (222) 
  Fort +18, Ref +13, Will +8 
  Speed 40 ft. (8 squares) 
  Melee bite +24 (2d8+13) and 2 claws +19 (2d6+6) 
  Space 20 ft. Reach 20 ft. 
  Base Atk +15; Grp +40 
  Atk Options Frightful Presence, Improved Grab, 
  Swallow Whole, Trample 
  Abilities Str 36, Dex 13, Con 23, Int 2, Wis 15, Cha 
  10 
  SQ Darkvision 60ft., low-light vision, scent 
  Feats Alertness, Run, Toughness x4, Track 
  Skills Listen +11, Spot +11 
  Frightful Presence (Ex): When a spinosaurus 
  bellows (a standard action), it inspires terror in all 
  creatures within 30 feet that have fewer Hit Dice or 
  levels than it has. Each potentially affected opponent 
  must succeed at a Will save (DC 20) or become 
  shaken for 5d6 rounds. A successful save leaves that 
  opponent immune to that spinosaurus’ frightful 
  presence for 24 hours. 
  Improved Grab (Ex): If a spinosaurus hits an 
  opponent that is at least one size category smaller 
  than itself with a bite attack, it deals normal damage 
  and attempts to start a grapple as a free action 
  without provoking an attack of opportunity (grapple 
  bonus +40). IF it gets a hold, it can try to swallow the 
  opponent in the next round. Alternatively, spinosaurus 
  has the option to conduct the grapple normally, or 
  simply use its jaws to hold the opponent (-20 penalty 
  on grapple check, but spinosaurus is not considered 
  grappled). In either case, each successful grapple 
  check it makes during successive rounds 
  automatically deals bite damage. 
  Swallow Whole (Ex): Spinosaurus can swallow a 
  grabbed opponent that is at least two size categories 
  smaller than itself by making a successful grapple 
  check (grapple bonus +40). Once inside the gullet, the 
  opponent takes 2d8+10 points of bludgeoning 
  damage plus 1d8+4 points of acid damage per round 
  from the dinosaur’s digestive juices. A successful 
  grapple check allows the swallowed creature to climb 
  out of the gullet and return to the mouth, where 
  another successful grapple check is needed to get 
  free. Alternatively, a swallowed creature can try to cut 
  its way out with either claws or a light piercing or 
  slashing weapon. Dealing at least 25 points of 
  damage to the digestive tract (AC 14) in this way 
  creates an opening large enough to permit escape. 
  Once a single swallowed creature exits, muscular 
  action closes the hole; thus, another swallowed 
  opponent must cut its own way out. A Gargantuan 
  spinosaurus’ gullet can hold 2 Large, 9 Medium-size, 
  32 Small, or 128 Tiny or smaller opponents. 
  Trample (Ex): As a full round action during its turn 
  each round, spinosaurus can move up to twice its 
  speed and trample opponents at least one size 
  category smaller than itself. This attack deals 2d8+19 
  points of bludgeoning damage. A trampled opponent 
  can attempt either an attack of opportunity at a -4 
  penalty or a Reflex save (DC 33) for half damage. 
   
  4: OBLIGATORY BIG FIGHT 
  PRIMAL MAN  
   
  CR 12  
  Barbarian 1/Ranger 4/Fighter 2/Beastmaster 
  1/Primeval 4  
  CN Medium Humanoid (human) 
  *Beastmaster from Complete Adventurer, Primeval 
  from Frostburn 
  Init +2; Senses Low-light Vision; Listen +14, Spot 
  +14 
  Languages  Common 
  AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex) 
  hp 130  (HD 4d8+1d12+1d10+2d10+4d10+60) 
  Fort +19, Ref +9, Will +7 (+12 3/day) 
  Spd 30 ft (6 squares) 
  Melee +1 scimitar +15/+10/+5 (1d6+5/15-20) and 
  masterwork light pick +15 (1d4+2/x4) 
  Base Attack +12; Grapple +16 
  Attack Options Favored Enemy – Human (+2); 
  Pounce; Power Attack; Primeval Form*; Rage 
  (see below) 
  Abilities Str 18, Dex 15, Con 18, Int 9, Wis 11, Cha 
  7 
  SQ Animal Companion; Animal Empathy; Feral 
  Power*; Regression*; Lion Spiritual Totem*; Wild 
  Empathy  
  Feats Blind Fighting B, Endurance B, Fast Wild 
  Shape*, Improved Critical (Scimitar)*, Improved 
  Toughness*, Iron Will, Natural Bond*, Power 
  Attack, Self-Sufficient, Skill Focus (Handle 
  Animal), Track B, Two-Weapon Fighting B. 
  Skills Handle Animal +10, Hide +8, Knowledge 
  (Nature) +9, Listen +14, Move Silently +6, Spot 
  +14, Survival +7, Swim +0. 
  Possessions +3 mindarmor chain shirt*, +1 
  scimitar, masterwork light pick, lesser armor 
  crystal of mind cloaking*, man-of-the-wood 
  amulet*, wilding clasp*, lesser weapon crystal of 
  return*, potion of cure moderate wounds 
  Feral Power (Ex): As the primeval gains levels, his 
  primeval form grows stronger and tougher.  
  
  Strength +2, Dexterity +2, Constitution +2, 
  Natural Armor +2 
  Lion Spiritual Totem (Su): Barbarian alternative 
  class feature (replaces fast movement); you gain 
  the pounce ability. 
  Pounce (Ex):  When a creature with pounce makes 
  a charge, it can follow with a full attack. 
  Primeval Form (Su): The primary ability of the 
  primeval is the supernatural ability to assume an 
  alternate form.  This functions similarly to the 
  druid’s wild shape ability, except the alternate 
  form chosen must be selected when the 
  character takes his first level of primeval and 
  cannot be changed after that.  Each time the 
  character changes form with this ability, he 
  assumes the same form.  This form must be a 
  prehistoric animal of some sort (dinosaur, dire 
  animal, or other DM approved creature) with less 
  than 8HD and cannot be more than one size 
  category larger than the primeval.  This primeval 
  changes into a dire ape. 
  At first level, he may change into his 
  primeval form once per day.  He can use this 
  ability one additional time each day at 4th level, 7th 
  level and again at 10th level. 
   
  This ability functions like the polymorph spell, 
  except as noted here.  It lasts for 1 minute per 
  primeval level, or until he changes back. 
  Changing form (either way) is a standard action 
  that doesn’t provoke attacks of opportunity. (Note 
  his Fast Wild Shape feat makes it a move 
  equivalent action.) 
   
  The primeval doesn’t assume the animal’s 
  physical ability scores.  Instead he adds the 
  animals ability score –10 (for even scores) or –11 
  (for odd scores) to his own ability scores. 
   
  The primeval loses his ability to speak in 
  primeval form because he is limited to the sounds 
  that the form can make naturally. 
  Regression (Su): As a primeval gains levels, he 
  begins to physically regress into a more primal, 
  feral version of himself.  At 2nd level, he reduces 
  his Intelligence and Charisma scores by 1 point, 
  and gains 1 point of Strength, Dexterity, 
  Constitution and Wisdom. 
   
  RAGING STATS:  
  hp 154;  
  AC 17;  
  Fort +21, Will +9 (+14 3/day) 
  Grapple +18 
  Melee +1 scimitar +17/+12/+7 (1d6+7/18-20) and 
  masterwork light pick +17 (1d4+3/x4) 
  Abilities Str 22(+6), Con 22(+6) 
  Duration 9 rounds  
   
  NON-RAGING PRIMEVAL FORM STATS 
  Large 
  hp 130;  
  AC 23;  
  Fort +21, Ref +12, Will +7 (+12 3/day); 
  Grapple +27 
  Melee +1 scimitar +22/+17/+12 (1d6+12/18-20) and 
  masterwork light pick +22 (1d4+5/x4)  
  OR 2 claws +23 (1d6+11) and bite +18 (1d8+6) 
  Attack Options  Rend (both claws only) 2d6+17 
  Abilities Str 32(+11), Dex 21(+5), Con 23(+6) 
  Duration 4 minutes 
   
  RAGING PRIMEVAL FORM STATS 
  Large 
  hp 154;  
  AC 21; Fort +23, Ref +12, Will +9 (+14 3/day) 
  Grapple +29 
  Melee +1 scimitar +24/+19/+14 (1d6+14/18-20) and 
  masterwork light pick +24 (1d4+6/x4)  
   OR 2 claws +25 (1d6+13) and bite +20 (1d8+6) 
  Attack Options  Rend (both claws only) 2d6+19 
  Abilities Str 36(+13), Dex 21(+5), Con 27(+8) 
  Duration 11 rounds 
  * see Appendix 2: New Rules Items 
   
  TITCH, WOLF COMPANION 
  CR–  
  CN Magical Beast  
  Init +4; Senses Low-light vision, Scent; Listen +4, 
  Spot +4 
  AC 23, touch 14, flat-footed 19 (+1 armor, +8 
  natural, +4 Dex) 
  hp 66  (8d8+24 HD) 
  Fort +8, Ref +10 (Evasion), Will +6 
  Spd 50 ft (10 squares) 
  Melee Bite +10 melee (1d6+2) plus trip 
  Base Attack +6; Grapple +9 
  Attack Options Trip 
  Abilities Str 16, Dex 18, Con 16, Int 2, Wis 12, Cha 
  6.  
  SQ  Link, share spells, devotion, multiattack 
  Feats Iron Will, Stealthy, Track, Weapon Focus 
  (bite) 
  Skills Hide +7, Listen +9, Move Silently +6, Spot 
  +9, Survival +7. 
  Possessions bracers of armor +1 
   
  WOODLING DIRE BEAR 
   
  CR 9 
  Always N Large animal 
  *woodling template from Monster Manual III 
  Init +2; Senses low-light vision, scent, Listen +10, 
  Spot +10 
  Languages none 
  AC 24, touch 10, flat-footed 23 (-1 size, +1 Dex, +14 
  natural)  
  hp 105  each (12d8+51 HD) 
  DR 5/slashing 
  Weakness vulnerability to fire 
  Fort +12, Ref +9, Will +9 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +19 (2d4+10) and bite +13 (2d8+5) 
  Space 10 ft.; Reach 5 ft. 
  VEL8-02 Nature vs. Nurture 
   
  Page 33 
  
  Base Atk +9; Grp +23 
  Atk Options improved grab  
  Spell-Like Abilities (CL 12th): 
   3/day— speak with animals  
   1/day— command plants (DC14), entangle (DC9), 
  summon nature’s ally II, summon nature’s ally IV 
  �Already cast 
  Abilities Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 
  10 
  SA improved grab 
  SQ low-light vision, scent 
  Feats Alertness, Endurance, Run, Toughness, 
  Weapon Focus (claw) 
  Skills Hide +1, Listen +10, Spot +10, Swim +13 
  Improved Grab (Ex): To use this ability, a dire bear 
  must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. 
   
  Spirit Dire Bats (4)  
   
  CR 3 
  Always N Large fey (incorporeal, augmented animal) 
  *spirit animal template from Frostburn 
  Init +6; Senses Blindsense, Listen +12, Spot +8 
  Languages none 
  AC 19, touch 19, flat-footed 13   (-1 size, +4 
  deflection, +6 Dex) 
  hp 24 each  (4d6+12 HD) 
  Miss chance 50% (incorporeal) 
  Fort +7, Ref +10, Will +6 
  Speed 20 ft (4 squares), fly 40 ft. (good) 
  Melee bite +5 incorporeal touch (1d8 non-lethal) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +10 
  Abilities Str 17, Dex 22, Con 17, Int 2, Wis 18,        
  Cha 6 
  SQ blindsense 40 ft. 
  Feats Alertness, Stealthy 
  Skills Hide +8, Listen +16, Move Silently +11,          
  Spot +12 
  Blindsense (Ex): A dire bat uses echolocation to 
  pinpoint creatures within 40 feet. Opponents still 
  have total concealment against he bat unless it can 
  actually see them. 
  Incorporeal Traits: A spirit animal is harmed only by 
  other incorporeal creatures, magic weapons, 
  spells, spell-like abilities, and supernatural abilities. 
  It has a 50% chance to ignore any damage from a 
  corporeal source, except for force effects or attacks 
  made with ghost touch weapons. It can pass 
  through solid objects, but not force effects, at will. 
  Its attacks ignore natural armor, armor, and 
  shields, but deflection bonuses and force effects 
  work normally against it. An incorporeal creature 
  always moves silently and cannot be heard with 
  Listen checks if it doesn’t wish to be. 
  Manifestation (Su): A spirit animal dwells on the 
  Ethereal Plane. As an ethereal creature, it cannot 
  affect or be affected by anything in the material 
  world. When a spirit animal manifests (usually at 
  the request of a powerful spell caster), it partly 
  enters the material Plane and becomes visible but 
  incorporeal on the Material Plane. 
  A manifested spirit animal can strike with its 
  natural attacks (see above); these attacks deal 
  nonlethal damage to physical creatures. A 
  manifested spirit animal remains partially on the 
  Ethereal Plane, where it is not incorporeal. A 
  manifested spirit animal can be attacked by 
  opponents on either the Material or Ethereal 
  planes. A spirit animal’s incoporeality helps protect 
  it from foes on the Material Plane, but not against 
  foes on the Ethereal Plane. 
  Skills: Spirit animals receive a +4 racial bonus on 
  Hide, Listen, Search and Spot checks. This 
  improves any racial bonuses the base creature 
  possesses. Otherwise, its skills are the same as 
  the base creature. 
   
  5: SUPERFLUOUS THUG ATTACK 
  DIRE ELEPHANT 
   
  CR 10 
  Always N Gargantuan animal 
  *from Monster Manual II 
  Init +0; Senses low-light vision, scent, Listen +19, 
  Spot +15 
  Languages none 
  AC 10, touch 6, flat-footed 10 (-4 size, +4 natural) 
  hp 20d8+200 (290 hp) 
  Fort +22, Ref +12, Will +16 
  Speed 30 ft. (6 squares) 
  Melee slam +26 (2d8+15), 2 stamps +21 (2d8+7), or 
  gore +27 (4d6+22) 
  Space 20 ft. Reach 10 ft. 
  Base Atk +15; Grapple  +42 
  Atk Options Trample 
  Abilities Str 40, Dex 11, Con 30, Int 2, Wis 15, Cha 7 
  SQ low-light vision, scent 
  Feats Alertness, Endurance, Improved Bull Rush, Iron 
  Will, Power Attack, Skill Focus (Listen), Weapon 
  Focus (gore) 
  Skills Listen +19, Spot +15 
  Trample (Ex): As a full round action during its turn 
  each round, a dire elephant can move up to twice 
  its speed and trample opponents at least one size 
  category smaller than itself. This attack deals 
  4d6+22 points of bludgeoning damage. A trampled 
  opponent can attempt either an attack of 
  opportunity at a -4 penalty or a Reflex save (DC 
  35) for half damage. 
  Scent (Ex): A dire elephant can detect approaching 
  enemies, sniff out hidden foes, and track by sense 
  of smell. 
   
  VEL8-02 Nature vs. Nurture 
   
  Page 34 
  
  OPTIONAL ENCOUNTER (WOULD 
  BE VELINT8−02) 
  ADVANCED OOZE DRAKE      CR 15 
  Large Dragon 
  LE Large dragon (Aquatic, Earth, Water)  
  *from Draconomicon 
  Init +0; Senses darkvision 60 ft., low-light vision; 
  Listen +23, Spot +23 
  Languages Draconic, Aquan  
  AC 23, touch 9, flat-footed 23 
   
  (-1 size, +14 natural) 
  hp 243 (18d12+108 HD) 
  Immune magic sleep effects, paralysis 
  Fort +17, Ref +13, Will +13 
  Speed 20 ft. (4 squares), burrow 10 ft., fly 50 ft. 
  (clumsy), swim 20 ft. 
  Melee bite +29 (2d6+7 plus 1d6 acid) and 
  2 claws +27 (1d8+3 plus 1d6 acid) and 
  tail slap +27 (1d8+10 plus 1d6 acid) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +18; Grp +28 
  Special Attacks acid 
  Atk Options improved grab 
  Abilities Str 25, Dex 10, Con 22, Int 8, Wis 14, Cha 
  11 
  SQ amphibious 
  Feats Alertness, Flyby Attack, Improved Natural 
  Armor x2, Lightning Reflexes, Multiattack, Power 
  Attack 
  Skills Bluff +18, Diplomacy +5, Hide +17, Intimidate 
  +5, Listen +23, Move Silently +20, Search +17, 
  Spot +23, Swim +10 
  Acid (Ex): An ooze drake’s body exudes acid at all 
  times. This acid deals 1d6 points of extra acid 
  damage whenever it hits in melee or, when 
  grappling, during each round when it maintains a 
  hold. Only stone is unaffected by this and creatures 
  or weapons striking an ooze drake also take this 
  damage (no save allowed). 
  Improved Grab (Ex): To use this ability, an ooze 
  drake must hit a creature of its size or smaller with 
  a claw attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity. 
  Amphibious (Ex): Although ooze drakes are aquatic, 
  they can survive indefinitely on land. 
  Skills: An ooze drake has a +8 racial bonus on any 
  Swim check to perform some special action to 
  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. Ooze drakes have a +2 
  racial bonus on Hide and Move Silently checks. 
  The racial bonus on Hide checks improves to +4 
  when in marsh terrain. 
  VEL8-02 Nature vs. Nurture 
   
  Page 35 
  
  VEL8-02 Nature vs. Nurture 
   
  Page 36 
  APL 12 
  1: OBLIGATORY THUG ATTACK 
  NIGHTMARE BEAST  
  CR 15 
  Always CE Huge magical beast 
  * from Monster Manual II 
  Init +1; Senses darkvision 60 ft., low-light vision, Spot 
  +10 
  Languages Abyssal 
  AC 21, touch 9, flat-footed 20 (-2 size, +1 Dex, +12   
  natural) 
  hp 187 each (15d10+105 HD) 
  DR 15/magic; SR 20 
  Fort +16, Ref +10, Will +6 
  Speed 30 ft. (6 squares) 
  Melee 2 tusks +22 (4d6+9/17–20) and 2 claws +20 
  (2d4+4/19–20) and bite +20 (4d6+4/19–20) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +15; Grapple +32 
  Atk Options Nightmares, spell-like abilities, trample, 
  power attack 
  Spell-like Abilities (CL 10th): 2/day—chain lightning 
  (DC 16), cloudkill (DC 15), dimension door (1,000 ft 
  range), disintegrate (DC 16), dispel magic, fireball 
  (DC 13), heat metal (DC 12), incendiary cloud (DC 
  18), lightning bolt (DC 13), summon monster V, wall 
  of fire 
  Abilities Str 28, Dex 13, Con 24, Int 8, Wis 13, Cha 
  11 
  SA nightmares, spell-like abilities, trample 
  Feats Cleave, Improved Critical (tusk), Improved Bull 
  Rush, Improved Overrun, Multiattack, Power Attack 
  Skills Jump +24, Spot +10 
  Nightmares (Su): Perhaps the nightmare beast’s 
  most powerful weapon is the one fro which its 
  name is derived. Every intelligent creature that falls 
  asleep within 10 miles of a nightmare beast must 
  succeed at a Will save (DC 17) or suffer from 
  horrid, vivid nightmares of being stalked and killed 
  by monsters, demons, cruel enemies, or whatever 
  else it fears. The effect is otherwise the same as 
  that of a nightmare spell (caster level 15th; Will 
  save DC 17), except that a dispel evil spell cast on 
  a victim does not stun the nightmare beast. A 
  remove curse or a successful dispel magic negates 
  the effect. Once a creature has either been 
  affected by this ability or made a successful save, it 
  cannot be affected by that nightmare beast’s 
  nightmare power again for 24 hours. 
  Trample (Ex): As a full round action during its turn 
  each round, a nightmare beast can trample 
  opponents at least one size category smaller than 
  itself by making a running jump from up to 35 feet 
  away. This attack deals 4d6+13 points of 
  bludgeoning damage. A trampled opponent can 
  attempt either an attack of opportunity at a -4 
  penalty or a Reflex save (DC 26) for half damage. 
  Augmented Critical (Ex): A nightmare beast 
  threatens a critical hit on a natural attack roll of 19-
  20 with any of its natural weapons. 
   
  4: OBLIGATORY BIG FIGHT 
  PRIMAL MAN  
   
  CR 14  
  Barbarian 1/Ranger 4/Fighter 2/Beastmaster 
  1/Primeval 6 
  CN Medium Humanoid (human) 
  *Beastmaster from Complete Adventurer, Primeval 
  from Frostburn 
  Init +3; Senses Low-light Vision, Scent; Listen +17, 
  Spot +17 
  Languages  Common 
  AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex) 
  (displacement, 5 rnds, 1/day, see armor) 
  hp 153  (4d8+1d12+1d10+2d10+6d10+70 HD) 
  Fort +20, Ref +11, Will +10 (+15 3/day) 
  Spd 30 ft (6 squares) 
  Melee +1 slow burst scimitar +17/+12/+7 
  (1d6+5/15-20) and +1 light pick +17 (1d4+3/x4) 
  Base Attack +14; Grapple +18 
  Attack Options Favored Enemy – Human (+2); 
  Pounce; Power Attack; Primeval Form*; Rage 
  (see below) 
  Abilities Str 19, Dex 16, Con 19, Int 8, Wis 12, Cha 
  6 
  SQ Animal Companion; Animal Empathy; Feral 
  Power*; Regression*; Lion Spiritual Totem*; Wild 
  Empathy  
  Feats Blind Fighting B, Endurance B, Fast Wild 
  Shape*, Improved Critical (Scimitar)*, Improved 
  Toughness*, Iron Will, Natural Bond*, Power 
  Attack, Self-Sufficient, Skill Focus (Handle 
  Animal), Track B, Two-Weapon Fighting B. 
  Skills Handle Animal +10, Hide +9, Knowledge 
  (Nature) +9, Listen +17, Move Silently +7, Spot 
  +17, Survival +8, Swim +0. 
  Possessions +3 displacement mindarmor chain 
  shirt*, +1 slow burst scimitar*, +1 light pick, 
  greater armor crystal of mind cloaking*, man-of-
  the-wood amulet*, wilding clasp*, 2 x lesser 
  weapon crystal of return*, potion of cure 
  moderate wounds, potion of barkskin (+4)  
  Feral Power (Ex): As the primeval gains levels, his 
  primeval form grows stronger and tougher.  
  Strength +4, Dexterity +2, Constitution +4, 
  Natural Armor +4 
  Lion Spiritual Totem (Su): Barbarian alternative 
  class feature (replaces fast movement); you gain 
  the pounce ability. 
  Pounce (Ex):  When a creature with pounce makes 
  a charge, it can follow with a full attack. 
  Primeval Form (Su): The primary ability of the 
  primeval is the supernatural ability to assume an 
  
  alternate form.  This functions similarly to the 
  druid’s wild shape ability, except the alternate 
  form chosen must be selected when the 
  character takes his first level of primeval and 
  cannot be changed after that.  Each time the 
  character changes form with this ability, he 
  assumes the same form.  This form must be a 
  prehistoric animal of some sort (dinosaur, dire 
  animal, or other DM approved creature) with less 
  than 8HD and cannot be more than one size 
  category larger than the primeval.  This primeval 
  changes into a dire ape. 
  At first level, he may change into his 
  primeval form once per day.  He can use this 
  ability one additional time each day at 4th level, 7th 
  level and again at 10th level. 
   
  This ability functions like the polymorph spell, 
  except as noted here.  It lasts for 1 minute per 
  primeval level, or until he changes back. 
  Changing form (either way) is a standard action 
  that doesn’t provoke attacks of opportunity. (Note 
  his Fast Wild Shape feat makes it a move 
  equivalent action.) 
   
  The primeval doesn’t assume the animal’s 
  physical ability scores.  Instead he adds the 
  animals ability score –10 (for even scores) or –11 
  (for odd scores) to his own ability scores. 
   
  The primeval loses his ability to speak in 
  primeval form because he is limited to the sounds 
  that the form can make naturally. 
  Regression (Su): As a primeval gains levels, he 
  begins to physically regress into a more primal, 
  feral version of himself.  At 2nd level, he reduces 
  his Intelligence and Charisma scores by 1 point, 
  and gains 1 point of Strength, Dexterity, 
  Constitution and Wisdom.  At 5th level, he repeats 
  this regression (total -2 Int/Cha, +2 Str, Dex, Con, 
  Wis). 
   
  RAGING STATS:  
  hp 181;  
  AC 18; Fort +22, Will +12 (+17 3/day) 
  Grapple +20 
  Melee +1 slow burst scimitar +19/+14/+9 
  (1d6+7/18-20) and +1 light pick +19 (1d4+4/x4) 
  Abilities Str 23(+6), Con 23(+6) 
  Duration 9 rounds 
   
  NON-RAGING PRIMEVAL FORM STATS 
  Large 
  hp 153;  
  AC 25;  
  Fort +24, Ref +14, Will +10 (+15 3/day) 
  Grapple +27 
  Melee +1 slow burst scimitar +25/+20/+15 (1d6+13 
  /18-20) +1 light pick +25 (1d4+7/x4)  
   OR 2 claws +26 (1d6+12) and bite +20 (1d8+6) 
  Attack Options  Rend (both claws only) 2d6+18 
  Abilities Str 35(+12), Dex 23(+6), Con 27(+8) 
  Duration 6 minutes 
   
  RAGING PRIMEVAL FORM STATS 
  Large 
  hp 181;  
  AC 23;  
  Fort +26, Ref +14, Will +12 (+17 3/day) 
  Grapple +27 
  Melee +1 slow burst scimitar +27/+22/+17 (1d6+15 
  /18-20) and +1 light pick +25 (1d4+7/x4)  
   OR 2 claws +28 (1d6+14) and bite +23 (1d8+7) 
  Attack Options  Rend (both claws only) 2d6+21 
  Abilities Str 39(+14), Dex 22(+6), Con 31(+10) 
  Duration 13 rounds 
  * see Appendix 2: New Rules Items 
   
  TITCH, WOLF COMPANION 
  CR–  
  CN Magical Beast  
  Init +4; Senses Low-light vision, Scent; Listen +4, 
  Spot +4 
  AC 23, touch 14, flat-footed 19 (+1 armor, +8 
  natural, +4 Dex) 
  hp 66  (8d8+24 HD) 
  Fort +8, Ref +10 (Evasion), Will +6 
  Spd 50 ft (10 squares) 
  Melee Bite +10 melee (1d6+2) plus trip 
  Base Attack +6; Grapple +9 
  Attack Options Trip 
  Abilities Str 16, Dex 18, Con 16, Int 2, Wis 12, Cha 
  6.  
  SQ  Link, share spells, devotion, multiattack 
  Feats Iron Will, Stealthy, Track, Weapon Focus 
  (bite) 
  Skills Hide +7, Listen +9, Move Silently +6, Spot 
  +9, Survival +7. 
  Possessions bracers of armor +1 
   
  WOODLING DIRE BEARS(2)  CR 10 
  Always N Large animal 
  *woodling template from Monster Manual III 
  Init +2; Senses low-light vision, scent, Listen +10, 
  Spot +10 
  Languages none 
  AC 24, touch 10, flat-footed 23 (-1 size, +1 Dex, +14 
  natural)  
  hp 137  each (15d8+63 HD) 
  DR 5/slashing 
  Weakness vulnerability to fire 
  Fort +13, Ref +10, Will +10 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +21 (2d4+10) and bite +15 (2d8+5) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +11; Grp +25 
  Atk Options improved grab  
  Spell-Like Abilities (CL 15th): 
   3/day— speak with animals  
   1/day— command plants (DC14), entangle (DC9), 
  summon nature’s ally II, summon nature’s ally IV, 
  summon nature’s ally VI 
  �Already cast 
  VEL8-02 Nature vs. Nurture 
   
  Page 37 
  
  Abilities Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 
  10 
  SA improved grab 
  SQ low-light vision, scent 
  Feats Alertness, Endurance, Large and In Charge*, 
  Run, Toughness, Weapon Focus (claw) 
  Skills Hide +4, Listen +10, Spot +10, Swim +13 
  Improved Grab (Ex): To use this ability, a dire bear 
  must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. 
   
  Spirit Dire Bats (4)  
   
  CR 3 
  Always N Large fey (incorporeal, augmented animal) 
  *spirit animal template from Frostburn 
  Init +6; Senses Blindsense, Listen +12, Spot +8 
  Languages none 
  AC 19, touch 19, flat-footed 13   (-1 size, +4 
  deflection, +6 Dex) 
  hp 24 each  (4d6+12 HD) 
  Miss chance 50% (Incorporeal) 
  Fort +7, Ref +10, Will +6 
  Speed 20 ft (4 squares), fly 40 ft. (good) 
  Melee bite +5 incorporeal touch (1d8 non-lethal) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +10 
  Abilities Str 17, Dex 22, Con 17, Int 2, Wis 18,        
  Cha 6 
  SQ blindsense 40 ft. 
  Feats Alertness, Stealthy 
  Skills Hide +8, Listen +16, Move Silently +11,          
  Spot +12 
  Blindsense (Ex): A dire bat uses echolocation to 
  pinpoint creatures within 40 feet. Opponents still 
  have total concealment against he bat unless it can 
  actually see them. 
  Incorporeal Traits: A spirit animal is harmed only by 
  other incorporeal creatures, magic weapons, 
  spells, spell-like abilities, and supernatural abilities. 
  It has a 50% chance to ignore any damage from a 
  corporeal source, except for force effects or attacks 
  made with ghost touch weapons. It can pass 
  through solid objects, but not force effects, at will. 
  Its attacks ignore natural armor, armor, and 
  shields, but deflection bonuses and force effects 
  work normally against it. An incorporeal creature 
  always moves silently and cannot be heard with 
  Listen checks if it doesn’t wish to be. 
  Manifestation (Su): A spirit animal dwells on the 
  Ethereal Plane. As an ethereal creature, it cannot 
  affect or be affected by anything in the material 
  world. When a spirit animal manifests (usually at 
  the request of a powerful spell caster), it partly 
  enters the material Plane and becomes visible but 
  incorporeal on the Material Plane. 
  A manifested spirit animal can strike with its 
  natural attacks (see above); these attacks deal 
  nonlethal damage to physical creatures. A 
  manifested spirit animal remains partially on the 
  Ethereal Plane, where it is not incorporeal. A 
  manifested spirit animal can be attacked by 
  opponents on either the Material or Ethereal 
  planes. A spirit animal’s incoporeality helps protect 
  it from foes on the Material Plane, but not against 
  foes on the Ethereal Plane. 
  Skills: Spirit animals receive a +4 racial bonus on 
  Hide, Listen, Search and Spot checks. This 
  improves any racial bonuses the base creature 
  possesses. Otherwise, its skills are the same as 
  the base creature. 
   
  5: SUPERFLUOUS THUG ATTACK 
  DIRE ELEPHANTS (2) 
  CR 10 
  Always N Gargantuan animal 
  *from Monster Manual II 
  Init +0; Senses low-light vision, scent, Listen +19, 
  Spot +15 
  Languages none 
  AC 10, touch 6, flat-footed 10 (-4 size, +4 natural) 
  hp 20d8+200 (290 hp) 
  Fort +22, Ref +12, Will +16 
  Speed 30 ft. (6 squares) 
  Melee slam +26 (2d8+15), 2 stamps +21 (2d8+7), or 
  gore +27 (4d6+22) 
  Space 20 ft.; Reach 10 ft. 
  Base Atk +15; Grp +42 
  Atk Options Trample 
  Abilities Str 40, Dex 11, Con 30, Int 2, Wis 15, Cha 7 
  SQ low-light vision, scent 
  Feats Alertness, Endurance, Improved Bull Rush, Iron 
  Will, Power Attack, Skill Focus (Listen), Weapon 
  Focus (gore) 
  Skills Listen +19, Spot +15 
  Trample (Ex): As a full round action during its turn 
  each round, a dire elephant can move up to twice 
  its speed and trample opponents at least one size 
  category smaller than itself. This attack deals 
  4d6+22 points of bludgeoning damage. A trampled 
  opponent can attempt either an attack of 
  opportunity at a -4 penalty or a Reflex save (DC 
  35) for half damage. 
  Scent (Ex): A dire elephant can detect approaching 
  enemies, sniff out hidden foes, and track by sense 
  of smell. 
   
  OPTIONAL ENCOUNTER (WOULD 
  BE VELINT8−02) 
  AMPHIBIOUS JUNGLE LANDWYRM 
   
  CR16  
  NE Huge Dragon (aquatic) 
  *from Draconomicon 
  Init +4; Senses darkvision 60’, low-light vision; Listen 
  +26, Spot +19 
  VEL8-02 Nature vs. Nurture 
   
  Page 38 
  
  Aura  frightful presence (140 ft; HD 27 or fewer; Will 
  DC27 negates) 
  Languages Common, Draconic 
  AC 23, touch 8, flat-footed 23 
   (-2 size, +15 natural) 
  hp 350 (28d12+168 HD) 
  Immunities sleep and paralysis 
  Fort +22, Ref +16, Will +21 
  Speed 50 ft. (10 squares), burrow 10 ft., swim 25 ft. 
  Melee bite +36 (2d8+10) and 2 claws +34 (2d6+5) 
  Space 15 ft;  Reach  10 ft 
  Base Atk +28; Grp +46  
  Atk Options Rend, snatch 
  Abilities Str 31, Dex 10, Con 22, Int 17, Wis 21, Cha 
  16 
  SQ disease, jungle adaptation 
  Feats Alertness, Improved Initiative, Multiattack, 
  TrackB 
  Skills  Bluff +31, Climb +38, Concentration +30, 
  Diplomacy +5, Gather Information +5, Hide +22*, 
  Intimidate +24, Knowledge (local) +24, Knowledge 
  (nature) +24, Listen +26, Move Silently +30, Sense 
  Motive +35, Spot +19, Survival +31, Swim +18 
  Amphibious (Ex) An amphibious creature can 
  breathe air and water equally well. 
  Disease (Ex) The wounds caused by a jungle 
  landwyrm’s claws may become infected with red 
  ache disease (DC15; incubation 1d3 days; damage 
  1d6 Strength).  
  Frightful Presence (Ex) Like chromatic and metallic 
  dragons, landwyrms can unsettle their foes with 
  their mere presence.  This ability automatically 
  takes effect whenever the landwyrm attacks or 
  charges.  Creatures within the specified 140 ft. are 
  subject to the effect if they are at least one size 
  category smaller than the landwyrm and have less 
  HD than the landwyrm.  A potentially affected 
  creature that succeeds on a Will save (DC 27) 
  remains immune to that landwyrm’s frightening 
  presence for 24 hours.  On a failure, creatures 
  whose HD are less than half the landwyrm’s HD 
  (13 or less) become panicked for 2d6 rounds and 
  those whose HD are equal to or more than half the 
  landwyrm’s HD (14 – 27) become shaken for 2d6 
  rounds.  Other dragons are immune to a 
  landwyrm’s frightening presence. 
  Jungle Adaptation (Ex) Jungle landwyrms can 
  ignore any concealment provided by foliage. 
  Rend (Ex) If a jungle landwyrm hits with both claw 
  attacks, it can rend for an additional 2d10+15 
  damage 
  Snatch (Ex) The jungle landwyrm can choose to start 
  a grapple when it hits with a bite or claw attack, as 
  though it had the Improved Grab special attack.  If 
  it gets a hold on a creature three or more sizes 
  smaller than itself (Small or smaller), it squeezes 
  each round for automatic bite or claw damage (bite 
  2d8+10/round or claw 2d6+5/round).   
   
  The landwyrm can drop a creature it has 
  snatched as a free action or use a standard action 
  to fling it aside.  A flung creature travels 1d6x10 
  feet, and takes 1d6 damage per 10 feet traveled.  
  Skills Jungle landwyrms have a +4 racial bonus on 
  Hide checks when in warm forest (or jungle) 
  environments.  This bonus on Hide checks 
  increases to +8 when the landwyrm is immobile.  
  (This racial bonus has been removed from the 
  statblock since this environment is not the ‘right’ 
  one.) An amphibious creature has a +8 racial 
  bonus on any Swim check to perform some special 
  action or avoid a hazard.  It can move through the 
  water at its swim speed without making Swim 
  checks.  The creature can always choose to take 
  10 on a Swim check, even if distracted or 
  endangered. The creature can use the run action 
  while swimming, provided it swims in a straight line.
  VEL8-02 Nature vs. Nurture 
   
  Page 39 
  
  VEL8-02 Nature vs. Nurture 
   
  Page 40 
  APL 14 
  1: OBLIGATORY THUG ATTACK 
  NIGHTMARE BEASTS(2) CR 15 
  Always CE Huge magical beast 
  *from Monster Manual II 
  Init +1; Senses darkvision 60 ft., low-light vision, Spot 
  +10 
  Languages Abyssal 
  AC 21, touch 9, flat-footed 20 (-2 size, +1 Dex, +12   
  natural) 
  hp 187 each (15d10+105 HD) 
  DR 15/magic; SR 20 
  Fort +16, Ref +10, Will +6 
  Speed 30 ft. (6 squares) 
  Melee 2 tusks +22 (4d6+9/17–20) and 2 claws +20 
  (2d4+4/19–20) and bite +20 (4d6+4/19–20) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +15; Grp +32 
  Atk Options Nightmares, spell-like abilities, trample, 
  power attack 
  Spell-like Abilities (CL 10th): 2/day—chain lightning 
  (DC 16), cloudkill (DC 15), dimension door (1,000 ft 
  range), disintegrate (DC 16), dispel magic, fireball 
  (DC 13), heat metal (DC 12), incendiary cloud (DC 
  18), lightning bolt (DC 13), summon monster V, wall 
  of fire 
  Abilities Str 28, Dex 13, Con 24, Int 8, Wis 13, Cha 
  11 
  SA nightmares, spell-like abilities, trample 
  Feats Cleave, Improved Critical (tusk), Improved Bull 
  Rush, Improved Overrun, Multiattack, Power Attack 
  Skills Jump +24, Spot +10 
  Nightmares (Su): Perhaps the nightmare beast’s 
  most powerful weapon is the one fro which its 
  name is derived. Every intelligent creature that falls 
  asleep within 10 miles of a nightmare beast must 
  succeed at a Will save (DC 17) or suffer from 
  horrid, vivid nightmares of being stalked and killed 
  by monsters, demons, cruel enemies, or whatever 
  else it fears. The effect is otherwise the same as 
  that of a nightmare spell (caster level 15th; Will 
  save DC 17), except that a dispel evil spell cast on 
  a victim does not stun the nightmare beast. A 
  remove curse or a successful dispel magic negates 
  the effect. Once a creature has either been 
  affected by this ability or made a successful save, it 
  cannot be affected by that nightmare beast’s 
  nightmare power again for 24 hours. 
  Trample (Ex): As a full round action during its turn 
  each round, a nightmare beast can trample 
  opponents at least one size category smaller than 
  itself by making a running jump from up to 35 feet 
  away. This attack deals 4d6+13 points of 
  bludgeoning damage. A trampled opponent can 
  attempt either an attack of opportunity at a -4 
  penalty or a Reflex save (DC 26) for half damage. 
  Augmented Critical (Ex): A nightmare beast 
  threatens a critical hit on a natural attack roll of 19-
  20 with any of its natural weapons. 
   
  4: OBLIGATORY BIG FIGHT 
  PRIMAL MAN  
   
  CR 16  
  Barbarian 1/Ranger 4/Fighter 2/Beastmaster 
  1/Primeval 8 
  CN Medium Humanoid (human) 
  Init +6; Senses Low-light Vision, Scent; Listen +19, 
  Spot +19 
  Languages Common 
  AC 22, touch 14, flat-footed 18 (+8 armor, +4 Dex)  
  (displacement, 5 rnds, 1/day, see armor) 
  hp 187  (4d8+1d12+1d10+2d10+8d10+96 HD) 
  Fort +22, Ref +12, Will +11 (+16 3/day) 
  Spd 40 ft (8 squares) 
  Melee +1 slow burst scimitar +20/+15/+10/+5 
  (1d6+6 /15-20) and +1 keen impaling light pick 
  +20 (1d4+3/19-20/x4) 
  Base Attack +16; Grp +21 
  Attack Options Favored Enemy – Human (+2); 
  Pounce; Power Attack; Primeval Form*; Rage 
  (see below) 
  Abilities Str 20, Dex 18, Con 20, Int 7, Wis 13, Cha 
  5 
  SQ Animal Companion; Animal Empathy; Fast 
  Movement*; Feral Power*; Regression*; Lion 
  Spiritual Totem*; Wild Empathy  
  Feats Blind Fighting B, Endurance B, Fast Wild 
  Shape*, Improved Critical (Scimitar)*, Improved 
  Toughness*, Iron Will, Natural Bond*, Power 
  Attack, Self-Sufficient, Skill Focus (Handle 
  Animal), Swift Wild Shape*, Track B, Two-
  Weapon Fighting B. 
  Skills Handle Animal +9, Hide +10, Knowledge 
  (Nature) +8, Listen +19, Move Silently +8, Spot 
  +19, Survival +8, Swim +1. 
  Possessions +4 displacement mindarmor chain 
  shirt*, +1 slow burst scimitar*, +1 keen impaling 
  light pick*, greater armor crystal of mind 
  cloaking*, man-of-the-wood amulet*, wilding 
  clasp*, 2 x lesser weapon crystal of return*, 
  potion of cure moderate wounds, potion of 
  barkskin (+4) 
  Feral Power (Ex):  As the primeval gains levels, his 
  primeval form grows stronger and tougher.  
  Strength +4, Dexterity +2, Constitution +4, Natural 
  Armor +4 
  Lion Spiritual Totem (Su): Barbarian alternative class 
  feature (replaces fast movement); you gain the 
  pounce ability. 
  Pounce (Ex):  When a creature with pounce makes a 
  charge, it can follow with a full attack. 
  
  Primeval Form (Su): The primary ability of the 
  primeval is the supernatural ability to assume an 
  alternate form.  This functions similarly to the 
  druid’s wild shape ability, except the alternate form 
  chosen must be selected when the character takes 
  his first level of primeval and cannot be changed 
  after that.  Each time the character changes form 
  with this ability, he assumes the same form.  This 
  form must be a prehistoric animal of some sort 
  (dinosaur, dire animal, or other DM approved 
  creature) with less than 8HD and cannot be more 
  than one size category larger than the primeval.  
  This primeval changes into a dire ape. 
   
  At first level, he may change into his 
  primeval form once per day.  He can use this ability 
  one additional time each day at 4th level, 7th level 
  and again at 10th level. 
   
  This ability functions like the polymorph spell, 
  except as noted here.  It lasts for 1 minute per 
  primeval level, or until he changes back. Changing 
  form (either way) is a standard action that doesn’t 
  provoke attacks of opportunity.  (Note his Swift 
  Wild Shape feat makes it a swift action.) 
   
  The primeval doesn’t assume the animal’s 
  physical ability scores.  Instead he adds the 
  animals ability score –10 (for even scores) or –11 
  (for odd scores) to his own ability scores. 
   
  The primeval loses his ability to speak in 
  primeval form because he is limited to the sounds 
  that the form can make naturally. 
  Regression (Su): As a primeval gains levels, he 
  begins to physically regress into a more primal, 
  feral version of himself.  At 2nd level, he reduces 
  his Intelligence and Charisma scores by 1 point, 
  and gains 1 point of Strength, Dexterity, 
  Constitution and Wisdom.  At 5th level, he repeats 
  this regression (total -2 Int/Cha, +2 
  Str,Dex,Con,Wis).  At 8th level he repeats it again 
  (total -3 Int/Cha, +3 Str,Dex,Con,Wis). 
   
  RAGING STATS:  
  hp 219;  
  AC 20;  
  Fort +24, Will +13 (+18 3/day) 
  Grapple +23 
  Melee +1 slow burst scimitar +22/+17/+12/+7 
  (1d6+8/18-20) and +1 keen impaling light pick 
  +22 (1d4+4/x19-20/4) 
  Abilities Str 24(+7), Con 24(+7) 
  Duration 10 rounds 
   
  NON-RAGING PRIMEVAL FORM STATS 
  Large 
  hp 187;  
  AC 26;  
  Fort +26, Ref +15, Will +11 (+16 3/day) 
  Grapple +33 
  Melee +1 slow burst scimitar +28/+23/+18/+13 
  (1d6+14/18-20) and +1 keen impaling light pick 
  +28 (1d4+7/19-20/x4)  
   OR 2 claws +29 (1d6+13) and bite +23 (1d8+6) 
  Attack Options  Rend (both claws only) 2d6+19 
  Abilities Str 36(+13), Dex 24(+7), Con 28(+9) 
  Duration 8 minutes 
   
  RAGING PRIMEVAL FORM STATS 
  Large 
  hp 219;  
  AC 24;  
  Fort +28, Ref +15, Will +13 (+18 3/day) 
  Grapple +35 
  Melee +1 slow burst scimitar +30/+25/+20/+15 
  (1d6+16/18-20) and +1 keen impaling light pick 
  +30 (1d4+8/19-20/x4)  
   OR 2 claws +31 (1d6+15) and bite +26 (1d8+7) 
  Attack Options  Rend (both claws only) 2d6+22 
  Abilities Str 40(+15), Dex 24(+7), Con 32(+11) 
  Duration 14 rounds 
  * see Appendix 2: New Rules Items 
   
  TITCH, WOLF COMPANION 
  CR–  
  CN Magical Beast  
  Init +4; Senses Low-light vision, Scent; Listen +4, 
  Spot +4 
  AC 23, touch 14, flat-footed 19 (+1 armor, +8 
  natural, +4 Dex) 
  hp 66  (8d8+24 HD) 
  Fort +8, Ref +10 (Evasion), Will +6 
  Spd 50 ft (10 squares) 
  Melee Bite +10 melee (1d6+2) plus trip 
  Base Attack +6; Grapple +9 
  Attack Options Trip 
  Abilities: Str 16, Dex 18, Con 16, Int 2, Wis 12, 
  Cha 6.  
  SQ Link, share spells, devotion, multiattack 
  Feats: Iron Will, Stealthy, Track, Weapon Focus 
  (bite) 
  Skills: Hide +7, Listen +9, Move Silently +6, Spot 
  +9, Survival +7. 
  Possessions: bracers of armor +1, collar of healing 
   
  ADV.WOODLING DIREBEARS(3) CR 
  12  
  Always N Huge animal 
  *woodling template from Monster Manual III 
  Init +2; Senses low-light vision, scent, Listen +10, 
  Spot +10 
  Languages none 
  AC 26, touch 8, flat-footed 26 (-2 size, +18 natural)  
  hp 205  each (18d8+129 HD) 
  DR 5/slashing 
  Weakness vulnerability to fire 
  Fort +18, Ref +11, Will +12 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +25 (2d6+14) and bite +20 (3d8+7) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +13; Grp +35 
  Atk Options improved grab  
  Spell-Like Abilities (CL 18th): 
   3/day— speak with animals  
  VEL8-02 Nature vs. Nurture 
   
  Page 41 
  
   1/day— command plants (DC14), entangle (DC9), 
  summon nature’s ally II, summon nature’s ally IV, 
  summon nature’s ally VI, animate plants (6 Large 
  or 3 Huge trees – see Animated Objects from 
  Monster Manual, pg 14) 
  �Already cast 
  Abilities Str 39, Dex 11, Con 24, Int 2, Wis 12, Cha 
  10 
  SA improved grab 
  SQ low-light vision, scent 
  Feats Alertness, Diehard, Endurance, Large and in 
  Charge*, Run, Toughness, Weapon Focus (claw) 
  Skills Hide +3, Listen +10, Spot +10, Swim +17 
  Improved Grab (Ex): To use this ability, a dire bear 
  must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. 
   
  Spirit Dire Bats (4)  
   
  CR 3 
  Always N Large fey (incorporeal, augmented animal) 
  *spirit animal template from Frostburn 
  Init +6; Senses Blindsense, Listen +12, Spot +8 
  Languages none 
  AC 19, touch 19, flat-footed 13   (-1 size, +4 
  deflection, +6 Dex) 
  hp 24 each  (4d6+12 HD) 
  Miss chance 50% (Incorporeal) 
  Fort +7, Ref +10, Will +6 
  Speed 20 ft (4 squares), fly 40 ft. (good) 
  Melee bite +5 incorporeal touch (1d8 non-lethal) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +10 
  Abilities Str 17, Dex 22, Con 17, Int 2, Wis 18,        
  Cha 6 
  SQ blindsense 40 ft. 
  Feats Alertness, Stealthy 
  Skills Hide +8, Listen +16, Move Silently +11,          
  Spot +12 
  Blindsense (Ex): A dire bat uses echolocation to 
  pinpoint creatures within 40 feet. Opponents still 
  have total concealment against he bat unless it can 
  actually see them. 
  Incorporeal Traits: A spirit animal is harmed only by 
  other incorporeal creatures, magic weapons, 
  spells, spell-like abilities, and supernatural abilities. 
  It has a 50% chance to ignore any damage from a 
  corporeal source, except for force effects or attacks 
  made with ghost touch weapons. It can pass 
  through solid objects, but not force effects, at will. 
  Its attacks ignore natural armor, armor, and 
  shields, but deflection bonuses and force effects 
  work normally against it. An incorporeal creature 
  always moves silently and cannot be heard with 
  Listen checks if it doesn’t wish to be. 
  Manifestation (Su): A spirit animal dwells on the 
  Ethereal Plane. As an ethereal creature, it cannot 
  affect or be affected by anything in the material 
  world. When a spirit animal manifests (usually at 
  the request of a powerful spell caster), it partly 
  enters the material Plane and becomes visible but 
  incorporeal on the Material Plane. 
  A manifested spirit animal can strike with its 
  natural attacks (see above); these attacks deal 
  nonlethal damage to physical creatures. A 
  manifested spirit animal remains partially on the 
  Ethereal Plane, where it is not incorporeal. A 
  manifested spirit animal can be attacked by 
  opponents on either the Material or Ethereal 
  planes. A spirit animal’s incoporeality helps protect 
  it from foes on the Material Plane, but not against 
  foes on the Ethereal Plane. 
  Skills: Spirit animals receive a +4 racial bonus on 
  Hide, Listen, Search and Spot checks. This 
  improves any racial bonuses the base creature 
  possesses. Otherwise, its skills are the same as 
  the base creature. 
   
  5: SUPERFLUOUS THUG ATTACK 
  TITANIC TOAD 
   
  CR 14 
  Always N Gargantuan animal 
  *Dire Toad and titanic template from Monster Manual 
  II 
  Init +0; Senses low-light vision, Listen +7, Spot +8 
  Languages none 
  AC 26, touch 6, flat-footed 26  (-4 size, +20 natural) 
  hp 338  (25d8+250 HD) 
  Fort +25, Ref +14, Will +18 
  Speed 30 ft. (6 squares) 
  Melee bite +27 (4d8+19 + poison) 
  Ranged tongue +18 — (40’ range) 
  Space 20 ft.; Reach 15 ft. 
  Base Atk +18; Grp +43 
  Atk Options Improved grab, poison increase, swallow 
  whole, trample 
  Abilities Str 36, Dex 10, Con 29, Int 2, Wis 15, Cha7 
  Feats Alertness, Awesome Blow, Diehard, Great 
  Fortitude, Improved Bull Rush, Improved Natural 
  Attack (bite), Improved Toughness, Iron Will, Power 
  Attack,  
  Skills Hide -1, Jump +28, Listen +13, Spot +13 
  Poison (Ex): A dire toad delivers its poison (Fortitude 
  save DC 30) with each successful bite attack. The 
  initial and secondary damage is the same (2d6 
  points of Constitution damage). 
  Improved Grab (Ex): If a dire toad hits an opponent 
  that is at least one size category smaller than itself 
  with a bite attack or a tongue attack, it deals 
  normal damage and attempts to start a grapple as 
  a free action without provoking an attack of 
  opportunity (grapple bonus +43). If it gets a hold, it 
  can try to swallow the opponent. Alternatively, the 
  dire toad has the option to conduct the grapple 
  normally, or simply use its jaws to hold the 
  opponent (-20 penalty on grapple check, but the 
  dire toad is not considered grappled). In either 
  case, each successful grapple check it makes 
  VEL8-02 Nature vs. Nurture 
   
  Page 42 
  
  during successive rounds automatically deals bite 
  damage. 
  Swallow Whole (Ex): A dire toad can swallow a 
  grabbed opponent that is at least one size category 
  smaller than itself by making a successful grapple 
  check (grapple bonus +43). Once inside the toad, 
  the opponent takes 2d8 points of bludgeoning 
  damage plus 2d6 points of acid damage per round 
  from the dire toad’s stomach. A successful grapple 
  check allows the swallowed creature to climb out of 
  the stomach and return to the toad’s mouth, where 
  another successful grapple check is needed to get 
  free. Alternatively, a swallowed creature can try to 
  cut its way out with either claws or a light piercing 
  or slashing weapon. Dealing at least 30 points of 
  damage to the gizzard (AC 20) in this way creates 
  an opening large enough to permit escape. Once a 
  single swallowed creature exits, muscular action 
  closes the hole; thus, another swallowed opponent 
  must cut its own way out. A Gargantuan-size dire 
  toad’s stomach can hold 2 Huge, 8 Large, Small or 
  8 Tiny or smaller opponents. 
  Trample (Ex):  As a standard action during its turn 
  each round, a titanic toad can trample a Huge or 
  smaller opponent.  This attack deals 3d8+19 points 
  of bludgeoning damage.  A trampled opponent can 
  attempt either an attack of opportunity at a –4 
  penalty or a Reflex save (DC35) for half damage. 
  Skills:  A dire toad receives a +4 racial bonus on 
  Hide, Listen and Spot checks, and a +8 racial 
  bonus on Jump checks.  
   
  OPTIONAL ENCOUNTER (WOULD 
  BE VELINT8−02) 
  STORM DRAKE 
   
  CR 19 
  Gargantuan Dragon 
  Always N Gargantuan dragon (Air)  
  *from Draconomicon 
  Init +5; Senses darkvision 60 ft., low-light vision; 
  Listen +43, Spot +43 
  Languages Draconic, Auran 
  AC 32, touch 8, flat-footed 30; Dodge 
   
  (-4 size, +2 Dex, +24 natural) 
  hp 485  (34d12+238 HD) 
  Immune magic sleep effects, paralysis 
  Resist cold 30, electricity 30 
  Fort +28, Ref +24, Will +25 
  Speed 60 ft. (12 squares), fly 200 ft. (poor); or fly 60 
  ft. (perfect) 
  Melee bite +46 (4d6+12) and 2 claws +41 (2d8+6) 
  and tail slap +41 (2d8+18) 
  Space 20 ft.; Reach 15 ft. 
  Base Atk +34; Grp +58 
  Atk Options Cleave, Power Attack 
  Special Actions breath weapon 
  Spell-Like Abilities (CL 20th): 
  At will—fog cloud (DC 17) 
  3/day—call lightning (DC 18), sleet storm (DC 18), 
  stinking cloud (DC 18), wind wall (DC 18) 
  1/day—control weather (DC 21), control winds (DC 
  20), ice storm (DC 19), shout (DC 19), wind walk 
  (DC 22) 
  Abilities Str 35, Dex 14, Con 24, Int 15, Wis 19, Cha 
  20 
  SQ gaseous form 
  Feats Alertness, Blind-Fight, Cleave, Combat 
  Reflexes, Dodge, Flyby Attack, Hover, Large and In 
  Charge*, Lightning Reflexes, Power Attack, 
  Snatch, Wingover 
  Skills Bluff +42, Concentration +44, Diplomacy +11, 
  Hide +27, Intimidate +40, Knowledge (nature) +40, 
  Listen +43, Spot +43, Tumble +39 
  Breath Weapon (Su): A storm drake has one type of 
  breath weapon, a 60-foot cone of wind usable once 
  every 1d4 rounds. This attacks produces the 
  equivalent of tornado strength winds (see Table 3-
  24 on page 95 of the DMG). Those in the cone 
  may attempt DC 34 Fortitude saves to resist the 
  effect. 
  Gaseous Form (Su): A storm drake can assume 
  gaseous form at will as a standard action. While 
  gaseous, the drake has a fly speed of 60 feet 
  (perfect) and is unaffected by wind of any kind. It 
  can’t attack or use its breath weapon while 
  gaseous, but it can use spell-like abilities normally. 
  This ability is otherwise identical with the gaseous 
  form spell. 
  Snatch (Ex) The storm drake can choose to start a 
  grapple when it hits with a bite or claw attack, as 
  though it had the Improved Grab special attack.  If 
  it gets a hold on a creature three or more sizes 
  smaller than itself (Medium or smaller), it squeezes 
  each round for automatic bite or claw damage (bite 
  4d6+12/round or claw 2d8+6/round).  
   
  The landwyrm can drop a creature it has 
  snatched as a free action or use a standard action 
  to fling it aside.  A flung creature travels 1d6x10 
  feet, and takes 1d6 damage per 10 feet traveled.  
  * see Appendix 2: New Rules Items 
   
   
  VEL8-02 Nature vs. Nurture 
   
  Page 43 
  
  VEL8-02 Nature vs. Nurture 
   
  Page 44 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
   
  Fast Wild Shape 
  You assume your wild shape faster and more easily 
  than you otherwise could. 
   
  Prerequisite:  Dex 13, ability to use wild shape. 
   
  Benefit: You gain the ability to use wild shape as a 
  move-equivalent action. 
   
  Normal: A druid uses wild shape as a standard 
  action.   
   
  Source:  Complete Divine, pg 82 
   
  Improved Toughness 
  You are significantly tougher than normal. 
   
  Prerequisite:  Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice.  Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point.  If 
  you lose a Hit Die (such as by losing a level), you lose 1 
  hit point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
   
  Source:  Complete Warrior, pg 101. 
   
  Large and In Charge  
  You can prevent opponents from closing inside your 
  reach.   
   
  Prerequisite:  Natural reach of 10 feet or more, 
  size Large or larger. 
   
  Benefit:  When you make a successful attack of 
  opportunity against an opponent that is moving inside 
  your threatened area, you can force the opponent back 
  to the 5-foot space it was in before it provoked the 
  attack of opportunity.  After you hit with your attack of 
  opportunity, make an opposed Strength check against 
  your opponent.  You gain a +4 size bonus for each size 
  category larger than your opponent you are, and an 
  additional +1 bonus for every 5 points of damage you 
  dealt with your attack of opportunity.  If you win the 
  opposed check, your opponent is pushed back 5 feet 
  into the space it just left.  An opponent you push 
  cannot move any farther in this round. 
   
  Natural Bond 
  Your 
  bond 
  with 
  your 
  animal 
  companion 
  is 
  exceptionally strong. 
   
  Prerequisite:  Animal companion 
   
  Benefit:  Add three to your effective druid level 
  for the purposes of determining the bonus Hit Dice, 
  extra tricks, special abilities, and other bonuses that 
  your animal companion receives (see page 36 of the 
  PHB).  This bonus can never make your effective level 
  exceed your character level. 
   
  Source:  Complete Adventurer, pg 111. 
   
  Swift Wild Shape 
  You can shift forms in the blink of an eye. 
   
  Prerequisites:  Dex 13, Fast Wild Shape, wild 
  shape class feature. 
   
  Benefit:  You can activate your wild shape ability 
  as a swift action. 
   
  Normal:  Activating wild shape is a standard 
  action.  
   
  Source: Complete Scoundrel, pg 63. 
   
  MAGIC ITEMS 
   
  Armor Crystal of Mind Cloaking: 
  Magic Item Compendium 27 
  Price (Item Level): 500 gp (3
  rd – least), 4000 gp (8
  th – 
  lesser); or 10,000 gp (12
  th – greater) 
  Body Slot: – (armor crystal) 
  Caster Level:  5
  th  
  Aura: Faint; (DC17) abjuration 
  Activation: – ; see text 
  Weight: -- 
  A crystal of mind cloaking protects you against mental 
  infiltration. 
   
  Least:  This augment crystal grants you a +1 
  competence bonus on saving throws against mind-
  affecting spells and abilities. 
   
  Lesser: As above, except the crystal grants a +3 
  competence bonus. 
   
  Greater: As above, except the crystal grants a +5 
  competence bonus.  In addition, if you fail a save 
  against a mind-affecting spell or ability, you can choose 
  to reroll the save as an immediate (mental) action.  This 
  ability functions once per day. 
   
  Prerequisites: Craft Magic Arms and Armor, 
  resistance.  
   
  Cost to Create: 250 gp, 20 xp, 4 days (least); 2000 
  gp, 160 xp, 4 days (lesser); 5000 gp, 400 xp, 10 days 
  (greater). 
   
  Callashera’s Ring:   
  Special   
  Price (Item Level): 5500 gp (10
  th) 
  Body Slot: Ring  
  Caster Level: 5th 
  Aura: Faint; (DC18) divination and enchantment 
  Activation: Standard (command) 
  
  Weight: -- 
  This fine bone and ebonwood ring grants the wearer 
  the ability to cast speak with animals 3 times per day, 
  and to cast a heightened charm animal (as a 3
  rd level 
  spell, so Will save is DC15) once per day.  
   
  Prerequisites: Forge Ring; charm animal, speak 
  with animals, heighten spell;  
   
  Cost to Create:  2750 gp, 220 xp, 6 days. 
   
  Collar of Healing: 
  Magic Item Compendium 89 
  Price (Item Level): 5000 gp (9
  th) 
  Body Slot: Throat 
  Caster Level: 11th 
  Aura: Moderate; (DC20) conjuration 
  Activation: – and immediate (command) 
  Weight: -- 
  This collar allows you to heal your trusted animal 
  friend at a moment’s notice.  A collar of healing only 
  functions when worn by your animal companion, 
  familiar, or special mount.  While that creature wears 
  the collar, you always know its exact hit point total.  
  This is a continuous effect and requires no activation. 
   
  In addition, you can activate the collar from any 
  distance (as long as you are on the same plane) to cure 
  the animal wearing it.  This instantly heals the creature 
  wearing the collar of 50 points of damage and removes 
  the fatigues or exhausted condition (if the creature 
  currently suffers from such).  This ability functions 
  once per day. 
   
  Prerequisites: Craft Wondrous Item, heal or fortify 
  familiar (SC 98) or heal mount, status. 
   
  Cost to Create: 2500 gp, 200 xp, 5 days. 
   
  Displacement (armor enhancement): 
  Magic Item Compendium 10 
  Price: +1 bonus 
  Property:  Armor  
  Caster Level: 5th 
  Aura: Faint; (DC17) illusion 
  Activation: Swift (command) 
  When you activate displacement armor, you appear to 
  be standing right next to your actual location, as if 
  affected by a displacement spell. 
   
  The displacement property functions once per 
  day, and the effect lasts for 5 rounds. 
   
  Prerequisites: Craft Magic Arms and Armor, 
  displacement. 
   
  Cost to Create: Varies. 
   
  Headband of Conscious Effort: 
  Magic Item Compendium 109 
  Price (Item Level): 2000 gp (6
  th) 
  Body Slot: Head 
  Caster Level: 6th 
  Aura: Moderate; (DC18) transmutation 
  Activation: Immediate (mental) 
  Weight: -- 
  While wearing a headband of conscious effort, you can 
  attempt a Concentration check instead of a required 
  Fortitude saving throw once per day. 
   
  Prerequisites: Craft Wondrous Item, Combat 
  Casting, bear’s endurance. 
   
  Cost to Create: 1000 gp, 80 xp, 2 days. 
   
  Impaling (weapon enhancement): 
  Magic Item Compendium 37 
  Price: +1 bonus 
  Property: piercing melee weapon 
  Caster Level: 9th 
  Aura: Moderate; (DC19) transmutation 
  Activation: Swift (command) 
  Three times per day, you can activate this weapon to 
  treat its next attack (if made before the end of your 
  turn) as a touch attack.  You must declare that you are 
  using this property before making your attack roll.  If 
  the attack misses, the use is wasted. 
   
  Prerequisites: Craft Magic Arms and Armor, find 
  the gap (SC91). 
   
  Cost to Create: Varies. 
   
  Man-of-the-Wood Amulet:   
  Special  
  Price (Item Level):  2210 gp (6
  th)  
  Body Slot: Throat 
  Caster Level: 3rd 
  Aura: Faint; (DC16) transmutation 
  Activation: Standard (command). 
  Weight: -- 
  This strangely wrought amulet is crafted to resemble 
  either an oak tree or a humanoid of some sort, 
  depending on how one looks at it.  Provided the wearer 
  is either a druid or a ranger, it allows the casting of tree 
  shape once per day. 
   
  Prerequisites: Craft Wondrous Item, tree shape. 
   
  Cost to Create: 1105 gp, 89 xp, 2 days. 
   
  Mindarmor (armor enhancement): 
  Magic Item Compendium 13 
  Price: +3000 gp  
  Property:  Armor or shield 
  Caster Level: 5th 
  Aura: Faint; (DC17) enchantment 
  Activation: Immediate (mental) 
  VEL8-02 Nature vs. Nurture 
   
  Page 45 
  
  When activated, a suit of armor or a shield that has this 
  property grants you a +5 bonus on Will saves to resist 
  mind-affecting spells and abilities until the start of 
  your next turn. 
   
  The mindarmor property functions three times 
  per day. 
   
  Prerequisites: Craft Magic Arms and Armor, 
  heroism or empty mind (EPH 99). 
   
  Cost to Create: 1500 gp, 120 xp, 3 days. 
   
  Slow Burst (weapon enhancement): 
  Magic Item Compendium 43 
  Price: +5000 gp 
  Property: Weapon  
  Caster Level: 5th 
  Aura: Faint; (DC17) transmutation 
  Activation: –  
  A chill aura numbs this weapon’s victim when you 
  strike true.  Whenever you score a critical hit with this 
  weapon, the target is slowed (as per the slow spell) for 3 
  rounds (Will DC14 negates). This effect activates even 
  if the creature struck is not normally subject to extra 
  damage from critical hits. 
   
  Prerequisites: Craft Magic Arms and Armor, slow.  
   
  Cost to Create: 2500 gp, 200 xp, 5 days. 
   
  Weapon Crystal of Return: 
  Magic Item Compendium 65 
  Price (Item Level): 300 gp (2
  nd – least), 1000 gp (4
  th – 
  lesser), or 4000 gp (8
  th – greater). 
  Body Slot: – weapon crystal 
  Caster Level: 5th 
  Aura: Faint; (DC17) transmutation 
  Activation: – 
  A crystal of return allows a weapon to leap into its 
  owner’s hand. 
   
  Least:  This crystal allows you to draw the weapon 
  to which it is attached as free action. 
   
  Lesser:  As the least crystal, and in addition you 
  can call the weapon (if unattended) to your hand from 
  up to 30 feet away as a move action. 
   
  Greater:  As the lesser crystal, and the weapon also 
  gains the returning property (DMG 225).  This 
  property functions only for a weapon designed to be 
  thrown. 
   
  Prerequisites: Craft Magic Arms and Armor, mage 
  hand.  
   
  Cost to Create: 150 gp, 12 xp, 1 day (least); 500 gp, 
  40 xp, 1 day (lesser); 2000 gp, 160 xp, 4 days (greater). 
   
  Wilding Clasp: 
  Magic Item Compendium 190 
  Price (Item Level): 4000 gp (8
  th) 
  Body Slot: – 
  Caster Level: 5th 
  Aura: Faint; (DC17) transmutation 
  Activation: – 
  Weight: -- 
  A wilding clasp can be attached to any item worn on 
  the body.  When so worn, a clasp prevents the worn 
  item from melding into your new form when you use 
  wild shape (as long as the item could reasonably be 
  worn by the new form.)  Thus, the item remains fully 
  functional and can be used normally in your new form. 
   
  Prerequisites: Craft Wondrous Item, wild shape. 
   
  Cost to Create: 2000 gp, 160 xp, 4 days. 
   
  VEL8-02 Nature vs. Nurture 
   
  Page 46 
  
  DM MAPS 
  VEL8-02 Nature vs. Nurture 
   
  Page 47 
  
   
   
  VEL8-02 Nature vs. Nurture 
   
  Page 48 
  
  VEL8-02 Nature vs. Nurture 
   
  Page 49 
  PLAYER HANDOUT #1 
  Excerpts from the journal of Scout Sergeant Willen Ville-de-Fer, sent to explore and investigate the new forest 
  in Whitehale diocese by Clariece Landis, Harvester 30, CY596. 
   
  Patchwall 2, CY596 
  I do so hate to leave M’Lady Clariece at this time of turmoil, but she refused my 
  offer of assistance, so I have my duty.  I must remember to go and have a gentlemanly word or two with that 
  scoundrel Randis, though.  I’m sure he had something to do with M’Lady’s misfortunes of late.  But that is for 
  another time, for I now embark upon a most fascinating adventure.  I am looking forward to finding what 
  secrets this new wood harbors. 
   
  Patchwall 9, CY596 
  These woods are unlike most I’ve seen – besides the fact they grew in less than a 
  year, of course.  As I suspected, everything seems more robust, flora and fauna alike.  There have been the 
  expected dire beasts, but no signs of any humanoids (normal or feral).  On the other hand, I have found many 
  strange species and strains of flora and fauna, some of which it pains me to say I have no knowledge of.  Similar 
  to some plants of the region, but...  simpler?  Certainly larger.  Must consult with the sages upon my return.  
  Are there such things as ‘dire plants’? 
   
  Sunsebb 8, CY596 
  Not sure what it was I just saw.  Huge reptile – not a dragon, though that big.  No 
  wings.  Wrong proportions for a giant lizard man.  First thought was to take it down (for investigation, of 
  course), but thought better of it.  No sense taking unnecessary risks. 
   
  Readying 14, CY597 
  Forest is definitely growing.  Thicker, and wider too.  Met Callashera – must be the 
  local druid.  Nice girl I guess.  Kept asking what I knew about this place, though.  Said she was just comparing 
  notes, but I can’t shake the feeling she was feeling me out.  Anyway, I didn’t tell her much.  She did let slip that 
  she thought the flood waters were still energized or something like that.  Maybe I’ll check that out sometime. 
   
  Wealsun 17, 597 Damn fools.  Surprised to find larger, more dangerous game in these woods.  What did they 
  expect?  Everything is bigger here – not just the game.  I shouldn’t have saved their hides.  They certainly 
  didn’t seem to appreciate it.  Wouldn’t listen to any warnings I tried to give them.  Should have just – no, did 
  the right thing by walking away. 
   
  NO DATE  
  Big lake where the dam was.  Water clean, clear - nothing strange.  Fished a bit – no bites.  
  Nothing happening up here.  Wonder why the druid tried to get me to come up here?  Have to talk to her 
  about that.   
   
  NO DATE 
  Great hunt!  Huge stag – rack is bigger than Titch is long!  Shot him once, tracked him a 
  long way.  Put up a good fight at the end.  Good exercise, good meat – good day.  Sleep good tonight.  [There 
  are a couple blood stains on this page.] 
   
  NO DATE 
  Big lizard hurt Titch, but I get him.  Lizard not good food.  [This entry might actually be 
  written in blood.] 
   
  There are a couple more pages with barely comprehensible scribblings, some simple pictures, then nothing. 
   
  
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