TEXT: NYR6−03 
   
   
   
   
   
  A Heartland Homecoming 
   
  A Dungeons & Dragons® Living Greyhawk™  
  Regional Adventure set in  
  The Kingdom of Nyrond 
  Version 1.0 
   
   
  by John D. Jenks 
  Circle Reviewer: John Jenks 
  Triad Reviewer: Tom Kee 
  Playtesters: Gabriel Arndt, Tiffany Glenn-Hall, David Howard, Len Knowles, Robert Valdez, Danny Jones 
   
   
  War is a terrible thing. As any of the Patrons of the Arcane Wanderer can tell you, it shatters families, ruins lives, and 
  leaves only devastation behind. But sometimes, just sometimes, those who left for war somehow manage to come home. 
  Vivena Torer’s husband was long thought lost during the fighting at Rel Mord. But today, he and his squad mates have 
  returned to Heartland. A roleplaying intensive, one-round, regional adventure set in the Kingdom of Nyrond for 
  characters level 1-10 (APLs 2-8). Part Three of the Heartland Saga.  
   
  Resources for this adventure [and the authors of those works] include the Fiend Folio [Eric Cagle, Jesse Decker, James 
  Jacobs, Erik Mona, Matt Sernett, Chris Thomasson, and James Wyatt], and the Fiend Folio v3.5 Update Booklet [Andy 
  Collins, David Noonan, and James Wyatt]. 
   
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, DUNGEON 
  MASTER’S GUIDE, AND MONSTER MANUAL ARE TRADEMARKS OF WIZARDS OF THE COAST, INC, IN THE US AND OTHER 
  COUNTRIES. THIS MATERIAL IS PROTECTED UNDER THE COPYRIGHT LAWS OF THE UNITED STATES OF AMERICA. ANY 
  REPRODUCTION OR UNAUTHORIZED USE OF THE MATERIAL OR ARTWORK CONTAINED HEREIN IS PROHIBITED WITHOUT 
  THE EXPRESS WRITTEN PERMISSION OF WIZARDS OF THE COAST, INC. THIS PRODUCT IS A WORK OF FICTION. ANY 
  SIMILARITY TO ACTUAL PEOPLE, ORGANIZATIONS, PLACES, OR EVENTS IS PURELY COINCIDENTAL. © 2005 WIZARDS OF THE 
  COAST, INC. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D 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. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the appendices. For your 
  convenience, these appendices are 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).  
   
   Living Greyhawk LEVELS OF 
  PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
   Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
   If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
   Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  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. 
  NYR6-03 A Heartland Homecoming 
   
  Page 2 
  
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the Kingdom of Nyrond. Characters from the Kingdom 
  of Nyrond pay one (1) Time Unit per round, while all 
  other characters pay two (2) Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign Sourcebook. 
   
   
  ADVENTURE BACKGROUND 
  Hibin Torer was a sorcerer. Never a very powerful one, at 
  least to all outward appearances, but a sorcerer all the 
  same. His power was never hidden; indeed he showed 
  the signs nearly from birth. Yet he always took great care 
  to keep his power and emotions in check. Hibin has 
  always been calm and levelheaded. Although not an 
  original resident of Heartland, when his family moved 
  here in his teenage years, Hibin’s natural charisma and 
  even-temper ensured his acceptance. The fact that he was 
  open about his apparently weak and well-controlled 
  powers, only added to his charm. The result being that 
  the residents of his new hometown never feared him.  
   
  Perhaps they should have. Unknown even by Hibin 
  himself, Hibin’s magic is too powerful to contain. 
  Whether it comes from some long-forgotten dragon 
  blood in his ancestry, or the blessing of some unknown 
  deity, Hibin’s magic churns beneath the surface, awaiting 
  only an outburst of emotion to come spilling forth. 
   
  Hibin had only lost control twice in his twenty-some 
  years of life – once as a young child out fishing with his 
  father, and once as a young man in love for the first time. 
  Although he has buried and suppressed all memories of 
  these events, his unleashed power caused terrible pain 
  and suffering. Hibin may have forgotten the reasons why, 
  but there is a very good reason he works so hard to keep 
  his powers under tight control. 
   
   
  Hibin was only six (6) years old when his father died. 
  While his mother Olma snoozed on the shore, Hibin and 
  his father pushed off in a homemade skiff and starting 
  fishing. Hibin managed to snare a rather fierce gar in his 
  net, and the strength of the large fish threatened to 
  capsize the small boat. Hibin’s father was struggling to 
  cut the net free when the gar’s struggles flipped it into 
  the boat and on top of the terribly scared young sorcerer’s 
  father. Not knowing any better, Hibin unleashed his 
  magic and set the fish on fire. 
   
  Olma awoke to the screams, her husband’s screams 
  of pain as he burned with the fish, and her child’s 
  screams of terror. She managed to rescue Hibin before 
  the skiff sank, but Hibin’s father died and his body sank 
  into the swamp. 
   
  As Olma and Hibin attempted to carry on with their 
  lives, Olma understood how the world had changed. She 
  knew that the boy wasn’t to blame, but nevertheless she 
  realized that her son was somehow different, and this 
  power frightened her. She instilled this same fear in her 
  son, telling him constantly never to let the power out. 
  She kept him home as much as possible; terrified that the 
  boy’s power would break free again. 
   
   
  Many years passed, and Hibin never showed another 
  outburst. The pair relaxed somewhat, and Hibin started 
  to socialize again. The long years of motherly protection 
  and isolation did leave Hibin somewhat shy and reserved, 
  but he was a natural charmer, and he got along well with 
  the other children. Still, Olma never fully let down her 
  guard, continuing to have Hibin practice his mental 
  control every day.  
   
  All was fine until the first time Hibin fell in love. 
  She was a sweet girl; both quiet and kind. They would 
  sneak out for clandestine meetings, in the way of all 
  teenagers. And also like all teenagers, Hibin decided to 
  show off to the girl with some illicit sorcery. He charmed 
  a deer and had it come over so his sweetheart could pet it. 
  She was suitably impressed, and gave Hibin a rather nice 
  kiss. Filled with bravado and the arrogance of youthful 
  NYR6-03 A Heartland Homecoming 
   
  Page 3 
  
  pride, Hibin deluded himself that his control was perfect. 
  He charmed another deer, then a third, and even a 
  fourth. And with each deer, he received another kiss. Of 
  course, when he tried for a fifth, he lost all.  
   
  His control slipped with an audible bang. One loud 
  enough to stun the girl, and to scare the deer into bolting 
  away. The girl was trampled, and it was only dumb luck 
  that Hibin wasn’t as well.  
   
  Olma found him just before dawn sitting next to the 
  body of the girl. She knew that they would no longer be 
  welcome in town, and made a snap decision to flee. 
  Gathering whatever they could carry, Olma and Hibin 
  ran from their village and headed north. They eventually 
  found their way to Heartland. Leaving their past and 
  their histories behind, they blended in. Hibin took up 
  the trade of stonemason, his many years of mental 
  exercises lending themselves quite well to the focus 
  needed for carving stone. Olma fell naturally into the role 
  of town busybody, and soon the pair was as much a 
  fixture of town as any of the normal residents. Hibin met 
  and fell in love with Vivena Somely, and they were 
  married about a year later. Life was finally normal. 
   
   
  Then the call to war came, and Hibin had no choice 
  but to respond. He was a natural leader, and was rapidly 
  promoted until he was given command of a squad in 
  service to King Lynwerd. But the horrors of fighting 
  awakened the old buried memories of the few times his 
  power had slipped from his control. He struggled with 
  this throughout the long days of battle and the ceaseless 
  marching and patrols. He struggled, but he succeeded. 
  That is, until the final battle at Rel Mord.  
   
  The fight to reclaim the capital was the hardest and 
  most difficult of them all. Demons and devils caused 
  atrocities enough on their own, but even those fighting 
  to reclaim the kingdom were not blameless. All is fair in 
  war, and the young sorcerer found it increasingly 
  difficult to maintain his concentration and keep control 
  of his emotions. 
   
  Still, Hibin would probably have succeeded in this at 
  well. Long years of practice gave him something of an 
  edge. But when his squad was targeted by a group of imps 
  it was the final straw for the beleaguered man. Seeing the 
  death of two of his companions and the approaching 
  doom of the rest, Hibin finally lost his fight for control. 
  The resulting power surge destroyed the imps' physical 
  bodies and saved his squad, but left Hibin vulnerable to 
  possession. So vulnerable in fact that all three imps 
  entered his mind at the same time.  
   
  The imps and Hibin each struggle to gain complete 
  control, but the chaotic nature of this eclectic group 
  prevents any one entity from dominating for very long. 
  Only Hibin’s long practice with maintaining discipline is 
  what allows him to remain the primary entity within his 
  own mind.  
   
  Most of the time, Hibin is unaware of the imps or 
  the struggle he undergoes every day. His surviving squad 
  also is unaware of the possession; although they do know 
  that Hibin is changed since the day he saved them. They 
  have accompanied him back to Heartland because they 
  have seen his sleepwalking and heard him call out during 
  his nightmares. They owe him their lives, and making 
  sure he returns home to his family is the least they could 
  do. 
   
  And so, Hibin returns to Heartland. The PCs are in 
  town to witness the homecoming and share in the joy 
  and celebration of the residents. They also become 
  witness to the magical eruptions of Hibin’s uncontrolled 
  sorcery. Investigation of these events will lead the party 
  to Hibin, who has fled from the town in a last desperate 
  attempt to maintain control and prevent disaster.  
   
  Unfortunately the PCs arrive just as Hibin is reliving 
  the nightmare that started these problems and they end 
  up being pulled into his mind as well (their physical 
  bodies are fine, however, as his weakened state can’t 
  allow the same level of outburst as previously used on the 
  demons). The PCs must fight their way through the 
  demon-infected realms of Hibin’s mind in order to free 
  him and return to their own bodies. 
   
   
  ADVENTURE SUMMARY 
  Introduction:
  The PCs find themselves walking Heartland’s streets. 
  Noticing Vivena Torer out talking with her neighbor 
  Olma, the PCs are witness as she receives some shocking 
  news. 
   
  Encounter 1: Hibin’s Return: 
  Just outside the Heartland Inn, the PCs get to meet Hibin 
  Torer, a man long thought dead in the fighting at Rel 
  Mord. With him are two of his squad mates with a tale to 
  tell. 
   
  Encounter 2 – The Bonfire: 
  The PCs get to see a grand celebration held for the 
  returning heroes. They also see Hibin’s emotions get the 
  better of him. 
   
  Encounter 3 – Later that Night: 
  The PCs attempt in vain to get some rest, but are 
  prevented by an explosion out at the Torer home. 
   
  Encounter 4 – The Chase: 
  The PCs pursue Hibin Torer to learn the truth. But they 
  are in for a surprise when Hibin unleashes a powerful 
  spell at them. 
   
  Encounter 5 – Painful Memories: 
  Finding themselves in a strange place, the PCs encounter 
  a child version of Hibin and relive one of his most 
  painful memories. 
   
  Encounter 6 – Dreams of Youth: 
  The PCs continue to journey through Hibin’s memories. 
  Their next stop shows Hibin as an adolescent youth, and 
  the pain of first love. 
   
  NYR6-03 A Heartland Homecoming 
   
  Page 4 
  
  Encounter 7 – Recent Events: 
  Finally the PCs reach the last critical event, the battle at 
  the Gates of Rel Mord, and the source of all their 
  problems 
   
  Conclusion A – An Ending At Last: 
  The PCs are returned to the real world, but at what cost to 
  Hibin? 
   
  Conclusion B – All’s Right with the World: 
  The PCs are returned to the real world, but at what cost to 
  themselves? 
   
  Aftermath: The Shattered Cave: 
  The PCs get another hint into the extended Heartland 
  plotline. 
   
   
  PREPARATION FOR PLAY 
  There are several unique spell variations used in this 
  scenario. As players tend to complain when control is 
  taken away from them, these spell variations should be 
  reviewed carefully prior to play: 
   
  • 
  Trap the soul – ordinarily, this spell is used to trap a 
  subject’s soul (and material body) inside a gem. The 
  modified version of trap the soul affecting Hibin and 
  the imps is using Hibin’s own mind as the soul gem. 
  Because of this, Hibin cannot be freed of his 
  possession by such simple spell effects as dispel magic, 
  break enchantment, protection from evil, or dismissal. 
  Freedom (9th level sorcerer/wizard spell) will work, 
  as will the Exorcism ability of a Sacred Exorcist.  
  • 
  For this latter ability to work, the PC will need to 
  succeed on a class level check (d20 roll + levels in 
  Sacred Exorcist) vs. a DC 29 (10 + Hibin’s augmented 
  level of 15 + Hibin’s Charisma modifier of 4). If there 
  are any questions about the calculation of this DC, it 
  is based on the possessing effect, which happens to 
  be Hibin’s own uncontrolled sorcerer’s ability 
  (hence the level of 15). 
  • 
  During Encounter 4 – The Chase, the PCs will also 
  be targeted by this same ability. There is only one 
  prestige class that offers specific immunity to trap the 
  soul, specifically the Immunity to Possession ability of 
  an 8th level Church Inquisitor. No other class ability 
  grants specific immunity to this spell.  
  • 
  Trap the soul is not a charm, compulsion, or 
  enchantment effect (it is conjuration summoning). 
  Abilities which give resistance or immunity to 
  charms, compulsions or enchantments offer no 
  benefit vs. trap the soul.  
  • 
  While trap the soul ordinarily affects only a single 
  target, this modified spell affects all selected 
  creatures within short range of Hibin (at Hibin’s 
  modified level of 15, this equates to 60 ft.). If needed, 
  Hibin will use his Sudden Widen feat to double this 
  area (so now all creatures within 120 ft.). 
  • 
  At the beginning of Encounter 4 – The Chase, the 
  PCs should be taken aside, one at a time, and 
  questioned if they are truly intent on capturing or 
  engaging Hibin. Any that answer ‘yes’ have, in 
  essence, accepted the “trapped object” as described 
  under the spell entry for trap the soul. Thus, they void 
  any saving throw or spell resistance they would 
  ordinarily be entitled to. If there are any PCs that 
  answer ‘no’, then these PCs should be again taken 
  aside when the trap the soul effect occurs and asked if 
  they wish to voluntarily fail their saving throws. 
  They should also be informed that their companions 
  all seem to have failed, and their essences were 
  pulled to another ‘place.’ If the PC again answers ‘no’, 
  then they do get a saving throw (Will DC 25 – 8th 
  level spell, Charisma modifier +4, +1 spell focus 
  Conjuration, +2 circumstance modifier unusual 
  circumstances). 
  • 
  Hibin has gained nine levels of the Wild Mage 
  prestige class. Reviewing the Wild Mage prestige 
  class can be very helpful. This class is reprinted in 
  the appendix for convenience. The most important 
  ability is the variable caster level it provides. Hibin 
  casts as a 10th level caster + 1d6 additional levels. 
  • 
  It should be noted that Hibin has no direct damage 
  spells with the exception of ray of frost. This is on 
  purpose. All ‘flashy’ effects given in the scenario 
  (such as the fireball effect in Encounter 3 – Later 
  That Night) are created using the Reckless Dweomer 
  ability of the prestige class. 
  • 
  At certain times, the imps can make use of some of 
  Hibin’s spells as though they were casting these 
  spells themselves. Each spell is taken directly from 
  Hibin’s prepared spell list, and in each particular 
  scene the imps can use only certain spells as 
  described in the text.  
  • 
  As Hibin is primarily a sorcerer, these spells can be 
  used more than once, but Hibin is unable to regain 
  spell slots as the scenario progresses. Therefore, if 
  any spells are ‘used up’ during the course of the 
  scenario, these spells become unavailable during 
  later scenes. This will likely only happen if the PCs 
  take a very long time (in rounds of combat) in 
  finishing earlier scenes within Hibin’s mind. 
  • 
  From time to time, fragments of Hibin’s personality 
  will appear to give aid to the PCs. Just as often, the 
  PCs are working to help Hibin move past these 
  painful memories. During these ‘mini-scenes’, Hibin 
  may use others of his prepared spells in his dealings 
  with the PCs. While from the same list of prepared 
  spells, these spells are not available for the imps 
  (being primarily mental in ability or effect). 
  However, the same rule about ‘using up’ these spells 
  is in effect. Although it is extremely unlikely for 
  Hibin to need to cast any of these spells multiple 
  times, the imps are using the same spell slots, and 
  may negate Hibin’s ability to access any spells of 
  those levels depleted by the imps. 
  NYR6-03 A Heartland Homecoming 
   
  Page 5 
  
  • 
  While trapped in Hibin’s mind, a number of spells 
  will fail to work, or will have modified effects. PCs 
  cannot teleport, plane shift, or otherwise leave the 
  mental ‘scene’ they find themselves in. They can 
  travel by means of dimension door or teleport within 
  a scene (such as across a battlefield, or across a 
  stretch of water), but they cannot use these spells to 
  return to Heartland, Rel Mord, or any other area 
  outside of the scene. Planar travel, or any similar 
  effect is merely blocked. Overland flight, wind walk, or 
  similar spells of rapid movement will appear to work 
  normally, but the PCs are still trapped within the 
  scene. PCs will find that the ‘swamp’ (for example) is 
  endless in all directions.  
  • 
  Various mental spells cast or used by the PCs will 
  fail. Any spell such as magic jar, detect thoughts, or 
  other specifically mental-only effects will fail to 
  function correctly inside Hibin’s mind. It is 
  impossible for the PCs to use any simple spell effect 
  to escape from Hibin’s mind while their souls are 
  trapped. Attempting to search for thoughts will 
  always succeed – but not in the way the PCs want. 
  Since they are located inside Hibin’s mind, they can 
  always detect Hibin’s thoughts. Magic jar cannot 
  work since no one within Hibin’s mind possesses a 
  material body. Feeblemind has the best chance of 
  working, however there is a percentage chance that 
  this effect targets a mind other than the one 
  intended. To determine which mind is targeted, 
  simply add up all remaining souls (imps plus Hibin 
  plus PCs) and then roll an appropriate die – giving 
  each mind an equal chance to be the target.  
  • 
  Similarly any mental-only effect that does succeed 
  has this same chance of targeting a random mind. 
  • 
  Hibin’s Random Deflector ability is active only upon 
  himself. PCs that target any of the fragments of 
  Hibin’s personality trigger this ability (up to three 
  times during the scenario). 
  • 
  In each of the three “scenes” inside Hibin’s mind, 
  there is a Setting and Mood: marker. This describes 
  the way the scene should feel to the PCs. The three 
  scenes should be distinct from each other. The 
  swamp setting in the first scene should be described 
  as though seen through a scared young child’s eyes. 
  The wooded glade of the second scene should have 
  the feel of romantic love, youthful exuberance, and 
  should be described with the arrogant delusion of a 
  teenager. The final scene at the walls of Rel Mord 
  should be one of horror and terror, as though 
  experienced by a man desperate for normalcy. 
   
   
  INTRODUCTION 
  There are two different introductions. The first is for 
  characters new to the Heartland Saga. This introduction 
  should only be used for those characters that have never 
  been in Heartland and who have chosen not to create 
  Heartland native characters. The second introduction is 
  for those characters returning to Heartland – either 
  having played any of the previous scenarios in the series, 
  or for new characters built as natives of Heartland. If you 
  have a mixed group, separate the players briefly and read 
  each part individually to the appropriate group. 
   
  NEW CHARACTER INTRODUCTION 
  What an odd little town Heartland is. While there 
  are been rumors of strange happenings from this 
  place, all seems peaceful and quiet. The town’s inn, 
  an extremely comfortable place run by the town’s 
  mayor, had plenty of vacancies, and the townsfolk 
  nodded their greetings as you looked around.  
   
   
   
  To be sure, there were a few abandoned houses, 
  at least one of which appeared to have been the site 
  of combat, and most of the residents seemed to be 
  wearing black armbands in remembrance of 
  someone. Questions about them were simply 
  ignored. What more could a stranger like you expect 
  from such a tight-knit community? But everyone 
  remains friendly and upbeat, so it is likely just the 
  commonsense wariness of all new people. 
   
  This morning, you find yourself walking the 
  northern path through town. Up ahead of you, two 
  women are gossiping over the fence that separates 
  their properties. You’ve managed to learn that the 
  older one’s name is Olma, while the younger one is 
  Vivena. Vivena is noticeably pregnant; however, that 
  isn’t 
  stopping 
  her 
  from 
  good-naturedly 
  but 
  emphatically disagreeing with everything Olma 
  says. From what you can tell, these disagreements 
  are the natural order of things. 
  You just come up even with them when a young 
  girl runs up shouting for Vivena’s attention. She’s 
  missing her front teeth, giving her a pronounced 
  lisp, but her words are quite clear: 
   
  “Aunt Vivena! Aunt Vivena! He’th come back. 
  He’th here. Your huthbend. Hibin’th back!” 
  And Vivena faints dead away. 
   
   
  RETURNING CHARACTER INTRODUCTION 
  It is always good to come back to Heartland. The 
  people here are friendly, everyone stops to chat with 
  you and inquire after your health and well-being.  
   
  Yesterday was spent catching up with various 
  acquaintances, so it wasn’t until this morning that 
  you’ve been able to get out and just walk through the 
  town again. Currently you find yourself on the 
  northern path through town. Up ahead you can see 
  those two gossips, Vivena and Olma, busy chatting 
  away over the fence between their houses. How 
  those two manage to stay friendly is a mystery. They 
  seem bent on disagreeing about everything. If Olma 
  said that water was wet, Vivena would bring up a 
  counter-argument. And if Vivena said the day was 
  warm, Olma would excuse herself to go fetch a 
  sweater. 
  NYR6-03 A Heartland Homecoming 
   
  Page 6 
  
   
   You just come up even with them when young 
  Gursi runs up shouting for Vivena’s attention. She’s 
  missing her front teeth, giving her a pronounced 
  lisp, but her words are quite clear: 
   
  “Aunt Vivena! Aunt Vivena! He’th come back. 
  He’th here. Your huthbend. Unka Hibin’th back!” 
   
   
   
  And Vivena faints dead away. 
   
  Gursi is Vivena’s niece, through her sister at area M (see 
  Map Key for details). 
   
   
  ENCOUNTER 1: HIBIN’S 
  RETURN 
  Vivena’s collapse is nothing more than a fainting spell 
  brought on by the shock of hearing that her husband is 
  alive. Concerned PCs may rush over to help her, but she 
  is uninjured. After thanking them for their help (or after 
  she comes to, if no PCs offer assistance), Vivena and 
  Olma will hurry through town to reach the inn, where 
  quite a crowd has gathered. 
   
  If the PCs ignore the events of the day, they will get 
  another chance to participate in the scenario at the 
  evening’s bonfire party. However, feel free to deduct 
  some of the role-playing xp from the total possible. If 
  your PCs do want to skip ahead, jump to Encounter Two 
  – The Bonfire. 
   
  The events of Encounter One – Hibin’s Return 
  assume that the PCs follow Vivena back to the inn 
  immediately. If they delay, or rush ahead of the woman, 
  adjust the read-aloud sections appropriately. 
   
  Allow the PCs to roleplay as much as they would 
  like. This is also a very convenient spot to allow the 
  characters to introduce themselves. But rather than 
  having the PCs introduce themselves to each other, you 
  can use the alternate method of having the soldiers ask 
  each PC about his or her name and profession. 
   
  Quite the crowd has gathered in the open space in 
  front of the inn. Most of the townsfolk are gathered 
  around three men dressed in worn, but clean, 
  Nyrond military uniforms. Two of the men are 
  talking animatedly with anyone that will listen, 
  while the third attempts to dodge handshakes and 
  pats on the back as he looks around as though 
  searching for something – or someone. 
  When his bright yellow eyes alight on Vivena, it 
  seems as though time stops. No words are spoken, in 
  fact it seems as though sound doesn’t exist, yet the 
  crowd parts and Vivena and her husband embrace. 
   
  As sound rushes back into the world, a cheer 
  erupts from the gathered onlookers. Hibin Torer 
  has come home. 
  If the players wish, allow them to cheer as well.  
   
  It takes a short while to piece everything together, 
  but luckily the other two soldiers are there to 
  explain everything. Apparently, Cortan and Sorma 
  were soldiers serving in Hibin’s unit. They’ve both 
  lived in Heartland in the past, although only as 
  hired hands during the harvest season. The unit had 
  seen some action, serving with distinction in the 
  Womtham campaign, and later joining up with King 
  Lynwerd during the fighting at Rel Mord.  
   
  They were a bit shocked to hear that they had 
  been reported as lost in action, but they’d been 
  caught up in the chaos after the fighting and hadn’t 
  known everyone thought they were dead. That’s 
  when Cortan speaks up. 
   
  “But we would have been, if not for Tribune 
  Torer,” and he cocks his head over at the pair sitting 
  and privately catching up on the bench just outside 
  the inn’s door. “The tribune saved the whole lot of 
  us. We’d been pounded pretty hard, that morning of 
  the siege. Our unit had been tasked with holding the 
  gates on the eastern wall, and the fighting was pretty 
  intense. Most of us were injured to one degree or 
  another, and we were all bone tired. When the 
  darkness dropped over us, we thought our goose was 
  plucked, stuffed, cooked and eaten.” 
   
  He shudders, and Sorma picks up the tale. “We 
  could hear them, those filthy little demons. Moving 
  about in the darkness, and stinging or biting us. We 
  tried to fight back, but they were too quick; using 
  the shadows to hide and strike unseen. We were 
  goners, but then Tribune Torer did something. I 
  don’t know what it was, since I’m not a sorcerer like 
  he is, but suddenly there was this massive 
  shockwave and we could see again. The imps were 
  writhing in pain as their bodies began to dissolve 
  into smoke and vapor.” 
   
  Cortan picks up again. “The tribune collapsed 
  just after that, but he’s fine now. Some sort of magic 
  overload or something. He tried to explain it to us, 
  but we got lost after about the third word. About all 
  we could understand was that he wove a spell that 
  was too powerful for him and that the backlash 
  knocked him unconscious.” 
   
   
  You will likely have some PCs that insist on rolling a 
  Spellcraft or Knowledge: Arcana check at this point. They 
  can, with the following as possible results: 
   
  • 
  Spellcraft DC 29 (recognize spell effect 20 + level 7 
  spell + 2 for unusual circumstance): The spell could 
  have been banishment, although normally this 
  doesn’t destroy the material body. It is also possible 
  that it was a modified version of dismissal or some 
  other related spell. 
   
  • 
  Knowledge (arcana) DC 22 (difficult subject matter 
  20 + 2 unusual circumstances): Normally it is 
  impossible for a sorcerer to cast a spell above his 
  ability. Although some exceeding rare stories speak 
  of the sorcerer burning out his own abilities after a 
  NYR6-03 A Heartland Homecoming 
   
  Page 7 
  
  successful attempt. And every story mentions that 
  this can only happen in cases of extreme need. 
   
  The PCs are also free to ask other questions, although 
  anything to do with Hibin’s mental or physical state will 
  be answered with nothing but positive statements. They 
  think the world of Hibin and are firmly convinced that 
  he is fine. They long ago wrote off his idiosyncrasies as 
  being those of a typical sorcerer. The fact that he has a 
  few new ones they just chalk up to the fact that he 
  pushed himself too hard in saving their lives. They will 
  not speak a single bad word about him, and truly believe 
  he is a hero. Some example questions and answers follow. 
   
  • 
  So, where did you serve (what was your rank, your 
  commander, etc)? 
  “Well, we served under Tribune Torer as part of the 
  Womtham Second Infantry. Neither of us made it 
  above corporal, but Tribune Torer was selected for 
  the leadership track right away. Didn’t hurt that the 
  war caused a lot of upward mobility through the 
  ranks, but he would have earned the rank anyway. 
  As for our commanding officer, that was Major 
  Sernet.” 
   
   
   
   
   
   
  • 
  How bad was it during the war? 
  “I’ve seen some stuff I’ll take with me to my grave, 
  and never tell another soul about. I can’t lie to you; I 
  never want to go fighting again. Them bard songs 
  might be full of the honor and glory of combat, but 
  mostly it is just hard and ugly work. Songs are all 
  well and good when you are a kid, but they don’t 
  exactly do the trick when you are elbows deep in the 
  midst of it all.” 
  • 
  The fighting ended months ago, why are you just 
  now getting back to Heartland? 
  “Well, like I mentioned, things was pretty chaotic 
  after that last battle. Took over a month just to get 
  all the wounded seen to. Some of the missing were 
  never found, and some of the bodies were in such 
  bad shape that we never did figure out who it used 
  to be. Then we was tasked with helping clean up. 
  Mostly digging out collapsed buildings, and hauling 
  rubble. We’d still be there now, except King 
  Lynwerd, Heironeous bless him, released most of 
  the irregulars like us to go back to our families and 
  see to the crops. As he put it, no sense in keeping all 
  of us in the army if no one is back home growing the 
  food. Gave us all a decent stipend too.” 
  • 
  Why did everyone think you were dead or lost? 
  “It seems that somehow names got mixed up. 
  Probably nothing more than a transcribing error or 
  something. Most of our squad was injured, so it’s 
  likely that our names were put on the killed or 
  missing list instead of the injured list. Doesn’t 
  much matter though, since we are all alive, and got 
  the medals anyway.” 
  • 
  What medals? 
  “Well, we all got the Crimson Lion for being injured, 
  and once we told Major Sernet about the tribune 
  saving us, he put Tribune Torer up for the Order of 
  the 
  White 
  Crown. 
  Pretty 
  impressive 
  for 
  a 
  stonemason from Heartland, isn’t it.” 
  • 
  Stonemason? 
  “Oh yeah. The tribune is quite the accomplished 
  stonemason. That’s one of the reasons the military 
  was interested in having him. They planned on 
  using him as an engineer, even taught him a bit 
  about that, but when they saw how good he was as 
  unit commander, they pushed him in that direction 
  awful quick. But the tribune’ll shrug it all off. He 
  just wants to live here in Heartland and work as a 
  stonemason. Can’t really blame him for that none. 
  Nice town, pretty wife, and a young’un on the way. 
  He’s got it good he does.” 
  • 
  So Hibin is just fine? 
  “Oh yeah. Sure he took a few days after the fighting 
  ended to rest up, and none of us can say squat about 
  that, but he was right back in the thick of things by 
  the end of the day after. He’s been just fine since 
  then. A bit melancholy maybe, but then it had been a 
  long time since he’d seen his wife. Looks like we got 
  back just in time too. The tribune never mentioned 
  she was in a family way. They must not have known 
  before he was called up. 
   
  • 
  He’s got yellow eyes! 
  “That’s true. The tribune’s always had unusual eyes – 
  long as we’ve known him. Certainly makes you 
  notice him. One of the grunts asked him about them 
  once. The tribune just told him they’d always been 
  yellow, and there really wasn’t much he could do 
  about it. Ha! I don’t think anyone gave it a second 
  thought after that.” 
   
  Some very insistent players may continue to probe about 
  Hibin’s physical or mental state. Cortan and Sorma will 
  become very upset if these questions continue for too 
  long. So far as they know Hibin is just fine. No Sense 
  Motive checks are required to know that they aren’t 
  lying. 
   
  Some players may also decide to stealthily (or not so 
  stealthily) scan or examine Hibin magically. Hibin does 
  not detect as magical, evil, or cursed, nor does he have 
  any particular auras about him (aside from his minor aura 
  of chaos as a high-level character of that alignment). If 
  they are not circumspect about these examinations, the 
  crowd will become very upset at these rude actions and 
  the PCs may earn themselves a cold shoulder in the 
  future. 
   
  PCs that attempt to speak with either Hibin or 
  Vivena too quickly will find their way blocked by one of 
  the townsfolk. Cautions of “leave the couple alone” or 
  NYR6-03 A Heartland Homecoming 
   
  Page 8 
  
  “they haven’t seen each other in a while, leave them be” 
  will be expressed. The PCs will basically be told to talk 
  with them later, once the couple has finished reuniting. 
   
  When your players are getting bored, or if you are unable 
  to give appropriate answers to the PCs’ questions, read 
  the next section. 
   
  Mayor Georgot Satinne loudly clears his throat, 
  bringing the myriad conversations to a halt.  
   
   
   
   
  “My friends, today is a wonderful day. Those we 
  thought lost to us have returned. I think we’ve got a 
  good excuse for a celebration. Why don’t we declare 
  a town holiday, build a big bonfire out to the west of 
  town, and have ourselves a good old-fashioned 
  party?” 
  The response from the townsfolk is unanimous 
  and quite loud. 
  Vivena and Hibin make their exit while the party plans 
  are being discussed. Should some member of the party 
  decide to follow them, they merely head home and 
  continue their catching up in a more private setting. 
  However, particularly sharp-eared PCs might be able to 
  catch their first clue of the events of the coming evening: 
   
  • 
  Listen DC 25 – characters that specifically state they 
  are listening in on Vivena and Hibin’s conversation 
  while the town talks with the other two soldiers can 
  catch Hibin say the following. This check should 
  only be given to those PCs that specifically bring it 
  up prior to the mayor’s speech. Otherwise, the 
  opportunity passes and the PCs cannot learn 
  anything further right now. 
  “Let’s just get out of here. There are too many people 
  around. Too many voices, too many distractions, too 
  hard to concentrate.” 
   
  Vivena will soothe her husband’s worries, claiming it is 
  just the stress and excitement of everything all at once. 
  He’ll be fine once he settles down. Hibin agrees, and 
  nothing further is mentioned or discussed.  
   
  Characters that specifically state that they wish to 
  use Sense Motive may do so. However, do not ask if the 
  players are doing so, nor allow everyone at the table to 
  roll. Either they think of it and observe him themselves, 
  or they lose their opportunity. 
   
  • 
  Sense Motive DC 15 – Hibin seems distracted and 
  edgy, but this is likely due to the attention being 
  given to him by the entire town. 
  • 
  Sense Motive DC 20 – Hibin is nervous, although it 
  doesn’t seem directed at anything or anyone in 
  particular. 
   
  Nothing else of interest happens until the evening’s 
  bonfire. The PCs are free to wander and explore the town, 
  make purchases, or even check out the area where the 
  bonfire will take place (they won’t find anything out of 
  the ordinary). If they do wander the town, the townsfolk 
  will inquire as to their likes and dislikes (picking meals 
  that the PCs might enjoy), what they are planning to 
  wear, and other fun but innocuous chatting. 
   
  If your players are not interested in these types of 
  events, skip to Encounter 2 – The Bonfire, but keep track 
  of all skipped role-playing activities. Otherwise, some 
  areas of interest follow. 
   
  • 
  For characters looking for clothing to wear to a 
  party, their best luck will be found through the 
  general store. Any characters that have played in the 
  Nyrond Introductory scenario NYR5-S04 A Murder 
  in Heartland will be able to chat about the murders 
  of that scenario, most especially the death of poor 
  Ernya the seamstress. 
  • 
  Some characters may decide to visit the mongrelfolk 
  – either out of curiosity or a desire to invite them to 
  the party. The three Mongrels will be happy to chat 
  with any PCs they know (having played in either of 
  the two previous scenarios in this series), but wary of 
  unknown PCs. If invited to the party, they will 
  apologize and give their regrets – but they still 
  haven’t been generally accepted by the townsfolk.  
  Goblimina’s child has not yet been born, as this 
  event is scheduled to take place in the next scenario 
  in the series. 
  • 
  Visiting the Chapel of Heironeous will gain the PCs 
  very little. Potions of Cure Light Wounds are 
  available, and spellcasting can be obtained at 
  standard DMG pricing. Rohrn is willing to chat with 
  the PCs, although she is also planning on attending 
  the party, and will not be delayed into missing it. 
  • 
  Bursus Cebras’ home is currently unoccupied, 
  although the front door has been replaced and 
  securely locked. There is little of interest inside, as 
  all items of portable value have been removed and 
  sold.  
  • 
  If the PCs visit any of the previously introduced 
  NPCs (those met during any of the previous 
  scenarios in the series), they will be greeted 
  enthusiastically. It seems the entire town will 
  eventually hear of Hibin’s return, and everyone 
  (except the Mongrelfolk) is planning on attending 
  the party that evening. 
  • 
  If the PCs plan on returning to the dig site featured 
  in NYR5-07 A Return to Heartland, they will miss 
  the party. The dig site itself is unchanged, and no 
  new information can be learned. Adjust the events of 
  all subsequent encounters to deal with these absent 
  PCs. 
  • 
  If the PCs wish to contribute to the party (helping 
  with setup, contributing funds or supplies, running 
  errands, or the like), their help will be greatly 
  appreciated. Those PCs that have been to Heartland 
  before will have their pick of the townsfolk to help 
  out, as everyone will be doing something. New PCs 
  NYR6-03 A Heartland Homecoming 
   
  Page 9 
  
  wanting to help will find themselves assisting the 
  mayor with building the fire, setting up tables, and 
  clearing debris from the site. Offers of monetary 
  help will be met with surprise, but the town will not 
  turn down such assistance.  
   
  Once you and your players are ready, move on to the next 
  encounter. 
   
   
  ENCOUNTER 2 – THE 
  BONFIRE 
  When Heartland decides to throw a party, they 
  really get into it. It seems the entire town showed 
  up. Everyone is dressed in his or her Godsday best 
  and several dozen barrels of Aeslip’s best ale have 
  been 
  rolled 
  out. 
  Myrroi 
  and 
  Tynia 
  have 
  commandeered a number of local farmhands to help 
  with turning the spits and serving the roasts. Most 
  of the spare vegetables have been scrounged from 
  their stores, while anything even close to harvest 
  has been brought in from the fields. 
   
   
   
  The party started about two hours before sunset, 
  giving the townsfolk plenty of light to get situated, 
  get the cookfires going, and let the youngest 
  children work off some energy playing a large game 
  of tag. Your own plates were piled high with all 
  manner of food, and you have merely to hold up a 
  mostly empty mug to see it refilled. 
  Tribune Hibin Torer and his wife Vivena arrived 
  last, holding hands and shyly nervous about all the 
  attention. But they’ve warmed up and started 
  chatting animatedly with everyone coming to offer 
  personal well wishes.  
   
  Some PCs may wish to approach the couple and speak 
  with them at this point. This is perhaps the perfect time. 
  The following are some anticipated questions and the 
  most appropriate answer.  
   
  • 
  Welcome back, you seem quite popular. 
  Hibin: “I never expected such a big fuss over coming 
  back to town. I really don’t need anything this 
  grand, but the town seems to be enjoying it, and who 
  am I to prevent their having fun.” 
  Vivena: “Now dear, you know that you’ve always 
  been well-liked. The town is happy to see you, and 
  we’ve been needing an excuse for one of these 
  bonfires for a long time now.” 
   
  • 
  I notice you have yellow eyes. 
  V: “Aren’t they gorgeous? First thing I noticed about 
  him. Makes him special. I just hope our child 
  inherits them.” 
  H: “What can I say? My eyes are yellow. Some folks 
  have blue eyes, others have brown ones. Never 
  noticed that it made much difference one way or the 
  other. 
   
  • 
  Did you hear about all the trouble in town lately? 
  (specifically referring to the previous scenarios in 
  the series) 
  H: “I did. Such terrible events for our town to suffer. 
  Murders, illegal smuggling, I wish I could have been 
  here to help out.” 
  V: “Hibin, you were off helping King Lynwerd. No 
  one here could ask more of anyone. There is no 
  greater duty. The town went through a bad period, 
  but we’ve survived. And so have you.” Vivena will start 
  crying at this point, overcome by her feelings of relief. 
  Hibin will hug and hold her until the sobbing stops. 
  Vivena will dry her eyes, apologize for her unseemly 
  behavior, and ask the PCs to continue. 
   
  • 
  You served King Lynwerd? 
  H: “I had the honor of being called to fight for my 
  country and my people. King Lynwerd is a good 
  man, but more importantly, he is our rightful, gods-
  chosen king. May he, his wife Xenia, and their 
  daughter Archarzi live long fulfilling lives.” 
  V: “My husband is truly blessed. The king himself 
  pinned this medal on him.” She points to the Order of 
  the White Crown featured prominently upon his 
  uniform. “Promoted all the way up to Tribune, and 
  comes back a hero besides.” She beams magnificently 
  at this point, while Hibin blushes bashfully. 
  H: “It’s not that important. I just did what was 
  required and what was asked of me. I never desired 
  the rank, but I did my best to live up to 
  expectations.” 
   
  • 
  What was it like? 
  H: Reflexively shuddering, Hibin shakes his head. 
  “No, I’d rather not talk about that. It was ugly and 
  brutal. I saw terrible things that day at the gates. 
  Things that have no place at a celebration such as 
  this. Perhaps we can talk about Rel Mord another 
  day? Vivena and I are here to celebrate with the 
  town.” 
  V: “I think that is for the best. There has been 
  enough doom and gloom for now. We should just 
  enjoy the party and not dwell on such thoughts.” 
  • 
  Your squad mates mentioned that you collapsed after 
  you saved them. Are you okay? (Are you all right? 
  Are you sure you are fine? What happened? Etc.) 
  H: “It was risky. I wasn’t sure it would work. The 
  fiends were picking us off one by one. But I had 
  watched one of the King’s wizards banish a fiend far 
  more powerful. All I could think about was what 
  would happen if the fiends won. What would 
  happen to Vivena if we failed – if I failed. I had to 
  try. So I tried casting a ‘Banishment’. I’d never 
  attempted anything so difficult before. I’m nowhere 
  near that skilled or powerful. I’m a stonemason, and 
  NYR6-03 A Heartland Homecoming 
   
  Page 10 
  
  only a fledgling sorcerer way out of practice. It 
  shouldn’t have worked, but it did. The fiends were 
  destroyed and most of the squad was saved. But the 
  backlash was terrible. Nearly burned the magic right 
  out of me. I could feel as each of the imps burned, 
  and I passed out from the pain. I’ve been 
  apprehensive about even trying another casting 
  since that day. I’m just glad I’m back home, where I 
  don’t need magic. A good chisel, my wife and our 
  child are all I need now.” 
  V: Vivena says nothing, but does wrap her arm around 
  Hibin’s back and lays her head on his shoulder. 
   
  • 
  I’ve never heard of that before. You can’t cast a spell 
  beyond your ability. Can you teach me? (or similar) 
  H: “No, I can’t. I don’t know how I did it. It just came 
  to me, what I needed to do. I’ve decided that 
  Heironeous the Invincible must have been aiding us 
  that day. There is no other explanation.” 
  V: “I’ve prayed everyday for Him to watch over you. I 
  needed more faith that he would return you to me. 
  When I heard you had died, it … it was the worst 
  day of my life.” 
  H: “No fears love. Heironeous was watching over us. 
  Your prayers were heard. I’ll not leave your side 
  again.” 
   
  There are several other questions that could arise or be 
  asked. The couple will not brook any overtly probing 
  questions, nor will they allow the PCs to poke, prod or 
  examine them in any great detail. Clerical-type PCs can 
  inquire after the health of the baby she carries, but 
  continual examinations will quickly reach the point of 
  rudeness.  
   
  If they didn’t do so before, the PCs may question 
  Cortan and Sorma, gaining the same information as in 
  Encounter 1. They have nothing new to convey, and are 
  quite happy to eat and drink heavily, gossip with their 
  neighbors (both from the town and at their table), and 
  otherwise enjoy the party and forget about their service 
  in the war. Once the PCs have learned all they can, and 
  are wondering what to do next, the mayor will step up to 
  light the bonfire. 
   
  The pile of wood erected for the bonfire is simply 
  enormous. Nearly the size of a small house, the 
  contents of nearly a dozen barrels of lamp oil were 
  poured on it as it was being assembled. Now, as the 
  last rays of Pelor’s Light disappear below the 
  horizon, Georgot Satinne steps up with a lit torch. 
   
  “We welcome you back to Heartland, Hibin 
  Torer. We give thanks on this day that you have 
  returned to us. We light this fire, that the whole 
  Kingdom may know – Hibin Torer is home.” 
   
   
  With that said, Mayor Satinne thrusts the torch 
  deep into the oil-soaked woodpile. Although it takes 
  a few seconds to catch, soon giant tongues of flame 
  are licking their way upwards into the night.  
   
  Someone pulls out a handmade fife, Tynia 
  strums on her lute, and many members of the town 
  clap along as an impromptu band forms. Some 
  couples start to dance, and the children start 
  prancing around the fire in a big ring.  
  The PCs are welcome to dance, sing or play along. Any 
  PCs that wish to make Perform checks may do so, with 
  good checks earning hearty cheers from the town. If any 
  PCs are playing stringed instruments, they can have a 
  good-natured contest against Tynia Satinne. Tynia is +5 to 
  her Perform rolls, and the contest should be something 
  like ‘Dueling Banjos’ – with each side taking 10 for the 
  first two or three checks, and then each performer gets 
  three attempts to set a Perform Check DC for the other to 
  match or beat. The best overall results (as judged by the 
  DM) win the contest. And if the PC wins, the PC earns a 
  (chaste) kiss from Tynia (if male) or her deep curtsey and 
  glowing smile (if female). 
   
  Ask any PCs not dancing, performing or otherwise 
  engaged, what they are doing during the remainder of 
  the party. PCs that are too obviously watching Hibin and 
  Vivena (or any other members of the crowd for that 
  matter) will be approached by various townsfolk and kept 
  occupied with small talk, offers to dance, and the like. 
  The town will do its best to get the PCs into the spirit of 
  the festivities.  
   
  After an hour or so of dancing and music, the party 
  begins to wind down. Those families with children leave 
  first, mostly carrying the youngest, while directing the 
  yawning older children towards home and bed. Aeslip 
  and Olagh are the next to leave, Olagh helping the very 
  drunk Aeslip as usual. The rest of the townsfolk also leave 
  in small groups thereafter; each one pausing to shake 
  Hibin’s hand and welcome him back. 
   
  Eventually, only Hibin, Vivena, Georgot, Bann, 
  Timorus, Olma, and the PCs remain at the bonfire. 
   
  Bann looks around at the much smaller group that 
  remains. “So Olma, you’ve been particularly quiet. 
  Aren’t you glad to see your son back?” He smiles at 
  this, showing that he is joking about the accusation. 
   
  “Of course I am, you big dumb ox,” responds 
  Olma. “I’m just worried that his wife will drive him 
  away again.” 
   
  Before Vivena’s equally sharp tongue can 
  respond with a similar jab, Hibin quickly slides in 
  his own quip. “Now I know I am home. The two 
  women in my life, arguing. It’s like I never left.” 
   
  The hearty laughter over Vivena and Olma’s 
  embarrassed blushes is quite loud. So much so, that 
  it nearly covers over what happens next. 
   
  As so often happens with big fires, one of the 
  logs has broken apart. Now, the entire bonfire is 
  collapsing. 
   
  Have the PCs roll initiative at this point. Get each of 
  them to declare a single standard action (as though this 
  were a surprise round). The PCs are not next to either 
  NYR6-03 A Heartland Homecoming 
   
  Page 11 
  
  Hibin or Vivena, since Olma sits by Hibin’s right side, 
  while Bann took the position next to Vivena’s left.  
   
  Hibin rolls a 20 on his initiative, and thanks to his 
  Improved Initiative and Quick Reconnoiter feats, ends 
  up with an initiative roll of 27. Should any of the PCs beat 
  this check, allow them to go first, but remember they are 
  limited to a single standard action. The falling bonfire 
  will act on an initiative count of 15. 
   
  When Hibin’s turn arrives (likely first), he’ll scream 
  out in shock and anger (whatever comes to mind, 
  although a good ‘No!’ always works well), slam his hand 
  against the ground, and cast stone shape. This will create a 
  small hemispherical wall of stone that will rise up and 
  protect Vivena and himself from the falling fire and 
  burning logs. Unless similarly protected, the PCs may 
  end up injured from the flames. Each PC starts out 
  within the area of the flames, although PCs that elect to 
  move away as their standard action will leave the area of 
  effect. 
   
  Bonfire “Trap”: CR 1/2; mechanical; location trigger; no 
  reset; Atk +10 melee (1d6 non-lethal, falling logs) and 1d6 
  fire (damage to all within area of bonfire, DC 10 reflex 
  save for half damage); Search DC nil; Disable Device DC 
  nil; Market Price nil. 
   
  Work out the results of the trap on the PCs. The NPCs 
  are affected as follows (assuming they are not similarly 
  protected by the PCs): 
   
  • 
  Olma – hit by falling log, takes 2 points of non-lethal 
  damage and gets quite the bruise. Assuming the PCs 
  are ultimately successful, she’ll show this off as a 
  great gossip aid for the next several days. She also 
  takes 1 point of fire damage, but cares more for the 
  resulting hole in her dress. Hibin and Vivena 
  appropriately move to check on Olma first. 
  • 
  Bann – mildly burned by the fire, taking 2 points of 
  fire damage as he is pushed aside by the rising stone 
  wall. He also loses most of the hair off of his left arm, 
  but otherwise only his pride is truly injured. 
  • 
  Georgot – suffers the most, being hit for 6 points of 
  non-lethal damage as one of the logs hits him solidly 
  on the head. He is also caught squarely in the 
  spreading flames, sustaining 5 points of fire damage. 
  He is healed up by Rohrn (or the PCs), but needs to 
  spend time in bed to get rid of the headache. 
  • 
  Timorus – somehow manages to avoid being hit at 
  all, due mostly to luck in sitting furthest away, and 
  being rather quick on his feet. He goes to check on 
  his father Bann first, and the two of them then move 
  to help Georgot. 
  • 
  Hibin and Vivena are both fine, being protected by 
  Hibin’s shaped stone wall.  
  • 
  This ‘trap’ may injure the PCs, although Rohrn Fyrad 
  (the priestess of Heironeous in town) will heal them 
  of their injuries free of charge (part of the 
  celebration) prior to Encounter 3. 
   
   
  However, this was the catalyst event. Hibin has 
  managed to hold his sorcerer’s powers in check until 
  now. Needing to cast this spell, the first since being 
  possessed by the imps, has snapped the tenuous hold he 
  maintained. His shock and anger at seeing Vivena almost 
  come to harm has unleashed the first of the fiends. For 
  the rest of the evening, Hibin is actually controlled by 
  the Bloodbag Imp. 
   
  The imp is smart and canny enough to hide his 
  newfound control. He will continue to act the role of 
  Hibin, using the collapse of the bonfire as a convenient 
  excuse to take “my pregnant wife, Vivena, home” (and get 
  away from so many pairs of prying eyes). The other NPCs 
  will all agree that this is a reasonable suggestion, and will 
  let the pair leave without any further questions. The PCs 
  are free to stick around helping the others, dealing with 
  the fire, or they can attempt to follow ‘Hibin’ and Vivena. 
  If they do the latter, they can follow the pair until they 
  enter their home. At no time does ‘Hibin’ act out of the 
  ordinary (Bluff +8 or better – see appendices for the 
  Euphoric or Filth Imp statistics; as they want the 
  controlled Hibin to get away from the PCs, they will help 
  out with their abilities). If any of the PCs successfully 
  Sense Motive against the imp’s Bluff, they can tell only 
  that he is agitated and angry – perhaps a bit more than 
  one would expect from such an accident. If they confront 
  ‘Hibin’ or question any of the other NPCs about his 
  anger, the PCs will be informed that it is to be expected, 
  given how tired he is/must be, and how stressful the day 
  has been.  
   
  If the PCs are suspicious at this point, they are quite 
  perceptive. But ‘Hibin’ gives them nothing to work with. 
  They will have to wait until Encounter 3 to act on their 
  suspicions. If the PCs aren’t suspicious of ‘Hibin’, they’ll 
  be surprised by Encounter 3.  
   
  Nothing else happens at or around the bonfire. 
  Remember that unprovoked attacks or assaults on Hibin 
  (or any of the NPCs) will earn the PCs a criminal record. 
  Once the PCs return to their beds (either in the inn or 
  elsewhere), you can proceed to Encounter 3 – Later That 
  Night. 
   
   
  ENCOUNTER 3 – LATER THAT 
  NIGHT 
  If you have some PCs that insist on watching the Torer 
  house all night, the following read aloud text (and the 
  rest of the encounter) will need to be adjusted. It is vital 
  that Hibin escape into the fields south of Heartland. The 
  PCs will catch up with him there. While the Bloodbag 
  Imp is in control, Hibin has gained all the abilities of a 
  barbarian (including the speed increase), yet he still 
  retains spellcasting (expeditious retreat is an appropriate 
  spell in this circumstance). While it is remotely possible 
  that the PCs can catch Hibin before he makes it to the 
  NYR6-03 A Heartland Homecoming 
   
  Page 12 
  
  southern edge of town, try your hardest to avoid this 
  situation. 
   
  Having returned to your place of rest, it is easy to 
  wonder if tomorrow will be as exciting as today 
  turned out to be. Several hours go by, and all is quiet. 
  Pause for a few seconds. You aren’t sure if you really 
  did hear the scream. But the loud boom was 
  impossible to miss. Scrambling to look in the 
  direction of the Torer home, you see it sheathed in 
  flames. A form lies motionless on the ground, just 
  out of the fire’s reach.  
   
  Mentally, the Bloodbag Imp is the weakest of the three 
  imps lodged in Hibin’s mind. Ordinarily, this would have 
  prevented it from gaining any form of control over Hibin 
  at all. It is only Hibin’s uncontrolled outburst of anger 
  that allowed the Bloodbag Imp to assume control. While 
  imps are Lawful Evil by nature, this particular imp was 
  abused as often by Sewarndt’s demonic allies as by his 
  own kind (see appendix for details). Something of their 
  chaotic nature rubbed off on the imp, and he learned to 
  channel his own anger into a seething hot rage. His 
  alignment has since shifted to Neutral Evil, and he’s 
  gained the abilities of a barbarian. His ability to rage put 
  him closely “in sync” with the angry Hibin, and he seized 
  his opportunity. 
   
  After returning to Hibin’s home with Vivena, the 
  Bloodbag Imp reveled a bit in his newfound control. 
  Mostly this consisted of ‘experiencing’ his surroundings. 
  Touching everything, tasting nearly everything, and 
  sniffing out every smell. When he began to sniff at 
  Vivena, she became confused. Then frightened. Then 
  horrified at what she saw in her husband’s now alien 
  eyes.  
   
  Terrified of this new person, she slapped him. The 
  Bloodbag Imp’s anger flared up again, and he began to 
  beat the woman, finally throwing her out the door. He 
  chased her out the door, but she managed to elude him. 
  Her scream of terror was followed a moment later by an 
  expression of Hibin’s uncontrolled magic. The resulting 
  fireball (see the Wild Mage description in the New Rules 
  Items section for details) missed Vivena but consumed 
  the Torer home. The explosion knocked Vivena 
  unconscious. This is when the PCs catch up with the 
  above read-aloud text. 
   
  Likely the PCs will rush toward the Torer home. 
  Vivena is the motionless form. She is injured, but not 
  badly. She and her unborn child will both recover. The 
  PCs are free to heal her, although others of the townsfolk 
  will arrive in short order – including Rohrn, the priestess 
  of Heironeous.  
   
  Some PCs will immediately start looking for Hibin. 
  He will not be in sight, having fled southward after 
  casting the fireball. The PCs were not allowed to make 
  spot checks to see him as he fled because his path took 
  him behind solid objects that blocked line of sight. The 
  PCs are free to attempt tracking or searching to locate 
  Hibin, but one of the townsfolk (Pront Avap if the PCs 
  have previously met him in NYR5-S04, otherwise Olagh 
  Tunnelwalker the Dwarf) will mention that he saw 
  someone that looked like Hibin running south out of 
  town. He tried to give chase, but lost him in the southern 
  fields. Not being an adventurer, he came back to get the 
  PCs. 
   
  The townsfolk will work to put out the fire in the 
  Torer home, while Rohrn will stay with Vivena. The PCs 
  are free to chase after Hibin, and will even be asked to do 
  so if they seem likely to remain behind to help with the 
  fire or Vivena. You can use the following read aloud text 
  as incentive: 
   
  “We appreciate your wanting to help, but we can 
  handle this. Go find Hibin. Find out what happened. 
  Try not to hurt him, but do find him.” 
   
  If she is conscious before the PCs leave to find Hibin, 
  Vivena will also plead with them. 
   
  “I don’t know what happened. One minute he was 
  my husband Hibin. Then he started acting strangely; 
  touching everything in reach, tasting things, 
  sniffing. When I saw his eyes …” She shudders 
  uncontrollably, “they weren’t his eyes.” 
   
  “Please find him. I don’t know if he is sick, or 
  cursed, but I want my husband back. Don’t take him 
  from me again.” 
   
  Vivena is obviously shaken up by the change she 
  witnessed, but is sincere about wanting Hibin back alive. 
  Once the PCs are ready to chase after Hibin (putting on 
  armor, gathering weapons and spell components, etc), 
  jump to Encounter 4 – The Chase. 
   
   
  ENCOUNTER 4 – THE CHASE 
  At the beginning of this encounter, the PCs should be 
  taken aside, one at a time, and questioned if they are truly 
  intent on capturing or engaging Hibin. Any that answer 
  ‘yes’ will, in essence, accept the “trapped object” as 
  described under the spell entry for trap the soul (in this 
  case, the trapped object is Hibin himself). Thus, they void 
  any saving throw or spell resistance they would 
  ordinarily be entitled to when Hibin triggers the spell 
  effect later in this encounter. 
   
  Hibin, or whoever he is, isn’t being too careful about 
  hiding his trail. Following the directions given you 
  back in town, you easily find where he crashed into 
  the southern fields. A child would be able to track 
  this path, as dozens of broken stalks clearly mark 
  his trail. 
   
  Characters that wish to use their Track feat may do so.  
  • 
  While it will not be of any additional help in finding 
  Hibin (the path is too clearly defined), a DC 15 
  check will reveal that he is moving at a high rate of 
  NYR6-03 A Heartland Homecoming 
   
  Page 13 
  
  speed (barbarian speed plus expeditious retreat = 70 ft 
  move).  
  • 
  A DC 20 check will reveal that on several occasions 
  it seemed as though Hibin wanted to turn around, 
  but then changed his mind. There are numerous 
  starts and stops suggesting uncertainty. 
  • 
  A DC 25 check will show that there are two different 
  strides and gaits being used. One is very confident 
  and is present the majority of time. The other is 
  more uncertain, and is only present for a short 
  period just before each hesitation (previous bullet 
  point). Immediately after each hesitation, the 
  confident gait resumes the southern flight. 
   
  The path continues though the southern fields, 
  perhaps a mile or so to the south of town. Beyond, 
  the terrain becomes somewhat hilly, and it is 
  difficult to see what lies ahead. You have the feeling 
  you are closing in on him, but as of yet, you cannot 
  see him. 
   
  Some characters will make use of animal companions, or 
  familiars to try and gain a bird’s eye view of the situation 
  ahead. Hibin has taken refuge in a small outcropping of 
  rock. There he is struggling with his internal “demons”, 
  trying to regain control. The Filth Imp and Euphoric Imp 
  have joined forces (as both are still lawful evil) to assault 
  Hibin’s mind, which has left him particularly confused 
  and disoriented. 
   
  The PCs can approach fairly close to Hibin’s refuge 
  without being attacked; although he is still wary enough 
  to be watching the area under the effects of see invisibility. 
  He is also protected by a globe of invulnerability (cast after 
  the see invisibility spell was already in place). This should 
  protect him from most spell effects cast his way, and 
  prevent the party approaching under the effects of 
  invisibility.  
   
  Since Hibin has no direct damage spells, he will not 
  actively engage the PCs until they get close. When the 
  party approaches within melee range, he will call out – 
  although the PCs should be confused since he doesn’t 
  seem to be talking to them in particular. In fact, in his 
  confused and disoriented state, he sees the approaching 
  PCs as the personifications of the imps tormenting him. 
  He flashes back to that day at Rel Mord, and triggers 
  another trap the soul effect (see the Preparation for Play 
  section for more details). 
   
  Hibin’s yellow eyes flash ominously. “Be gone foul 
  creatures. You shall not take us. I defy you. In King 
  Lynwerd’s name, I send you back to the hell that 
  spawned you.” 
   
  At this point Hibin triggers the trap the soul effect that he 
  used to “banish” the imps the first time around. The spell 
  effect encompasses all the PCs (and any familiars or 
  animal companions also present) within 120 ft. of Hibin. 
  If there are any PCs outside this area, and they choose to 
  flee after witnessing the spell effect, then the scenario 
  ends for them. The remaining PCs will continue on 
  without benefit of the missing character(s). 
   
  If there are any PCs that answered ‘no’ to the 
  question asked at the beginning of this encounter, then 
  these PCs should be again taken aside when the trap the 
  soul effect occurs and asked if they wish to voluntarily fail 
  their saving throws. They should also be informed that 
  their companions all seem to have failed, and their 
  essences were pulled to another ‘place.’ If the PC again 
  answers ‘no’, then they do get a saving throw (Will DC 25 
  – 8th level spell, Charisma modifier +4, +1 spell focus 
  Conjuration, +2 modifier for unusual circumstances). 
   
  If any PCs succeed at this saving throw, they can 
  continue the fight until Hibin triggers the spell effect 
  again in the following round. He will use a standard 
  action each round (up to four times) to trigger this spell 
  effect. If they continue to make their save and manage to 
  flee the area, then the scenario ends for those characters 
  as described above. PCs that continue to fight (somehow 
  making all their saves against the spell effect) should find 
  that Hibin is still a difficult opponent to defeat (he is 
  currently a 15th level NPC after all). While he has little 
  in the way of damaging spells, he will use what spells he 
  does have, along with multiple resultant effects of his 
  Reckless Dweomer ability. Run this combat as normal. 
   
  Once all the characters are trapped by the spell 
  effect, read the following and then jump ahead to 
  Encounter 5 – Painful Memories. 
   
  The agony is like nothing you’ve even imagined. 
  Every shred of your essence is being pulled apart. In 
  rapid succession you become blind, paralyzed and 
  deaf. The tortured screams of your companions are 
  your last experience before all is replaced by a 
  terrible feeling of falling. Faster and faster you fall, 
  unable to move, unable to see, and finally, unable to 
  even breathe.  
   
   
  ENCOUNTER 5 – PAINFUL 
  MEMORIES 
  The first thing you notice is the smell. Something 
  moist and earthy, although you cannot place it 
  immediately. Then you hear a quiet buzzing, like 
  that of insects. Just before consciousness returns, 
  you feel the water lapping against your prostrate 
  form. Finally opening your eyes, you look out upon a 
  different place. It seems you are half-submerged in a 
  swamp, perhaps even the Gnatmarsh itself.  
   
  All of your equipment seems to be present, and 
  you 
  appear 
  to 
  be 
  unharmed. 
  Nearby, 
  your 
  companions undergo a similar inventory check.  
   
  At this point, have all the characters roll a spot check. 
  Give Player Handout One to the PC with the highest 
  result. He or she will be the first to notice the other 
  “environmental” effects of this area. 
   
  NYR6-03 A Heartland Homecoming 
   
  Page 14 
  
  Setting and Mood: Since Hibin was a child the first 
  time he lost control, everything remembered from that 
  scene is seen as though through a child’s eyes. 
  Everything is ‘bigger’ than normal. Water is wetter. 
  Colors are more vibrant, but also darker and scarier. 
  Sounds are sharper and louder. The swamp should be 
  seen as a place of wonder, but also as a place of hidden 
  terror. Hibin was a child with a very active imagination. 
  The storm described in the player handout was never 
  present, but has been added as an expression of his fright 
  and the pain of losing his father.  
   
   
  The PCs have been trapped by the modified trap the 
  soul unleashed by the confused Hibin. Currently, they 
  find themselves snared in one of Hibin’s most painful 
  memories – the first time he lost control of his magic. 
  Lacking any other clues to follow, the PCs will have no 
  choice but to explore.  
   
  Feel free to describe the swamp as the PCs travel. 
  The storm will loom overhead, but the PCs are safe as 
  they travel. No rain will fall until the PCs engage the 
  Bloodbag Imp. Until the fight, the storm should just be 
  ominously present. The swamp is fairly typical, with 
  pools of foot deep standing water separated by longer 
  stretches of mud and muck. Attempting to seek out a 
  relatively dry path will entail a DC 15 Survival check. 
  Otherwise, the PCs will end up dirty. 
   
  After what seems like an hour of travel, you come 
  upon a fairly large opening in the trees. Looking out 
  over an open stretch of water, you notice a small 
  homemade skiff tied off on the far shore.  
   
  The PCs need to reach the skiff. The water is only four 
  feet deep, so swimming or wading through are both 
  options. The PCs can also attempt to stay on the 
  comparatively dryer ground and circle around. As before, 
  this requires a Survival check, but with a higher, DC 20, 
  threshold.  
   
  Once the PCs reach the area of the skiff, a portion of 
  Hibin’s personality will manifest to converse with the 
  PCs. As this is Hibin’s child-personality, it will primarily 
  interact with a female PC first. If none of the PCs are 
  female, it will choose the least imposing character next 
  (no armor, no visible weapons, etc). Failing that, it will 
  choose the most charismatic PC. In the unlikely event of 
  all the PCs dressed in full plate, brandishing weapons, 
  and all being male with exactly the same charisma, roll 
  randomly. 
   
  Insert PC’s name feels a ‘presence’. Looking down, you 
  see a small, dirty child gazing at you apprehensively 
  with bright yellow eyes.  
   
   
   
   
   
   
   
  If the PCs threaten or attack him, the child will 
  disappear. He’ll eventually return, but will be even more 
  wary and distrustful of the PCs. The child cannot be 
  injured or killed, and no magic is sufficient to bind or 
  hold him.  
   
  If the PCs are calm and polite in their conversation, 
  they can learn quite a bit from the child.  During the 
  question and answer period, remember that while Hibin 
  is (or was) an especially bright child, he is still a child.  
  Hibin’s responses should be given in a somewhat shy, 
  child-like voice.  He’ll also answer every question with 
  one of his own, in the nature of precocious children. 
   
  • 
  Who are you? 
  “My name’s Hibin Torer. And who are all of you?” 
  • 
  Where are we? (Do you know where we are? etc) 
  “We’re in the swamp. Are you here to fish too?” 
  • 
  Fish?  
  “My daddy is taking me fishing today. Mommy 
  doesn’t like fishing, so Daddy made her a hammock 
  so she can nap while we go fish. Do you like naps or 
  fishing more?” 
  • 
  What’s going on? (What happened? etc) 
  “I don’t know what you mean. Nothing’s happened 
  yet. I’m waiting for Mommy and Daddy to appear. 
  They always do. You are new though, never seen you 
  before. Why are you here?” 
  • 
  They appear? 
  “Yeah. I don’t like this day very much, but I keep 
  seeing it. Do I have to watch it again?” 
  • 
  What’s wrong with this day? (Why don’t you like 
  this day? etc) 
   
  This last question seems to have upset the child. He 
  puts his hands over his eyes and cries out, “It’s a bad 
  day. I don’t want to see it. Don’t make me see it 
  again!” Then he vanishes in a flash of light. 
   
  Immediately after the child version of Hibin disappears, 
  the PCs get to see his memories of that day played back. 
  The memories are merely images, so the PCs cannot 
  interact or affect them directly. 
   
  When your vision clears, the scene has changed. A 
  hammock is stretched between two trees. Sleeping 
  within is a much younger version of Hibin’s mother 
  Olma. The skiff is now floating in the middle of the 
  open water. Two figures seem to be struggling with a 
  large fish, which is caught in a makeshift net. One of 
  them is the boy you saw earlier, while the other is a 
  man with a familial resemblance to the adult Hibin. 
   
  The fish continues to struggle, its violent 
  thrashing flinging it into the skiff, knocking both 
  the man and boy prone. The boy screams out in fear 
  and pain, and an explosion of flame leaps from his 
  fingers towards the fish. The boy’s father, trapped 
  beneath the giant fish is also caught in the flames 
  and his cries of pain ring out as well. 
  NYR6-03 A Heartland Homecoming 
   
  Page 15 
  
   
  As the boy watches his father die, an apparition 
  rises out of the fire and smoke. At first it appears to 
  be the giant fish, but it slowly changes form until it 
  resembles a corpulent human-shape. Only two feet 
  tall, but nearly as wide, its internal organs float in a 
  sea of blood surrounded by translucent pink skin.  
   
  A mouth full of long crooked teeth opens, “Yo, 
  awrn’t ssupposseedd tooo bee haer.” And then the 
  storm breaks and rain begins to pour down. 
   
  This spoken line is “you aren’t supposed to be here,” but 
  pronounced as though you had a mouthful of dice. 
   
   
  This creature is the Bloodbag Imp. It has taken as its 
  alternate form (polymorph special ability) the gar captured 
  by Hibin’s net all those years ago. It can be recognized 
  with a Knowledge (the planes) check (DC 19). 
   
  Several skills could have been used during the replay of 
  Hibin’s memories. 
  • 
  Spellcraft 
  DC 
  18 
  (15+spell 
  level+2 
  unusual 
  circumstances): The spell cast by Hibin was burning 
  hands. 
  • 
  The fish the pair captured was a swamp gar 
  (Knowledge: Nature DC 20). They normally grow to 
  that size and are nearly as dangerous as the 
  crocodiles. 
  • 
  Profession Fisherman (or similar related skill) DC 10 
  (15 for a similar skill): given that the pair was using 
  makeshift nets, it is unlikely they were fishing for 
  swamp gar. It is a better possibility that the gar 
  simply got trapped by accident. 
  • 
  Knowledge: Arcana (DC 18): the child-Hibin seems 
  to have cast the flame (burning hands, see above) spell 
  almost by instinct, rather than by the traditional 
  casting method. It was spurred on by his fear and 
  pain, and was of considerable power given the boy’s 
  age. 
   
  Likely, combat will begin shortly after the PCs spot the 
  Bloodbag Imp.  
   
  APL 2 (EL 3) 
   
  Bloodbag Imp: male outsider (evil, extraplanar); hp 
  43; see Appendix 1.  
   
  APL 4 (EL 5) 
   
  Bloodbag Imp: male outsider (evil, extraplanar) 
  barbarian 2; hp 69; see Appendix 2. 
   
  APL 6 (EL 7) 
   
  Bloodbag Imp: male outsider (evil, extraplanar) 
  barbarian 4; hp 95; see Appendix 3. 
   
  APL 8 (EL 9) 
   
  Bloodbag Imp: male outsider (evil, extraplanar) 
  barbarian 6; hp 124; see Appendix 4. 
   
   
  Tactics: The Bloodbag Imp begins combat by cursing at 
  the PCs. One PC (chosen at random) will become the 
  target of its Wounding Curse. It will then seek to become 
  invisible so that it can target a spellcaster with its chill 
  touch (vampiric touch at APL 4 and up) spell-like ability. 
  Once it has made this attack, it will remain in melee 
  combat (raging and using its spiked gauntlets if it has 
  barbarian levels). 
   
  While it can fly, the storm actually aids the PCs, as it 
  prevents the imp from flying above the tree line. Instead, 
  it must always remain within 10 feet of the ground, or 
  else be blown about by the wind and rain. 
   
  Hibin’s Spells: As discussed in the Preparation for Play 
  section, each of the imps can call on one or more of 
  Hibin’s spells. The Bloodbag Imp can use each of the 
  following spells (assuming it is not raging): 
   
  APL 2 and 4: ray of frost 
  APL 6 and 8: mirror image, ray of frost 
   
  See NPC Appendix for details on Hibin’s spells (uses per 
  day, save DCs, etc). 
   
  Treasure: As this encounter takes place in Hibin’s mind, 
  no real treasure exists to be found. The possessions of the 
  Bloodbag Imp remain with the imp’s body. However, 
  once the PCs are returned to the real world, the body and 
  its possessions will also be returned – allowing the PCs to 
  recover these items. 
   
  Development: The PCs must defeat the Bloodbag Imp 
  to move on to later scenes (encounters). Once the Imp is 
  destroyed, the PCs will view a new scene, one which 
  helps Hibin regain some peace.  
   
  As the creature dies, you notice that the rain has 
  stopped. The landscape around you fades and shifts, 
  becoming a graveyard. The child-Hibin and his 
  mother stand together, heads bowed, before a 
  headstone depicting: 
   
   
  “Here lies Somyl Torer, devoted father and 
  husband.” 
  The young Hibin turns towards you, opening his 
  yellow eyes to look at each of you. He seems to 
  speak, but you are unable to hear his words. The 
  pain from before, that agonizing wrenching feeling, 
  and all goes black once again. 
   
  The PCs are being pulled into the next scene; proceed to 
  Encounter 6 – Dreams of Youth. 
   
   
  NYR6-03 A Heartland Homecoming 
   
  Page 16 
  
  ENCOUNTER 6 – DREAMS OF 
  YOUTH 
  Once again, the first thing you notice is the smell. 
  The heady scent of flowers this time. Then the 
  feeling of warm light on your skin. You open your 
  eyes onto a dizzying swirl of colors. Almost too 
  many. Thousands upon thousands of flowers stretch 
  out around you. Buttercups, bristlecones, daffodils, 
  it seems every kind and color of flower is present. 
   
  You are in some sort of gigantic clearing. Just 
  beyond the flowers, a deep swampy wood blocks 
  your v ew. It seems you haven’t traveled very far 
  from the swamp. 
  i
   
  As you get your bearings, you notice that the sky 
  is pink, with purple clouds. Maybe you have traveled 
  farther than you thought. 
   
  The PCs are still within Hibin’s mind. The environment 
  is again being influenced by his mindset of the time.  
   
  Setting and Mood: Hibin was a teenager, going through 
  his first time of being in love. The world was full of 
  bright cheery colors, pleasant aromas, and soft cuddly 
  feelings. Everything was right with the world, and Hibin 
  felt he could do anything. This mood should be seen in 
  everything around the PCs.  
   
  For purposes of game effects, the sky can be treated 
  as a smooth ceiling 10 feet from the ground. Although 
  there is nothing solid that can be felt, upward travel is 
  limited to 10 feet. Similarly, no matter which direction 
  the PCs travel, they will come across a lone tree (the 
  swampy wood never gets any closer, since this scene 
  takes place entirely within the field of flowers). This tree 
  is the catalyst that brings the teenage Hibin to converse 
  with the PCs. 
   
  The swampy wood is not getting any closer, but just 
  ahead you can make out what appears to be a single 
  tree. Its twisted trunk grows upward into branches 
  perfectly suited to climb. Bright green leaves, pure 
  white flowers, and ripe juicy fruit tell you this is a 
  cherry tree. The tree is perfect, save for one small 
  flaw. It seems someone carved something into the 
  bark. 
   
  The PCs will likely move to examine the carving. Ask the 
  PCs who among them examines it first, and then give 
  that PC Player Handout Two. 
   
   
  As before, if the PCs decide to attack the teenage 
  Hibin, he’ll merely disappear and then return at a later 
  time more wary of the PCs. He cannot be injured or 
  killed, and no magic will serve to bind or capture him. 
   
  The teenage Hibin is more forward and exuberant 
  than his child-self. He’s got the arrogance and hubris that 
  comes from being a teenager. Plus he’s in love, so nothing 
  is wrong with the world. The PCs can speak with him and 
  gain even more information. Rather than the child’s 
  innocent asking of question after question, the teenager 
  is more apt to simply state opinions as fact, and is 
  somewhat shocked if the PCs disagree with him. 
   
  • 
  So where are we now? 
  “Well I don’t know about you chaps. But I’m 
  hanging in tree out in a field of flowers.” 
   
   
   
   
   
   
   
   
  • 
  So what’s up this time? 
  “You mean other than me? Ha ha. Pretty funny joke 
  isn’t it. I’m waiting for my girl to show up. Got a 
  trick to show her. Don’t know what you chaps are 
  doing, but as long as you leave me and Marlae alone, 
  it’s all good with me.” 
  • 
  Trick? 
  “Yeah, she likes flowers and fuzzy little animals, but 
  I already gave her plenty of those. But see, she told 
  me last week that she likes watching the deer that 
  hang out in this field. So I’m gonna bring one over 
  for her to pet. Mayhaps I’ll get a kiss out of it too!” 
  • 
  But we just talked with you. (We just saw you. We 
  were just in the swamp together. etc) 
  “You did? Don’t rightly remember that. I’ve been out 
  here all morning carving that heart there. Marlae’s 
  got chores in the morning, but it’s about noon now, 
  so she’ll be along any minute. Ain’t been out in the 
  swamp in a long time. Don’t really like the place.” 
  • 
  What about your father (or similar)? 
  “What about him? He died when I was little. Went 
  out fishing and never came back. Mom and me have 
  gotten along fine without him. 
  • 
  But you were with him when he died. (or any other 
  mentioning of his sorcery being involved in his 
  father’s death, or bringing up details of those 
  memories) 
  “Whoa there. Much as I’d like to chat with you about 
  such a lovely topic as that,” and he rolls his eyes to 
  show what he really thinks, “Marlae’s coming, so I 
  gots to go.” 
  At this point the scene will shift again. Hibin will vanish 
  from the tree branch, and will reappear a short distance 
  out in the field of flowers. 
   
  The teenage-Hibin vanishes, only to reappear a short 
  distance away. At his side is a very pretty girl about 
  his age, with golden ringlets framing a sweet face. 
  She holds a rough bouquet of flowers in her left 
  hand, while her right hand is tightly clasped in the 
  boy’s left. Her big blue eyes gape widely at the scene 
  before her. 
  The teenage-Hibin has raised his right hand up, 
  his own eyes tightly screwed shut in concentration. 
  There is a feeing of power coming from the boy, and 
  NYR6-03 A Heartland Homecoming 
   
  Page 17 
  
  then you see it. Walking towards them, slightly 
  stiffly, is a female deer. Nose quivering slightly, the 
  doe moves towards the boy’s hand.  
   
   
  When the doe is close enough, the girl lets go of 
  the boy’s hand and reaches up to pet the animal. The 
  deer twitches slightly but otherwise remains 
  perfectly still as the girl’s hand runs along the tawny 
  fur. 
   
  A few moments pass, and then the girl leans 
  over and kisses the boy’s lips, before returning to pet 
  the deer. The teenage-Hibin smiles brightly at this, 
  and stretches out his hand again.  
   
  Soon a second, a third and a fourth deer have 
  approached and allowed themselves to be petted. 
  Marlae rewards Hibin with another kiss each time 
  he summons a deer, and now looks at him 
  expectantly. Although a slight sweat has broken out 
  on his brow, Hibin raises his hand again and you 
  feel the power growing. But this time it feels 
  different. Less controlled.  
   
  Then you feel it snap. Hibin loses control and 
  the magic explodes outward. There is a loud 
  cracking boom, and the deer bolt in all directions. 
  Hibin and Marlae are each thrown backwards by the 
  force of the sound. Hibin lands near the base of the 
  tree, and is merely stunned. But Marlae lands 
  further out in the field. Her cry of shock is swiftly 
  silenced as the panicked deer trample her. 
   
  Hibin recovers and rushes to her side, but his 
  slumped shoulders tell the tale. Marlae is already 
  dead. 
  At this point have the PCs make a spot check. Those that 
  succeed against a DC of 11+APL (Hide check of the imp, 
  assume it rolls a ‘10’) may act in the surprise round. The 
  Euphoric Imp has taken the form of one of the deer 
  (polymorph), and is using the stampede as a way of 
  attacking the PCs from surprise. He is aware that the PCs 
  are responsible for the death of the Bloodbag Imp, and 
  does not wish to share the same fate.  
   
  The 
  Euphoric 
  Imp 
  fits 
  perfectly 
  into 
  this 
  environment. While Hibin’s hubris deluded him into 
  believing he could do anything, the Euphoric Imp 
  believes that he is a monk.  And the magic of this unusual 
  environment has granted the imp those abilities. 
   
  Combat begins immediately, as the imp leaps into 
  the midst of the PCs. While the combat occurs, the scene 
  of innocently calling the deer and the tragic end plays out 
  over and over again. It has no impact on the combat, nor 
  can the PCs do anything to affect the scene. This is 
  merely a side-effect of the imp’s presence. 
   
  APL 2 (EL 4) 
   
  Euphoric Imp: male outsider (evil, lawful, 
  extraplanar) monk 1; hp 30; see Appendix 1.  
   
  APL 4 (EL 6) 
   
  Euphoric Imp: male outsider (evil, lawful, 
  extraplanar) monk 3; hp 42; see Appendix 2. 
   
  APL 6 (EL 8) 
   
  Euphoric Imp: male outsider (evil, lawful, 
  extraplanar) monk 5; hp 63; see Appendix 3. 
   
  APL 8 (EL 10) 
   
  Euphoric Imp: male outsider (evil, lawful, 
  extraplanar) monk 8; hp 84; see Appendix 4. 
   
  Appearance: Although the Euphoric Imp initially 
  appears as a medium-sized deer, it will shift back into its 
  normal form for later combat rounds. In its normal form, 
  it will appear as a small, lanky, humanoid-shaped 
  creature, with largish bat-like wings, and a long 
  prehensile tail topped with a sharp stinger. The deep 
  circles surrounding its bloodshot eyes, and the slack-
  jawed expression on his face, betray his taste for his own 
  hallucinogenic slime. It can be recognized as a Euphoric 
  Imp with a Knowledge (the planes) check (DC 19). 
   
  Tactics: The Euphoric Imp begins combat by charging 
  (partial charge) and stinging at a clerical type PC (if none 
  appear to exist, it will choose a heavily armored 
  character). During this initial charge, its sting attack (plus 
  stunning blow ability) is delivered using its antlers (in 
  deer form, but use the statistics in the stat block). It will 
  then change back into imp form and attempt to fly away 
  from the PCs. In subsequent rounds it turns invisible and 
  continues to evade the PCs until another target presents 
  itself. If presented with an opportunity, it will use its 
  flurry of blows monk ability (with its kamas) and also 
  sting, combining the toxin with the stunning blow ability 
  for added punch. Unlike most Euphoric Imps, this one 
  will not sting himself while in combat.  
   
  Hibin’s Spells: As discussed in the Preparation for Play 
  section, each of the imps can call on one or more of 
  Hibin’s spells. The Euphoric Imp can use each of the 
  following spells: 
   
  APL 2 and 4: true strike 
  APL 6 and 8: false life, true strike 
   
  See NPC Appendix for details on Hibin’s spells (uses per 
  day, save DCs, etc). 
   
  Treasure: As this encounter takes place in Hibin’s mind, 
  no real treasure exists to be found. The possessions of the 
  Euphoric Imp remain with the imp’s body. However, 
  once the PCs are returned to the real world, the body and 
  its possessions will also be returned – allowing the PCs to 
  recover these items. 
   
  Development: The PCs must defeat the Euphoric Imp to 
  move on to later scenes (encounters). Once the Imp is 
  destroyed, the PCs will view a new scene, one which 
  helps Hibin regain some peace.  
   
  NYR6-03 A Heartland Homecoming 
   
  Page 18 
  
  The creature dies with a hideous smile frozen on its 
  face. But with its death, normalcy returns. The ever-
  repeating scene suddenly stops. The colors of the 
  flowers fade, as does that of the sky and clouds. 
  When everything is reduced to shades of grey, you 
  see Hibin and Olma heading northward.  
   
  Hibin looks back only once, the pain in his 
  yellow eyes obvious even from this distance. You 
  faintly hear his whispered, “goodbye Marlae,” before 
  the pain of transition returns to you.  
   
  If possible, it is worse than before. Your nerves 
  scream in raw agony as everything goes black. 
   
  The PCs are being pulled into the final scene in Hibin’s 
  mind; proceed to Encounter 7 – Recent Events. 
   
   
  ENCOUNTER 7 – RECENT 
  EVENTS 
  Unlike before, this time notice the sound first. A 
  terrible dull roar that spreads throughout your 
  body. Slowly, you begin to hear variations in the 
  noise. Shouts of pain, guttural cursing, the ring of 
  sword on shield, unearthly cries of rage. When you 
  first manage to open your eyes all you see is smoke 
  and dust.  
   
  Then you see the flames, the people running 
  about and the boulders being flung against the 
  walls. You are at Rel Mord, and it is the first night of 
  the siege! 
   
  There is no special player handout this time. Player 
  Handout Three is provided for those players (not 
  characters) that were not present during NYR5-I08 For 
  King and Country. If all of your players were present, or 
  at least are aware of the events, you can skip distribution 
  of this handout.  
   
  Setting and Mood: The battle to reclaim Rel Mord was 
  the most difficult and deadly of the entire King and 
  Country campaign. Descriptions should focus on the 
  confusion of battle, the mortal combats being waged 
  throughout the battlefield, and the desperation of both 
  sides to win the battle. The PCs cannot affect or influence 
  the battle in any way. All of the NPCs involved in the 
  battle are just figments and memories. PCs will find they 
  pass right through the combatants, their speech is 
  unheard, and battle effects (spells, siege boulders, etc) 
  have no effect on them. Essentially, the battle is a 
  phantasm, and the PCs are the only things that are ‘real’ – 
  at least initially. 
   
  The PCs will likely start looking around for either Hibin 
  or an imp at this point. They find both, once they get 
  close to one of the gates into Rel Mord. 
   
  Ahead of you stands one of the gates of Rel Mord. 
  The fighting is fiercest here; Lynwerd’s men battle 
  the Traitor’s foul allies all around you. One small 
  group, some distance to the left of the gate, struggles 
  to push a scaling ladder up against the wall. 
  Strangely, you see Hibin, now a grown adult, lying in 
  a fetal position between you and the group erecting 
  the ladder.  
   
  Sitting atop his back, is a disgusting creature. 
  Filthy, sagging skin hangs loosely on a tiny, 
  potbellied humanoid. Oily, stringy hair perches in a 
  lop-sided lump above a face resembling a bloated 
  gargoyle. It sneers in your direction.  
   
  “Not this time mortals. He’s mine, and I’m 
  planning to keep him. I’m the only one left, many 
  thanks to you, and so my mind alone rules here. I 
  think I’ll take this sorcerer back into the Hells with 
  me. We’ll watch them try and call me ‘stinker’ now.” 
   
  This is the last of the imps in Hibin’s mind. The Filth 
  Imp is the cleverest, and strongest (at least mentally) of 
  the three imps, and his hold on Hibin’s mind is quite 
  strong. He also has much more control on the 
  ‘environment’ inside Hibin’s mind than his two brothers 
  did. Rather than merely twisting Hibin’s memories to 
  suit his own personality, the Filth Imp has taken it a step 
  further and actually merged with this memory. This gives 
  him far more power than either of the other two imps. 
   
  APL 2 (EL 5) 
   
  Filth Imp: male outsider (evil, lawful, extraplanar) 
  wizard 3; hp 36; see Appendix 1.  
   
  APL 4 (EL 7) 
   
  Filth Imp: male outsider (evil, lawful, extraplanar) 
  wizard 5; hp 54; see Appendix 2. 
   
  APL 6 (EL 9) 
   
  Filth Imp: male outsider (evil, lawful, extraplanar) 
  wizard 7; hp 72; see Appendix 3. 
   
  APL 8 (EL 11) 
   
  Filth Imp: male outsider (evil, lawful, extraplanar) 
  wizard 9; hp 90; see Appendix 4. 
   
  The Filth Imp can be recognized as such with a 
  Knowledge (the planes) check (DC 18). 
   
  Tactics: The Filth Imp begins combat with one dose of 
  Powder of the Black Veil already in hand. He will fly 
  upwards, dropping the powder as a free action, and then 
  begin casting defensive or buff-type spells. If he can get 
  two rounds of casting (he’ll fly out of the PCs reach if 
  possible), he’ll buff up each round and then begin using 
  his damaging spells to take out as many of the PCs as 
  possible. The creature loves engaging in melee combat, 
  but realizes that he is somewhat frail. If the party 
  contains a high-damage-dealing fighter type, the imp will 
  use his other dose of powder on that individual. 
   
  NYR6-03 A Heartland Homecoming 
   
  Page 19 
  
  Hibin’s Spells: As discussed in the Preparation for Play 
  section, each of the imps can call on one or more of 
  Hibin’s spells. The Filth Imp can use each of the 
  following spells: 
   
  APL 2 and 4: mage armor 
  APL 6 and 8: hypnotic pattern, mage armor 
   
  See NPC Appendix for details on Hibin’s spells (uses per 
  day, save DCs, etc). 
   
  Treasure: As this encounter takes place in Hibin’s mind, 
  no real treasure exists to be found. The possessions of the 
  Filth Imp remain with the imp’s body. However, once 
  the PCs are returned to the real world, the body and its 
  possessions will also be returned – allowing the PCs to 
  recover these items. 
   
  Development: Once the PCs destroy the Filth Imp, 
  Hibin is able to regain control of his power and abilities. 
  One final scene of closure takes place, and then the PCs 
  are returned to the real world. 
   
  The creature dies with a scream of rage. As its body 
  collapses to the ground, it bursts into an intense 
  column of flame. The light from this bonfire 
  continues to increase, growing ever brighter with 
  each passing second. The roar of the flames drowns 
  out all other sounds. Soon there is only you and the 
  flames; all else has faded to nothingness.  
   
   
   
  Then you see a relatively darker blotch stand up 
  in the midst of the flames. As your eyes adjust, you 
  see that it is Hibin – no longer made prostrate by the 
  creatures that inhabited his mind. He seems much 
  calmer now. 
  “Thank you. I am so sorry that I was unaware of 
  the presence of those creatures; else I never would 
  have risked coming home. For any pain I may have 
  caused you, I apologize. It was never my intention to 
  harm any of you.” He laughs ironically, “and 
  certainly never to absorb your minds into my own.” 
   
  “Although I am weaker now than I was when 
  the creatures possessed me, I believe I still have 
  enough energy remaining to return you all to the 
  real world. There is some risk, mostly to myself, but 
  I am willing to take that risk. I owe each of you so 
  much more than that.” 
  If the PCs say nothing further, or merely agree with 
  Hibin, jump to Conclusion A – An Ending at Last. 
   
  However, astute PCs may realize that currently they 
  possess Hibin’s mind much as the imps once did. While 
  they cannot influence Hibin’s actions (or take control of 
  him in any fashion), they could provide additional energy 
  to Hibin. Should they bring up this possibility, Hibin will 
  respond: 
   
  “While it is true that I could draw the additional 
  energy I need from each of you, I am loathe to put 
  you in any more danger.” 
   
  If the PCs do not press the issue, proceed to Conclusion 
  A – An Ending at Last, as above. Otherwise, continue 
  with the following: 
   
  “Very well. I shall make the attempt. Again, I thank 
  you all for your selfless deeds. Prepare yourselves if 
  you would, this may hurt just a bit.” 
   
  The PCs are free to cast any healing spells they would 
  like, prior to Hibin’s attempt to free them. Once they 
  signal their readiness, proceed to Conclusion B – All’s 
  Right with the World. 
   
   
   
   
  CONCLUSION A – AN 
  ENDING AT LAST 
  Hibin faces your group. Muttering arcane syllables, 
  Hibin gestures in time with the column of fire 
  behind him. As the flames dance and sway, Hibin’s 
  muttering reaches a crescendo and the fire column 
  bursts apart. Waves of heat pass over and through 
  you, and then darkness returns. 
   
  You expected pain, but there was none. One 
  moment you were in Hibin’s mind, and the next you 
  found yourself returned to your own body. Your 
  companions seem also to have been returned to 
  their physical forms.  
   
  Unfortunately, Hibin has fared less well. While 
  his physical injuries will heal, the cost of returning 
  you all to the real world seems to have been very 
  high. Hibin looks to have aged a decade overnight. 
  His cheeks are hollow and drawn, his hair has 
  started turning grey, and when you return to town, 
  he walks with a stumbling, halting gait.  
   
  But more, something is missing from Hibin. 
  Some spark that once sustained him is gone – 
  perhaps for all time. In the days to come, you learn 
  that Hibin’s magic was burned out of him. He can 
  no longer cast even the simplest of cantrips. Perhaps 
  it is for the best. 
   
  Skip to Aftermath: The Shattered Cave. 
   
   
  CONCLUSION B – ALL’S 
  RIGHT WITH THE WORLD 
  Hibin sighs and then smiles at each of you. Turning 
  so that his back faces the column of fire, Hibin 
  begins to mutter arcane syllables. Gesturing in time 
  with the column of fire behind him, the flames 
  NYR6-03 A Heartland Homecoming 
   
  Page 20 
  
  dance and sway. As Hibin points directly at you, you 
  feel a sharp tug, and then a feeling of exhaustion 
  overcomes you.  
   
  Hibin’s muttering reaches a crescendo and the 
  fire column bursts apart. Waves of heat pass over 
  and through you, and then darkness returns. 
   
  One moment you were in Hibin’s mind, and in 
  the next you found yourself returned to your own 
  body. Your companions seem also to have been 
  returned to their physical forms.  
   
  While there is that small feeling of emptiness 
  within you, you can find nothing physically wrong. 
  As for Hibin, the sorcerer is tired, and quite drained, 
  but otherwise seems to be on the road to recovery.  
   
  The PCs have earned the special reward A Selfless Act as 
  recorded on the AR for this adventure.  
   
   
  AFTERMATH: THE 
  SHATTERED CAVE 
  The only mystery still remaining is where you found 
  yourselves when you returned to the physical world. 
  You came to, lying atop the shattered rubble of some 
  sort of collapsed cavern. Apparently, the feeling of 
  falling you had just before your sojourn through 
  Hibin’s memories was real. Whatever effect Hibin 
  had used to absorb your minds seemed to have 
  shattered the ground above some sort of system of 
  curving passages.  
   
  While the tunnels appear to be unoccupied, 
  their alien nature is cause for much interest among 
  the learned of the kingdom. For the next several 
  weeks, Heartland plays host to numerous groups 
  coming to investigate the passages. For a while at 
  least, Heartland finds itself the center of the 
  kingdom more than just geographically. 
   
  The End. 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 5 – Painful Memories 
  Defeat the Bloodbag Imp (EL = APL+1) 
  APL 2  
   90 XP 
  APL 4  
   150 XP 
  APL 6  
   210 XP 
  APL 8  
   270 XP 
   
  Encounter 6 – Dreams of Youth 
  Defeat the Euphoric Imp (EL = APL+2) 
  APL 2  
   120 XP 
  APL 4  
   180 XP 
  APL 6  
   240 XP 
  APL 8  
   300 XP 
   
  Encounter 7 – Recent Events 
  Defeat the Filth Imp (EL = APL+3) 
  APL 2  
   150 XP 
  APL 4  
   210 XP 
  APL 6  
   270 XP 
  APL 8  
   330 XP 
   
  Discretionary roleplaying award 
  Interaction with the residents of Heartland, interaction 
  with the various aspects of Hibin Torer. 
  APL 2  
   90 XP 
  APL 4  
   135 XP 
  APL 6  
   180 XP 
  APL 8  
   225 XP 
   
  Roleplaying XP should only be given out to those 
  characters participating in the various roleplaying aspects 
  of this scenario. Characters that fail to interact with any 
  of the NPCs (or participate in any of the discussions) 
  should not be rewarded full roleplaying XP. 
   
   
  Total possible experience: 
  APL 2  
   450 XP 
  APL 4  
   675 XP 
  APL 6  
   900 XP 
  APL 8  
   1,125 XP 
   
  NYR6-03 A Heartland Homecoming 
   
  Page 21 
  
  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. 
   
   
  Encounter 5 – Painful Memories 
  APL 2: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp 
  APL 4: Loot: 225 gp (masterwork chain shirt, masterwork 
  spiked gauntlets); Coin: 0 gp; Magic: 1,000 gp (+1 ring of 
  protection) 
  APL 6: Loot: 0 gp; Coin: 0 gp; Magic: 5,735 gp (+1 chain 
  shirt, +1 spiked gauntlets, +2 ring of protection) 
  APL 8: Loot: 0 gp; Coin: 0 gp; Magic: 8,435 gp (+2 chain 
  shirt, +2 spiked gauntlets, +2 ring of protection) 
   
  Encounter 6 – Dreams of Youth  
  APL 2: Loot: 0 gp; Coin: 0 gp; Magic: 2,000 gp (+1 ring of 
  protection, +1 amulet of natural armor) 
  APL 4: Loot: 0 gp; Coin: 0 gp; Magic: 2,000 gp (+1 ring of 
  protection, +1 amulet of natural armor) 
  APL 6: Loot: 0 gp; Coin: 0 gp; Magic: 8,000 gp (+2 ring of 
  protection, +2 amulet of natural armor) 
  APL 8: Loot: 0 gp; Coin: 0 gp; Magic: 12,000 gp (+2 ring of 
  protection, +4 periapt of wisdom) 
   
  Encounter 7– Recent Events 
  APL 2: Loot: 0 gp; Coin: 0 gp; Magic: 1,250 gp (+1 bracers of 
  armor, 2 doses of powder of the black veil) 
  APL 4: Loot: 0 gp; Coin: 0 gp; Magic: 2,750 gp (+2 bracers of 
  armor, 2 doses of powder of the black veil) 
  APL 6: Loot: 0 gp; Coin: 0 gp; Magic: 4,750 gp (+2 bracers of 
  armor, 2 doses of powder of the black veil, +2 headband of 
  intellect) 
  APL 8: Loot: 0 gp; Coin: 0 gp; Magic: 8,750 gp (+2 bracers of 
  armor, 2 doses of powder of the black veil, +2 headband of 
  intellect, +2 ring of protection) 
   
   
  Total Possible Treasure 
  APL 2: Loot: 0 gp; Coin: 0 gp; Magic: 3,250 gp 
  APL 4: Loot: 225 gp; Coin: 0 gp; Magic: 5,750 gp 
  APL 6: Loot: 0 gp; Coin: 0 gp; Magic: 18,485 gp 
  APL 8: Loot: 0 gp; Coin: 0 gp; Magic: 28,185 gp 
   
  Max per PC: 
  APL 2:  
  450 gp 
  APL 4:  
  650 gp 
  APL 6:  
  900 gp 
  APL 8: 
  1,300 gp 
   
   
  Special 
   
  Favor of Olma Torer: You managed to save her son 
  from the influence of his internal ‘demons’. Olma is 
  happy to have her son back, alive and well. While not a 
  rich woman, she does have some influence with a well-
  traveled caravan company. They have agreed to have you 
  along during their upcoming trading route. Your next 
  three scenarios played out of region (cores and regional 
  scenarios outside your home region) cost 1 less TU than 
  normal (this includes the effect on upkeep costs). Record 
  the AR #’s where this favor is used below. This favor 
  NYR6-03 A Heartland Homecoming 
   
  Page 22 
  
  expires once you have used it three times. Cross off this 
  favor when this occurs. 
  _________ 
  _________ 
  _________ 
   
   
  Favor of Vivena Torer: You have rescued Hibin Torer 
  from death a second time. Vivena Torer is grateful 
  beyond words to be reunited with her husband. You will 
  always have a place to stay in Heartland. For all scenarios 
  taking place within Heartland, Justcrown Province, or 
  the County of Mowbrenn, you have free standard 
  upkeep. 
   
  A Life Unfettered: You have experienced existence 
  without a physical body. At some point in the future, this 
  experience will serve you well. You may, as a swift action, 
  put yourself under the effects of a Freedom of Movement 
  spell (caster level 7). This is a supernatural ability that 
  may only be used once. Cross off this ability once used. 
   
  A Selfless Act:  You have given of your own life essence 
  to help Hibin Torer retain his magical abilities.  This has 
  left you feeling quite drained.  You must begin play of 
  your next scenario (and that scenario only) as though 
  fatigued (PHB page 308).  Although this condition can be 
  removed normally, you are unaware of your fatigued state 
  until under stress (judge’s discretion, although combat 
  always counts).  However, as a reward for your actions, 
  Hibin Torer uses his contacts in the Nyrond Army to 
  arrange enchanting of your armor or weapons.  Any 
  masterwork weapon, armor or shield you own may be 
  upgraded to +1 (including items purchased from an AR 
  or through a Nyrond Regional Metaorg.  This counts 
  only as access, the upgrade must be paid for normally. 
   
  Patrons of the Arcane Wanderer: As a patron, you have 
  many contacts with other arcane devotees. By 
  mentioning your strange adventure and the unusual 
  tunnels discovered at the journey’s end, these contacts 
  have revealed some mysteries of their own. You now have 
  access to take any one of the following prestige classes: 
  Alienist, Wayfarer Guide, or Wild Mage. Circle the 
  prestige class chosen once taken, and cross off all others. 
   
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
  Item Access 
  APL 2: 
  • 
  Powder of the Black Veil (Adventure; CA; 750 gp) 
  • 
  Tiny spiked gauntlets (Adventure; PHB; 5 gp) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  +2 bracers of armor (Adventure; DMG; 4,000 gp) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  +2 ring of protection (Adventure; DMG; 8,000 gp) 
  • 
  +2 amulet of natural armor (Adventure; DMG; 8,000 
  gp) 
  • 
  +1 ki focus kama (Adventure; DMG; 8,302 gp) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  +2 chain shirt (Adventure; DMG; 4,250 gp) 
  • 
  +2 spiked gauntlets (Adventure; DMG; 8,305 gp) 
  • 
  +4 periapt of wisdom (Adventure; DMG; 16,000 gp) 
   
   
   
  NYR6-03 A Heartland Homecoming 
   
  Page 23 
  
  NEW RULES ITEMS 
   
  BLOODBAG IMP 
  This creature can be found in the Fiend Folio on page 98. The version included in this scenario has already been 
  updated using the v3.5 D&D Update Booklet. All required elements to running this creature can be found under 
  Encounter 5 – Painful Memories in the combat appendices. 
   
  EUPHORIC IMP 
  This creature can be found in the Fiend Folio on page 99. The version included in this scenario has already been 
  updated using the v3.5 D&D Update Booklet. All required elements to running this creature can be found under 
  Encounter 6 – Dreams of Youth in the combat appendices. 
   
  FILTH IMP 
  This creature can be found in the Fiend Folio on page 100. The version included in this scenario has already been 
  updated using the v3.5 D&D Update Booklet. All required elements to running this creature can be found under 
  Encounter 7 – Recent Events in the combat appendices. 
   
  POWDER OF THE BLACK VEIL 
  As detailed in the Complete Arcane on page 150: 
  A pinch of this sooty, black powder cast into an area creates a 10-foot high cloud in a 10-foot spread centered on the 
  user. The could remains in place for 2d4 rounds and any creature caught in the area (or one that enters it) is blinded for 
  as long as it stays in the cloud and for 1d4 rounds after it leaves unless it succeeds on a DC 13 Will save.  
   
  Faint Necromancy; CL 3rd; Craft Wondrous Item, blindness/deafness; Price 750 gp 
   
  WILD MAGE 
  As detailed in the Complete Arcane on pages 68-70: 
   
  The wild mage aspires to cast spells without structure. By taking the risk of substituting an element of randomness, she 
  gives up the safe predictability of other arcane spellcasters. This risk allows for the potential of power greater than other 
  casters can hope for. Of course she also risks the potential for less power, but what is magic if not risky? 
   
  Requirements: 
  To qualify to become a wild mage, a character must fulfill all the following criteria/ 
   
  Alignment: Any chaotic 
   
  Skills: Knowledge (the planes) 4 ranks, Spellcraft 8 ranks, Use Magic Device 4 ranks 
   
  Feats: Magical Aptitude, any metamagic feat 
   
  Spells or Spell-Like Abilities: Arcane caster level 1st. 
   
  Hit Die: d4 
   
  The Wild Mage 
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day/Spells Known 
  1st 
  +0 
  +0 
  +2 
  +0 
  Wild Magic 
  +1 level of existing arcane class 
  2nd 
  +1 
  +0 
  +3 
  +0 
  Random Deflector 1/day 
  +1 level of existing arcane class 
  3rd 
  +1 
  +1 
  +3 
  +1 
  Student of Chaos 
  +1 level of existing arcane class 
  4th 
  +2 
  +1 
  +4 
  +1 
  ---  
  +1 level of existing arcane class 
  5th 
  +2 
  +1 
  +4 
  +1 
  Random Deflector 2/day 
  +1 level of existing arcane class 
  6th 
  +3 
  +2 
  +5 
  +2 
  Chaotic Mind 
  +1 level of existing arcane class 
  7th 
  +3 
  +2 
  +5 
  +2 
  --- 
  +1 level of existing arcane class 
  8th 
  +4 
  +2 
  +6 
  +2 
  Random Deflector 3/day 
  +1 level of existing arcane class 
  9th 
  +4 
  +3 
  +6 
  +3 
  Reckless Dweomer 
  +1 level of existing arcane class 
  10th 
  +5 
  +3 
  +7 
  +3 
  Wildstrike 
  +1 level of existing arcane class 
   
  Class Skills:  
  NYR6-03 A Heartland Homecoming 
   
  Page 24 
  
  The wild mage’s class skills (and the key ability for each skill) are Bluff(Cha), Concentration(Con), Craft(Int), 
  Intimidate(Cha), Knowledge(all skills, taken individually)(Int), Profession(Wis), Spellcraft(Int), and Use Magic 
  Device(Cha) 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features: 
   
  Weapon and armor proficiency: Wild mages gain no proficiency with any weapon or armor. 
   
  Spells per Day/Spells Known: At each level, a wild mage gains spells per day (and spells known if applicable) as if 
  she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. 
  She does not, however, gain any other benefit a character of that class would have gained. If she had more than one 
  arcane spellcasting class before becoming a wild mage, she must decide to which class to add each level for the purpose 
  of determining spells per day and spells known. 
   
  Wild Mage: A wild mage cast spells differently fro any other arcane spellcaster. She reduces her caster level by 3 
  for all spells she casts from now on. However, each time she casts a spell, her use of wild magic adds 1d6 to her adjusted 
  caster level. For example, an 8th-level sorcerer/1st-level wild mage has a base caster level of 6th, not 9th, but her actual 
  caster level varies from 7th to 12th for every spell she casts. Cast level affects all level-based variables of a spell, including 
  spell penetration checks. 
   
  Random Deflector (Su): At 2nd level and higher a wild mage has the ability to protect herself from certain attacks 
  with this ability. Using this ability is an immediate action, which means that a wild mage activates it when it is not her 
  turn. When activated, the random deflector lasts until the beginning of the wild mage’s next turn. 
   
  The random deflector redirects ranged attacks, ranged touch attacks, and individually targeted spells (spells 
  designating the wild mage as the sole target, but not area spells striking an area in which she happens to be the sole 
  target) so that they instead attack or affect a random target within 20 feet of the wild mage. A wild mage includes herself 
  and her allies among the possible new targets. Any creature targeted by a deflected attack is attacked or affected 
  normally, so an attack roll is made normally against the new target’s AC, the new target receives a saving throw if the 
  spell or effect allows one, and so on. A wild mage can use this ability once per day at 2nd level, two times per day at 5th 
  level and three times per day at 8th level. 
   
  Student of Chaos (Ex): Whenever a wild mage of 3rd level or higher uses a magic item that offers a randomly 
  determined effect (such as a bag of tricks or a rod of wonder), she can roll twice and choose between the two results. If a 
  random roll is made only once to determine the nature or contents of a device (for example, a robe of useful items or an 
  iron flask), a wild mage gains no special advantage. 
   
  Chaotic Mind (Su): When a wild mage reaches 6th level, the power of chaos infuses her mind. She gains 
  immunity to confusion and insanity spells and effects, and she is shielded by a continuous nondetection effect (as the 
  spell). 
   
  Reckless Dweomer (Su): At 9th level and higher, a wild mage knows how to spontaneously convert her own spell 
  energy into random, unpredictable results. As a standard action, she can eliminate a prepared spell or spell slot of at least 
  1st level to create an effect similar to that of activating a rod of wonder. The character’s student of chaos ability (see above) 
  applies when she uses her reckless dweomer ability. See page 237 of the Dungeon Master’s Guide for details on the rod of 
  wonder. 
   
  Wildstrike (Sp): At 10th level, a wild mage gains the ability to make a wildstrike once per day. A wildstrike affects a 
  single creature within 60 feet, surrounding the creature in an aura of shimmering rainbow colors for 2d6 rounds. Spell 
  resistance applies but the target receives no saving throw. While a wildstrike is in effect, there is a 50% chance each time 
  the affected creature casts a spell or uses a spell-like ability that its intended action fails. Instead the creature rolls as if it 
  had activated a rod of wonder (see page 237 of the Dungeon Master’s Guide). 
   
   
  NYR6-03 A Heartland Homecoming 
   
  Page 25 
  
  APPENDIX 1: APL 2 
   
  ENCOUNTER 5: PAINFUL MEMORIES  
   
  The bloodbag imp presented here is nearly identical to 
  the one found in the Fiend Folio. It has already been 
  updated using the v3.5 D&D Update Booklet. The 
  changes from the printed Fiend Folio version are as 
  follows: fast healing 4 instead of regeneration 4, and 
  damage reduction 5/silver or good instead of just 
  silver. Hit points have also been adjusted upwards to fit 
  with LG guidelines. The imp is fond of licking his 
  spiked gauntlets, and they should be treated as being 
  coated with the same poison as delivered with his bite. 
   
  Bloodbag Imp: CR 3; tiny male outsider (evil, 
  extraplanar); HD 4d8+19; hp 43; Init -1; Spd 20 ft., fly 
  40 ft. (good); AC 14 (+2 size, -1 Dex, +3 natural), touch 
  11, flat-footed 14; Base Atk +4; Grp –4;  
   
  Atk +7 melee (1d6 + poison; 20/x2, bite) or +6 
  melee (1d2 + poison; 20/x2, tiny spiked gauntlets) 
   
  Full Atk +7 melee (1d6 + poison; 20/x2, bite) or +6 
  melee (1d2 + poison; 20/x2, tiny spiked gauntlets) 
   
  Space/Reach 2 1/2 ft./0 ft.; SA Poison, spell-like 
  abilities, wounding curse; SQ Damage reduction 
  5/silver or good, fast healing 4, outsider traits, 
  polymorph, see in darkness, spell resistance 6; 
   
  AL NE; SV Fort +8, Ref +3, Will +5; Str 10(+0), Dex 
  9(-1), Con 18(+4), Int 11(+0), Wis 12(+1), Cha 13(+1).  
   
  Skills and Feats: Climb +7, Concentration +8, 
  Diplomacy +8, Heal +16, Listen +8, Spellcraft +7, Spot 
  +8; Toughness, Weapon Focus (Bite) 
   
  Languages: Common, infernal 
   
  Wounding Curse (Su): Three times per day, a 
  bloodbag imp can point at a foe within 30 feet and 
  force the opponent to make a Fortitude save (DC 13) or 
  suffer the effects of its wounding curse. A creature that 
  succeeds on its saving throw is immune to that imp’s 
  wounding curse ability for one day. The Fortitude save 
  is Cha-based. 
   
  For those affected every melee injury taken within 
  the next hour continues to bleed for 1 point of damage 
  per round thereafter (in addition to the normal damage 
  dealt by the melee attack). Multiple wounds result in 
  cumulative bleeding loss. The bleeding can be stopped 
  only by a Heal check (DC 15) or the application of any 
  cure spell or other healing spell (heal, healing circle, etc). 
   
  Polymorph (Su): All imps can assume other 
  forms at will as a standard action. This ability functions 
  as polymorph cast by a 12th-level sorcerer, except that 
  an individual imp can assume only one or two forms 
  no larger than Medium-size. This bloodbag imp has 
  chosen the form of a swamp gar (treat as a Medium-
  sized shark, Monster Manual page 279). 
   
  See in Darkness (Su): All imps see perfectly in 
  darkness of any kind. 
   
  Poison (Ex): A bloodbag imp delivers its poison 
  (Fort DC 16 negates) with each successful bite attack. 
  Initial and secondary damage are the same (1d4 Str). 
  The Fortitude save is Con-based. 
   
  Spell-like Abilities (Sp): at will – detect good, detect 
  magic, invisibility (self only); 1/day – vampiric touch. 
  Caster level 6th; save DC 11+spell level. 
   
   
  Hibin’s Spells: As discussed in the Preparation 
  for Play section, each of the imps can call on one or 
  more of Hibin’s spells. The Bloodbag Imp can use each 
  of the following spells (assuming it is not raging): 
   
  APL 2: ray of frost 
   
  See NPC Appendix for details on Hibin’s spells (uses 
  per day, save DCs, etc). 
   
   
  Physical Description: A corpulent human-shaped 
  creature with short limbs, stubby fingers, bat-like 
  wings, and long crooked teeth. Its internal organs float 
  inside its torso, surrounded by a sea of blood contained 
  by a weak semi-translucent pink epidermis.  
   
   
  ENCOUNTER 6: DREAMS OF YOUTH 
   
   
  With the exception of added character levels, the 
  euphoric imp presented here is nearly identical to the 
  one found in the Fiend Folio. It has already been 
  updated using the v3.5 D&D Update Booklet. The 
  changes from the printed Fiend Folio version are as 
  follows: Wisdom 9 instead of Wisdom 7, fast healing 3 
  instead of regeneration 3, and damage reduction 
  5/silver or good instead of just silver. Size has been 
  increased to small (from tiny), adjusting both reach and 
  armor class. Hit points have also been adjusted 
  upwards to fit with LG guidelines. The imp has 
  repeatedly coated his kamas with his hallucinogenic 
  slime, granting them the same effects as his sting (for 
  the first two attacks with each kama). 
   
  Euphoric Imp: CR 4; small male outsider (evil, 
  extraplanar, lawful) monk 1; HD 4d8+1d8; hp 30; Init 
  +2; Spd 20 ft., fly 50 ft. (perfect); AC 18 (+1 size, +2 Dex, 
  +4 natural, +1 deflection), touch 14, flat-footed 16; Base 
  Atk +4; Grp +0;  
   
  Atk +8 melee (1d6 plus hallucinogen; 20/x2, sting) 
  or +7 melee (1d4 plus hallucinogen; 20/x2, mwk kama);  
   
  Full Atk [+8 melee (1d6 plus hallucinogen; 20/x2, 
  sting)] OR [+7 melee (1d4 plus hallucinogen; 20/x2, 
  mwk kama)] OR [+6/+6 melee (1d4 plus hallucinogen; 
  20/x2, mwk kama) and +1 melee (1d6 plus 
  hallucinogen; 20/x2, sting)];  
   
  SA Flurry of blows, hallucinogen, spell-like 
  abilities, stunning fist; SQ Damage reduction 5/silver 
  or good, fast healing 3, outsider traits, polymorph, 
  resistance to fire 20, see in darkness, spell resistance 7;  
  NYR6-03 A Heartland Homecoming 
   
  Page 26 
  
   
  AL LE; SV Fort +6, Ref +8, Will +5; Str 10(+0), Dex 
  14(+2), Con 11(+0), Int 17(+3), Wis 9(-1), Cha 10(+0). 
   
  Skills and Feats: Balance +5, Bluff +7, Craft 
  (alchemy) +18, Diplomacy +9, Disguise +0 (+2 acting), 
  Escape Artist +10, Hide +14, Intimidate +9, Jump +3, 
  Knowledge (arcana) +10, Listen +5, Open Lock +9, 
  Tumble +10, Use Rope +3 (+4 bindings); Stunning 
  FistB, Weapon Finesse, Weapon Focus (sting). 
   
  Languages: Common, celestial, infernal. 
   
  Hallucinogen (Ex): Creatures hit by a euphoric 
  imp’s sting attack are injected with a small quantity of 
  hallucinogenic slime. Those who fail a Fortitude save 
  (DC 12) become dazed for 2d6 rounds. During this 
  time, afflicted creatures are so entranced by euphoric 
  bliss that they can take no actions (but defend 
  themselves normally). The Fortitude save is Con-based. 
   
  Spell-like Abilities (Sp): at will – detect good, detect 
  magic, invisibility (self only); 1/day – major image. Caster 
  level 6th; save DC 10+spell level. 
   
  Polymorph (Su): All imps can assume other 
  forms at will as a standard action. This ability functions 
  as polymorph cast by a 12th-level sorcerer, except that 
  an individual imp can assume only one or two forms 
  no larger than Medium-size. This euphoric imp has 
  chosen the form of a deer (treat as a Medium-sized war 
  pony, Monster Manual page 277). 
   
  See in Darkness (Su): All imps see perfectly in 
  darkness of any kind. 
   
  Flurry of Blows (Ex): as per monk (PHB). 
   
  Stunning Fist (Ex): 1/day; Fortitude DC 11 
  negates. The imp uses its stunning fist ability with its 
  sting attack. 
   
  Possessions: +1 amulet of natural armor, +1 ring of 
  protection, two masterwork kamas 
   
   
  Hibin’s Spells: As discussed in the Preparation 
  for Play section, each of the imps can call on one or 
  more of Hibin’s spells. The Euphoric Imp can use each 
  of the following spells: 
   
  APL 2: true strike 
   
  See NPC Appendix for details on Hibin’s spells (uses 
  per day, save DCs, etc). 
   
   
  Physical Description: A small, lanky, humanoid-
  shaped creature, with largish bat-like wings, and a long 
  prehensile tail topped with a sharp stinger. The deep 
  circles surrounding its bloodshot eyes, multiple 
  healing stab wounds, and the slack-jawed expression 
  on his face, betray his taste for his own hallucinogenic 
  slime. 
   
   
  ENCOUNTER 7: RECENT EVENTS 
   
   
  With the exception of added character levels, the filth 
  imp presented here is nearly identical to the one found 
  in the Fiend Folio. It has already been updated using 
  the v3.5 D&D Update Booklet. The changes from the 
  printed Fiend Folio version are as follows: fast healing 
  2 instead of regeneration 2, and damage reduction 
  5/silver or good instead of just silver. Size has been 
  increased to small (from tiny), adjusting both reach and 
  armor class. Hit points have also been adjusted 
  upwards to fit with LG guidelines. 
   
  Filth Imp: CR 5; small male outsider (evil, 
  extraplanar) wizard 3; HD 2d8+3d4+15; hp 36; Init +0; 
  Spd 20 ft., fly 50 ft. (perfect); AC 15 (+1 size, +1 armor, 
  +3 natural), touch 11, flat-footed 15; Base Atk +3; Grp -
  1;  
   
  Atk +5 melee (1d4 plus disease; 20/x2, claw);  
   
  Full Atk +5/+5 melee (1d4 plus disease; 20/x2, 2 
  claws);  
   
  SA Disease, diabolical stench, spell-like abilities, 
  spells; SQ Damage reduction 5/silver or good, fast 
  healing 2, outsider traits, polymorph, resistance to 
  sonic 20, see in darkness, spell resistance 8;  
   
  AL LE; SV Fort +9, Ref +4, Will +8; Str 11(+0), Dex 
  10(+0), Con 17(+3), Int 16(+3), Wis 14(+2), Cha 4(-3). 
   
  Skills and Feats: Balance +5, Climb +5 (+7 rope), 
  Decipher Script +8, Diplomacy -1, Escape Artist +2 (+4 
  rope), Forgery +8, Hide +13, Knowledge (arcana) +6, 
  Knowledge (the planes) +6, Listen +6, Move Silently 
  +5, Search +9, Sense Motive +7, Spellcraft +6, Spot +6, 
  Survival +2, Use Rope +5; Great Fortitude, Scribe 
  Scroll, Weapon Focus (claws). 
   
  Languages: abyssal, common, draconic, infernal. 
   
  Diabolical Stench (Su): Three times per day, a 
  filth imp can emit an invisible cloud of sickening gas 
  in a 20-foot spread. Any creatures caught within the 
  cloud must make a Fortitude save (DC 15) or become 
  nauseated for 1d6 rounds. The cloud dissipates at the 
  end of the round in which it was released, though an 
  unpleasant odor lingers for as long as 1 hour thereafter. 
  Creatures who save successfully are immune to that 
  imp’s diabolical stench for one day. The Fortitude save 
  is Con-based. 
   
  Disease (Ex): Any creature hit by a filth imp’s 
  claw attack must succeed at a Fortitude save (DC 15) on 
  contract filth fever. The incubation period is 1d3 days, 
  and the disease deals 1d3 points of Dexterity damage 
  and 1d3 points of Constitution damage. The Fortitude 
  save is Con-based. 
   
  Spell-like Abilities (Sp): at will – detect good, detect 
  magic, invisibility (self only); 1/day – stinking cloud. 
  Caster level 6th; save DC 7+spell level. 
   
  Polymorph (Su): All imps can assume other 
  forms at will as a standard action. This ability functions 
  as polymorph cast by a 12th-level sorcerer, except that 
  an individual imp can assume only one or two forms 
  no larger than Medium-size. This filth imp has chosen 
  the standard medium-sized monstrous spider (Monster 
  Manual page 288), although it is very unlikely he will 
  change form. 
   
  See in Darkness (Su): All imps see perfectly in 
  darkness of any kind. 
  NYR6-03 A Heartland Homecoming 
   
  Page 27 
  
   
  Possessions: +1 bracers of armor, 2 doses of powder of 
  the black veil 
   
   
  Spells Prepared (4/3/2; base DC = 13 + spell level): 
  0—[acid splash, daze, flare, ray of frost]; 1st—[burning 
  hands, magic missile, shield]; 2nd—[glitterdust, ghoul 
  touch]. The creature does not have a spellbook. 
   
   
  Hibin’s Spells: As discussed in the Preparation 
  for Play section, each of the imps can call on one or 
  more of Hibin’s spells. The Filth Imp can use each of 
  the following spells: 
   
  APL 2: mage armor 
   
  See NPC Appendix for details on Hibin’s spells (uses 
  per day, save DCs, etc). 
   
   
  Power-Up Suite: shield – +4 shield bonus to AC, 
  blocks magic missiles; ghoul touch – can be delivered with 
  a regular claw attack, mage armor – +3 additional bonus 
  to AC 
   
   
  Physical Description: A disgusting creature. Filthy, 
  sagging skin hangs loosely on a tiny, potbellied 
  humanoid with sickening bat-like wings. Oily, stringy 
  hair perches in a lop-sided lump above a face 
  resembling a bloated gargoyle. 
   
  NYR6-03 A Heartland Homecoming 
   
  Page 28 
  
  APPENDIX 2: APL 4 
   
  ENCOUNTER 5: PAINFUL MEMORIES  
   
  With the exception of added character levels, the 
  bloodbag imp presented here is nearly identical to the 
  one found in the Fiend Folio. It has already been 
  updated using the v3.5 D&D Update Booklet. The 
  changes from the printed Fiend Folio version are as 
  follows: fast healing 4 instead of regeneration 4, and 
  damage reduction 5/silver or good instead of just 
  silver. Size has been increased to small (from tiny), 
  adjusting both reach and armor class. Hit points have 
  also been adjusted upwards to fit with LG guidelines. 
  The imp is fond of licking his spiked gauntlets, and 
  they should be treated as being coated with the same 
  poison as delivered with his bite. 
   
  Bloodbag Imp: CR 5; small male outsider (evil, 
  extraplanar) barbarian 2; HD 4d8+2d12+27; hp 69; Init -
  1; Spd 30 ft., fly 40 ft. (good); AC 18 (+1 size, -1 Dex, +1 
  deflection, +3 natural, +4 armor), touch 11, flat-footed 
  18; Base Atk +6; Grp +2;  
   
  Atk +8 melee (1d3 + poison; 20/x2, mwk spiked 
  gauntlets) or +8 melee (1d8 + poison; 20/x2, bite); 
   
  Full Atk +8 melee (1d3 + poison; 20/x2, mwk 
  spiked gauntlets) and +3 melee (1d8 + poison; 20/x2, 
  bite);  
   
  SA Poison, spell-like abilities, wounding curse; SQ 
  Damage reduction 5/silver or good, fast healing 4, fast 
  movement, outsider traits, polymorph, rage, see in 
  darkness, spell resistance 8, uncanny dodge; 
   
  AL NE; SV Fort +11, Ref +3, Will +7; Str 10(+0), 
  Dex 9(-1), Con 18(+4), Int 11(+0), Wis 12(+1), Cha 
  13(+1).  
   
  Skills and Feats: Climb +9, Concentration +8, 
  Diplomacy +8, Heal +16, Listen +10, Spellcraft +7, Spot 
  +10; Iron Will, Toughness, Weapon Focus (Bite). 
   
  Languages: Common, Infernal 
   
  Wounding Curse (Su): Three times per day, a 
  bloodbag imp can point at a foe within 30 feet and 
  force the opponent to make a Fortitude save (DC 14) or 
  suffer the effects of its wounding curse. A creature that 
  succeeds on its saving throw is immune to that imp’s 
  wounding curse ability for one day. The Fortitude save 
  is Cha-based. 
   
  For those affected every melee injury taken within 
  the next hour continues to bleed for 1 point of damage 
  per round thereafter (in addition to the normal damage 
  dealt by the melee attack). Multiple wounds result in 
  cumulative bleeding loss. The bleeding can be stopped 
  only by a Heal check (DC 15) or the application of any 
  cure spell or other healing spell (heal, healing circle, etc). 
   
  Polymorph (Su): All imps can assume other 
  forms at will as a standard action. This ability functions 
  as polymorph cast by a 12th-level sorcerer, except that 
  an individual imp can assume only one or two forms 
  no larger than Medium-size. This bloodbag imp has 
  chosen the form of a swamp gar (treat as a Medium-
  sized shark, Monster Manual page 279). 
   
  See in Darkness (Su): All imps see perfectly in 
  darkness of any kind. 
   
  Poison (Ex): A bloodbag imp delivers its poison 
  (Fort DC 17 negates) with each successful bite attack. 
  Initial and secondary damage are the same (1d4 Str). 
  The Fortitude save is Con-based. 
   
  Spell-like Abilities (Sp): at will – detect good, detect 
  magic, invisibility (self only); 1/day – vampiric touch. 
  Caster level 8th; save DC 11+spell level. 
   
  Possessions: masterwork chain shirt, masterwork 
  spiked gauntlets, +1 ring of protection. 
   
   
  Hibin’s Spells: As discussed in the Preparation 
  for Play section, each of the imps can call on one or 
  more of Hibin’s spells. The Bloodbag Imp can use each 
  of the following spells (assuming it is not raging): 
   
  APL 4: ray of frost 
   
  See NPC Appendix for details on Hibin’s spells (uses 
  per day, save DCs, etc). 
   
   
  Power-Up Suite: barbarian rage – Str 14; Con 22; 
  hp 81; AC 16; Will +9; Atk +10 melee (1d3+2 + poison) 
  or +10 melee (1d8+2 + poison); Full Atk +8 melee 
  (1d3+2 + poison) and +3 melee (1d8+2 + poison) 
   
   
  Physical Description: A corpulent human-shaped 
  creature with short limbs, stubby fingers, bat-like 
  wings, and long crooked teeth. Its internal organs float 
  inside its torso, surrounded by a sea of blood contained 
  by a weak semi-translucent pink epidermis. 
   
    
  ENCOUNTER 6: DREAMS OF YOUTH 
   
   
  With the exception of added character levels, the 
  euphoric imp presented here is nearly identical to the 
  one found in the Fiend Folio. It has already been 
  updated using the v3.5 D&D Update Booklet. The 
  changes from the printed Fiend Folio version are as 
  follows: Wisdom 9 instead of Wisdom 7, fast healing 3 
  instead of regeneration 3, and damage reduction 
  5/silver or good instead of just silver. Size has been 
  increased to small (from tiny), adjusting both reach and 
  armor class. Hit points have also been adjusted 
  upwards to fit with LG guidelines. The imp has 
  repeatedly coated his kamas with his hallucinogenic 
  slime, granting them the same effects as his sting (for 
  the first two attacks with each kama). 
   
  Euphoric Imp: CR 6; small male outsider (evil, 
  extraplanar, lawful) monk 3; HD 4d8+3d8; hp 42; Init 
  +2; Spd 30 ft., fly 50 ft. (perfect); AC 18 (+1 size, +2 Dex, 
  NYR6-03 A Heartland Homecoming 
   
  Page 29 
  
  +4 natural, +1 deflection), touch 14, flat-footed 16; Base 
  Atk +6; Grp +2;  
   
  Atk +10 melee (1d6 plus hallucinogen; 20/x2, 
  sting) or +10 melee (1d4 plus hallucinogen; 20/x2, +1 
  kama);  
   
  Full Atk [+10 melee (1d6 plus hallucinogen; 20/x2, 
  sting) and +5 melee (1d4 plus hallucinogen; 20/x2, +1 
  kama)] OR [+10 melee (1d4 plus hallucinogen; 20/x2, 
  +1 kama) and +5 melee (1d6 plus hallucinogen; 20/x2, 
  sting)] OR [+8/+8 melee (1d4 plus hallucinogen; 20/x2, 
  +1 kama, flurry of blows) and +3 melee (1d6 plus 
  hallucinogen; 20/x2, sting)];  
   
  SA Flurry of blows, hallucinogen, spell-like 
  abilities, stunning fist; SQ Damage reduction 5/silver 
  or good, evasion, fast healing 3, outsider traits, 
  polymorph, resistance to fire 20, see in darkness, spell 
  resistance 9, still mind;  
   
  AL LE; SV Fort +7, Ref +9, Will +6 (+8 
  enchantments); Str 10(+0), Dex 14(+2), Con 11(+0), Int 
  17(+3), Wis 9(-1), Cha 10(+0). 
   
  Skills and Feats: Balance +7, Bluff +7, Craft 
  (alchemy) +18, Diplomacy +9, Disguise +0 (+2 acting), 
  Escape Artist +12, Hide +16, Intimidate +9, Jump +5, 
  Knowledge (arcana) +10, Listen +5, Open Lock +9, 
  Tumble +12, Use Rope +5 (+7 bindings); Deflect 
  ArrowsB, Dodge, Stunning FistB, Weapon Finesse, 
  Weapon Focus (sting). 
   
  Languages: Common, celestial, infernal. 
   
  Hallucinogen (Ex): Creatures hit by a euphoric 
  imp’s sting attack are injected with a small quantity of 
  hallucinogenic slime. Those who fail a Fortitude save 
  (DC 13) become dazed for 2d6 rounds. During this 
  time, afflicted creatures are so entranced by euphoric 
  bliss that they can take no actions (but defend 
  themselves normally). The Fortitude save is Con-based. 
   
  Spell-like Abilities (Sp): at will – detect good, detect 
  magic, invisibility (self only); 1/day – major image. Caster 
  level 8th; save DC 10+spell level. 
   
  Polymorph (Su): All imps can assume other 
  forms at will as a standard action. This ability functions 
  as polymorph cast by a 12th-level sorcerer, except that 
  an individual imp can assume only one or two forms 
  no larger than Medium-size. This euphoric imp has 
  chosen the form of a deer (treat as a Medium-sized war 
  pony, Monster Manual page 277). 
   
  See in Darkness (Su): All imps see perfectly in 
  darkness of any kind. 
   
  Flurry of Blows (Ex): as per monk (PHB). 
   
  Stunning Fist (Ex): 3/day; Fortitude DC 13 
  negates. The imp uses its stunning fist ability with its 
  sting attack. 
   
  Possessions: +1 amulet of natural armor, +1 ring of 
  protection, two +1 kamas 
   
   
  Hibin’s Spells: As discussed in the Preparation 
  for Play section, each of the imps can call on one or 
  more of Hibin’s spells. The Euphoric Imp can use each 
  of the following spells: 
   
  APL 4: true strike 
   
  See NPC Appendix for details on Hibin’s spells (uses 
  per day, save DCs, etc). 
   
   
  Physical Description: A small, lanky, humanoid-
  shaped creature, with largish bat-like wings, and a long 
  prehensile tail topped with a sharp stinger. The deep 
  circles surrounding its bloodshot eyes, multiple 
  healing stab wounds, and the slack-jawed expression 
  on his face, betray his taste for his own hallucinogenic 
  slime. 
   
   
  ENCOUNTER 7: RECENT EVENTS 
   
   
  With the exception of added character levels, the filth 
  imp presented here is nearly identical to the one found 
  in the Fiend Folio. It has already been updated using 
  the v3.5 D&D Update Booklet. The changes from the 
  printed Fiend Folio version are as follows: fast healing 
  2 instead of regeneration 2, and damage reduction 
  5/silver or good instead of just silver. Size has been 
  increased to small (from tiny), adjusting both reach and 
  armor class. Hit points have also been adjusted 
  upwards to fit with LG guidelines. 
   
  Filth Imp: CR 7; small male outsider (evil, extraplanar, 
  lawful) wizard 5; HD 2d8+5d4+21; hp 48; Init +0; Spd 
  20 ft., fly 50 ft. (perfect); AC 16 (+1 size, +2 armor, +3 
  natural), touch 11, flat-footed 16; Base Atk +4; Grp +0;  
   
  Atk +6 melee (1d4 plus disease; 20/x2, claw);  
   
  Full Atk +6/+6 melee (1d4 plus disease; 20/x2, 2 
  claws);  
   
  SA Disease, diabolical stench, spell-like abilities, 
  spells; SQ Damage reduction 5/silver or good, fast 
  healing 2, outsider traits, polymorph, resistance to 
  sonic 20, see in darkness, spell resistance 10;  
   
  AL LE; SV Fort +9, Ref +4, Will +9; Str 11(+0), Dex 
  10(+0), Con 17(+3), Int 16(+3), Wis 14(+2), Cha 4(-3). 
   
  Skills and Feats: Balance +5, Climb +5 (+7 rope), 
  Decipher Script +10, Diplomacy -1, Escape Artist +3 (+5 
  rope), Forgery +8, Hide +13, Knowledge (arcana) +8, 
  Knowledge (the planes) +8, Listen +6, Move Silently 
  +5, Search +9, Sense Motive +8, Spellcraft +8, Spot +6, 
  Survival +2, Use Rope +5; Great Fortitude, Spell Focus 
  (Evocation), Scribe Scroll, Weapon Focus (claws). 
   
  Languages: Abyssal, common, draconic, infernal. 
   
  Diabolical Stench (Su): Three times per day, a 
  filth imp can emit an invisible cloud of sickening gas 
  in a 20-foot spread. Any creatures caught within the 
  cloud must make a Fortitude save (DC 16) or become 
  nauseated for 1d6 rounds. The cloud dissipates at the 
  end of the round in which it was released, though an 
  unpleasant odor lingers for as long as 1 hour thereafter. 
  Creatures who save successfully are immune to that 
  imp’s diabolical stench for one day. The Fortitude save 
  is Con-based. 
  NYR6-03 A Heartland Homecoming 
   
  Page 30 
  
   
  Disease (Ex): Any creature hit by a filth imp’s 
  claw attack must succeed at a Fortitude save (DC 16) on 
  contract filth fever. The incubation period is 1d3 days, 
  and the disease deals 1d3 points of Dexterity damage 
  and 1d3 points of Constitution damage. The Fortitude 
  save is Con-based. 
   
  Spell-like Abilities (Sp): at will – detect good, detect 
  magic, invisibility (self only); 1/day – stinking cloud. 
  Caster level 8th; save DC 7+spell level. 
   
  Polymorph (Su): All imps can assume other 
  forms at will as a standard action. This ability functions 
  as polymorph cast by a 12th-level sorcerer, except that 
  an individual imp can assume only one or two forms 
  no larger than Medium-size. This filth imp has chosen 
  the standard medium-sized monstrous spider (Monster 
  Manual page 288), although it is very unlikely he will 
  change form. 
   
  See in Darkness (Su): All imps see perfectly in 
  darkness of any kind. 
   
  Possessions: +2 bracers of armor, 2 doses of powder of 
  the black veil 
   
   
  Spells Prepared (4/4/3/2; base DC = 13 + spell level, 
  14 + spell level for Evocation spells): 0—[acid splash, 
  daze, flare, ray of frost*]; 1st—[burning hands x2*, magic 
  missile*, shield]; 2nd—[glitterdust, ghoul touch x2]; 3rd—
  [fireball*, lightning bolt*]. The creature does not have a 
  spellbook. 
  * Evocation spell 
   
   
  Hibin’s Spells: As discussed in the Preparation 
  for Play section, each of the imps can call on one or 
  more of Hibin’s spells. The Filth Imp can use each of 
  the following spells: 
   
  APL 4: mage armor 
   
  See NPC Appendix for details on Hibin’s spells (uses 
  per day, save DCs, etc). 
   
   
  Power-Up Suite: shield – +4 shield bonus to AC, 
  blocks magic missiles; ghoul touch – can be delivered with 
  a regular claw attack, mage armor – +2 additional armor 
  bonus to AC. 
   
   
  Physical Description: A disgusting creature. Filthy, 
  sagging skin hangs loosely on a tiny, potbellied 
  humanoid with sickening bat-like wings. Oily, stringy 
  hair perches in a lop-sided lump above a face 
  resembling a bloated gargoyle. 
   
   
  NYR6-03 A Heartland Homecoming 
   
  Page 31 
  
  APPENDIX 3: APL 6 
   
  ENCOUNTER 5: PAINFUL MEMORIES  
   
  With the exception of added character levels, the 
  bloodbag imp presented here is nearly identical to the 
  one found in the Fiend Folio. It has already been 
  updated using the v3.5 D&D Update Booklet. The 
  changes from the printed Fiend Folio version are as 
  follows: fast healing 4 instead of regeneration 4, and 
  damage reduction 5/silver or good instead of just 
  silver. Size has been increased to small (from tiny), 
  adjusting both reach and armor class. Hit points have 
  also been adjusted upwards to fit with LG guidelines. 
  The imp is fond of licking his spiked gauntlets, and 
  they should be treated as being coated with the same 
  poison as delivered with his bite. 
   
  Bloodbag Imp: CR 7; small male outsider (evil, 
  extraplanar) barbarian 4; HD 4d8+4d12+35; hp 95; Init -
  1; Spd 30 ft., fly 40 ft. (good); AC 20 (+1 size, -1 Dex, +2 
  deflection, +3 natural, +5 armor), touch 12, flat-footed 
  20; Base Atk +8; Grp +4;  
   
  Atk +10 melee (1d3+1 + poison; 20/x2, +1 spiked 
  gauntlets) or +10 melee (1d8 + poison; 20/x2, bite); 
   
  Full Atk +10 melee (1d3+1 + poison; 20/x2, +1 
  spiked gauntlets) and +5 melee (1d8 + poison; 20/x2, 
  bite);  
   
  SA Poison, spell-like abilities, wounding curse; SQ 
  Damage reduction 5/silver or good, fast healing 4, fast 
  movement, outsider traits, polymorph, rage, see in 
  darkness, spell resistance 10, trap sense +1, uncanny 
  dodge; 
   
  AL NE; SV Fort +12, Ref +4, Will +8; Str 10(+0), 
  Dex 9(-1), Con 18(+4), Int 11(+0), Wis 12(+1), Cha 
  14(+2).  
   
  Skills and Feats: Climb +11, Concentration +8, 
  Diplomacy +8, Heal +16, Listen +12, Spellcraft +7, Spot 
  +12; Iron Will, Toughness, Weapon Focus (Bite). 
   
  Languages: Common, infernal 
   
  Wounding Curse (Su): Three times per day, a 
  bloodbag imp can point at a foe within 30 feet and 
  force the opponent to make a Fortitude save (DC 16) or 
  suffer the effects of its wounding curse. A creature that 
  succeeds on its saving throw is immune to that imp’s 
  wounding curse ability for one day. The Fortitude save 
  is Cha-based. 
   
  For those affected every melee injury taken within 
  the next hour continues to bleed for 1 point of damage 
  per round thereafter (in addition to the normal damage 
  dealt by the melee attack). Multiple wounds result in 
  cumulative bleeding loss. The bleeding can be stopped 
  only by a Heal check (DC 15) or the application of any 
  cure spell or other healing spell (heal, healing circle, etc). 
   
  Polymorph (Su): All imps can assume other 
  forms at will as a standard action. This ability functions 
  as polymorph cast by a 12th-level sorcerer, except that 
  an individual imp can assume only one or two forms 
  no larger than Medium-size. This bloodbag imp has 
  chosen the form of a swamp gar (treat as a Medium-
  sized shark, Monster Manual page 279). 
   
  See in Darkness (Su): All imps see perfectly in 
  darkness of any kind. 
   
  Poison (Ex): A bloodbag imp delivers its poison 
  (Fort DC 18 negates) with each successful bite attack. 
  Initial and secondary damage are the same (1d4 Str). 
  The Fortitude save is Con-based. 
   
  Spell-like Abilities (Sp): at will – detect good, detect 
  magic, invisibility (self only); 1/day – vampiric touch. 
  Caster level 10th; save DC 11+spell level. 
   
  Possessions: +1 chain shirt, +1 spiked gauntlets, +2 ring 
  of protection. 
   
   
  Hibin’s Spells: As discussed in the Preparation 
  for Play section, each of the imps can call on one or 
  more of Hibin’s spells. The Bloodbag Imp can use each 
  of the following spells (assuming it is not raging): 
   
  APL 6: mirror image, ray of frost 
   
  See NPC Appendix for details on Hibin’s spells (uses 
  per day, save DCs, etc). 
   
   
  Power-Up Suite: barbarian rage – Str 14; Con 22; 
  hp 111; AC 18; Will +10; Atk +12 melee (1d3+3 + 
  poison) or +12 melee (1d8+2 + poison); Full Atk +12 
  melee (1d3+3 + poison) and +7 melee (1d8+2 + poison); 
  mirror image – creates 1d4+3 illusory duplicate images. 
   
   
  Physical Description: A corpulent human-shaped 
  creature with short limbs, stubby fingers, bat-like 
  wings, and long crooked teeth. Its internal organs float 
  inside its torso, surrounded by a sea of blood contained 
  by a weak semi-translucent pink epidermis. 
   
   
  ENCOUNTER 6: DREAMS OF YOUTH 
   
   
  With the exception of added character levels, the 
  euphoric imp presented here is nearly identical to the 
  one found in the Fiend Folio. It has already been 
  updated using the v3.5 D&D Update Booklet. The 
  changes from the printed Fiend Folio version are as 
  follows: Wisdom 9 instead of Wisdom 7, fast healing 3 
  instead of regeneration 3, and damage reduction 
  5/silver or good instead of just silver. Size has been 
  increased to small (from tiny), adjusting both reach and 
  armor class. Hit points have also been adjusted 
  upwards to fit with LG guidelines. The imp has 
  repeatedly coated his kamas with his hallucinogenic 
  slime, granting them the same effects as his sting (for 
  the first two attacks with each kama). 
   
  NYR6-03 A Heartland Homecoming 
   
  Page 32 
  
  Euphoric Imp: CR 8; small male outsider (evil, 
  extraplanar, lawful) monk 5; HD 4d8+5d8+9; hp 63; 
  Init +2; Spd 30 ft., fly 60 ft. (perfect); AC 21 (+1 size, +1 
  monk bonus, +2 Dex, +5 natural, +2 deflection), touch 
  16, flat-footed 19; Base Atk +7; Grp +3;  
   
  Atk +11 melee (2d6 plus hallucinogen; 20/x2, 
  sting);  
   
  Full Atk [+11 melee (1d4 plus hallucinogen; 20/x2, 
  +1 ki focus kama) and +6 melee (2d6 plus hallucinogen; 
  20/x2, sting)] OR [+11 melee (2d6 plus hallucinogen; 
  20/x2, sting) and +6 melee (1d4 plus hallucinogen; 
  20/x2, +1 ki focus kama)] OR [+10/+10 melee (1d4 plus 
  hallucinogen; 20/x2, +1ki focus kama, flurry of blows) 
  and +5 melee (2d6 plus hallucinogen; 20/x2, sting)];  
   
  SA Flurry of blows, hallucinogen, spell-like 
  abilities, stunning fist; SQ Damage reduction 5/silver 
  or good, evasion, fast healing 3, ki strike (magic), 
  outsider traits, polymorph, purity of body, resistance to 
  fire 20, see in darkness, slow fall 20 ft., spell resistance 
  11, still mind;  
   
  AL LE; SV Fort +9, Ref +10, Will +7 (+9 
  enchantments); Str 10(+0), Dex 14(+2), Con 12(+1), Int 
  17(+3), Wis 9(-1), Cha 10(+0). 
   
  Skills and Feats: Balance +9, Bluff +7, Craft 
  (alchemy) +18, Diplomacy +9, Disguise +0 (+2 acting), 
  Escape Artist +14, Hide +18, Intimidate +9, Jump +7, 
  Knowledge (arcana) +10, Listen +5, Open Lock +9, 
  Tumble +16, Use Rope +7 (+9 bindings); Deflect 
  ArrowsB, Dodge, Improved Natural Attack, Stunning 
  FistB, Weapon Finesse, Weapon Focus (sting). 
   
  Languages: Common, celestial, infernal. 
   
  Hallucinogen (Ex): Creatures hit by a euphoric 
  imp’s sting attack are injected with a small quantity of 
  hallucinogenic slime. Those who fail a Fortitude save 
  (DC 15) become dazed for 2d6 rounds. During this 
  time, afflicted creatures are so entranced by euphoric 
  bliss that they can take no actions (but defend 
  themselves normally). The Fortitude save is Con-based. 
   
  Spell-like Abilities (Sp): at will – detect good, detect 
  magic, invisibility (self only); 1/day – major image. Caster 
  level 10th; save DC 10+spell level. 
   
  Polymorph (Su): All imps can assume other 
  forms at will as a standard action. This ability functions 
  as polymorph cast by a 12th-level sorcerer, except that 
  an individual imp can assume only one or two forms 
  no larger than Medium-size. This euphoric imp has 
  chosen the form of a deer (treat as a Medium-sized war 
  pony, Monster Manual page 277). 
   
  See in Darkness (Su): All imps see perfectly in 
  darkness of any kind. 
   
  Flurry of Blows (Ex): as per monk (PHB). 
   
  Stunning Fist (Ex): 6/day; Fortitude DC 14 
  negates. The imp uses its stunning fist ability with its 
  sting attack. 
   
  Possessions: +2 amulet of natural armor, +2 ring of 
  protection, two +1 ki focus kamas 
   
   
  Hibin’s Spells: As discussed in the Preparation 
  for Play section, each of the imps can call on one or 
  more of Hibin’s spells. The Euphoric Imp can use each 
  of the following spells: 
   
  APL 6: false life, true strike 
   
  See NPC Appendix for details on Hibin’s spells (uses 
  per day, save DCs, etc). 
   
   
  Power-Up Suite: false life – adds 1d10+10 
  temporary hit points. 
   
   
  Physical Description: A small, lanky, humanoid-
  shaped creature, with largish bat-like wings, and a long 
  prehensile tail topped with a sharp stinger. The deep 
  circles surrounding its bloodshot eyes, multiple 
  healing stab wounds, and the slack-jawed expression 
  on his face, betray his taste for his own hallucinogenic 
  slime. 
   
   
  ENCOUNTER 7: RECENT EVENTS 
   
   
  With the exception of added character levels, the filth 
  imp presented here is nearly identical to the one found 
  in the Fiend Folio. It has already been updated using 
  the v3.5 D&D Update Booklet. The changes from the 
  printed Fiend Folio version are as follows: fast healing 
  2 instead of regeneration 2, and damage reduction 
  5/silver or good instead of just silver. Size has been 
  increased to small (from tiny), adjusting both reach and 
  armor class. Hit points have also been adjusted 
  upwards to fit with LG guidelines. 
   
  Filth Imp: CR 9; small male outsider (evil, extraplanar, 
  lawful) wizard 7; HD 2d8+7d4+36; hp 69; Init +0; Spd 
  20 ft., fly 50 ft. (perfect); AC 16 (+1 size, +2 armor, +3 
  natural), touch 11, flat-footed 16; Base Atk +5; Grp +1;  
   
  Atk +7 melee (1d4 plus disease; 20/x2, claw);  
   
  Full Atk +7/+7 melee (1d4 plus disease; 20/x2, 2 
  claws);  
   
  SA Disease, diabolical stench, spell-like abilities, 
  spells; SQ Damage reduction 5/silver or good, fast 
  healing 2, outsider traits, polymorph, resistance to 
  sonic 20, see in darkness, spell resistance 12;  
   
  AL LE; SV Fort +11, Ref +5, Will +10; Str 11(+0), 
  Dex 10(+0), Con 18(+4), Int 18(+4), Wis 14(+2), Cha 4(-
  3). 
   
  Skills and Feats: Balance +5, Climb +5 (+7 rope), 
  Decipher Script +12, Diplomacy -1, Escape Artist +4 (+6 
  rope), Forgery +8, Hide +13, Knowledge (arcana) +10, 
  Knowledge (the planes) +10, Listen +6, Move Silently 
  +5, Search +9, Sense Motive +9, Spellcraft +10, Spot +6, 
  Survival +2, Use Rope +5; Great Fortitude, Spell Focus 
  (Evocation), Greater Spell Focus (Evocation), Scribe 
  Scroll, Silent Spell, Weapon Focus (claws). 
   
  Languages: Abyssal, common, draconic, infernal. 
   
  Diabolical Stench (Su): Three times per day, a 
  filth imp can emit an invisible cloud of sickening gas 
  in a 20-foot spread. Any creatures caught within the 
  NYR6-03 A Heartland Homecoming 
   
  Page 33 
  
  cloud must make a Fortitude save (DC 18) or become 
  nauseated for 1d6 rounds. The cloud dissipates at the 
  end of the round in which it was released, though an 
  unpleasant odor lingers for as long as 1 hour thereafter. 
  Creatures who save successfully are immune to that 
  imp’s diabolical stench for one day. The Fortitude save 
  is Con-based. 
   
  Disease (Ex): Any creature hit by a filth imp’s 
  claw attack must succeed at a Fortitude save (DC 18) on 
  contract filth fever. The incubation period is 1d3 days, 
  and the disease deals 1d3 points of Dexterity damage 
  and 1d3 points of Constitution damage. The Fortitude 
  save is Con-based. 
   
  Spell-like Abilities (Sp): at will – detect good, detect 
  magic, invisibility (self only); 1/day – stinking cloud. 
  Caster level 10th; save DC 7+spell level. 
   
  Polymorph (Su): All imps can assume other 
  forms at will as a standard action. This ability functions 
  as polymorph cast by a 12th-level sorcerer, except that 
  an individual imp can assume only one or two forms 
  no larger than Medium-size. This filth imp has chosen 
  the standard medium-sized monstrous spider (Monster 
  Manual page 288), although it is very unlikely he will 
  change form. 
   
  See in Darkness (Su): All imps see perfectly in 
  darkness of any kind. 
   
  Possessions: +2 bracers of armor, 2 doses of powder of 
  the black veil, +2 headband of intellect 
   
   
  Spells Prepared (4/5/4/3/2; base DC = 14 + spell 
  level, 16 + spell level for Evocation spells): 0—[acid 
  splash, daze, flare, ray of frost*]; 1st—[burning hands x2*, 
  magic missile* x2, shield]; 2nd—[glitterdust x2, ghoul touch 
  x2]; 3rd—[fireball* x2, lightning bolt*]; 4th—[fireshield, 
  shout]. The creature does not have a spellbook. 
  * Evocation spell 
   
   
  Hibin’s Spells: As discussed in the Preparation 
  for Play section, each of the imps can call on one or 
  more of Hibin’s spells. The Filth Imp can use each of 
  the following spells: 
   
  APL 6: hypnotic pattern, mage armor 
   
  See NPC Appendix for details on Hibin’s spells (uses 
  per day, save DCs, etc). 
   
   
  Power-Up Suite: shield – +4 shield bonus to AC, 
  blocks magic missiles; ghoul touch – can be delivered with 
  a regular claw attack, mage armor – +2 additional armor 
  bonus to AC. 
   
   
  Physical Description: A disgusting creature. Filthy, 
  sagging skin hangs loosely on a tiny, potbellied 
  humanoid with sickening bat-like wings. Oily, stringy 
  hair perches in a lop-sided lump above a face 
  resembling a bloated gargoyle. 
  NYR6-03 A Heartland Homecoming 
   
  Page 34 
  
  APPENDIX 4: APL 8 
   
  ENCOUNTER 5: PAINFUL MEMORIES  
   
  With the exception of added character levels, the 
  bloodbag imp presented here is nearly identical to the 
  one found in the Fiend Folio. It has already been 
  updated using the v3.5 D&D Update Booklet. The 
  changes from the printed Fiend Folio version are as 
  follows: fast healing 4 instead of regeneration 4, and 
  damage reduction 5/silver or good instead of just 
  silver. Size has been increased to small (from tiny), 
  adjusting both reach and armor class. Hit points have 
  also been adjusted upwards to fit with LG guidelines. 
  The imp is fond of licking his spiked gauntlets, and 
  they should be treated as being coated with the same 
  poison as delivered with his bite. 
   
  Bloodbag Imp: CR 9; small male outsider (evil, 
  extraplanar) barbarian 6; HD 4d8+6d12+43; hp 121; Init 
  -1; Spd 30 ft., fly 40 ft. (good); AC 21 (+1 size, -1 Dex, +2 
  deflection, +3 natural, +6 armor), touch 12, flat-footed 
  21; Base Atk +10; Grp +6;  
   
  Atk +13 melee (1d3+2 + poison; 20/x2, +2 spiked 
  gauntlets) or +12 melee (1d8 + poison; 20/x2, bite); 
   
  Full Atk +13 melee (1d3+2 + poison; 20/x2, +2 
  spiked gauntlets) and +7 melee (1d8 + poison; 20/x2, 
  bite);  
   
  SA Poison, spell-like abilities, wounding curse; SQ 
  Damage reduction 5/silver or good, fast healing 4, fast 
  movement, improved uncanny dodge, outsider traits, 
  polymorph, rage, see in darkness, spell resistance 12, 
  trap sense +2, uncanny dodge; 
   
  AL NE; SV Fort +13, Ref +7, Will +9; Str 10(+0), 
  Dex 9(-1), Con 18(+4), Int 11(+0), Wis 12(+1), Cha 
  14(+2).  
   
  Skills and Feats: Climb +13, Concentration +8, 
  Diplomacy +8, Heal +16, Listen +14, Spellcraft +7, Spot 
  +14; Iron Will, Lightning Reflexes, Toughness, 
  Weapon Focus (bite). 
   
  Languages: Common, infernal 
   
  Wounding Curse (Su): Three times per day, a 
  bloodbag imp can point at a foe within 30 feet and 
  force the opponent to make a Fortitude save (DC 17) or 
  suffer the effects of its wounding curse. A creature that 
  succeeds on its saving throw is immune to that imp’s 
  wounding curse ability for one day. The Fortitude save 
  is Cha-based. 
   
  For those affected every melee injury taken within 
  the next hour continues to bleed for 1 point of damage 
  per round thereafter (in addition to the normal damage 
  dealt by the melee attack). Multiple wounds result in 
  cumulative bleeding loss. The bleeding can be stopped 
  only by a Heal check (DC 15) or the application of any 
  cure spell or other healing spell (heal, healing circle, etc). 
   
  Polymorph (Su): All imps can assume other 
  forms at will as a standard action. This ability functions 
  as polymorph cast by a 12th-level sorcerer, except that 
  an individual imp can assume only one or two forms 
  no larger than Medium-size. This bloodbag imp has 
  chosen the form of a swamp gar (treat as a Medium-
  sized shark, Monster Manual page 279). 
   
  See in Darkness (Su): All imps see perfectly in 
  darkness of any kind. 
   
  Poison (Ex): A bloodbag imp delivers its poison 
  (Fort DC 19 negates) with each successful bite attack. 
  Initial and secondary damage are the same (1d4 Str). 
  The Fortitude save is Con-based. 
   
  Spell-like Abilities (Sp): at will – detect good, detect 
  magic, invisibility (self only); 1/day – vampiric touch. 
  Caster level 12th; save DC 11+spell level. 
   
  Possessions: +2 chain shirt, +2 spiked gauntlets, +2 ring 
  of protection. 
   
   
  Hibin’s Spells: As discussed in the Preparation 
  for Play section, each of the imps can call on one or 
  more of Hibin’s spells. The Bloodbag Imp can use each 
  of the following spells (assuming it is not raging): 
   
  APL 8: mirror image, ray of frost 
   
  See NPC Appendix for details on Hibin’s spells (uses 
  per day, save DCs, etc). 
   
   
  Power-Up Suite: barbarian rage – Str 14; Con 22; 
  hp 141; AC 19; Will +11; Atk +15 melee (1d3+4 + 
  poison) or +14 melee (1d8+2 + poison); Full Atk +15 
  melee (1d3+4 + poison) and +9 melee (1d8+2 + poison); 
  mirror image – creates 1d4+3 illusory duplicate images. 
   
   
  Physical Description: A corpulent human-shaped 
  creature with short limbs, stubby fingers, bat-like 
  wings, and long crooked teeth. Its internal organs float 
  inside its torso, surrounded by a sea of blood contained 
  by a weak semi-translucent pink epidermis. 
   
   
  ENCOUNTER 6: DREAMS OF YOUTH 
   
   
  With the exception of added character levels, the 
  euphoric imp presented here is nearly identical to the 
  one found in the Fiend Folio. It has already been 
  updated using the v3.5 D&D Update Booklet. The 
  changes from the printed Fiend Folio version are as 
  follows: Wisdom 9 instead of Wisdom 7, fast healing 3 
  instead of regeneration 3, and damage reduction 
  5/silver or good instead of just silver. Size has been 
  increased to small (from tiny), adjusting both reach and 
  armor class. Hit points have also been adjusted 
  upwards to fit with LG guidelines. The imp has 
  repeatedly coated his kamas with his hallucinogenic 
  slime, granting them the same effects as his sting (for 
  the first two attacks with each kama). 
   
  NYR6-03 A Heartland Homecoming 
   
  Page 35 
  
  Euphoric Imp: CR 10; small male outsider (evil, 
  extraplanar, lawful) monk 8; HD 4d8+8d8+12; hp 84; 
  Init +2; Spd 40 ft., fly 70 ft. (perfect); AC 21 (+1 size, +1 
  monk bonus, +2 Dex, +2 Wis, +3 natural, +2 deflection), 
  touch 18, flat-footed 19; Base Atk +10; Grp +6;  
   
  Atk +14 melee (2d8 plus hallucinogen; 20/x2, 
  sting) OR +14 melee (1d4 plus hallucinogen; 20/x2, +1 
  ki focus kama);  
   
  Full Atk [+14 melee (2d8 plus hallucinogen; 20/x2, 
  sting) and +9 melee (1d4 plus hallucinogen; 20/x2, +1 
  ki focus kama)] OR [+14 melee (1d4 plus hallucinogen; 
  20/x2, +1 ki focus kama) and +9 melee (2d8 plus 
  hallucinogen; 20/x2, sting)] OR [+13/+13 melee (1d4 
  plus hallucinogen; 20/x2, +1 ki focus kama) and +8 
  melee (2d8 plus hallucinogen, sting, flurry of blows);  
   
  SA Flurry of blows, hallucinogen, spell-like 
  abilities, stunning fist; SQ Damage reduction 5/silver 
  or good, evasion, fast healing 3, ki strike (magic), 
  outsider traits, polymorph, purity of body, resistance to 
  fire 20, see in darkness, slow fall 40 ft., spell resistance 
  13, still mind, wholeness of body;  
   
  AL LE; SV Fort +11, Ref +12, Will +12 (+14 
  enchantments); Str 10(+0), Dex 14(+2), Con 12(+1), Int 
  17(+3), Wis 14(+2), Cha 10(+0). 
   
  Skills and Feats: Balance +11, Bluff +7, Craft 
  (alchemy) +18, Diplomacy +9, Disguise +0 (+2 acting), 
  Escape Artist +16, Hide +20, Intimidate +9, Jump +9, 
  Knowledge (arcana) +10, Listen +5, Open Lock +9, 
  Tumble +18, Use Rope +9 (+11 bindings); Deflect 
  ArrowsB, Dodge, Improved DisarmB, Improved Natural 
  Attack, 
  Quicken 
  Spell-Like 
  Ability 
  (invisibility), 
  Stunning FistB, Weapon Finesse, Weapon Focus 
  (sting). 
   
  Languages: Common, celestial, infernal. 
   
  Hallucinogen (Ex): Creatures hit by a euphoric 
  imp’s sting attack are injected with a small quantity of 
  hallucinogenic slime. Those who fail a Fortitude save 
  (DC 17) become dazed for 2d6 rounds. During this 
  time, afflicted creatures are so entranced by euphoric 
  bliss that they can take no actions (but defend 
  themselves normally). The Fortitude save is Con-based. 
   
  Spell-Like Abilities (Sp): at will – detect good, 
  detect magic, invisibility (self only); 1/day – major image. 
  Caster level 12th; save DC 10+spell level. 
   
  Polymorph (Su): All imps can assume other 
  forms at will as a standard action. This ability functions 
  as polymorph cast by a 12th-level sorcerer, except that 
  an individual imp can assume only one or two forms 
  no larger than Medium-size. This euphoric imp has 
  chosen the form of a deer (treat as a Medium-sized war 
  pony, Monster Manual page 277). 
   
  See in Darkness (Su): All imps see perfectly in 
  darkness of any kind. 
   
  Quicken Spell-Like Ability: This imp has 
  chosen its invisibility ability to be subject to this feat. It 
  may only use this feat 3 times per day. 
   
  Flurry of Blows (Ex): as per monk (PHB). 
   
  Stunning Fist (Ex): 10/day; Fortitude DC 18 
  negates. The imp uses its stunning fist ability with its 
  sting attack or with its ki focus kamas, whichever is best 
  for the situation. 
   
  Wholeness of Body (Su): the euphoric imp may 
  heal its own wounds as a standard action. The imp may 
  heal up to 16 hit points per day, and may spread this 
  healing out over several uses. 
   
  Possessions: +4 periapt of wisdom, +2 ring of protection, 
  two +1 ki strike kamas 
   
   
  Hibin’s Spells: As discussed in the Preparation 
  for Play section, each of the imps can call on one or 
  more of Hibin’s spells. The Euphoric Imp can use each 
  of the following spells: 
   
  APL 8: false life, true strike 
   
  See NPC Appendix for details on Hibin’s spells (uses 
  per day, save DCs, etc). 
   
   
  Power-Up Suite: false life – adds 1d10+10 
  temporary hit points. 
   
   
  Physical Description: A small, lanky, humanoid-
  shaped creature, with largish bat-like wings, and a long 
  prehensile tail topped with a sharp stinger. The deep 
  circles surrounding its bloodshot eyes, multiple 
  healing stab wounds, and the slack-jawed expression 
  on his face, betray his taste for his own hallucinogenic 
  slime. 
   
   
  ENCOUNTER 7: RECENT EVENTS 
   
   
  With the exception of added character levels, the filth 
  imp presented here is nearly identical to the one found 
  in the Fiend Folio. It has already been updated using 
  the v3.5 D&D Update Booklet. The changes from the 
  printed Fiend Folio version are as follows: fast healing 
  2 instead of regeneration 2, and damage reduction 
  5/silver or good instead of just silver. Size has been 
  increased to small (from tiny), adjusting both reach and 
  armor class. Hit points have also been adjusted 
  upwards to fit with LG guidelines. 
   
  Filth Imp: CR 11; small male outsider (evil, 
  extraplanar, lawful) wizard 9; HD 2d8+9d4+44; hp 83; 
  Init +0; Spd 20 ft., fly 50 ft. (perfect); AC 18 (+1 size, +2 
  armor, +3 natural, +2 deflection), touch 13, flat-footed 
  18; Base Atk +6; Grp +2;  
   
  Atk +8 melee (1d4 plus disease; 20/x2, claw);  
   
  Full Atk +8/+8 melee (1d4 plus disease; 20/x2, 2 
  claws);  
   
  SA Disease, diabolical stench, spell-like abilities, 
  spells; SQ Damage reduction 5/silver or good, fast 
  healing 2, outsider traits, polymorph, resistance to 
  sonic 20, see in darkness, spell resistance 14;  
   
  AL LE; SV Fort +12, Ref +6, Will +11; Str 11(+0), 
  Dex 10(+0), Con 18(+4), Int 18(+4), Wis 14(+2), Cha 4(-
  3). 
  NYR6-03 A Heartland Homecoming 
   
  Page 36 
  
   
  Skills and Feats: Balance +5, Climb +5 (+7 rope), 
  Decipher Script +14, Diplomacy -1, Escape Artist +5 (+7 
  rope), Forgery +10, Hide +13, Knowledge (arcana) +12, 
  Knowledge (the planes) +12, Listen +6, Move Silently 
  +5, Search +9, Sense Motive +10, Spellcraft +12, Spot 
  +6, Survival +2, Use Rope +5; Great Fortitude, Spell 
  Focus (Evocation), Greater Spell Focus (Evocation), 
  Scribe Scroll, Silent Spell, Weapon Focus (claws). 
   
  Languages: Abyssal, common, draconic, infernal. 
   
  Diabolical Stench (Su): Three times per day, a 
  filth imp can emit an invisible cloud of sickening gas 
  in a 20-foot spread. Any creatures caught within the 
  cloud must make a Fortitude save (DC 19) or become 
  nauseated for 1d6 rounds. The cloud dissipates at the 
  end of the round in which it was released, though an 
  unpleasant odor lingers for as long as 1 hour thereafter. 
  Creatures who save successfully are immune to that 
  imp’s diabolical stench for one day. The Fortitude save 
  is Con-based. 
   
  Disease (Ex): Any creature hit by a filth imp’s 
  claw attack must succeed at a Fortitude save (DC 19) on 
  contract filth fever. The incubation period is 1d3 days, 
  and the disease deals 1d3 points of Dexterity damage 
  and 1d3 points of Constitution damage. The Fortitude 
  save is Con-based. 
   
  Spell-like Abilities (Sp): at will – detect good, detect 
  magic, invisibility (self only); 1/day – stinking cloud. 
  Caster level 12th; save DC 7+spell level. 
   
  Polymorph (Su): All imps can assume other 
  forms at will as a standard action. This ability functions 
  as polymorph cast by a 12th-level sorcerer, except that 
  an individual imp can assume only one or two forms 
  no larger than Medium-size. This filth imp has chosen 
  the standard medium-sized monstrous spider (Monster 
  Manual page 288), although it is very unlikely he will 
  change form. 
   
  See in Darkness (Su): All imps see perfectly in 
  darkness of any kind. 
   
  Possessions: +2 bracers of armor, 2 doses of powder of 
  the black veil, +2 headband of intellect, +2 ring of protection 
   
  Spells Prepared (4/5/5/4/3/1; base DC = 14 + spell 
  level, 16 + spell level for Evocation spells): 0—[acid 
  splash, daze, flare, ray of frost*]; 1st—[burning hands x2*, 
  magic missile* x2, shield]; 2nd—[darkness*, glitterdust x2, 
  ghoul touch x2]; 3rd—[fireball* x2, lightning bolt*, slow]; 
  4th—[enervation, ice storm, shout]; 5th—[cone of cold]. 
  The creature does not have a spellbook. 
  * Evocation spell 
   
   
  Hibin’s Spells: As discussed in the Preparation 
  for Play section, each of the imps can call on one or 
  more of Hibin’s spells. The Filth Imp can use each of 
  the following spells: 
   
  APL 8: hypnotic pattern, mage armor 
   
  See NPC Appendix for details on Hibin’s spells (uses 
  per day, save DCs, etc). 
   
   
  Power-Up Suite: shield – +4 shield bonus to AC, 
  blocks magic missiles; ghoul touch – can be delivered with 
  a regular claw attack, mage armor – +2 additional armor 
  bonus to AC. 
   
   
  Physical Description: A disgusting creature. Filthy, 
  sagging skin hangs loosely on a tiny, potbellied 
  humanoid with sickening bat-like wings. Oily, stringy 
  hair perches in a lop-sided lump above a face 
  resembling a bloated gargoyle. 
  NYR6-03 A Heartland Homecoming 
   
  Page 37 
  
  MAP OF HEARTLAND 
   
  NYR6-03 A Heartland Homecoming 
   
  Page 38 
  
  MAP KEY FOR HEARTLAND  
   
  Heartland (Hamlet): Conventional; AL LG; 100 gp; Assets 520 gp; Population 130; Mixed (Humans 79% [Oeridian 
  60%, mixed 40%], Halfling 9%, Elf 0.8%, Half-Orc 1.5%, Gnome 1%, Dwarf .9%).  
   
  Authority Figures: Mayor Georgot Satinne (LN male human Expert 2/Ftr1); Knight Commander, Sir Varduun 
  Koonth (LG elderly male human Ftr9).  
   
  Important Characters: Rohrn Fyrad (LG female human Clr5/Ftr1 [Heironeous]); Olagh Tunnelwalker (N male dwarf 
  Wiz4); Aeslip Symantine (CG male elf [high] Rog4).  
   
  Refer to the previous map letters for the following encounter areas. The (blue) round dots represent wells. The (purple) 
  squares represent openings into the ground, and do not feature in this scenario, nor should they be mentioned to the 
  PCs at this time.  
   
  A. Heartland Travelers’ Inn – original settlement of the area. Once nothing more than a simple rest stop for 
  travelers headed between Rel Mord and the northern lands, a small town grew up around this inn. The town 
  gets its name from the inn. The proprietor, Georgot Satinne (40), is also the mayor of the town – although the 
  position carries little real power. His wife died last year from the KOI while away from town visiting family. 
  Their only son was with her and also succumbed, although their two daughters Myrroi (17, and quite the cook) 
  and Tynia (12 and a fledging bard) had remained behind with Georgot and survived. They help out around the 
  inn, although Myrroi is starting to look for a husband. Tynia is happy remaining at the inn for now.  
   
  Georgot features briefly in this scenario, being present during Encounter 1 – Hibin’s Return and Encounter 2 
  – The Bonfire. The two girls are mentioned in passing but are not involved in this plot. 
   
  B. 
  “The Center Of It All” General Store – second town building. The general store is built around a smithy built 
  to service the many travelers that arrived at the inn. The store is an offshoot of this building. Georgot’s sister-
  in-law Simonarri Ergon (37) once managed the store, but has become increasingly withdrawn since the death 
  of her sister. Now her son, Timorus (20), manages it in her place, and does a rather respectable job of it. Should 
  things get out of hand, his father, Bann Ergon (38), still manages the smithy and watches over the customers.  
   
  Bann and Timorus both appear as supporting characters during Encounter 2 – The Bonfire. 
   
  C. Garrison Fortlet – not much more than a sturdy watchtower, the fortlet is hardly ever used, except on rare 
  occasions when the townsfolk have one of their infrequent town meetings. Several years back the kingdom 
  maintained a small garrison from the Ninth Legion here, but King Lynwerd’s reorganization removed nearly 
  all troops from the area. The fortlet is still well supplied and maintained by Sir Varduun Koonth, an elderly 
  and retired knight of the realm. Any royal or military meta-org members will find the place quite 
  accommodating (free normal upkeep).  
   
  Does not feature in this scenario, although PCs may decide to stay there instead of taking rooms at the inn. 
   
  D. Koonth Manor – Sir Varduun (75) resides here, along with a few servants and retainers. Having fallen in love 
  with the area (and with one of the townsfolk) years ago, Sir Varduun retired here when he stepped down from 
  active duty. Now quite senile and locked in the past, he believes it is always 561 CY, the year he was promoted 
  to Knight Commander by King Archbold. His wife Olviette (66), manservant Simsh (58), and maid/nurse 
  Kantie (47) also reside at the manor full time, keeping watch over Sir Varduun.  
   
  These NPCs do not feature in this scenario. 
   
  E. 
  Burned Husk – Once intended as stables for the fortlet, it was never completed and remained empty for many 
  years. Used as a no-cost alternative to the inn, it played host to hundreds of drifters, vagabonds and ne’er-do-
  wells over the years. That all changed about three years ago when a fire set by one of these travelers got out of 
  control and burned the majority of the building. Only this small corner (about the size of a single room) 
  remains, and even it is heavily damaged.  
   
  This location does not feature in this scenario. 
   
  NYR6-03 A Heartland Homecoming 
   
  Page 39 
  
  F. 
  Heartland School – A simple, single-room schoolhouse. Olagh Tunnelwalker (55), a dwarven graduate of Rel 
  Mord University, is the teacher. He resides at area G. 
    
  This location does not feature in this scenario. 
   
  G. Olagh Tunnelwalker’s House – A young dwarf, Olagh is unusual in that he lives far away from his family and 
  clan. He will not speak about it, being a rather close-lipped and shy fellow. He is also something of a fledgling 
  mage – a possible tutor for the PCs in the future.  
   
  May have a small role during Encounter 3 – Later that Night for those parties new to Heartland. 
   
  H. Chapel of Heironeous – the town’s house of worship. Overseen by Rohrn Fyrad (42), a seriously devout 
  warrior woman. She is a bit biased towards other women, and has accepted only female altar attendants. 
  Currently Myral Prestad, who lives at area I, fills the position.  
   
  While this location does not feature in this scenario, PCs may decide to visit this area for healing, purchasing 
  of cure light wounds potions, or just to pay their respects. 
   
  I. 
  Ayrlyn Prestad’s Home – a wealthy merchant in his late forties, and often away from town on business. His 
  wife Forna (38, and quite the gossip), and daughter Myral (15, and aiming to enter the priesthood of 
  Heironeous), both live here as well. Myral is in school during the midday, has chores at other times, and 
  performs her religious duties whenever she can.  
   
  This location does not feature in this scenario. 
   
  J. 
  Olma’s Home – Olma is an old widow (65) and busybody. She has an opinion on everything, but her eyesight 
  and hearing are so poor that she’ll not be of much use to the PCs. She also makes up stories, and can often been 
  found having a cup of tea with Forna Prestad.  
   
  Olma features quite prominently in this scenario. Please see the NPC appendix for details. 
   
  K. Vivena Torer’s Home – Vivena (22) lost her husband in the recent fighting at Rel Mord, and is treated quite 
  well by the townsfolk. She is still in mourning, but her stunning good looks guarantee that she will find 
  another husband whenever she is interested. She is also several weeks pregnant, but has only started to figure 
  this out. Her siblings manage a farm at area M.  
   
  Vivena Torer and her husband Hibin feature quite prominently in this scenario. Please see the NPC appendix 
  for details. 
   
  L. 
  Aeslip Symantine’s Brewery – Aeslip is a mature (175) but spry elf. He attempted adventuring in his youth, but 
  discovered the joys of alcohol long before he realized fame and fortune. He is missing one leg below the knee, 
  but gets along famously on his wooden peg leg. He will not talk about his misfortune unless the PCs join him 
  in a drink (he samples nearly as much of his product as he sells to the inn). Then he will tell a fanciful tale 
  about battling a bullette near Kerrinn – quite embellished, but nearly all true. After the loss of the leg, he 
  settled here and took up the art of brewing – using grain from the local farmers.  
   
  This location does not feature in this scenario. 
  M. Terrus Mildan’s Farmstead – A simple farm growing grain and other staples. Terrus (35); his wife Myrna (33); 
  daughters Niri (14), Sprinu (12) and Gursi (6); and sons Repti (10) and Wurn (8); all work and live on this farm. 
  The children are all fairly young, and can all be found at the schoolhouse during the midday. Otherwise their 
  homework and chores keep them quite busy and mostly out of trouble. Myrna is also the older sister of Vivena 
  Torer (see area K), and can often be found visiting and consoling the young woman.  
   
  This location does not feature in this scenario, although given Myrna’s relationship with Vivena Torer, it is 
  very possible that PCs may decide to visit here for more background information. Please see the NPC appendix 
  for details. Also, Gursi is the first to inform Vivena of Hibin’s return. 
   
  N. Mongrelfolk Encampment – Three mongrelfolk have erected a semi-permanent shelter out near this grove of 
  trees. They are escapees from a late experimental program conducted under Sewarndt’s regime. They are not 
  evil, and would prefer to be left alone, but they keep a very low profile as most of the townsfolk are scared of 
  NYR6-03 A Heartland Homecoming 
   
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  the group. This does not apply to Timorus and Bann Ergon, who treat them with respect and keep the general 
  store open late one night each week so that the leader of the trio can trade for goods. The three have each 
  forgotten or left behind their old names and have taken grandiose names as replacements – mostly out of spite 
  of their current condition. Kobolodus is their leader and the brains of the group (intelligent rogue). Orctavius 
  is the groups’ muscle, dumb as a post, and totally devoted to Kobolodus. Goblimina is Kobolodus’ mate and a 
  fledging druid. She is also several months pregnant. Their names are hints as to their general appearance.  
   
  This location does not feature in this scenario. 
   
  O. Varion Silvus’s Farm – A young couple just getting started, Varion (23) and Cerna (21) Silvus established this 
  farm after fleeing Rel Mord during the early days of the coup. So far they’ve managed to grow mostly dirt and 
  rocks, but they are having fun and truly enjoying the hard work.  
   
  This location does not feature in this scenario. 
   
  P. 
  Harbaw Leaftender’s Farmstead – The only Halfling family in town, the Leaftenders grow the typical grains 
  and staples, but also do a brisk business in pipe weed. They number twelve. Harbaw (66) and Sophe (60), and 
  their ten kids: Dren (m, 22), Fertu (f, 20), Gorbav (m, 18), Deblis (m, 17), Arven (f, 17 and Deblis’ twin), Arbold 
  (m, 16), Miira (f, 14), Mamina (f, 12), Tarv (m, 10), and little Xenia (f, 5 – and named in honor of the queen).  
   
  This location does not feature in this scenario. 
   
  Q. Bursus Cebras’ House – Bursus Cebras was exposed as a tomb robber and smuggler during NYR5-07 A Return 
  to Heartland. He does not reappear in this scenario, and his home is currently empty. PCs that ask about the 
  availability of the home will be informed that the crown has taken possession of the house in payment of legal 
  fines. It is expected that someone will occupy the house in the near future. 
   
  This location does not feature in this scenario. 
   
  R. Malbeth Legba’s Home – Malbeth (40) is an unusual fellow. Born blind, he was sent as a child to live at the 
  Monastery of the Broken Rocks. Unable to maintain the rigorous training expected of those monks, he 
  eventually made his way out to Brackenmoor Monastery where he spent most of his life. He amassed quite the 
  collection of herbal knowledge and was prepared to spend his remaining years in the swamp. However, word 
  reached him concerning his mother who was dying of a wasting illness. He arrived and spent several years 
  caring for her – but was unable to heal her, nor were the prayers of Rohrn (area H) any more effective. Malbeth 
  has remained behind following his mother’s death, and tends an eclectic herb garden, treating the locals of 
  minor ailments too trivial for full clerical healing.  
   
  This location does not feature in this scenario. 
   
  S. 
  Morb the Horsetender – Morb (28) is a very simple man, rather slow on the uptake, and not particularly 
  friendly to anyone. He loves horses though, and cares for them as if they were his own children. Anyone that 
  also loves horses can engage him in conversation, and find him to be very knowledgeable. He lives alone, 
  although there are usually three or four horses present and being cared for. Most of the townsfolk bring him 
  their horses for farrier work.  
   
  This location does not feature in this scenario. 
   
  T. 
  Sumph Totteno’s Farm – Another of the working farms, the Totteno family grows potatoes and other root 
  vegetables. Sumph (44) and his wife Roona (41) have four children: Tomad (m, 24), Sumph Jr. (m, 22), Jorn (m, 
  18), and Druna (f, 14). Druna is the youngest, and the only one still in school, where she can be found during 
  the midday.  
   
  This location does not feature in this scenario. 
   
  U. Pront Avap’s Farm – Normally a quiet farmstead, this is the scene of the first murder. Pront (39) and his three 
  children normally live here, Pront’s wife having died giving birth to their third child. The eldest are twins, 
  Matag (m, 16) and Girne (f, 16), about to graduate from school, and looking forward to adult life. The youngest, 
  Aslad (m, 9), was something of a troublemaker (his father let him get away with too much out of deference to 
  NYR6-03 A Heartland Homecoming 
   
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  his dead wife), and frequently skipped school to collect bugs and otherwise act like the typical nine-year-old. 
  He was killed in the introductory scenario NYR5-S04 A Murder in Heartland.  
   
  This location does not feature in this scenario, although Pront Avap may appear briefly during Encounter 3 – 
  Later that Night for parties that have been in Heartland before. 
   
  V. Town Grain Silo – The town’s grain silo is simply a way of storing the grain the town grows before it is shipped 
  off to Rel Mord for sale. The silo is typically only in use during the harvest season, standing empty most other 
  times. About once or twice a season the factor for one of the merchant houses will arrive, set prices, and check 
  on the status of the silo. If harvest is in process, he will also purchase the produce and arrange for transport. 
  The town has a new factor, who seems to be a decent fellow. He is the replacement for the original factor, who 
  was killed in the introductory scenario NYR5-S04 A Murder in Heartland. 
   
  This location does not feature in this scenario.  
   
  W. Ernya’s Sewing – Ernya and her elderly bed-ridden father once lived in this house. Currently the house stands 
  empty, after their deaths during the introductory scenario NYR5-S04 A Murder in Heartland. The crown 
  knows that it would never be able to sell the home, and is arranging to have it demolished. The town approves, 
  and is planning to build a new house on that location. 
   
  This location does not feature in this scenario. 
   
  X. Gosen Beourn’s Home – This house is currently empty and unused. The town will keep the PCs distracted 
  from exploring this area, as it brings back painful memories of Gosen’s killing spree during the introductory 
  scenario NYR5-S04 A Murder in Heartland. The crown knows that it would never be able to sell the home, and 
  is arranging to have it demolished. The town approves, and is planning to build a new house on that location.  
   
  This location does not feature in this scenario. 
   
  Y. 
  Gige Somnam’s Vineyard – Gige (34), his wife Pulte (36), and their four hired hands: Lam (24), Shett (23), 
  Forgh (25), and Eadur (30) grow a wide variety of grapes in fields heading up the nearby hill. They mostly sell 
  these in Mowbrenn, but they do make a few bottles of wine for local consumption.  
   
  This location does not feature in this scenario. 
   
  Z. Dulaman’s Mine – Dulaman Bretan (56) is something of an old coot. He has spent the last thirty years 
  “working” what he calls his mine. In reality, it is little more than a small cave where he spends his time 
  drinking and having imaginary conversations with Brightmane, his equally ancient mule. From time to time 
  he comes back into town for supplies, taking a wide circuitous route, “so no one can follow him,” even though 
  everyone knows where he is most of the time. He’s harmless, but can be played for laughs.  
    
  This location does not feature in this scenario. 
   
    
  NYR6-03 A Heartland Homecoming 
   
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  NPC APPENDIX – NOTABLE RESIDENTS OF HEARTLAND 
   
  The following are NPCs featured prominently within this scenario. This is supplemental information to that given in 
  the Map Key. 
   
  Olma Torer 
  Background: Although unknown to the PCs at the beginning of the scenario (even to residents), Olma is actually the 
  mother of Hibin Torer. Although she is a terrible gossip, she is very private about her own life. This stems from the 
  troubles of Hibin’s youth. She brought her child to Heartland to make a new beginning several years ago, and is treated 
  as though she were a lifetime resident by the townsfolk. She knows the entire background story, save for Hibin’s 
  possession by the three imps. Like her daughter-in-law, Vivena, she initially believes that Hibin was killed during the 
  fighting at Rel Mord in the latter half of CY 595. 
   
  Personality: Olma is a loud boisterous woman. While nearly blind and somewhat hard of hearing, she has an opinion 
  on everything. She’s usually wrong, but too stubborn to let that stop her. She gossips about everything (except her 
  family or past). She carries on a great many friendly arguments with her daughter-in-law Vivena. They have been 
  arguing for so long (although they truly do like each other), that it has become something of a staple of the town. The 
  two women instinctively take opposite sides on any subject – even if they know the other is correct, they will play 
  devil’s advocate just to keep up the banter. 
   
  Statistics: Olma Torer – elderly female human (Oeridian) commoner 3; Charisma 16; Bluff +9, Sense Motive +7. 
   
  Vivena Torer 
  Background: Vivena is a stunningly beautiful woman in her early 20’s. Her husband, Hibin, was called to war to aid in 
  King Lynwerd’s push to regain the crown. While she received many letters from him during the campaign, these 
  stopped arriving after the fighting to reclaim Rel Mord. A few weeks later she received word that he had died in the 
  fighting. While still in mourning over his death, she is starting to emerge from her shell. Most recently her world was 
  turned upside-down again, when she learned that she was pregnant with Hibin’s child. She knows little of Hibin’s past 
  life, only that he arrived here with his mother, Olma Torer, some ten years back. She was always attracted to the 
  charismatic young man, and agreed to marry him a little less than three years ago. 
   
  Personality: Vivena has made up for her shyness over the years by being somewhat larger than life. She argues fiercely 
  for what she believes in, and is very set in her somewhat conservative ways. This led to numerous arguments with her 
  mother-in-law Olma, as the two of them are very similar in their mannerisms. After the ‘death’ of Hibin, these 
  arguments have continued, although much of the ire and rancor have left. The two women have become very good 
  friends in their shared loss, and continue their arguments mostly out of habit. Because of this, they automatically take 
  opposite sides of nearly any discussion – just to keep up the banter. Devotedly loyal, Vivena makes friends for life. 
  When Hibin returns, she’ll defend him to the end – even after the Bloodbag Imp takes possession of him during Scene 
  3 – Later that Night. 
   
  Statistics: Vivena Torer – pregnant female human (Oeridian) commoner 4; Charisma 19; Sense Motive +7. 
   
  Myrna Mildan 
  Background: Myrna is the older sister of Vivena Torer. Almost a dozen years older than her sibling, Myrna raised the 
  younger girl after the death of their parents during the early part of the Greyhawk Wars. Even now, Myrna is very 
  protective of Vivena. That she allowed Hibin to court and marry the young woman is a testament to his good character – 
  at least as far as Myrna is concerned. Perhaps a bit over-protective, Myrna has done her best to help Vivena make it 
  through the difficult times since Hibin’s apparent death during the fighting at Rel Mord. While she doesn’t get along 
  too well with Olma, this is more that Olma is overbearing and over-loud. Plus, until recently, being in the same room as 
  both Olma and Vivena was to be a glutton for punishment.  
   
  Personality: While not as forceful as her sister, Myrna is well liked for her no-nonsense attitude. She’s a capable 
  farmwife, and has raised her five children to be well behaved and polite. She’s somewhat less beautiful than Vivena, but 
  the family resemblance is quite strong. She likes most adventurers, assuming they have sworn to the king, and are 
  licensed. Less scrupulous individuals she sees as freeloaders, vagabonds, or grave robbers. When Bursus Cebras was 
  found out, Myrna was among the first to point out his faults. Essentially, she is another of the strong-willed Heartland 
  women, just slightly less overtly-so than either Olma or Vivena. 
   
  NYR6-03 A Heartland Homecoming 
   
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  Statistics: Myrna Mildan – female human (Oeridian) expert 5; Charisma 16; Sense Motive +10. 
   
   
  Hibin Torer 
  Background: mostly discussed in the Adventure Background section of this scenario. Hibin and his mother Olma 
  moved to Heartland in the spring of CY 585. While despondent at first over the death of his first love Marlae, the new 
  environment of Heartland and his natural charisma soon had him out making friends again. Olma encouraged this in 
  Hibin, as she felt that they desperately needed to fit in and be accepted. The yellow-eyed youth was immediately the 
  focus of the other children, and it wasn’t long before he met the beautiful Vivena Somely. He began to learn the trade of 
  stonemason, and started seeing Vivena whenever possible. After a long courtship of nearly three years, the two were 
  married in the fall of CY 593. Although Vivena is now pregnant with their first child, Hibin did not learn this fact prior 
  to being drafted into the army. 
   
  His chaotic alignment shows through in his natural inquisitiveness and tendency to make snap decisions. 
  However, he keeps tight control over his emotions. Once he has made a decision (no matter how spur of the moment), 
  he sticks with it. While this might seem a conflict at first, his chaotic nature is merely a response to the tightness of his 
  mental control. The stronger his grip, the more he needs to respond with off-the-cuff decisions. 
   
  Luckily, this tendency served him well after he joined King Lynwerd’s army. Rather than being seen as flighty, his 
  superiors viewed his quick judgments as a leadership trait and started promoting him. He rose quickly through the 
  ranks, eventually reaching the rank of Tribune just prior to his discharge and return to Heartland. 
   
  Personality: At first Hibin is merely tired from the trip back to Heartland. However, he never expected such an 
  involved and boisterous greeting from his neighbors. The stress of so many people, the news that he was considered lost 
  in the fighting, and the equally stunning news of Vivena’s pregnancy, soon have him overwhelmed. Hibin has no 
  conscious idea of the three imps residing in his mind. Although fighting against their influence, he assumes this is just 
  his own emotions and memories trying to slip from his control. While polite and friendly in conversations, he will also 
  be somewhat distracted by these mental conflicts.  
   
  Hibin has pushed all memories of his father and Marlae into the deepest recesses of his mind. His own desire for 
  control, and Olma’s constant drilling into him about acceptance and fitting in, leaves these memories as anathema. He 
  believes the only way to fit in is to forget all about his painful past. This personality trait prevails during the first half of 
  the scenario, but it is possible that the PCs will teach him a different way of acting by the end of the adventure. 
   
  Statistics: Hibin Torer: Male Human (Oeridian) Fighter 2/Sorcerer 4/Wild Mage 9; CR 15; Medium Humanoid 
  (Human); HD 13d4+2d10+30; hp 82; Init +7; Spd 20 ft/x4; AC 18 (+5 armor, +1 shield, +1 Dex, +1 deflection), touch 12, 
  flat-footed 17; Base Atk +8; Grapple +9; 
   
  Atk +10 melee (1d8+1; 19-20/x2, masterwork longsword) OR +10 ranged (1d8; 19-20/x2, masterwork light 
  crossbow);  
   
  Full Atk +10/+5 melee (1d8+1; 19-20/x2, masterwork longsword) OR +10 ranged (1d8; 19-20/x2, masterwork light 
  crossbow);  
   
  SA Wild Magic, Random Deflector (Su), Student of Chaos (Ex); SQ Chaotic Mind (Su), Reckless Dweomer (Su); AL 
  CG; SV Fort +9, Ref +8, Will +7; Str 13(+1), Dex 12(+1), Con 14(+2), Int 14(+2), Wis 10(+0), Cha 18(+4);  
   
  Skills and Feats: Craft (Stone Masonry) +10, Diplomacy +9, Knowledge (arcana) +11, Knowledge (arch & eng) +5, 
  Knowledge (the planes) +10, Listen +9, Spellcraft +15, Spot +8, Use Magic Device +10; Improved Initiative, Leadership, 
  Magical Aptitude, Power Attack, Cleave, Spell Focus (Conjuration), Empower Spell, Sudden Widen Spell, Quick 
  Reconnoiter 
   
  Wild Magic: When Hibin casts a spell, subtract 3 from his caster level, and then add 1d6. 
   
  Random Deflector (Su): 3/day as an immediate action, Hibin can redirect ranged attacks, ranged touch attacks 
  and individually targeted spells. 
   
  Student of Chaos (Ex): When Hibin uses a magic item that produces a random effect for each use; he can roll 
  twice and choose the result.  
   
  Chaotic Mind (Su): Hibin has immunity to confusion and insanity, and he is shielded by a continuous 
  nondetection effect, as the spell. 
   
  Reckless Dweomer (Su): As a standard action, Hibin can lose a prepared spell or spell slot of at least 1st level to 
  create an effect similar to that of a rod of wonder (see DMG p. 237) 
   
  Possessions: masterwork dragonhide breastplate, masterwork light darkwood shield, masterwork longsword, 
  masterwork light crossbow, +2 amulet of health, +2 cloak of charisma, +1 ring of protection 
   
  Spells Known (6/7/7/7/7/6/4; base DC = 14 + spell level): 0—[detect magic, light, mage hand, open/close, prestidigitation, 
  ray of frost, read magic, touch of fatigue]; 1st—[charm person, comprehend languages, mage armor, true strike, unseen servant]; 
  2nd—[bull’s strength, false life, invisibility, mirror image, rope trick]; 3rd—[clairaudience/clairvoyance, displacement, hold person, 
  NYR6-03 A Heartland Homecoming 
   
  Page 44 
  
  suggestion]; 4th—[charm monster, dimensional anchor, mass enlarge person, stone shape]; 5th—[break enchantment, dismissal, 
  magic jar]; 6th—[mislead, permanent image] 
   
  Hibin will also create the effect of a modified trap the soul (normally an 8th level spell, but able to be cast by Hibin 
  during the course of this scenario – see the Preparation for Play section for details) up to four (4) times during the 
  combat with the PCs in Encounter 4 – The Chase. 
   
   
  NYR6-03 A Heartland Homecoming 
   
  Page 45 
  
  HEARTLAND RESIDENT PC HANDOUT 
   
  This handout represents a brief introduction to the town of Heartland. The information contained in this handout 
  represents what any resident of Heartland would know. It has been updated for this scenario, and could constitute a 
  spoiler for those that have not played in either NYR5-S04 A Murder in Heartland, or NYR5-07 A Return to Heartland. 
  Non-resident PCs should not view this document. While none of the information contained herein is secret, it is 
  intended for resident PCs. Part of the fun in exploring the town is learning who everyone is, and what stories they have 
  to tell. 
   
   
  Heartland (Hamlet): Conventional; AL LG; Population 130; Mixed (Humans 79% [Oeridian 60%, mixed 40%], Halfling 
  9%, Elf 0.8%, Half-Orc 1.5%, Gnome 1%, Dwarf 0.9%).  
   
  Authority Figures: Mayor Georgot Satinne (male human tavern-owner); Knight Commander, Sir Varduun Koonth 
  (elderly male human).  
   
  Important Characters: Rohrn Fyrad (female human priestess of Heironeous); Olagh Tunnelwalker (male dwarven 
  schoolteacher); Aeslip Symantine (male elven [high] brewer).  
   
  A. Heartland Travelers’ Inn – The proprietor, Georgot Satinne (40), is also the mayor of the town – although the 
  position carries little real power. His two daughters Myrroi (17, quite the cook) and Tynia (12, fledging bard) 
  help out around the inn, although Myrroi is starting to look for a husband. Tynia is happy remaining at the inn 
  for now.  
   
  B. 
  “The Center Of It All” General Store – The general store is centered around a smithy built to service the many 
  travelers that arrive at the inn. Georgot’s sister-in-law Simonarri Ergon (37) once managed the store, but she 
  tends to stay in bed of late. Her son, Timorus (20), manages it in her place, and does a rather respectable job of 
  it. Should things get out of hand, his father, Bann Ergon (38), still manages the smithy and watches over the 
  customers.  
   
  C. Garrison Fortlet – not much more than a sturdy watchtower, the fortlet is hardly ever used, except on rare 
  occasions when the townsfolk have one of their infrequent town meetings. Any royal or military meta-org 
  members will find the place quite accommodating (free normal upkeep).  
   
  D. Koonth Manor – Sir Varduun (75, senile and locked in the past), his wife Olviette (66), manservant Simsh (58), 
  and maid/nurse Kantie (47) reside at the manor full time.  
   
  E. 
  Burned Husk – Once intended as stables for the fortlet, it was never completed and has since burned. Only 
  one small corner (about the size of a single room) remains, and even it is heavily damaged.  
   
  F. 
  Heartland School – A simple, single-room schoolhouse. Olagh Tunnelwalker (55), a dwarven graduate of Rel 
  Mord University, is the teacher. He resides at area G. 
   
  G. Olagh Tunnelwalker’s House – A young dwarf, Olagh is unusual in that he lives far away from his family and 
  clan. He will not speak about it, being a rather close-lipped and shy fellow. He is a good friend of Aeslip 
  Symantine, the local elven brewer.  
   
  H. Chapel of Heironeous – the town’s house of worship. Overseen by Rohrn Fyrad (42), a seriously devout 
  warrior woman. She is a bit biased towards other women, and has accepted only female altar attendants. 
  Currently Myral Prestad, who lives at area I, fills the position.  
   
  I. 
  Ayrlyn Prestad’s Home – a wealthy merchant in his late forties, and often away from town on business. His 
  wife Forna (38, and quite the gossip), and daughter Myral (15, and aiming to enter the priesthood of 
  Heironeous), both live here as well. 
   
  J. 
  Olma’s Home – Olma is an old widow (65) and busybody. She also makes up stories, and can often been found 
  having a cup of tea with Forna Prestad or having a friendly argument with Vivena Torer.  
   
  K. Vivena Torer’s Home – Vivena (22) lost her husband in the recent fighting at Rel Mord, and is still in 
  mourning. She is also several weeks pregnant. Her siblings manage a farm at area M.  
  NYR6-03 A Heartland Homecoming 
   
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  L. 
  Aeslip Symantine’s Brewery – Aeslip is a mature (175) but spry elf. He is missing one leg below the knee, but 
  gets along famously on his wooden peg leg. Likes to brag about his days as an adventurer – but only after the 
  PCs have joined him in a few drinks. Good friends with Olagh Tunnelwalker the Schoolteacher.  
   
  M. Terrus Mildan’s Farmstead – A simple farm growing grain and other staples. Terrus (35); his wife Myrna (33); 
  daughters Niri (14), Sprinu (12) and Gursi (6); and sons Repti (10) and Wurn (8); all work and live on this farm. 
  Myrna is also the older sister of Vivena Torer (see area K), and can often be found visiting and consoling the 
  young woman.  
   
  N. Mongrelfolk Encampment – Three mongrelfolk have erected a semi-permanent shelter out near this grove of 
  trees. They are escapees from a late experimental program conducted under the Traitor’s regime. They are not 
  evil, and would prefer to be left alone, but they keep a very low profile as most of the townsfolk are scared of 
  the group. The three have each forgotten or left behind their old names and have taken grandiose names as 
  replacements. Their names are hints as to their general appearance.  
   
  O. Varion Silvus’s Farm – A young couple just getting started, Varion (23) and Cerna (21) Silvus established this 
  farm after fleeing Rel Mord during the early days of the coup. So far they’ve managed to grow mostly dirt and 
  rocks, but they are having fun and truly enjoying the hard work.  
   
  P. 
  Harbaw Leaftender’s Farmstead – The only Halfling family in town, the Leaftenders grow the typical grains 
  and staples, but also do a brisk business in pipe weed. They number twelve. Harbaw (66) and Sophe (60), and 
  their ten kids: Dren (m, 22), Fertu (f, 20), Gorbav (m, 18), Deblis (m, 17), Arven (f, 17 and Deblis’ twin), Arbold 
  (m, 16), Miira (f, 14), Mamina (f, 12), Tarv (m, 10), and little Xenia (f, 5 – and named in honor of the queen).  
   
  Q. Bursus Cebras’ House – Bursus Cebras was exposed as a tomb robber and smuggler during NYR5-07 A Return 
  to Heartland. He does not reappear in this scenario, and his home is currently empty. The crown has taken 
  possession of the house in payment of legal fines. 
   
  R. Malbeth Legba’s Home – Malbeth (40) was born blind, and until recently lived at Brackenmoor Monastery 
  where he spent most of his life. Malbeth tends an eclectic herb garden, treating the locals of minor ailments 
  too trivial for full clerical healing. 
   
  S. 
  Morb the Horsetender – Morb (28) is a very simple man, rather slow on the uptake, and not particularly 
  friendly to anyone. He loves horses though, and cares for them as if they were his own children.  
   
  T. 
  Sumph Totteno’s Farm – Another of the working farms, the Totteno family grows potatoes and other root 
  vegetables. Sumph (44) and his wife Roona (41) have four children: Tomad (m, 24), Sumph Jr. (m, 22), Jorn (m, 
  18), and Druna (f, 14).  
   
  U. Pront Avap’s Farm – Pront (39) and his two surviving children live here. Matag (m, 16) and Girne (f, 16) are 
  twins, about to graduate from school, and looking forward to adult life. The youngest, Aslad (m, 9), was killed 
  in the introductory scenario NYR5-S04 A Murder in Heartland.  
   
  V. Town Grain Silo – The town’s grain silo is simply a way of storing the grain the town grows before it is shipped 
  off to Rel Mord for sale. The silo is typically only in use during the harvest season. Once or twice a season the 
  factor for one of the merchant houses will arrive, set prices, and check on the status of the silo. The town has a 
  new factor, who seems to be a decent fellow. He is the replacement for the original factor, who was killed in 
  the introductory scenario NYR5-S04 A Murder in Heartland. 
   
  W. Ernya’s Sewing – Ernya and her elderly bed-ridden father once lived in this house. Currently the house stands 
  empty, after their deaths during the introductory scenario NYR5-S04 A Murder in Heartland. The crown 
  knows that it would never be able to sell the home, and is arranging to have it demolished. The town approves, 
  and is planning to build a new house on that location. 
   
  X. Gosen Beourn’s Home – This house is currently empty and unused as the former occupant went on a killing 
  spree during the introductory scenario NYR5-S04 A Murder in Heartland. The crown knows that it would 
  never be able to sell the home, and is arranging to have it demolished. The town approves, and is planning to 
  build a new house on that location.  
   
  NYR6-03 A Heartland Homecoming 
   
  Page 47 
  
  Y. 
  Gige Somnam’s Vineyard – Gige (34), his wife Pulte (36), and their four hired hands: Lam (24), Shett (23), 
  Forgh (25), and Eadur (30) grow a wide variety of grapes in fields heading up the nearby hill. They mostly sell 
  these in Mowbrenn, but they do make a few bottles of wine for local consumption.  
   
  Z. Dulaman’s Mine – Dulaman Bretan (56) is something of an old coot. He has spent the last thirty years 
  “working” what he calls his mine. In reality, it is little more than a small cave where he spends his time 
  drinking and having imaginary conversations with Brightmane, his equally ancient mule.  
   
   
   
  NYR6-03 A Heartland Homecoming 
   
  Page 48 
  
  PLAYER HANDOUT ONE 
   
  You happen to be the most observant of the group at the moment. So you are the first to notice that this place, this 
  world, is different. Read the following and then describe what you see to the other PCs.  
   
   
  Your companions all seem to be busy checking their equipment. 
  You’ve already done your inventory, and everything is present. 
  Perhaps that’s why you are the first to see the storm. It’s mostly 
  hidden by the cypress trees arching above your heads, but you 
  know it can’t be natural.  
   
  Black clouds and purple-white lightning swirl around like a soup 
  that’s been stirred too fast. Greenish flashes of light show where 
  higher lightning is hidden by the clouds. While you don’t see it yet, 
  you know that the storm threatens rain and snow. A feeling like the 
  chill of winter’s night passes through you. 
   
  The storm stretches from horizon to horizon, but it seems the center of 
  that swirling mass is directly above your heads. You also have the 
  clear impression that no matter in which direction or how far you 
  travel; the center of the storm will always remain directly above. 
   
  You notice that there is no insect or animal life present. While you 
  can clearly hear the buzz of swamp flies and the drone of 
  mosquitoes, there are none around you. Nor do you see any lizards, 
  snakes, squirrels or any other animal. Plants and trees a-plenty, but 
  no animal life. Wherever and whatever this place is, it is unlike any 
  you have known. 
   
  NYR6-03 A Heartland Homecoming 
   
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  PLAYER HANDOUT TWO 
   
  You happen to be the most observant of the group at the moment. So you are the first to notice that this place, this 
  world, is different. Read the following and then describe what you see to the other PCs.  
   
   
  As you approach the tree, you can see that the carving is somehow 
  familiar. A simple outline of heart bears a listing of two sweethearts: 
   
    
   
   
  You just manage to read the carving, when you hear quiet whistling 
  coming from above you. Hanging upside down by his knees, is a boy 
  of about fourteen. A boy with bright yellow eyes and an equally 
  bright smile. 
  NYR6-03 A Heartland Homecoming 
   
  Page 50 
  
  PLAYER HANDOUT THREE 
   
  This handout is specifically for those ‘players’ that are unaware of the events of CY 595. Most players from the Nyrond 
  region or surrounding states will not need to review this handout. 
   
  On the stroke of midnight as CY 594 became CY 595, Prince Sewarndt of Nyrond 
  launched a surprise coup against his brother King Lynwerd. The coup attempt 
  succeeded, forcing Lynwerd to flee as Sewarndt claimed the throne.   
   
  Sewarndt’s reign was one of terror, as his demonically assisted troops imposed 
  iron control over his new subjects. While a few provinces remained loyal to 
  Lynwerd, the King had disappeared and Sewarndt appeared to have won. 
   
  As groups of adventurers scoured the land for some clue as to the missing King 
  (eventually finding him rebuilding his armies), other individuals and groups used 
  the change in leadership to initiate their own power plays. As a result, those 
  provinces still loyal to Lynwerd declared openly for the true king. Civil war was 
  the inevitable result. 
   
  After a series of positioning moves, skirmishes, and more involved battles, 
  Lynwerd and his forces (augmented with the considerable might of hundreds of 
  noted adventurers) eventually brought the war directly against Sewarndt. The 
  final battle of the war was fought at the city of Rel Mord, capital of the 
  Kingdom. 
   
  For two days Lynwerd’s forces laid siege to their own city, while Sewarndt’s army 
  and demonic allies fought back from within the relative safety of the city’s 
  upgraded walls. If not for the adventuring heroes of Nyrond and the surrounding 
  regions, the battle would have been lost. But finally, Lynwerd prevailed, severing 
  his brother’s head in an aerial battle that mimicked the one taking place in the 
  city. The Traitor, as he is now called, is never to be mentioned by name, as the 
  Kingdom attempts to leave the war behind.   
   
  The rebuilding is long and difficult, but the Nyrondese are a strong people, and 
  they will recover. It is the thousands of dead, soldiers and innocents alike, that 
  will be missed.  
   
  A large percentage of those lost fell during the final battle at Rel Mord. 
  Apparently, it is this same horrific and climactic battle you now find yourself 
  standing within. 
   
   
   
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Nyrond/596/Normal Scenarios/NYR6-03 - A Heartland Homecoming (APL 2-8)/NYR6-03 - A Heartland Homecoming.pdf