TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  GEO4-05 
   
   
   
   
   
   
  Vision of a Lighted Path 
   
  A One-Round D&D LIVING GREYHAWK®  
  Geoff Regional Adventure 
  Version 1.0 
   
  By Alisa Clary 
  Playtested by Shawn Lasseter, Alex Lasseter, Wes Wright, Mel Arp, Dan Kassidy, Teos Abadia, Byron 
  Roberts, Jon Tom, Joe Tom, Joe Flanegan, John Spey 
   
   
   
  Word comes from the Dim Forest.  The Shadows threaten to overrun the elves, covering the woodlands 
  in darkness and blotting out the light.  But Ehlenestra has not forsaken her people in their time of need.  
  The path has been opened.  The path has been prepared.  But the path remains to be taken.  A Geoff 
  regional adventure for APLs 6-12, and Verse Four of the Song of Fell Shadows. 
   
  Any character with the designation as an elven “kinslayer” or an “elfslayer” cannot play this adventure. 
  
  GEO4-05 Vision of a Light Path 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and scoring after 
  the game. The following guidelines are here to help 
  you with both the preparation and voting segment of 
  the game. Read this page carefully so that you 
  know and can communicate to your players the 
  special aspects of playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with 
  any special rules, spells, or equipment presented in 
  the adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and gender 
  at the top. This makes it easier for the players (and 
  the DM) to keep track of who is playing which 
  character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use 
  of even core rulebooks during certain times of play. 
  For example, the players are not free to consult the 
  Dungeon Master’s Guide when confronted with a 
  trap or hazard, or the Monster Manual when 
  confronted with a monster.  
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the players 
  will be in gray boxes. It’s strongly recommended 
  that you paraphrase the player text instead of 
  reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to 
  actions of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, and then have any players 
  without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can 
  begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by virtue 
  of a class ability (i.e. animal companions, familiars 
  paladin’s mounts, etc) use the sidebar chart to 
  determine the number of levels you add to the 
  sum above. Add each character’s animals 
  separately. A single PC may only bring four or 
  
  GEO4-05 Vision of a Light Path 
   
  Page 3 
  # 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 
  fewer animals of this type, and animals with 
  different CRs are added separately. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  If you are running a table of six PCs, add one to 
  that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four or sometimes 
  even five 1st-level characters may find difficulty 
  with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two 
  things that you can do to help even the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal 
  or Charisma check (DC 10). Failure indicates that 
  the animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep  
   
   
  This is a standard one-round Regional adventure, 
  set in the Grand Duchy of Geoff.  Characters 
  native to Geoff pay one Time Unit per round, all 
  others 
  pay 
  two 
  Time 
  Units 
  per 
  round.  
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
   
  
  GEO4-05 Vision of a Light Path 
   
  Page 4 
  Adventure Background 
  A year ago, a vortex appeared in a river near the 
  Dim Forest.  To most, it was a shooting star.  The 
  priestess believes that the vortex was formed 
  when Ehlonna shot an arrow from the Beastlands, 
  Ehlonna’s homeland, to the Dim Forest.  It was to 
  be a passageway.  However, when the body of 
  Alexander Stonehouse was placed in the vortex, it 
  changed the location of the passageway.   
  Information about the vortex comes from Ehlonna 
  through Lorindoriel in the form of visions.  
  Lorindoriel 
  is 
  an 
  elven 
  High 
  Priestess 
  of 
  Ehlenestra and runs the temple in the wood elven 
  city of Fuirona.  A year ago, Lorindoriel had a 
  vision from her goddess that the body of 
  Alexander Stonehouse had returned to his 
  ancestral tomb and that body was crucial to the 
  future of the Dim Forest.   
  Lorindoriel told Darlon Lea about her vision and he 
  agreed to go to Tir-en-Mortem, where the 
  Stonehouse tomb is located.  Unfortunately, the 
  elven city had been overrun by shadows and the 
  way was perilous.  After Darlon left, divinations 
  showed that he was in grave danger.  When 
  Darlon Lea reaches Tir-en-Mortem, he is able to 
  fight his way through most of the shadows, but a 
  blackguard appeared and cut off his head.  
  Lorindoriel began to look for some way to help 
  Darlon.  She found that help from some 
  adventurers and was then able to resurrect Darlon 
  Lea. 
  Five years ago, in CY 589, Darlon Lea was the 
  highest-ranking Gyric noble in Geoff.  He worked 
  with the Gran March military, in particular Knight 
  Field Marshal Dispatcher Alicia Helanasdotter, to 
  rebuild Hochoch after the giant occupation, but 
  disagreed with many of their methods.  In 
  particular, he strongly disapproved of the timbering 
  in the Oytwood and Dim Forest to build the border 
  keeps. 
  Darlon Lea was arrested by Helanasdotter for 
  treason and cast into the dungeon under Caer 
  Dwr Gwyldy to await trial.  There, Neumann, under 
  the control of the faerie, met with Darlon Lea and 
  convinced him to flee. 
  Helanasdotter held the trial in his absence.  
  Without Darlon there to defend himself and with 
  the added evidence of his flight, he was 
  pronounced guilty and sentenced to die by 
  beheading.  An enormous bounty was placed on 
  his head.  Darlon Lea has remained in the Dim 
  Forest ever since. 
  Because of his work with the wood elves and his 
  experience in battle, Darlon Lea was named the 
  Kanótaurë.  The tribes all accept him as the 
  warlord that rules over all the tribes. 
  Although the wood elves accept Darlon Lea in 
  their community, he gave up his position as a 
  noble in Geoff.  Other Gyric nobles have risen to 
  power.  Currently, Grand Duke Owen has gone 
  missing on some sort of mission.  His wife, Calisse 
  has gone to find him.  Their son and the heir 
  apparent to the Griffon Chair, Rhys, is with the Old 
  Faith Druids.  With the Brenin gone, Sierra 
  Blackblade has been named as the Regent. 
  A recent agreement between Geoff and the Gran 
  March has caused an influx of troops from the 
  Army of Retribution into Geoff.  Specifically, the 
  town of Hochoch and all lands up to the Javan 
  river has been promised to the Gran March in 
  exchange for military assistance against the giant 
  armies in Gorna and Pregmere. 
  Recently, the Gran March has declared full 
  ownership of the area.  It is Gran March justice 
  that rules what was previously the Arweth Cantrev. 
   Padrig ap Bedwyn is to be named Count of the 
  area as part of the agreement made between the 
  Regent and the Gran March.  Any lands in the Dim 
  Forest are considered to be under the rule of the 
  wood elves and not the Gran March. 
  Adventure Summary 
  Introduction 
  The PCs receive a message from Kinkaid 
  pleading for immediate help in the Dim Forest.  
  Two druids assist in transporting the PCs to what 
  they believe is a safe location. 
  Encounter 1 – Battle in the Dim 
  The PCs arrive in the Dim at a spot designated by 
  Kinkaid.  Unfortunately, the line of shadow 
  creatures has pressed forward and the PCs find 
  themselves in the middle of a silent combat.  The 
  wood elves are trying to hold off the front of fades 
  and shadow creatures.  As the PCs try to help, 
  creatures attack them. 
  Encounter 2 – A Way to Stop the Shadows 
  During a lull in the overall battle, the PCs meet 
  Darlon Lea who is frustrated with the continual 
  onslaught of the shadow creatures.  Adwen merch 
  Lyneth, the newly appointed field commander of 
  the Order of Shining Beacons is introduced to the 
  PCs. 
  
  GEO4-05 Vision of a Light Path 
   
  Page 5 
  Lorindoriel steps forward and speaks of a vision 
  she had from Ehlenestra.  She sees three things in 
  her vision – an arrow being shot from a 
  magnificent bow, the Dim Forest without the 
  shadow creatures, and a path lit with floating 
  lights.  She asks the PCs to help her unravel the 
  mystery. 
  Encounter 3 – The Lands Beyond the 
  Vortex 
  The PCs are led to the vortex in the Javan river 
  and step through.  They find themselves in the 
  Beastlands, the home plane of Ehlonna.  By 
  talking with different beings in the Beastlands, they 
  discover that there are creatures in another layer 
  of the plane that may be able to help them in the 
  Dim.  Kort, a barriaur agrees to lead the PCs to 
  Brux where the illusern live and serve as guides 
  for planar travelers going through the portals. 
  Encounter 4 – The Swamps of Brux 
  Kort leads the PCs through the swamps of Brux 
  with the intention of taking them to the Shepherd’s 
  house.  The Shepherd is the caretaker of the 
  illusern.  However, when the PCs arrive, the 
  Shepherd is missing.  They follow his trail to a 
  gate leading to Elysium. 
  Encounter 5 – Paradise Found 
  The PCs enter Elysium and eventually find the 
  Shepherd.  He has spent so much time in Elysium 
  he has fallen prey to its lure.  Once the PCs 
  convince him to return home, he remembers some 
  of his illusern are missing.  Together, the 
  Shepherd and PCs find the illusern. 
  Encounter 6 – A Gift Not Easily Given 
  The PCs have returned the Shepherd and his 
  missing illusern to the Beastlands.  As payment for 
  helping him, the Shepherd sends some illusern 
  back with the PCs to the Material Plane.  The PCs 
  must promise to find an appropriate person to take 
  on the full time responsibility of caring for the 
  illusern once they are in the Dim Forest. 
  Encounter 7 – Returning to the Vortex 
  The PCs return to the Material Plane with the 
  illusern.  As they step through the vortex, they 
  interrupt a ritual to unhallow the ground around the 
  vortex.  Adwen and Lorindoriel have been taken 
  hostage and are to be used as a sacrifice for a 
  later ritual.  As combat ensues, the true story 
  comes out – the Ancient Shadow Dragon sent 
  hirelings to stop the Shepherd and close the 
  vortex so she could use the entire Dim Forest as 
  her lair. 
  Conclusion 
  The PCs have succeeded in bringing light to the 
  Dim Forest.  The illusern form lit paths through the 
  trees and make enough light to drive back the 
  shadow creatures.  As the PCs are being led to 
  the wood elven village for a celebratory feast, the 
  vortex closes and disappears. 
  Introduction 
  Important Note:  Any player with the designation 
  as an elven “kinslayer” or an “elfslayer” cannot 
  play this adventure. 
  Prior to play, ask if any player characters (PCs) 
  have lost any animal companions or mounts at 
  any time in their adventuring career.  Get as much 
  information as possible to use in Encounter Three. 
  The players may start the module from any 
  location.  Most likely, they are in Hochoch, 
  Preston, or Caer Rhiniog.  Modify the directions 
  given in the box text to appropriately reflect the 
  location of the Dim Forest relative to the PC’s 
  location. 
  Regardless of where the PCs are, a grey squirrel 
  scampers around, chittering at them.  Although it’s 
  not an uncommon sight, there’s something about 
  this squirrel.  He seems rather intent on getting 
  attention from you. 
  A successful Spot check (DC 15) reveals to the 
  PC that there is a small note tied around the 
  squirrel’s neck.  If the PC takes the note continue 
  reading. 
  The note was written with a charcoal pencil.  
  The handwriting is a bit hard to read since it’s 
  so small, but it is legible.  The note reads: 
  “The Fades are attacking.  They have pushed 
  us back over the Javan.  Meet Cailan, the 
  druid, at the Old Oak in Hochoch this coming 
  Waterday.  She will bring you here to help. Our 
  need is great.   Please hurry! — Kinkaid” 
  How far away Waterday is depends on where the 
  PCs are.  If the PCs have to travel to get to 
  Hochoch, then Waterday is a couple days away 
  and the PCs can get there in plenty of time.  If the 
  PCs are in Hochoch, Waterday is the next day. 
  Using the spell speak with animals on the squirrel 
  reveals the following: 
  
  GEO4-05 Vision of a Light Path 
   
  Page 6 
  • 
  The squirrel came from the big woods in 
  the direction that the sun appears. 
  • 
  A female friend of the woods asked him to 
  come here and wait for someone who 
  matches your description to take the note 
  from him. 
  • 
  He was happy to leave the woods 
  because there were scary things there 
  that the woman was trying to kill. 
  The Old Oak is the huge, ancient oak tree in the 
  middle of Old Oak Square in the hilltop district of 
  the Hochoch.  A successful Knowledge (Local 
  Sheldomar), 
  Bardic 
  Knowledge, 
  or 
  Gather 
  Information (DC 5) supplies this information to the 
  PCs.  The Old Oak is a well-known place in 
  Hochoch. 
  If the PCs attempt to get assistance from any 
  organizations (the Old Faith, the Knights of the 
  Watch or Dispatch, the Army of Liberation), they 
  are told that it would take many days to shift 
  resources to reinforce the Dim.  If the elves need 
  immediate assistance the PCs are the only 
  assistance available right now.    
  If the PCs choose not to do anything about the 
  note, the adventure is over.  Go to Conclusion A. 
  If the PCs choose to go find the druid, they have 
  no trouble getting to the Old Oak. 
  As you approach the Old Oak, you notice 
  others approaching as well.   
  At this point, allow the players the opportunity to 
  introduce 
  their 
  characters 
  and 
  provide 
  descriptions.   
  As you get closer, you see two women dressed 
  in hides and wool clothing waiting by the tree.  
  Feathers are braided into the long, dark hair of 
  the human, forming a crown around her head.   
  A second druid is a wood elf, but she appears 
  to be years younger than human druid.  
  Instead of feathers, she wears flowers tucked 
  into her long locks of hair.   
  With no trace of emotion the human druid 
  says, “You are here.  You are needed to help 
  maintain the Balance.  Come, step forward and 
  we shall take you where you are needed most.” 
  The human woman is Cailan, an Old Faith Druid.  
  She is middle-aged and of Flan descent.  She has 
  dark brown hair and dark eyes.  Though friendly, 
  she understands the necessity for getting the 
  group to Kinkaid and Darlon Lea quickly.  She 
  realizes there is no time for chitchat and small talk 
  right now.  She talks with a strong sense of 
  balance and the cycle of life.  She is very in tune 
  with nature and its ways. 
  The elven druid is Niandria.  She does not speak 
  at all, except to read the scrolls to take the PCs to 
  the Dim Forest. 
  If anyone has animal companions that are larger 
  than Medium size, the druid casts reduce animal 
  (Spellcraft DC 17) to reduce the creature’s size to 
  Medium. Should it be needed, each druid also has 
  a scroll of reduce that can be used to make any 
  Large sized PCs medium sized. 
  Cailan reaches out her hands to you.  “It is 
  time.  The trees have spoken and they are 
  ready.  We have arranged a meeting place with 
  Kinkaid that is far enough from the place 
  where they fight the Shadows that you shall 
  arrive in safety.” 
  The two druids read scrolls.  A successful 
  Spellcraft check (DC 21) tells the PC that the druid 
  cast transport via plants.  They must all be in 
  physical contact to travel through the tree.   
  If the PCs refuse to enter the Old Oak, go to 
  Conclusion A. 
  Once the PCs enter the Old Oak, go to Encounter 
  One. 
  Encounter One:  Battle in the 
  Dim 
  You step through the oak tree and into the Dim 
  Forest.  As you get your bearings, you realize 
  that you are not at all in a safe spot as 
  promised.  While you are certainly in the Dim 
  Forest, 
  shadow 
  beasts 
  from 
  a 
  child’s 
  nightmare surround you.  However, these 
  creatures are heading in a very specific 
  direction.  They slip through the woods from 
  your left to your right where they are met by a 
  large contingent of wood elves. 
  You hear an occasional sound of battle, but 
  more striking is the silence.  There is no noise 
  as these creatures walk on the leaves and 
  sticks.  They move through the thick woods in 
  droves with an uncanny quiet.  There is no 
  sound of steel as their weapons meet those of 
  the elves.  The arrows hitting them make no 
  noise – not even the thud of arrow into flesh. 
  If there are animal companions that were reduced, 
  once on the other side, both druids takes enough 
  
  GEO4-05 Vision of a Light Path 
   
  Page 7 
  time to dispel the reduce animal spell.  Both druids 
  wildshape into birds and fly off to get more help. 
  Mixed in among the elves are others wearing 
  an armband marked with the horn of a unicorn 
  over a sunburst.  The groups fight side by side 
  without any hesitation. 
  Squared off in the center of the fray are a 
  dragon formed of shadows and a seasoned 
  warrior who fights with a sword in one hand 
  and an axe in the other.  Beside him is a female 
  half-orc woman who fights like a tiger.  He 
  bellows orders to the elves about him and the 
  attacks the dragon with a vengeance.   
  The man is Darlon Lea, the Kanótaurë (warleader) 
  of several tribes in the Dim Forest.  PCs who 
  played Mourning of a Risen Sun recognize him 
  immediately.   PCs can also recognize him with a 
  successful Knowledge (nobility and royalty) check 
  (DC 10), Knowledge (local – Sheldomar) check 
  (DC 15), or a Bardic Lore check (DC 10).  This 
  check also tells the PCs that Darlon Lea is an 
  outcast of the Gyric high court; he forfeited his 
  noble title and lands.  Eventually, he accepted the 
  position of Kanótaurë – warlord of the wood elves. 
  The half-orc is Lilly Gellsblood, another veteran of 
  the Legacy of Valor.  PCs can also recognize her 
  with a successful Knowledge (nobility and royalty) 
  check (DC 15), Knowledge (local – Sheldomar) 
  check (DC 20), or a Bardic Lore check (DC 15).  
  She was part of the Olwythi gan Gyruff (rangers of 
  Geoff) along with Darlon Lea during the Legacy of 
  Valor.  She later resigned her rank with them, 
  when she was passed over for First Ward 
  because of her race. 
  Darlon Lea and Lilly are not making much 
  headway.  It appears to be a stalemate.  As the 
  dance of battle continues, there is flash of 
  armor and a more slender companion joins the 
  fight next to the ranger lord. 
  The new arrival is Adwen, the head of the Order of 
  the Shining Beacons, who is described later. 
  The PCs should move toward the shadows and 
  Darlon Lea.  If necessary, you may need to urge 
  the PCs to go in that direction by commenting that 
  the elves are getting pushed back.  If the PCs just 
  do not take the hint, then the shadow creatures 
  come to them. 
  It takes one round of double movement to reach 
  the edge of the line of shadow creatures that is 
  pressing closer on one side of Darlon Lea and his 
  wood elf army.  When the PCs arrive, read the 
  following: 
  Before you can do much else than take in the 
  scene, some of the shadows notice you.  The 
  creatures slink toward you with obvious 
  malicious intent. 
  At APLs 8 and 10, also read the following  
  A second shadow dragon slithers its way 
  through the forest.  It first seems intent on 
  joining its kin in fighting Darlon, but it spies 
  you and it grins in anticipation as it heads 
  toward you. 
  Terrain and Environment 
  See DM Aid: Map #1 for the layout of the battle 
  mat. 
  Environment: The tree trunks are 10 ft. across 
  and approximately 40 ft. apart.   Because of the 
  density of the trees, they are limited to a double 
  movement.   
  Because of the heavy canopy, low-light vision is 
  needed to see completely.  Creatures with the 
  shadowblend ability have an advantage because 
  of all the shadows in the woods.  The tree canopy 
  is at 40 ft. so flying creatures and PCs cannot go 
  any higher than that without a serious detriment to 
  their maneuverability. 
  Judges Note:  Because the shadowblend ability 
  works throughout the Dim Forest, the EL on this 
  encounter has been raised by 1. 
  The druids that got the PCs to the Dim Forest 
  have left to get help.  They are not included in the 
  battle. 
  The PCs must survive for a period of time, lasting 
  no more than 10 rounds.  At that time rounds, but 
  no more than 10 rounds before then the elves 
  reach the PCs and the shadows retreat.  If the 
  PCs are being badly beaten very quickly or the 
  combat is taking unusually long, the wood elves 
  should come in after the 5th round of combat.  If, 
  however, the PCs seem to be making good 
  headway and it’s moving well, the elves do not 
  show up until the combat is over, but should not 
  show up any later than 10 rounds into the combat.  
  APL 6 (EL 9) 
  Shadow Mastiffs (3):  hp 33; see Monster Manual 
  p. 222. 
  
  GEO4-05 Vision of a Light Path 
   
  Page 8 
  APL 8 (EL 11) 
  Shadow Mastiffs (6):  hp 33; see Monster Manual 
  p. 222. 
  APL 10 (EL 13) 
  Mhissalair: hp 168; See Appendix 1. 
  Advanced Shadow Mastiffs (2): hp 78; See 
  Appendix 1. 
  APL 12 (EL 15) 
  Mhissalair: hp 214; See Appendix I 
  Advanced Shadow Mastiffs (2):  hp 78; See 
  Appendix 1. 
  Tactics 
  APL 6 & 8 – The shadow mastiffs have the 
  shadowblend ability, which gives the PCs a 50% 
  mischance on each hit.  The mastiffs use their bay 
  ability early to try to scare off as many of the PCs 
  as they can.  From there, they flank when they can 
  to improve their chances of doing damage to the 
  PCs. 
  APL 10 & 12 – The tactics listed above apply to 
  these combats as well.  However, the shadow 
  mastiffs also try to corner the PCs and keep them 
  in one place so the shadow dragon can breath on 
  them, causing them to loose negative energy 
  levels. 
  The shadow dragon uses as much magic and as 
  many breath weapon attacks as he can rather 
  than his claws or bite.  Once he is down to 25% of 
  his total hit points or the wood elves appear, he 
  leaves as quickly as he can. 
  Assuming the PCs are victorious, read the 
  following. 
  Your actions have pulled some of the heat off 
  the wood elves, who fight like devils and 
  finally, they manage to defeat enough of the 
  shadow creatures, that the rest are pushed 
  back.   
  There’s a flash of light from the woman’s 
  shield and the area around them is brightly lit.  
  Darlon Lea, Lily Gellsblood, and the woman in 
  half-plate armor finally force the shadow 
  dragon to flee.  With a great gust of wind and a 
  mighty, but silent flap of his wings, the shadow 
  dragon takes flight.  Despite the density of the 
  trees, it has no trouble flying right through the 
  trees.  Its wing tips seem to disappear as they 
  cut through the tree trunks.  In only a matter of 
  seconds, the dragon is gone. 
  Once the enemy has been dealt with, go to 
  Encounter Two.  If the PCs are defeated, go to 
  Conclusion A. 
  Encounter Two:  A Way to 
  Stop the Shadows 
  As the PCs look around, there are hundreds of 
  wood elves.  Clerics with the armband of the Order 
  of Shining Beacons (denoted by a unicorn’s horn 
  imposed over a sunburst) are doing their best to 
  heal those who can be saved. 
  During this lull in the battle, a young elven 
  woman with dark curly hair drops out of a tree 
  and lands next to you.  She flips a curl of hair 
  out of her eyes and says, “Looks like someone 
  got my message.”   
  For those that have met her before, this is Kinkaid, 
  Darlon Lea’s niece.  PCs who played Mourning of 
  a Risen Sun recognize her, as do those who make 
  a successful Knowledge (Local – Sheldomar) 
  check (DC 15), Knowledge (nobility or royalty) (DC 
  20), or Bardic Lore check (DC 15). 
  Kinkaid is a young, attractive wood elf.  She is 
  playful and spirited.  Always with a smile on her 
  face, Kinkaid is friendly, but eager to introduce the 
  PCs to her uncle.  She defers to his judgment and 
  wisdom as the Kanótaurë.   
  Kinkaid gladly talks to the PCs.  If they asked why 
  they were put out at a tree in the middle of a 
  battle, she tells them that it was not in the middle 
  of the battle when they picked the tree. 
  After some small talk, Kinkaid takes the PCs to 
  meet with Darlon Lea. 
  Meeting with Lorindoriel 
   “Come on.  I’ll introduce you to my uncle.  
  He’ll know what to do with you.”  Kinkaid leads 
  you to Darlon Lea, Lily Gellsblood and the 
  woman, who are deep in conversation.  As you 
  walk over to them, you can overhear Darlon 
  Lea say, “Good timing, Adwen.  And good call 
  on creating that light.  The dragons and fades 
  didn’t like it at all.  A pity we have to fight them 
  in the ‘Dim’ Forest.” 
  The woman in plate armor who cast light is Adwen 
  merc Lyneth.  She is fairly young (in her late 20s) 
  and carries herself with the confidence of an 
  
  GEO4-05 Vision of a Light Path 
   
  Page 9 
  experienced warrior.  Wisps of dark hair flutter out 
  from under her helm.  She wears a bastard sword 
  strapped across her back.  Though covered in 
  blood, guts and mud, her armor appears well 
  cared for, as does the rest of her equipment.  
  There is no doubt she knows what she is about 
  when it comes to warfare. 
  There is a symbol of shield with a bastard sword, 
  sunburst two golden spheres, and two victory 
  runes.  A successful Knowledge (religion) check 
  (DC 15) reveals this to be the symbol of 
  Mayaheine. 
  Adwen wears a slightly different armband than the 
  other members of the Order of Shining Beacons.  
  While the others where a white armband, hers is 
  yellow with the same sigil on it.  This denotes her 
  rank as the Field Commander of the Order.  She 
  has recently risen to the rank and takes the 
  position very seriously.  Adwen is friendly and 
  quite attractive, but very humble.  Despite the 
  efforts of battle, she holds herself well and is 
  confident in her faith and her abilities. 
  Adwen is friendly and charming.  Having been 
  raised a Flannae, she understands the necessity 
  of preserving as much of the traditional lifestyles 
  as possible.  While friendly with people, her 
  concern is the well-being of the Dim Forest.  She 
  has devoted her life to the Order of Shining 
  Beacons 
  and 
  her 
  position 
  as 
  the 
  Field 
  Commander of the Order consumes the strong 
  majority of her time.  While not rude, Adwen is 
  straight forward and honest about matters.  
   “Hiya, uncle,” Kinkaid says as she joins the 
  group.  “I found some lost puppies and wanted 
  to take them home and keep them.  Can I?  
  Please?” 
  The PCs are free to say they are not lost puppies. 
   Kinkaid is just having some fun with them. 
  Darlon shakes his head at Kinkaid and then 
  turns his attention to you.  “Your arrival was 
  well timed.  Thank you for your help.  I just 
  hope we can keep those creatures pushed 
  back this time.  It’s become almost a weekly 
  ritual to come out and hold this line.  We can 
  push them back, but we’re losing good people 
  every time.”  He looks around at the dead.   
  The PCs should probably want to know what is 
  going on.  Below are some questions the PCs may 
  have and Darlon’s answers. 
  Q. When did the Fades start attacking in such 
  force? 
  “About two months ago.  They started with 
  some sorties, but that quickly became a flood. 
   It’s like Shady’s been storing up for this 
  push.” 
  Q. Why are the Fades pushing so hard now? 
  “You’ve got me.  One of the problems with 
  these things is that we can’t interrogate them.  
  We have no idea what they are thinking.” 
  Q. How far have the Fades pushed? 
  “They have claimed everything on the west 
  side of the Javan River.  We didn’t have any 
  camps over there, so we couldn’t hold them 
  off.” 
  Q. Where are we now? 
  “You are about five miles north of Endéryn.  
  Another couple attacks like this, and we’ll have 
  to abandon the town.” 
  Q.  Why were we summoned? 
  “Isn’t it obvious?  We need help.  Lorindoriel 
  asked us to find brave men and women who 
  could go on a quest for her.  Kinkaid said that 
  she knew some people.” 
  Q.  Why did Kinkaid choose us? 
  Kinkaid answers this question.  “Because you’re 
  good at what you do.”  If the PCs have helped 
  her in Mourning of a Risen Sun, Kinkaid mentions 
  that to them.  If not, then Kinkaid says that she 
  was told of their exploits through some friends that 
  she has in the prydythi. 
  Darlon concludes the conversation with: 
  “We need a more permanent solution.  This is 
  like plugging a raging river with a pile of 
  pebbles.”  He runs his hand through his dark 
  hair. 
  Allow the PCs the opportunity to suggest 
  alternatives to Darlon Lea.  These might include 
  an assault on Derelion, an attempt to close the 
  Shadow Rift, or a resettlement away from 
  Derelion.  Before the group reaches consensus, 
  Lorindoriel arrives. 
  Meeting with Lorindoriel 
  An elven woman approaches the group.  She is 
  slender and serenely beautiful.  Her long blond 
  hair falls loose down her back and the pale 
  green dress she wears seems to flow with 
  every movement of her graceful limbs.   
  
  GEO4-05 Vision of a Light Path 
   
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  For those PCs that do not recognize Lorindoriel, 
  Adwen introduces the elven cleric as Lorindoriel, 
  the huntress of Ehlenestra.  She is the keeper of 
  the temple in Fuinorna.  Adwen then suggests that 
  the PCs introduce themselves. 
  Lorindoriel is soft spoken and almost regal in her 
  demeanor.  Her aloofness nature may come 
  across to some as a snobbish nature, but in fact 
  she is quite humble.  Her elven heritage combined 
  with her position as a High Priestess of Ehlonestra 
  makes her somewhat mysterious.  She chooses 
  her words carefully and is thoughtful before she 
  speaks. 
  Lorindoriel is willing to cast restoration for players 
  to regain lost levels from the shadow dragon if 
  need be.  She is also able to cast cure wound 
  spells and raise dead.  She uses scrolls for the 
  work and asks for a donation to the church of 
  Ehlenestra in exchange.  Costs should be the 
  standard NPC spell casting costs.  
  Once the PCs have introduced themselves, read 
  the following: 
  Lorindoriel speaks in a confident but soft-
  spoken tone.  “Ah.  You are the ones Kinkaid 
  sent for.  It is fortuitous that you arrived when 
  you did.”   
  Turning 
  to 
  Darlon 
  Lea, 
  she 
  continues.  
  “Perhaps I can help you with a more 
  permanent solution, Kanótaurë.  As you know, 
  I have received a vision from the Huntress.  
  She has gifted me as much as she could.  Alas, 
  a mystery remains.” 
  The PCs likely want to know what the vision is that 
  Lorindoriel saw.  When the PCs ask her what she 
  saw, she explains: 
  “It was in Richfest, when both Luna and 
  Celene were full.  I was peering into a pool of 
  water in the temple in Fuinorna, and the water 
  turned from my reflection to that of something 
  far different.” 
  “I saw an arrow being shot from the most 
  magnificent bow I have ever seen.  The arrow 
  opened a large hole in a river, and the water 
  began to swirl around and around.  Soon, the 
  water gleamed and sparkled and there were 
  reflections of colored lights all around.  The 
  image faded and another appeared.   
  The next image was of the Dim Forest as it 
  used to be before rift was torn open but for 
  one difference.  Floating lanterns seemed to 
  form a path, stretching from the swirling, 
  sparkling hole in the river to deep into the 
  forest.” 
   
  Lorindoriel 
  sinks 
  into 
  quiet 
  contemplation. 
  The PCs can discuss what this vision could mean. 
   Adwen, Lily, Kinkaid, and Darlon are not able to 
  be of much help, except that anything that makes 
  light would help drive back the shadows.  
  Lorindoriel has the following information: 
  • 
  She does not know what would cause the 
  lights in the Dim, but she feels as though the 
  arrow being shot may have something to do 
  with it. 
  • 
  The vision came to her several weeks ago 
  during Richfest.  Lorindoriel has spent the 
  time between her vision and now attempting 
  to figure out what message the Huntress 
  was attempting to give her. 
  Lorindoriel knows more and can interpret the 
  vision for the PCs.  After the PCs had had a 
  chance to discuss, she offers her opinion. 
  “Ehlenestra seeks to aid us, but she must 
  abide by the will of all the gods and refrain 
  from interfering directly in Oerth.  We must 
  take her challenge and find these lanterns who 
  will light the Dim Forest.”  
  “The vortex was created by Ehlenestra.  She 
  did so for a reason.  Further divinations have 
  not revealed with any certainty what lies 
  beyond that entrance, but any that go through 
  the vortex do so with Ehlenestra’s blessing.  
  You must enter the vortex and find the aid 
  beyond that she intends for us.” 
  Lorindoriel stays for further conversation with the 
  PCs if they wish it.   
  The PCs are offered a place to stay and food to 
  eat in an elven enclave.  Assuming the PCs agree, 
  Lorindoriel and Adwen lead the PCs to the vortex 
  the next day.  It takes three days to get to there.  
  The Order and the elves has cleared a safe path 
  on which the PCs can travel.  Go to Encounter 
  Three.  If the PCs refuse to go to through the 
  Vortex, go to Conclusion A. 
  Encounter Three:  The Lands 
  Beyond the Vortex 
  It takes three days to go west to the vortex on the 
  edge of the Javan River.  Adwen leads them along 
  safe paths and explains that the Order of the 
  Shining Beacons recently cleared this area to of 
  
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  undead and shadow creatures.  Lorindoriel says 
  very little during the journey, she keeps to herself.  
  The trip is uneventful, but the PCs may choose to 
  make camp along the way and set watches.  
  Adwen volunteers to take her fair share of 
  watches.  On the afternoon of the third day, they 
  arrive at the vortex. 
  Adwen and Lorindoriel and 20 wood elves 
  escort you through the Dim Forest.  Near the 
  elven village of Endéryn, you cross the Javan 
  River in canoes and then head south along the 
  west bank.  Soon, you find yourself next to a 
  cove in the river that is dominated by a 
  swirling vortex of water and energy that 
  sparkles and gleams.  A short pier still stands, 
  leading out to the hole between worlds. 
  “Here we are then,” Lorindoriel says. “We will 
  wait here for your return.” 
  Before the PCs enter the vortex, Lorindoriel gives 
  each of them a pendant of a rampant unicorn to 
  wear 
  to 
  symbolize 
  that 
  they 
  are 
  helping 
  Ehlenestra.  The items have no value or use 
  except to identify them.  They do not detect as 
  magical. 
  The PCs can take any precautions they wish.  The 
  pier extends 20 feet into the water.  The water is 
  just above waist deep for a human.  The PCs can 
  walk 
  through 
  the 
  water 
  and 
  any 
  animal 
  companions should be able to walk or paddle 
  through the water to get to the vortex. Once near 
  it, the PCs are sucked through to the other side.  
  Wearing heavy armor or carrying heavy loads only 
  speeds the process. 
  When the PCs enter the vortex they leave Oerth 
  and enter the Beastlands.  Read the following: 
  You wade through the river into the swirling 
  mass of water and light.  The ground seems to 
  slip away beneath you and you are pulled 
  down.  The sky is a rapidly dwindling spot of 
  light blue above you, which disappears as the 
  foaming water envelops you. 
  You are falling through the water, which is too 
  light and aerated to slow your plummet.  The 
  fall is making you dizzy and your vision blurs 
  until all you see is light. 
  It takes a moment to realize that you are no 
  longer falling, and packed earth is beneath 
  your feet.  Amazingly, you are dry and 
  unharmed.   
  As the world slowly comes into focus, you see 
  that you are on a path in a forest.  Gigantic 
  hardwood trees of all kinds spread out as far 
  as the eye can see.  Some trees seem to be at 
  the height of budding, while others are already 
  at full foliage.  Mushrooms grow at the base of 
  many of the trees.  Lush green ferns line the 
  path that winds ahead of you. 
  Squirrels chitter above you in the trees and 
  you spot a small herd of deer off in the 
  distance.  The sunlight streams through the 
  canopy of branches, making beautiful patterns 
  on the rich soil beneath your feet. 
  Off in the distance, you hear laughing and 
  singing.  The sound seems to float down the 
  path as if beckoning you further into the 
  woods. 
  Judge’s Note:  Please see the Dungeon Master’s 
  Guide page 165 for information on the Wilderness 
  of the Beastlands. 
  With a Knowledge (planar) check (DC 20) the PCs 
  realize they have entered the Beastlands, which is 
  an outer plane devoted to neutral and chaotic 
  good.  It is also one of the homes of Ehlonna.  The 
  PCs are currently on Krigala – the first layer of the 
  Beastlands.  They are near the Grove of the 
  Unicorn to be exact. 
  Time is measured in the Beastlands by the coming 
  of the daily rain.  Based on this, it takes the PCs 
  two days to get from the village to Ehlonna’s 
  Palace. 
  The PCs cannot tell which direction is north, no 
  matter how high they have the Survival skill.  
  Because of the magic of the Beastlands, they 
  have no sense of direction.  It appears to be mid-
  day. 
  Any PC who has lost an animal companion may 
  find them at this time or at any other time in the 
  adventure.  Also, dead mounts can be found here 
  as well.  The animals search out the PCs, but do 
  not join them in their quest, nor do they give them 
  information of any sort other than their own well-
  being and happiness. 
  Any natural animal companions or natural mounts 
  currently with the PCs try to buck the control of the 
  PCs.  Magical creatures are not affected.  The call 
  of the wild lures the natural creatures away from 
  the PCs while they are here.  All sorts of natural 
  animals can be found here so the animal 
  companions and mounts find a group of their own 
  kind with which to spend time. 
  
  GEO4-05 Vision of a Light Path 
   
  Page 12 
  If the PCs decide not to follow the path, they 
  wander in the woods for a while.  Eventually, they 
  come to the village anyway.  If the PCs go the 
  opposite way on the path, allow them to walk as 
  long as they want.  They walk for days and days 
  and days through the forest and never get 
  anywhere of significant. 
  When the PCs go down the path in the direction of 
  the singing, proceed to Come Play at the Village 
  The Village of Ekon 
  If the PCs follow the path toward the singing, they 
  come upon a small village of petitioners who are 
  dancing and feasting.  The name of the village is 
  Ekon. 
  When the PCs approach Ekon, read the following: 
  You round a curve on the path and come upon 
  a small village.  The village itself is made of 
  well-made wooden huts.  Ladders and ramps 
  twine up the massive trees and lead to tree 
  houses.  Elves, humans, and perhaps half-
  elves all mingle together freely.  Garlands of 
  flowered boughs and greens drape the tree 
  house pathways. 
  In the green in the center of the town, men and 
  women, with flowers in their hair, dance 
  around a large bonfire.  A group of musicians 
  sit nearby providing the rhythm and beat for 
  the festivities. 
  Several tables are set up in the green, where 
  men and women eat and drink.  Large casks 
  are propped up on wooden stands to the side 
  of tables and a few large fires have meat 
  roasting over them.  The tables are almost 
  completely covered with a sumptuous feast. 
  A loud cheer goes up from a clearing not far 
  away and you look in that direction.  In 
  addition to the feasting, a rather wide variety of 
  games and competitions going on.   
  There is not a frown among the many faces.  
  Everyone is laughing and having a good time. 
  Assuming that the PCs approach, read the 
  following.  You may need to tailor the text to fit the 
  situation of how the PCs approach the villagers.  If 
  the PCs show the villagers the tokens given to 
  them by Lorindoriel, the reaction of the villagers is 
  helpful.  Otherwise, it is merely friendly. 
  As you walk into the village, the revelers notice 
  you.  A young woman seemingly in her late 
  teens approaches your group.  “Welcome to 
  Ekon!  Come and join the celebration!”   
  Now that you are closer, you can see that their 
  feet are almost like hooves and their hair 
  grows thicker down the middle of their heads, 
  like a mane might.  Two of the women have a 
  mark on their forehead that resembles a star. 
  All the villagers of Ekon are humans, elves or half-
  elves that begun to take on celestial qualities.  
  They 
  are 
  petitioners 
  of 
  Ehlonna 
  so 
  they 
  specifically take on the physical traits of unicorns.  
  The longer they have been here, the more 
  pronounced the traits become.  The stars on their 
  forehead are the beginnings of a horn. 
  The petitioners are all devout followers of Ehlonna, 
  and their existence centers around worshipping 
  the Forest Maiden.  When role-playing the 
  petitioners, remember their awe and respect for 
  Ehlonna.  Liberally sprinkle their speech with 
  praise for the goddess.  Examples are:  “The Lady 
  wills it”, “Forest Maiden be praised”, or “Ehlonna’s 
  light be with you.” 
  Half-orcs, orcs hobgoblins and goblins are treated 
  with great suspicion and are asked if they have 
  renounced Grummsh and Maglubiyet.  Even so, 
  the villagers’ reaction to orcs and goblins 
  (including half-orcs) is Indifferent, even with the 
  tokens from Lorindoriel.  This reaction could easily 
  slide to unfriendly if half orcs act with hostility 
  towards the petitioners. 
  The PCs are invited to join the petitioners in the 
  feast.  The food is excellent and the company 
  good.  If the PCs wish to participate in any of the 
  games, go to the Games at Ekon below.  If the 
  PCs wish to speak with the villagers and learn 
  more of the area, go to Talking to the Villagers 
  below.  Eventually, the unicorns come to the 
  village, as described in that section below. 
  The Games at Ekon 
  There are various games combined with a lot of 
  drinking. 
  Arm wrestling – Horace represents the village in 
  arm wrestling.  He has a +5 to strength checks.  
  When facing a PC opponent, opposed strength 
  checks should be made until either Horace or the 
  PC wins by more than 5.  At that point, the one 
  with the higher strength check is declared the 
  winner.  If PCs wish to compete against each 
  other, they arm wrestle with opposed strength 
  checks until one beats the other with a difference 
  of more than 5.  If more than one PC wishes to 
  
  GEO4-05 Vision of a Light Path 
   
  Page 13 
  compete, initiative is rolled.  The two with the 
  highest initiatives go first.  The winner of the first 
  match competes against the next highest initiative.  
  The winner of the wrestling contest receives a pair 
  of gloves of arrow snaring. 
  Wrestling – Calob is the champion wrestler in the 
  village of Ekon. The wrestling competition follows 
  the standard rules of grappling.  A winner is 
  declared 
  once 
  one 
  of 
  the 
  competitors 
  is 
  successfully pinned.  If more than one PC wishes 
  to compete, initiative is rolled.  The two with the 
  highest initiatives go first.  The winner of the first 
  match competes against the next highest initiative. 
   See 
  DM’s 
  Aid: 
  Rules 
  for 
  Games 
  with 
  Petitioners for Calob’s abilities.  Please see page 
  155 of the Player’s Handbook for grapple rules. 
  The winner of the wrestling contest receives a jar 
  of salve of slipperiness. 
  Archery contest – Hayden is the competitor for 
  the petitioners.  He is the village’s reigning 
  champion.  The target is set on a bale of hay 
  beginning at a distance of 50 ft.  After each shot, 
  the bale of hay is moved back 30 ft.  If a 
  contestant misses he/she is removed from the 
  competition.  Initiative should be rolled to 
  determine the order of the contestants.  See DM’s 
  Aid: Rules for Games with Petitioners for the 
  AC to hit with each shot and for Hayden’s stats. 
  The winner of the archery contest receives a 
  quiver of Ehlonna. 
  With a successful Spot check (DC 10+APL), the 
  PCs notice that the leather hide covering the bale 
  of hay is a strange, thick leather.  With a 
  successful Knowledge (planes) check (DC 16), the 
  PCs can tell that it is the hide of a nightmare.  If 
  the PCs ask Hayden about the nightmare hide, he 
  tells the PCs that he found the beast wandering in 
  the area recently and killed it, since it obviously did 
  not belong here. 
  Drinking Contest  - Ameena is running the 
  drinking competition.  She has wine glasses lined 
  up on a table waiting for competitors.  She is 
  serving honey mead as the drink.  Although many 
  of the PCs may have had honey mead in the past, 
  this drink is different because of the potency of the 
  honey.  All the competitors take a drink at the 
  same time.  After each drink, they must make a 
  Fort save to hold the drink down.  On the fourth 
  drink, they must also make a Will save to stay 
  awake after drinking so much of the sweet drink. 
  See 
  DM’s 
  Aid: 
  Rules 
  for 
  Games 
  with 
  Petitioners for the appropriate Fort and Will 
  saves. 
  The winner of the drinking game receives a potion 
  of neutralize poison. 
  Talking to the Villagers 
  In addition to playing the games and participating 
  in the competitions, the PCs may also talk with the 
  petitioners.  While Gather Information check DCs 
  are given below, feel free to allow the PCs to learn 
  more information for good role-playing. 
  Gather Information (DC 10) – The PCs speak 
  with Fala, one of the women who asked them to 
  join her in a dance.  She is a blonde haired, 
  brown-eyed woman in her late teens. 
  • 
  This village is named Ekon and is on the 
  border of the Grove of the Unicorn. 
  • 
  This is the Beastlands, the home plane of 
  Ehlonna.  
  • 
  These people are petitioners of Ehlonna, 
  waiting to see her. 
  • 
  The land itself has magical properties and 
  gives inhabitants special properties.  Here, 
  they take on qualities of unicorns. 
  • 
  It is always daylight here but a rain comes 
  through once a day to mark time. 
  • 
  If asked about the lanterns, she does not 
  know of what they could be.  But then 
  again, they do not have much need for 
  lanterns in Ekon. 
  Gather Information (DC 15) – The PCs speak 
  with Desmond an elder of the village.  He is in his 
  mid 40s with salt-and-pepper hair. 
  • 
  This village is run by a chief who is also 
  serves as a spiritual advisor 
  • 
  He tells the PCs that the village is on the 
  first layer of the Beastlands – Krigala.  There 
  are two more: Brux – the land of eternal 
  dusk, and Karasuthra – the land of eternal 
  night. 
  • 
  There are no other known humanoid 
  settlements within many a day’s journey. 
  • 
  There have been quite a few people who 
  have appeared recently and seem quite lost. 
   This is an unusual occurrence.  This last bit 
  of information is a symptom of the illuserns 
  not guiding souls, as they should.  What has 
  
  GEO4-05 Vision of a Light Path 
   
  Page 14 
  happened to the illuserns is addressed later 
  in the adventure. 
  • 
  If asked about the lanterns, he also does not 
  know 
  of 
  what 
  they could be.  He 
  recommends 
  that 
  the 
  PCs 
  speak 
  to 
  Novalee.  Novalee is a planetar and serves 
  Ehlonna. 
  • 
  If the PCs ask how to find Novalee, he 
  smiles and says, “Follow the unicorns.  
  They will be along presently.” 
  • 
  If a character wishes to discuss theology of 
  Ehlonna, Desmond is the one that the 
  petitioners point to.  He is well versed in 
  Ehlonna’s teachings, as stated in the 
  Players Handbook, Deities and Demigods, 
  and the Living Greyhawk Gazetteer.  
  Gather Information (DC 25) – The PCs speak 
  with Ronan of the Smoldering Rose.  This half-
  elven petitioner is well respected in the village and 
  was an Old Lore bard in his time on Oerth. 
  • 
  Ronan knows the same information as 
  Desmond. 
  • 
  The changes in the petitioners (the hooves 
  and mane-like hair) is because the longer 
  they spend in the Beastlands, the more the 
  land effects them and brings them into the 
  fold of natural creatures. 
  • 
  Occasionally, those who do not belong in 
  the Beastlands come through here.  If there 
  hearts are vile, the creatures of the land 
  hunt them.  Hayden killed such a beast not 
  long ago. 
  • 
  The closest settlement to Ekon is a village of 
  bariaur – creatures who appear to be half 
  ram, half human.  They know most of the 
  Beastlands quite well. 
  • 
  “The bariaurs are here under the service of 
  Ehlonna, as we are.  They serve as 
  protectors of her forests, just as we do, 
  though they travel further away from the 
  Palace.  They are well known for their ability 
  to follow paths most cannot follow.  There is 
  a group of them not far from here.  Kort is 
  their leader.” 
  • 
  The celestial unicorns do not easily give up 
  information or help those not of these lands. 
  • 
  If asked about the lanterns, he also does not 
  know of what they could be.  He suspects 
  that they are something natural – not 
  manufactured, as that would appeal to 
  Ehlonna’s nature.  He also recommends the 
  PCs speak to Novalee 
  • 
  If the PCs ask how to find Novalee, his 
  recommendation is the same as Desmond’s. 
   “Follow the unicorns.  They will be along 
  presently.” 
  The Unicorns Come 
  As the games begin to die down and people leave 
  for rest, Ekon quiets down for the rest period.  
  With a Spot check (DC 10) the PCs see the 
  winged unicorns flying above the village. 
  High above the trees, you see winged 
  unicorns. The sunlight glimmers off their pure 
  white backs and they move their wings with 
  strong powerful beats. 
  The creatures fly over the village, and the 
  inhabitants stop their activities to watch the 
  graceful flight of the celestial unicorns.  After 
  passing over the town, the steeds descend 
  into a garden that forms the far border of the 
  village.   
  The flight of the celestial unicorns tells the PCs 
  where they should go to meet Novalee.  If the PCs 
  have made any inquiries in hamlet about the 
  lanterns, the villagers encourage the PCs to follow 
  the unicorns to the garden on the far side of the 
  village. 
  The Enchanted Garden 
  Judge’s Note:  Please see the Dungeon Master’s 
  Guide page 165 for information on the Wilderness 
  of the Beastlands. 
  Allow the PCs to approach however they see fit.  
  While in the garden, all ranger spells are extended 
  (as per the Extended Spell feat) and all create 
  food and water spells are maximized (as per the 
  Maximize Spell feat).  Any spells cast by a cleric, 
  druid or paladin of Ehlonna while in the garden is 
  extended (as per the Extend Spell feat).  
  The unicorns have landed in a lush and 
  brilliantly colored garden. Flowers and bushes 
  of every type imaginable and even some you 
  have never seen before are in rows and well-
  tended clumps around the bases of the 
  majestic trees.  Fruits of all types fill tree 
  branches, causing them to droop almost to the 
  ground.  Grape vines wrap around wooden 
  trellises and wind their way over the beautiful 
  
  GEO4-05 Vision of a Light Path 
   
  Page 15 
  garden in a canopy of grape clusters and 
  humungous leaves. 
  The PCs are welcome to take herbs, fruit or 
  vegetables.  If they leave the Beastlands with the 
  items, they are still large and taste delicious, but 
  loose all magical properties.  Eventually, the items 
  go bad.  The seeds can be planted, but only 
  produce plants of fine quality on the Material 
  Plane.  There are no poisonous herbs growing in 
  the garden. 
  The PCs can stay together or wander off by 
  themselves through the garden.  There is no point 
  in them hiding or sneaking here.  There are plenty 
  of woodland animals with scent to find them.  
  Drawing 
  weapons 
  here 
  is 
  considered 
  an 
  aggressive 
  act 
  and 
  is 
  responded 
  to 
  with 
  considerable force.  A stern warning is given 
  initially and if not heeded, Novalee, and Kort 
  attack with subdual damage, then banish the 
  remaining characters that did not try to stop the 
  offending character.  See Conclusion A.  
  The celestial unicorns have gathered in an 
  open yard amongst the pebbled paths and 
  foliage of the garden.  In their presence are two 
  others.  The nearest of the two creatures has 
  cloven hooves and curled horns on his head.  
  There’s no mistaking the power in his four 
  legs, neck and stocky build.  A composite 
  longbow of exemplary quality is on his back 
  and a scimitar of similar quality is sheathed at 
  his waist. 
  The second creature has deep green skin and 
  a bald head.  As he stands, he towers over 
  you.  He spreads his regal wings wide.  A 
  massive greatsword is strapped to his back.  
  He inclines his head slightly, but remains 
  silent.  Instead, it is the ram-man creature that 
  speaks.  “Welcome to the Lady’s Garden.  It is 
  not often that we see primes here.  I am Kort, 
  and this is Novalee.”   
  The planetar is well aware of the PCs’ presence in 
  the Beastlands.  He cannot be surprised by the 
  PCs, as the birds have been singing to him.  He 
  automatically makes any Spot checks to notice the 
  PCs. 
  A Knowledge (planes) check DC 20 reveals the 
  type of creatures Kort and Novalee are.  A 
  Knowledge (Nature) check or a Knowledge 
  (Planes) check reveals nothing about the plants 
  Novalee is tending. 
  Kort is a bariaur.  They are a mix of ram and 
  human, much like a centaur is a mix of horse and 
  human.  Most bariaur are rangers.  Kort is no 
  exception.  It is not rare for a bariaur to be in the 
  Beastlands, as they revere Ehlonna.  Kort is the 
  leader of his flock.  They roam through the 
  Beastlands freely and move when they tire of one 
  landscape. 
  Kort is gruff and almost curt to the point of being 
  rude.  His voice is somewhat gravely and while he 
  may seem grouchy, he is actually very willing to 
  help and glad to be of use to someone who needs 
  it. 
  With a Knowledge (Religion) Check (DC 25) the 
  PCs know that Novalee is Ehlonna’s personal 
  assistant and protector.  Novalee is very soft 
  spoken.  In fact, he almost never actually speaks.  
  It is a rare occasion when he does and those who 
  know him listen well to his words.  He is calm and 
  gentle, though can become quite vicious if 
  attacked.  He is known to be of a pure heart and 
  noble spirit. 
  If for some reason, the PCs decide to cast detect 
  magic on Novalee, every item on him radiates 
  magic.  He radiates magic himself because of his 
  position as Ehlonna’s personal assistant.  The 
  PCs are not able to distinguish what type of flower 
  he is tending.  They are not native to Oerth and 
  are only found here in this particular garden.  
  During the conversation, the celestial unicorns 
  approach priests and druids of Ehlonna and 
  Ehlenestra.  They nuzzle those PCs and touch 
  their forehead with their horns. 
  Even if there are no followers of Ehlonna in the 
  party, if they make a Spot check (DC 5+APL) they 
  notice that several large feathers have blown off 
  the celestial unicorns and have drifted to the 
  ground.  There are three of them and the radiate 
  magic if the PCs detect it.  They are Quaal’s 
  feather tokens as described in the treasure 
  section. 
  If the PCs explain the vision from Lorindoriel, Kort 
  tells them the following: 
  “Your priestess’ vision reminds me of the 
  illuserns that provide guidance to travelers 
  wishing to go through the portals.  They are 
  tiny creatures that float and provide light – 
  much like a floating lantern.  Perhaps this is 
  what your priestess seeks.”  
  “They are cared for by a being known only as 
  the Shepherd.  Recently arrived petitioners and 
  others who wish to travel through the planes 
  talk with him.  Then he speaks with the 
  
  GEO4-05 Vision of a Light Path 
   
  Page 16 
  illuserns to lead the travelers through the 
  correct portals.” 
  If the PCs ask about the Beastlands, Kort says: 
  “Here in the Beastlands, we have three 
  different layers.  Each serves its purpose and 
  provides homes for different creatures.  All are 
  here at the blessing of Ehlonna, though the 
  centaurs would say it is the blessing of Skerrit, 
  their deity who shares part of this plane with 
  Ehlonna. 
  If the PCs ask about Brux, Kort says: 
  “I know a good bit about Brux.  It is the Eternal 
  Twilight.  It is an interesting place aside from 
  the fact that it is Eternal Twilight.  In that part 
  of the Beastlands, there are many magical 
  portals that lead to different places.” 
  If the PCs ask about the other places in the 
  Beastlands, Kort says: 
  “We are in Krigala, the place of Eternal 
  Daylight.  Very few of us who live in this place 
  venture elsewhere.  We enjoy the daylight and 
  the rains that mark each day’s passing. 
  The third layer of the Beastlands is Karasuthra 
  – the place of Eternal Night.  You do not want 
  to go there though.  Some of the most 
  dangerous creatures of the night reside there.” 
  If the PCs ask about the arrow being shot to form 
  a vortex, the Kort says: 
  “It is not often enough that I see the Great 
  Huntress.  However, she is quite the archer 
  and her power is great.  Anything is possible.  
  Especially here.” 
  If there are PCs who are members of the Order of 
  Shining Beacons, read the following to them: 
  “I know of the work you do for your forest.  We 
  have much in common, you and I.  Both of us 
  serve to protect that which is important.” 
  If the PCs ask about Ehlonna’s location, read the 
  following: 
  “Ehlonna is not here right now.  She is 
  recovering from the Great Hunt with her 
  brother, Obad-Hai.” 
  Before the PCs leave, Novalee carefully cuts 
  some of the white flowers.  He gives a flower to 
  any clerics, paladins or followers of Ehlonna.  If 
  there are none in the group of PCs, he gives a 
  flower to the two highest-level good-aligned PC.  If 
  there are no good-aligned PCs in the party, he 
  give one flower the most palatable party member 
  that excludes orcs, ogres, half-orcs, hobgoblins 
  and goblins. 
  Novalee cuts some delicate white flowers and 
  stands.  As he hands you the white blossoms, 
  he says in a soft voice that is like the rustlings 
  of a leaves in the wind.  
  “White of color with a scent so pure,  
  You may be confused, but of this be sure.   
  The Lady’s Touch I hand to you. 
  What once seemed false now becomes true.” 
  Novalee turns away and goes back to tending 
  the flowers. 
  Kort is visibly surprised at Novalee’s action.  
  If the PCs ask Kort what was so special about this, 
  he replies:  
  “This quest of yours must be important.  I have 
  seen Novalee do many things, but never have I 
  seen him give out presents from the Lady’s 
  Garden.  All her plants here have special 
  powers.  Every so often, Ehlonna comes down 
  to her garden and spreads her magic.  Take 
  care of those blossoms.” 
  The PCs may wish to talk about the flowers given 
  to them, but Kort has no knowledge of what they 
  are.  Novalee does not respond to any questions 
  or comments directed at him. 
  When the PCs have exhausted their conversation 
  with Kort, he says: 
  “You need someone to lead you to and 
  through Brux.  I would be happy to do it.  You 
  are welcome to stay in Ekon and rest.  The 
  villagers will see to your needs.” 
  The PCs may spend the night in the Ekon (as 
  measured by the rain).  In fact, Kort insists on it 
  and declines to lead the PCs until they have eaten 
  and rested.  When they are ready to go, Kort leads 
  them to Brux.  Go to Encounter Four.  
  Encounter Four:  The 
  Swamps of Brux 
  Judge’s Note:  Please see the Dungeon Master’s 
  Guide page 165 for information on the Wilderness 
  of the Beastlands. 
  Give the PCs time to wake up and make any daily 
  preparations they wish. 
  
  GEO4-05 Vision of a Light Path 
   
  Page 17 
  Kort arrives in Ekon just after the next rain and 
  gathers everyone together.  “We need to do 
  some traveling that some of you may not be 
  accustomed to.  Brux can be very deceptive, 
  so stay close and do not stray off the paths.  
  There are some dangerous things out there.” 
  If the PCs have any more preparations they want 
  to make, they can do so now.  When they are 
  ready, read the following. 
  Kort leads the way down a path you had not 
  seen before.  He keeps a fast pace; though he 
  looks over his shoulder to be sure everyone is 
  following.  “Keep up.  We have got a long way 
  to go.” 
  After a very long walk, Kort stops.  He turns to 
  the group and says; “Now we go to Brux.  Be 
  sure to follow me and only step where I step.”  
  He walks between two trees and shimmers 
  momentarily before disappearing. 
  If the PCs follow him through the trees, they find 
  themselves walking down the same path, but 
  instead of daylight, it is evening.  Those who do 
  not follow find an empty path in daylight and are 
  left behind until they pass between the trees as 
  Kort did. 
  If the PCs decide not to follow Kort, they may 
  remain here and may join the rest of the party 
  when they return.  
  When the group is finally together in Brux with 
  Kort, read the following: 
  Kort is waiting for you when you pass between 
  the trees.  It is evening here in the forest.  A 
  hoot owl calls in the distance.  Tiny flickering 
  lights flit through the trees in the distance.  A 
  breeze flows through the trees and rustles the 
  leaves above.   
  A stick snaps to your left.  Kort readies his 
  bow and notches an arrow, but keeps moving. 
  This is a good time to get the PCs into a marching 
  order if they are not already in one. It is evening 
  here, so those with darkvision and low light vision 
  can see normally.  However, those without either 
  need an additional light source to see their normal 
  range.  Without the additional light source, they 
  see half their normal range. 
  While there is no combat at this time, allow them 
  to make Spot (DC 10+APL) and Listen checks 
  (DC 5+APL).  Success on either check reveals a 
  large cougar moving through the brush about 20 
  yards to one side of the path. 
  The landscape begins to change slightly as 
  Kort leads you down the path.  The ground 
  softens beneath your feet.  The trees are not as 
  big around here, but the leaves on them are 
  wider.  Heavy vines and airy mosses drape 
  over tree branches just off the path. 
  Finally, Kort leads you to a riverside.  “We take 
  the raft from here.  There should be enough 
  room for everyone.”  
  At the water’s edge a large wooden raft is pulled 
  onto the muddy land and staked down to keep it 
  from drifting off.  There are long poles strapped to 
  the side of the raft that are used for steering and 
  moving the raft through the water. 
  Allow the PC’s to get situated on the raft and it into 
  the water. 
  The raft is rather large – 15 ft. by 30 ft.  Moving 
  from one side of the raft to the other once it is in 
  the water requires a balance check (DC 15).  If 
  they slip, it is a Reflex save (DC 10+APL) to keep 
  from falling off the edge into the water.  The PCs 
  may offer to help push the raft along.  Kort accepts 
  their help but does not directly ask for it if they do 
  not offer. 
  Insects chirp and there is an occasional splash 
  of water down the river.  Colored mists curl 
  down a curve in the waterway.  The blues and 
  greens swirl together and float up above the 
  trees before thinning in the cool evening air.  
  The moonlight enhances the dance of the 
  colors, giving each an uncanny glow. 
  The raft bobs and ducks over the gently 
  flowing water.  The soft scent of water lily 
  blossoms drifts in on the breeze.  A grayish 
  white moss forms screens to hide whatever 
  might lurk in the evening swamp. 
  Any character that makes a successful Knowledge 
  (Nature) or Survival check (DC 10) realizes that 
  these are all natural plants and animals of a 
  swamp. 
  The PCs see more of the floating lights darting 
  over the water, but mostly they remain on the 
  riverbanks and in the thickest parts of the swamp. 
   With a successful Spot check (DC 20+APL), the 
  PCs notice the lights are actually fireflies about a 
  foot long.  
  If the PCs ask Kort about the lights, he says that 
  they are the illusern and adds: 
  “They are cared for by the Shepherd.  No one 
  has really figured out how he manages to 
  
  GEO4-05 Vision of a Light Path 
   
  Page 18 
  communicate with them.  We should be close 
  to his home now.”   Indeed, the lights seem to 
  be more numerous with every push of Kort’s 
  pole in the water.  The illusern are everywhere, 
  casting a comforting glow through the swamp. 
  Kort is happy to talk about the flora and fauna of 
  the area, as the PCs travel. 
  The Shepherd’s House 
  “Ah, here we are,” Kort says and brings the 
  raft toward the shore.  Jutting into the murky 
  waters is a wooden pier of sorts.  Large animal 
  intestines have been inflated and sewn 
  together.  They line the floating wooden paths 
  and platforms that provide footing from the raft 
  to the shore. 
  A curtain of vines descending from the tree 
  branches above blocks the end of the dock.  
  Kort parts the vines and heads down the path 
  to a massive and very ornate tree house that 
  extends from the ground to the top of an 
  ancient tree.  It is hard to tell where tree stops 
  and house begins. 
  The entrance, larger than most doorways, is 
  not on the ground.  Instead, the entrance is a 
  massive door about 20 feet off the ground.  
  The door opens onto a wide porch that wraps 
  around the massive tree trunk.  There is no 
  railing on the porch. 
  Kort bellows out a greeting as soon as the PCs 
  pass through the curtain.  But the Shepherd does 
  not respond to his call, as he is not at home. 
  After several tries and no response, Kort 
  recommends the PCs climb up and take a look. 
  The PCs can climb to the doorway, but because of 
  the smooth bark on the tree it is somewhat 
  difficult.  It’s a Climb check (DC 20) without a rope. 
   There’s very little for a grappling hook to hook into 
  so the PCs need to do a ranged attack to hit AC 
  20.  The PCs can also use the spider climb spell 
  or fly to the porch.  The door is unlocked and not 
  trapped. 
  If the PCs wander around the base of the tree, 
  they find a human-sized door with a successful 
  Search check (DC 10+APL).  Druids and rangers 
  gain a +2 circumstance bonus to this check.  Elves 
  also gain a +2 circumstance bonus. 
  Kort cannot climb up the tree without magical aid.  
  In fact, he would rather not go up, as he likes 
  having all four feet on the ground. 
  If the PCs enter through this door, read the 
  following: 
  Upon entering the tree house, you notice the 
  enormous proportions of the living quarters 
  inside.   The center of the trunk is completely 
  hollow, creating an atrium of sorts up the 
  middle of the rooms.  The rooms seem to be 
  created on wide platforms that wind around 
  the inside of the trunk. 
  Wooden railings surround ramps leading from 
  room to room.  There are wide openings in the 
  railings at each room.  Wooden furniture fills 
  out the rooms, although a closer look shows 
  that someone or something has gone through 
  this house. 
  Furniture is knocked over, drawers are pulled out 
  and emptied, papers have fluttered to the floor.  
  The structure of the house is intact, but the 
  contents are a mess. 
  The PCs do not know it yet, but followers of the 
  shadow dragon have already been here.  They 
  have searched the place for information and 
  magic.   
  The PCs can search through the mess.  With a 
  successful Search check (DC 5+APL), the PCs 
  find a secret compartment in the wall.  The trap 
  has been set off, and the compartment is empty. 
  With a successful Search check (DC 10+APL) 
  they find scrape marks on the furniture.  It does 
  not match claw marks, but something sharp was 
  dragged across the wood. 
  With a successful Search check (DC 15+APL), 
  under an overturned bed, the PCs find a cat.  This 
  is the Shepherd’s pet celestial cat, whose name is 
  Miro.  She is very scared and hisses at the PCs 
  and sinks into the furthest corner.  Behind the cat 
  is a nook in the wall.  The cat has hidden her 
  kittens.  There are five of them. 
  Miro is a celestial creature and has an Int 3.  
  Therefore, she can speak and knows Celestial.  
  The PCs can calm her down in a variety of ways.  
  A druid can use Wild Empathy on her or handle 
  animal.  Speak with Animal allows the PCs to use 
  a Diplomacy check.  The cat’s original reaction to 
  the PCs is Unfriendly.   PCs can get circumstance 
  modifiers to their attempts to calm the cat down, if 
  the PCs have symbols of Ehlonna on (such as 
  those given to them by Lorindoriel) or can speak 
  Celestial.   Give other circumstance modifiers as 
  seems appropriate. 
  
  GEO4-05 Vision of a Light Path 
   
  Page 19 
  If the PCs can improve Miro’s reaction to friendly, 
  it tells them following.  Miro can only speak 
  Celestial.  If none of the PCs can speak Celestial, 
  they must take the cat down to Kort who can 
  speak the language. 
  • 
  “I am Miro.  I am friend to Shepherd.” 
  • 
  “Two men came to see master.  There 
  were rude and smelled mean.  They 
  wanted master’s illuserns.” 
  • 
  “Master upset.  Illusern are missing.  
  Thinks men might have stolen then.” 
  • 
  “Master left.  Looking for illuserns.  
  Gone many rains.” 
  • 
  “Mean men returned.  Tear up place.  
  They tried to kick me.” 
  • 
  “Mean men took things then left.  They 
  followed the flow of the water.” 
  If the PCs go down and talk to Kort, he seems 
  slightly surprised at the mess and makes 
  comments like “He’s always very careful with 
  his things.” Or “He wouldn’t just leave it this 
  way.  Something must be wrong.” 
  If the PCs search outside, they can find several 
  things. 
  With a successful Search check (DC 5+APL), they 
  find a couple sets of medium-sized footprints that 
  walk around the trunk of the tree.  These 
  eventually mount horses lead off alongside the 
  waterway.   
  With a successful Search check (DC 10+APL), 
  they find large humanoid footprints in bare feet 
  leading away from the house and deeper into the 
  swamp.  Kort can verify that these prints are those 
  of the Shepherd. 
  With a successful Search check (DC 15+APL), 
  they find burn marks on sticks and foliage around. 
   It’s as if something extremely hot touched them 
  and scorched them.  This is from the nightmares 
  waiting for their masters to return. 
  The PCs can follow the footprints of men with a 
  Track check (DC 14).  The two men walked from 
  the tree and then mounted horses.  The horses 
  walked alongside the waterway for a bit.  They 
  then began to gallop and then the prints 
  disappear.  With another successful Track check 
  (DC 20), the PCs can tell that the horses jumped 
  and just never came back down. 
  The PCs can follow the footprints of the Shepherd 
  with a Track check (DC 15).   Go to Following the 
  Trail below. 
  If none of the PCs has track, Kort is able to track, 
  but only does so if the party has no other options 
  or he is asked to look. 
  Following the Trail 
  You follow the large tracks through the 
  swamp, and the land and time of day changes 
  drastically as you move through it.  You walk 
  between two trees and a few steps later, the 
  light brightens to daylight.  Past a rock, the 
  light quickly fades and it is night. 
  You walk through some shallow water and 
  when you reach the other side, a desert scene 
  appears before you with blossoming cacti.  
  Eventually, you pass the desert plants and the 
  landscape blurs.  You find yourself walking on 
  a sandy beach.  
  No matter the scenery, no matter the time of 
  day, the tracks continue. 
  Judge’s Note: PCs can rest at any time they 
  wish.  By the time they move through all the 
  portals, it has been 24 hours since leaving the 
  village where Kort met them.  Kort serves as a 
  guide through the treacherous landscapes and 
  remains with the party at this point. 
  Down the sandy beach, there is a suspended 
  rectangle lit with a soft white glow.  It takes a 
  few minutes to get close enough to see that 
  it’s a gate not unlike those used on pastures.  
  The gate is made of an extremely light wood, 
  making it as white as alabaster.  A variety of 
  colored woods have been inlaid in the center 
  of it, forming a star pattern.  The glow outlines 
  the gate.  There is no structure supporting this 
  gate. 
  The tracks lead directly to this gate. 
  A successful Spot check (DC 20) shows that the 
  light surrounding the door is actually moving 
  because it is illuserns that are surrounding it.  
  Kort stops in front of the gate. “This is where I 
  leave you.  This door is an entrance to 
  Elysium.  My place is here in the Beastlands.” 
  “I wish you the best of luck in finding the 
  Shepherd.  Do not stay too long.  If you stay 
  long enough, you will wish to remain there 
  forever.”   
  
  GEO4-05 Vision of a Light Path 
   
  Page 20 
  Kort does not join the party.  He is fearful of 
  entering Elysium because he knows the lure of 
  that place. 
  The gate to Elysium has a small surprise on it.  
  The followers of Falazure who have kidnapped the 
  illusern and drawn the Shepherd into that plane 
  have trapped the gate to prevent others from using 
  it. 
  A successful Search check (DC 30) by a rogue 
  detects the glyph of warding on the gate.  As a 
  magical trap, it cannot be detected by any other 
  means except a detect magic or detect trap spell. 
  The trap can be disarmed with a successful 
  Disable Device check (DC 28) or if someone of 
  good alignment opens the gate.  A successful 
  Spellcraft check (DC 15+APL) tells the PCs how to 
  get around the trap.  If someone of Lawful Neutral, 
  True neutral or Chaotic Neutral tries to open the 
  gate, the trap goes off but they only take half 
  damage. 
  APL 6 (EL 4) 
  Glyph of Warding (Blast):  CR 4; magic device; 
  no reset; spell effect (glyph of warding [blast], 5th 
  level cleric, 2d8 sonic, DC 14 Reflex save half 
  damage); multiple targets (all targets within 5 ft.); 
  Search DC 28; Disable Device DC 28. 
  APL 8 (EL 5) 
  Glyph of Warding (Blast):  CR 5; magic device; 
  no reset; spell effect (glyph of warding [blast], 7th 
  level cleric, 3d8 sonic, DC 16 Reflex save half 
  damage); multiple targets (all targets within 5 ft.); 
  Search DC 29; Disable Device DC 29. 
  APL 10 (EL 6) 
  Glyph of Warding (Blast):  CR 6; magic device; 
  no reset; spell effect (glyph of warding [blast], 9th 
  level cleric, 4d8 sonic, DC 17 Reflex save half 
  damage); multiple targets (all targets within 5 ft.); 
  Search DC 30; Disable Device DC 30. 
  APL 12 (EL 7) 
  Glyph of Warding (Blast):  CR 6; magic device; 
  no reset; spell effect (glyph of warding [blast], 11th 
  level cleric, 5d8 sonic, DC 19 Reflex save half 
  damage); multiple targets (all targets within 5 ft.); 
  Search DC 31; Disable Device DC 31. 
  If the PCs enter the gate, continue to Encounter 
  Five. 
  Encounter Five:  Paradise 
  Found 
  Judge’s Note:  Please see the Dungeon Master’s 
  Guide page 165 for information on the Blessed 
  Fields of Elysium.  The longer the PCs spend in 
  Elysium, the harder it is to leave.  After one week 
  in Elysium, they feel the pull of the plane and want 
  to stay in this paradise of their dreams. 
  Stepping through the open gate brings you 
  into a cavern.  It is a rounded cavern with an 
  opening on one side.  The roar of rushing 
  water fills the air.  The source of the sound 
  becomes obvious when you see the opening of 
  the cave.  A waterfall serves as a curtain to the 
  entrance. 
  Give the PCs time to make any sort of 
  preparations they wish.  The PCs can easily tell 
  the cave and waterfall are natural occurrences 
  with a successful Knowledge (nature) check (DC 
  10) or Survival check (DC 10). If the PCs have 
  been following the tracks, the tracks have 
  disappeared once through the gate.  
  There are no more tracks for the PCs to follow. 
  Stepping out of the cave, the sun is bright and 
  warm against your skin.  The waterfall 
  drenches you, but the heat of the sun quickly 
  dries your soaked clothes and equipment. 
  There is a complete sense of calm and utter 
  joy that seeps into your very soul.  There are 
  endless fields of brilliantly colored flowers on 
  rolling hills of lush grass.  Off in the horizon, a 
  forest is visible.   
  After a few minutes of the PCs either walking or 
  talking amongst themselves, a pair of leonal 
  guardinals flanks the group.  They are a roving 
  patrol and do not remain at one gate or portal. 
  An authoritative voice calls out a challenge 
  “Why do you come here?”  A creature that 
  resembles an eagle mixed with a man steps 
  out of the air.  He has the body of a tall, 
  muscular human, but has long, powerful wings 
  instead of arms.  The face is more human than 
  avian, but the hair resembles a feathery cowl, 
  and the eyes are bright gold.  The legs have 
  strong talons and feathery vanes.  He wears 
  little armor, and carries no weapons. 
  Just as you get a good look at the first man, a 
  second like him appears.  On your other side, 
  two other creatures appear.  They are almost 
  as tall, but they are covered in short, golden 
  
  GEO4-05 Vision of a Light Path 
   
  Page 21 
  fur.  Its head is leonine in appearance, with a 
  short muzzle and a lush, dark gold mane.  Its 
  arms end in powerful claws, and its mouth 
  holds rows of long, sharp teeth.  
  If the PCs answer honestly and openly about why 
  they have come to Elysium, the guardinals let 
  them pass.  If the PCs are completely open about 
  their mission, the guardinals even give them some 
  help by giving some tips about Elysium. 
  “You are here as guests,” growls the one 
  looking mostly like a lion.  “Even guests like to 
  stay though.  Those of you who are pure of 
  heart may wish to stay and you are welcome 
  here.  Those of you who are not quite so pure 
  of heart may have an easier time leaving.  If 
  you wish to find the Shepherd, follow your 
  hearts.  Follow his thoughts.  You will find 
  him.” 
  The Guardinals may also tell the PCs that they are 
  in Elysium in the layer of Amoria.  If asked about 
  the missing illusern, go to What Once was Lost, 
  Now is Found, though the PCs should be 
  reminded that they do not know where the 
  Shepherd is or how to communicate with the 
  illusern. 
  If the PCs blatantly lie about their intentions, the 
  guardinals know unless the PCs make an 
  astounding Bluff check (DC 33) or can conceal 
  their lies through magic.  The guardians threaten 
  the PCs. 
  “You lie.  That is not why you are here.  Tell me 
  why you are really here and I might let you 
  pass.”  One of the lion men steps forward and 
  makes a point of showing his claws.  “Lies 
  hold no sway here.” 
  If they take the advice of the guardinal and are 
  honest about their mission, they are given the 
  advice above.  However, if a fight ensues, a squad 
  of avoral guardinals and a pack of leonal 
  guardinals appear to help their comrades.  The 
  guardinals only attack those who insist on lying 
  and trying to get around the questions.  They do 
  subdual damage only and use spell-like abilities 
  that do not actually harm the PC.  The subdued 
  PCs are left behind the waterfall where they 
  entered and are held there until the rest of the 
  group returns. 
  All APLs (EL 16) 
  Guardinal, Avoral (4):  Medium outsider; CR 9; 
  hp 66; see Monster Manual p. 141 
  Guardinal, Leonal (4):  Medium outsider; CR 12; 
  hp 114; see Monster Manual p. 142 
  If the PCs satisfy the guardinals, they allow the 
  PCs to pass by them into the meadow beyond. 
  As you walk through the meadow filled with 
  wildflowers, a gentle breeze blows across the 
  grasses.  The breeze turns to a light wind and 
  looking across the grass, you see that a 
  couple paths have been made through the 
  thick plant growth.  One heads toward the 
  forest in the distance and is lined with white 
  flowers.  The other leads up the hill and is 
  lined with blue flowers. 
  The White Flowered Path 
  If the PCs follow the path lined with white flowers, 
  read the following: 
  The path leads away from the waterfall toward 
  a forest in the distance.  It takes little time to 
  reach the edge of the woods.  Lush trees 
  provide ample shade, thick mosses and ferns 
  line various paths through the woods and the 
  squirrels, game birds, and other wildlife make 
  their usual busy sounds around you. 
  Not long after you enter the forest, you hear 
  the pounding of hooves in the distance.  
  Closer and closer it comes.  Rounding a turn in 
  the path is an unusual man.  He stands nearly 
  eight feet tall.  His slender legs seem delicate 
  but are actually very powerful.  His slender 
  body is covered in a very short, wiry fur of 
  dusty brown.  Growing from his head is a set 
  of antlers that would make any stag weep with 
  envy.  The rack of antlers is nearly four feet tall 
  on its own and extends almost a foot from 
  either side of his head. 
  “I am Lord Rhanok and these woods are my 
  home.  Be welcome.”  A whole herd of these 
  stag men come around the corner and stand 
  around Lord Rhanok.   
  Lord Rhanok is the ruler of the antlered 
  guardinals.  He is one of the Five Companions 
  who rule under the leonal Prince Talisid.  Lord 
  Rhanok is regal and confident, but humble.  He 
  feels no need to threaten the PCs.  It is his opinion 
  that if there was a problem, they would have been 
  stopped and attacked by the other guardinals that 
  are on patrol. 
  Though he does not know about the illusern, he 
  does know about the Shepherd.  When the PCs 
  ask about the Shepherd, read the following: 
  
  GEO4-05 Vision of a Light Path 
   
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  “Yes, I believe he is here.  He came and has 
  remained in my woods ever since.  He is free 
  to come and go as he pleases.  It is always a 
  pleasure to have another angel here to help if 
  we need it.  I will show you where he is.” 
  With that, Lord Rhanock turns and goes 
  running down the path from which he came.  
  His entourage follows him.  They are easy to 
  follow through the narrow foot trail. 
  The PCs should have no trouble following Lord 
  Rhanok.  They can keep up and the trees are 
  spaced 
  well 
  enough 
  that 
  larger 
  animal 
  companions and even horses can easily travel 
  through these woods. 
  Finally, Lord Rhanok stops.  He points to a 
  small clearing.  “He is there, relaxing.”  Having 
  seen you to your destination, he says, “I will 
  leave you to your friend.  Excuse me.” And he 
  is off running through the forest again. 
  A short distance ahead of you is a mighty 
  creature.  He is a beautiful, extremely tall, 
  human like creature with long feathery wings 
  and a very supple and lithe body.  He glows 
  with an inner power that makes it hard to look 
  directly at him.  He is laying on his back on a 
  grassy slop.  He is idly chewing on a long 
  blade of grass. 
  If the PCs approach the Shepherd, they can 
  overhear him saying “A horse.   A candle.  A 
  lion’s head.”  They notice he is looking up into 
  the party cloudy sky.  The shepherd is blissfully 
  guessing what shapes the clouds look like.   If he 
  notices, the PCs, he says: 
   “Ah, I have company.  Come and help me 
  name the shapes of the clouds.” 
  At this point, the PCs may talk with him.  His 
  memory of the Beastlands or the illusern is faint 
  and distant. 
  When the PCs ask him to follow them back to the 
  Beastlands, read the following: 
  “Would you wish to leave the magic of this 
  paradise?  It is the most beautiful, calm and 
  relaxing place ever known.  Although I love the 
  Beastlands, they do not come close to this 
  place.” 
  The Shepherd has no interested in leaving 
  Elysium.  He is perfectly content to sit on the 
  hillside and watch the clouds.  His memory of the 
  Beastlands and the illuserns is foggy and 
  indistinct. 
  The PCs must convince the PCs to return to the 
  Beastlands and take up his mantle as the 
  Shepherd of the illuserns.  In order for the PCs to 
  do this, they must make a very difficult Diplomacy 
  check, as they are working against the very nature 
  of the Elysium.  
  The DC for the Diplomacy Check is 25+APL.  
  While this is incredibly high, the PCs can get some 
  modifiers to this roll.  The PCs can assist each 
  other on the Diplomacy check. 
  • 
  The PCs can show the Shepherd the 
  flower given to them by Novalee.  This 
  gives them a +4 circumstance modifier. 
  • 
  The PCs can describe the enchanted 
  garden and the flowers – their scent, their 
  radiant colors, their delicate beauty, 
  causing him to remember the beauty of 
  the Beastlands.  This gives them a +2 
  circumstance modifier. 
  • 
  The PCs can remind the Shepherd of the 
  illuserns and describe them to him, 
  causing him to remember the creatures.  
  This gives them a +2 circumstance 
  modifier. 
  • 
  The PCs can remind the Shepherd of his 
  duty as shepherd of the illuserns.  This 
  gives them a +2 circumstance modifier. 
  • 
  The PCs can describe the Shepherd’s 
  home to him, causing him to remember it. 
   This gives them a +2 circumstance 
  modifier. 
  • 
  The PCs can remind the Shepherd of his 
  pet cat Miro and describe her and her 
  kittens, 
  causing 
  the 
  Shepherd 
  to 
  remember him.  This gives them a +2 
  circumstance modifier. 
  • 
  The PCs can describe or remind the 
  Shepherd of any other memories or ties to 
  the Beastlands that they come up with.  
  Each of these gives the PCs a +2 
  circumstance modifier. 
  If the PCs are successful, his memory slowly 
  returns.  Each additional point brought up by the 
  PCs restores more and more of his will to return 
  back to the Beastlands.   
  The Shepherd stands.  “I must fulfill my duty 
  and find the missing illuserns.  I have allowed 
  myself to be drawn away.  I must find the 
  missing illuserns.  Will you assist me, worthy 
  primes?” 
  
  GEO4-05 Vision of a Light Path 
   
  Page 23 
  The illuserns are in the paper lanterns at the 
  village of Weston.  If the PCs have already gone 
  down that path, they may know about them.  
  Otherwise, they need to explore that road as 
  described below. 
  The PCs may ask how the Shepherd got to 
  Elysium and how his illusern were captured.  He 
  relates that a couple of ill-looking fellows came to 
  his house and tried to convince him to give them 
  some of the illuserns.  He did not like their look 
  and told them to leave his home.  
  Later, he noticed that a good number of the 
  illuserns were missing.  He found prints that could 
  have belonged to the ill-looking fellows so he 
  followed them all the way to the gate to Elysium.   
  He does not know how the two men could have 
  gotten past the Guardinals.    
  The Shepherd entered Elysium in search of the 
  illuserns, but once he got onto this plane, he could 
  not sense them.  He wandered so long that the 
  lure of the plane caught him and kept him there. 
  Being from the Beastlands, the Shepherd is a little 
  nervous around towns and villages.  He did not 
  enter Weston for that reason and searched 
  elsewhere first, which caused him to be in Elysium 
  long enough for its magic to work on him. 
  All APLs (EL 14) 
  The Shepherd (Angel, Astral Deva):  hp 102; 
  see Monster Manual p. 11. 
  The Blue Flowered Path 
  If the PCs follow the path lined with blue flowers, 
  read the following: 
  Following the path lined with blue flowers, you 
  crest a gently sloping hill.  More flowers and 
  lush grasses form a flowing sea of plant life 
  around you.  For hours, you follow this path.  
  Finally it leads you to a small village at the 
  edge of a river.  Boats are docked on the shore 
  and creatures of all sorts wander through the 
  dirt roads between the huts. 
  If the PCs approach the village, read the following. 
   If the Shepherd is with the PCs, he does not want 
  to enter the village, but does so with some 
  encouragement. 
  You approach the village.  Some of its 
  inhabitants are human others are animals.  Still 
  others appear to be tall, regal creatures with 
  wide wings.  Everyone has a kindly look on 
  their face and acting particularly cordial to 
  each other.  The fishermen bringing in the 
  day’s catch are helped by others.  The sound 
  of laughter breaks the normal work sounds 
  when a dog on the street balances a ball on its 
  nose, flips it up then balances it again, this 
  time on its head. 
  The path ends at the village.  No one here has 
  seen or heard of the Shepherd.  Soon after 
  entering 
  the 
  village, 
  the 
  characters 
  are 
  approached by the dog with the ball. 
  The dog that was balancing the ball on his 
  nose approaches your party and stops in front 
  of you.  His form changes slightly and he 
  becomes a man with a muzzle-like nose.  His 
  pointed ears extend upward from his head and 
  his lean body is covered in a soft brown fur.  In 
  perfect common, he speaks.  “Greetings, 
  travelers.  You are strangers.  I know.  I’ve not 
  smelled you before.  What brings you to 
  Weston?” 
  This dog is not a familiar nor does he have any 
  magics cast upon him.  His name is Tomas and he 
  serves as one of the lupine guardinals of this 
  village, Weston.  He is quite friendly and helps 
  them in whatever ways he can. 
  Although he has not seen the Shepherd, he 
  suggests following the path they came in on.  
  There are many guardinals in Amoria and perhaps 
  one of the others can help.  The rulers of the 
  guardinals live on this layer of Elysium.  Together, 
  they organize the efforts of the guardinals and 
  send them on missions against evil.  Tomas 
  suggests that if they follow the path, the PCs may 
  get more information from other guardinals that 
  are on patrol in other areas. 
  While the PCs are in town, have them make a 
  Spot check (DC 25+APL).  If successful, they spot 
  red paper lanterns hanging from some of the 
  eaves of the cottages.  The paper lanterns have 
  little glowing lights in them.  If the Shepherd is with 
  the PCs, he automatically recognizes them for 
  what they are. 
  If the PCs ask about the red paper lanterns, 
  Tomas says: 
  “Oh, those?  A traveling merchant brought 
  them a few days ago.  Very pretty at night.  
  They have bugs in them that glow.  They get all 
  frantic when I bark.” 
  Tomas does not know that the lanterns hold 
  illusern and he has not looked inside of them, so 
  he does not know what they look like. 
  
  GEO4-05 Vision of a Light Path 
   
  Page 24 
  There are lanterns on most of the cottages of 
  Weston.  These are small and only hold a few 
  illusern.  It is very simple to break these lanterns 
  and free the illusern. 
  A much larger lantern is hanging form a stout pole 
  in the middle of the village green.  If the PCs take 
  a closer look at larger lantern, show the players 
  Player’s Handout #1: Lantern Prison.  It is 
  protected by magic and freeing the illuserns is 
  much more difficult. 
  A closer inspection of the large lantern in the 
  village green shows runes and marks of divine 
  nature.  It detects as magic.  A successful 
  Spellcraft check (DC 15) reveals almost nothing 
  from the lantern except that there is some sort of 
  binding spell on it to hold the creature inside.  No 
  other information about the spells used can be 
  determined. 
  There is a small latch that can be found with a 
  successful Search check (DC APL+5).  There is a 
  tiny masterwork lock on the latch.  The latch is 
  trapped as below.  If the trap is set off, it 
  consumes the lantern and kills the illusern inside. 
  APL 6 (EL 2) 
  Burning Hands Trap:  CR 2; magic device; 
  proximity trigger (alarm); automatic reset; spell 
  effect (burning hands, 1st-level wizard, 1d4 fire, 
  DC 11 Reflex save half damage); Search DC 26; 
  Disable Device DC 26. 
  APL 8 (EL 3) 
  Burning Hands Trap:  CR 3; magic device; 
  proximity trigger (alarm); automatic reset; spell 
  effect (burning hands, 5th-level wizard, 5d4 fire, 
  DC 11 Reflex save half damage); Search DC 26; 
  Disable Device DC 26. 
  APL 10 (EL 4) 
  Fireball Trap:  CR 4; magic device; proximity 
  trigger (alarm); automatic reset; spell effect 
  (fireball, 5th-level wizard, 5d6 fire, DC 14 Reflex 
  save half damage); Search DC 28; Disable Device 
  DC 28. 
  APL 12 (EL 5) 
  Fireball Trap:  CR 5; magic device; proximity 
  trigger (alarm); automatic reset; spell effect 
  (fireball, 8th-level wizard, 8d6 fire, DC 14 Reflex 
  save half damage); Search DC 28; Disable Device 
  DC 28. 
  When the PCs have rescued the Shepherd and 
  his illusern, they may return to the Beastlands.  
  The guardinals point them through the waterfall.  
  Go to Encounter Six. 
  Encounter Six:  A Gift Not 
  Easily Given 
  Judge’s Note:  Please see the Dungeon Master’s 
  Guide page 165 for information on the Wilderness 
  of the Beastlands. 
  You step through the waterfall and it takes you 
  a moment to get your bearings.  The Shepherd 
  leads you through the paths of the Beastlands 
  and the illuserns follow behind you in a 
  glowing swirl. 
  When you reach the Shepherd’s tree house, he 
  turns to you and says, “Thank you for all your 
  help.  You have restored me to my rightful 
  place.  I will have the illusern lead you back to 
  your home through the proper portals.  Also, 
  Miro has recently given birth to a litter of 
  kittens.  Would you like one to take with you?” 
  Miro is a celestial cat, so her kittens are also 
  celestial.  These kittens have Int 3 and can speak 
  Celestial.  They do not go on adventures and they 
  stay at the PC’s residence, keeping it free of 
  vermin. 
  After giving kittens to interested players, the 
  Shepherd asks: 
  “Is there anything else I can do to repay you?” 
  The PCs should ask for the illusern to help them 
  against the shadows.  The Shepherd has no 
  treasure to give since the followers of Falazure 
  robbed him. 
  When the PCs ask to have the illusern follow them 
  back to the Dim Forest, the Shepherd says: 
  “You ask a great deal of me.  As the Shepherd, 
  I must know why you feel your needs are 
  greater than those of others.  There are many 
  with great needs.  And you have none to care 
  for the illusern.”  
  The PCs need to convince the Shepherd to allow 
  some of the illuserns to return with the PCs to 
  Oerth.  They can mention things like the wood 
  eves’ plight with the shadow creatures, the 
  Shadow Dragon, the lack of military help with the 
  situation from other nations, and the continuing 
  problems with the giants that distract the Gyric 
  military from providing direct help. 
  
  GEO4-05 Vision of a Light Path 
   
  Page 25 
  Allow the PCs to justify why they need the illusern. 
   Any reasonable arguments succeed.  However, 
  once they convince the Shepherd that the illusern 
  should come to Geoff, they MUST name someone 
  as guardian to the illusern.  The Shepherd says 
  the following: 
  “Your need is indeed great.  But who will care 
  for the illusern?  They need protection and 
  care.  There are many creatures that will want 
  to do them harm.  It is sad but true that there 
  are many evils in this world that will do 
  anything possible to harm anything and 
  anyone who will not aid in the evil.  Which of 
  you will care for them and spend the time to 
  find someone more permanent?” 
  He does not send the illusern with the PCs until a 
  guardian is named.  The guardian must be one of 
  the PCs since the Shepherd does not allow the 
  illusern to leave the Beastlands without a 
  guardian.  
  The PC who chooses to take on this task must 
  spend 8 TUs tending the illusern.  After that time, 
  a permanent guardian is chosen.  The permanent 
  guardian will be chosen at the premiere of this 
  adventure from those who volunteered their 8 
  TUs.  Those who play this module after the 
  premiere spend their 8 TUs but do not get the 
  opportunity to become the permanent guardian. 
  Once the PCs have convinced the Shepherd to 
  send some illusern with them, read the following: 
  Finally convinced that the need is great 
  enough and there will be someone to care for 
  the illusern, the Shepherd stands beside 
  <insert name of guardian PC> and calls together 
  an enormous swarm of the creatures by 
  humming a tune into the air.  The air is filled 
  with a light that becomes nearly blinding as 
  they gather into a cloud of blinking light.  
  Blinking in time to the tune.  If the gods could 
  pull all the stars of the night sky together and 
  keep them in one place, this is what it would 
  look like. 
  The Shepherd lays a hand on <insert name of 
  guardian PC>’s shoulder.  The PC is suddenly 
  aware of each of the illusern in the cloud.  The PC 
  understands the pattern of the humming and can 
  communicate with the illusern.  The simplicity and 
  beauty of it is nearly overpowering.  The 
  Shepherd looks down at <insert name of 
  guardian PC> with tears forming in his eyes.  
  “They are ready to depart with you.  Watch 
  over and protect them,” he says. 
  After more humming, the cloud begins to 
  dissipate into tendrils of light, flowing towards 
  a spot between a fallen tree and another large 
  oak tree.  Rather than passing through to the 
  other side, they fade into nothingness.  The 
  Shepherd motions to the group “They lead you 
  where you need to go.  This takes you to the 
  opening in which you came.” 
  There are thousands of illusern going through this 
  vortex.  There is no mistaking where the PCs need 
  to go.  They can make any preparations before 
  they step through that they wish.   
  When the PCs step through, go to Encounter 
  Seven. 
  Encounter Seven:  Returning 
  to the Vortex 
  Judge’s Note: Take special note of the order in 
  which they step through the portal.   
  Showered in the glow of the tiny lights, you 
  barely see where you step through the vortex 
  and back into the Dim Forest.  Your slosh 
  through waist deep water.  The lights of the 
  illusern begin to spread out into the forest. 
  As the illusern illuminate the night, you see a 
  wall of shadows being pushed back.   Tiny 
  rays of light zing several of the more reluctant 
  shadow creatures, moving them quickly back 
  into the eaves of the tress.  Already, the 
  presence of the illusern is having an effect on 
  the creatures of shadow. 
  A voice breaks the silence.  “You fool!  I told 
  you this wouldn’t work!  We should have 
  finished off the Shepherd when we had the 
  chance.”  The voice is that of a man in robes 
  standing in the middle of a circle made of 
  symbols, candles and blood.  Next to him are 
  Lorindoriel and Adwen.  Both have been 
  gagged and tied with their backs to a post.  
  The women are grievously wounded and 
  unarmed. 
  It appears that Lorindoriel and Adwen have 
  done at least as much damage as was dealt to 
  them.  The ground is littered with bodies.  
  Others wear robes typical of arcane casters.  
  Still others dropped weapons where they fell.  
  Whatever happened, the two women put up 
  quite the fight before being taken captive.   
  The sound of steel being drawn focuses your 
  attention to a man in black plate mail.  “I tire of 
  
  GEO4-05 Vision of a Light Path 
   
  Page 26 
  this nonsense.  The Shepherd should have 
  done as he was said from the beginning.  Now, 
  we deal with this once and for all.  The Dragon 
  shall have her lair!”   
  A Spot check (DC 10+APL) allows the PCs to see 
  that the two men chanting are actually wearing a 
  holy symbol of another deity. A Knowledge 
  (religion) skill check (DC 25) indicates that this is 
  some sort of ritual of sacrifice to Falazure and 
  involves the closing of a gate.  Also, with the 
  successful Knowledge (religion) check (DC 25), 
  the PCs know that Falazure is the god of evil and 
  dragons. 
  If the PCs free Lorindoriel and Adwen during the 
  combat, Lorindoriel is conscious.  However, 
  Adwen is unconscious.  A Heal check (DC 18) 
  indicates that she has been poisoned and her 
  Strength is currently 0.  If she is healed, she joins 
  the battle to the best of her ability.  She is still in 
  her armor, but she needs to find a weapon.  For 
  Adwen’s stats, see Appendix 2.  She is currently at 
  0 Str and 8 hit points. 
  If Lorindoriel is released and healed, she can heal 
  the PCs and assist them in the fight.  For 
  Lorindoriel’s stats, see Appendix 2.  She is 
  currently at 7 hit points, but she has 16 points of 
  subdual damage.  She has not been poisoned, so 
  her strength is normal.  She has used three of her 
  turning attempts for the day.  Her current spell list 
  is: 
  1st – bless, detect undead, hide from undead, 
  magic weapon, protection from evil*, remove fear, 
  sanctuary, shield of faith; 2nd – aid*, align weapon, 
  consecrate, eagle’s splendor, lesser restoration, 
  remove paralysis, spiritual weapon,; 3rd – daylight 
  (2), dispel magic, magic vestment, prayer, searing 
  light*; 4th – death ward, dismissal, holy smite*, 
  restoration, summon monster IV; 5th – commune*, 
  dispel evil, disrupting weapon, spell resistance; 6th 
  – blade barrier*, heal, undeath to death. 
  Terrain and Environment 
  See DM Aid: Map #4 for the layout of the battle 
  mat. 
  Environment: The PCs arrive through the vortex 
  in waist deep water.  This halves their movement 
  unless they fly and rise out of the water.    The 
  water also provides cover for the PCs.   If they 
  duck down into the water, they have improved 
  cover.  It becomes a move action to stand from a 
  squatting position. 
  Moving through the water counts as difficult 
  terrain.  Which means it costs 10 ft. of movement 
  per 5 ft.  Movement becomes normal once the 
  PCs are out of the water. 
  The area around the cove and pier are cleared of 
  trees for at least 100 ft. from the pier, leaving no 
  vegetation.  Entangle and briar web does not work 
  in this area. 
  The PCs can climb onto the pier with a move-
  equivalent action. 
  The circle on the ground from the ritual does not 
  have any effect on the players if they cross the 
  circle. 
  The Doom of Falazure has desecrated a 20 ft. 
  radius area, centered on his starting position.  The 
  undead were created in this area and receive a 
  +1-hit point per HD.  Also, this means that the 
  Doom could create 4 HD of undead per caster 
  level. 
  Tactics 
  Tactics: The Sword of Falazure uses his flying 
  nightmare mount to charge one of the PCs as 
  soon as he can.  He prefers to target clerics or 
  wizards early to keep them from casting spells, but 
  he targets an archer if that is the best available. 
  Once he has charged, he remains in melee until 
  he has dispatched his foe; relying on his iterative 
  attacks and his nightmare mount to overwhelm the 
  PCs.  At that point, the nightmare also attacks, 
  using the free action of his smoke ability against 
  the PCs in front of it.   
  If the Sword breaks free, he charges again.  Do 
  not forget his +1 attack bonus for being on higher 
  ground and his spirited charge and deadly charge 
  bonuses. 
  The Doom of Falazure has already cast animate 
  dead on the corpses from the battle with the elves. 
   He uses them to slow down the PCs and try to 
  keep them grouped together.  He has precast 
  greater magic weapon, magic vestment and magic 
  circle against good from the fight with Lorindoriel 
  and Adwen.    
  The Doom burns his turn attempts to power his 
  quicken spell feat and divine vigor feat.  With his 
  extra turning feat, he has 11 turn attempts, after 
  he casts visage of the deity.  This means he can 
  quicken two spells and activate divine vigor. 
  On the first round, the Doom casts visage of the 
  deity (or lesser visage if that is all he has) as a 
  
  GEO4-05 Vision of a Light Path 
   
  Page 27 
  quicken spell and then casts greater vigor.  On the 
  second round, he casts a quickened unholy blight 
  and then follows it up with other spells as needed. 
  The Doom tries to soften up the PCs with his 
  spells first such as greater command, slay living 
  and dispel magic.  He then casts righteous might 
  and divine power and lays into the PCs physically. 
  Both the Doom and the Sword fight to the death.  
  The nightmares flee into the astral or ethereal if 
  their riders are killed. 
  Important Note:  Because the undead were 
  recently created using animate dead or create 
  undead, and the spells are marked off the Doom’s 
  spell list, the undead do not affect the EL.  The 
  numbers of undead have been reduced to show 
  the losses from the earlier battle. 
  APL 6 (EL 9) 
  Sword of Falazure: Human Ftr5; hp 45; see 
  Appendix 1. 
  Nightmare (2):  hp 49; see Monster Manual p. 
  194. 
  Doom of Falazure: Human Clr5; hp 34; see 
  Appendix 1. 
  Elven zombies (2):  hp 62; see Monster Manual, 
  p. 227, but only use the claw attack. 
  APL 8 (EL 11) 
  Sword of Falazure: Human Ftr8/Cav1; hp 81, see 
  Appendix 1. 
  Nightmare (2):  hp 49; see Monster Manual p. 
  194. 
  Doom of Falazure: Human Clr7; hp 47, see 
  Appendix 1. 
  Elven zombies (2):  hp 62; see Monster Manual, 
  p. 227, but only use the claw attack. 
  Ogre zombie:  hp 82; see Monster Manual, p. 
  227. 
  APL 10 (EL 13) 
  Sword of Falazure: Human Ftr8/Cav3; hp 108, 
  see Appendix 1. 
  Advanced Nightmare (2): hp 83, see Appendix 1. 
  Doom of Falazure: Human Clr9; hp 61, see 
  Appendix 1. 
  Doom’s precast spell modifications: +2 on saves 
  and +2 deflection bonus to AC against attacks 
  from good creatures, +2 enhancement bonus to 
  AC, +2 attack and +2 damage with halberd. 
  Elven zombies (3):  hp 62; see Monster Manual, 
  p. 227, but only use the claw attack. 
  Ogre zombie:  hp 82; see Monster Manual, p. 
  227. 
  APL 12 (EL 15) 
  Sword of Falazure: Human Ftr8/Cav5; hp 117, 
  see Appendix 1. 
  Advanced Half-Dragon Nightmare (2): hp 120, 
  see Appendix 1. 
  Doom of Falazure: Human Clr11; hp 74, see 
  Appendix 1. 
  Doom’s precast spell modifications: +2 on saves 
  and +2 deflection bonus to AC against attacks 
  from good creatures, +2 enhancement bonus to 
  AC, +2 attack and +2 damage with halberd. 
  Elven zombies (3):  hp 62; see Monster Manual, 
  p. 227, but only use the claw attack. 
  Ogre zombie (2):  hp 82; see Monster Manual, p. 
  227. 
  Ghast:  hp 42; see Monster Manual, p. 119. 
  When the last of them falls and at this time, the 
  PCs can free Lorindoriel and Adwen if they have 
  not done so already.  Adwen and Lorindoriel 
  explain that the ritual the cleric was performing 
  was to unhallow the ground.  The two women 
  were to be sacrifices to Falazure, the evil deity of 
  dragons as part of another ritual designed to close 
  the vortex and prevent the illusern from coming 
  through.  Lorindoriel spends the last of her spells 
  to help heal the PCs.  Go to Conclusion B. 
  Conclusion 
  Conclusion A – The Light is Not 
  Returned. 
  The PCs have failed their mission or refused to go 
  further. 
  The Shadows continue to push at them and 
  push hard.  The wood elves and Order of 
  Shining Beacons will continue to fight against 
  the shadows, but at what cost? 
  
  GEO4-05 Vision of a Light Path 
   
  Page 28 
  The name of the Dim Forest seems very 
  appropriate. 
  The illusern do not come to the Dim Forest.  As a 
  consequence, the shadows take Endéryn and 
  everything west of the Taurë Ridge.  
  Conclusion B – The Lights Come to the 
  Dim Forest. 
  The combat ends and the illusern continue coming 
  out of the vortex.   
  The stream of illuserns slows to a trickle, then 
  stops completely.  Looking out into the woods, 
  you see thousands of the floating lights.  The 
  Dim Forest is lit like the nighttime sky full of 
  stars.  The shadows fade away and for the first 
  time in many years, the Dim Forest almost 
  looks like most others. 
  The PCs should untie Lorindoriel and Adwen if 
  they have not already.  Lorindoriel provides what 
  healing she can.  She can also raise dead, 
  reincarnate or resurrect with the proper donation 
  to the church. 
  Lorindoriel looks up at the glowing lights.  
  There are tears in her eyes.  “You have my 
  eternal 
  gratitude 
  for 
  what 
  you 
  have 
  accomplished.”  She turns to the illusern and 
  the forest.  A wide smile spreads across her 
  face.  “Just look at them!  This is the most 
  beautiful sight . . . ” She is overcome with 
  emotion and cannot complete the sentence. 
  Adwen adds “And it will certainly aid us in 
  regaining 
  the 
  forest 
  from 
  the 
  shadow 
  creatures.  Be careful.  Because of what you 
  have done to help, there may be those who will 
  wish you harm.” 
  Adwen is correct.  The PCs get the Wrath of the 
  Shadow Dragon because they have foiled its 
  plans and killed its servants. 
  A figure steps out of the tree line that 
  surrounds the clearing.  He is dresses in the 
  leather and beaded vestments of the Old Faith 
  and is flanked by several brown bears. 
  The druid is Dorindel the Hawthorne, a druid of the 
  Old Faith and beholden to Obad-Hai.  He has 
  come to investigate the emergence of the 
  illuserns.  He is very impressed by the aid that 
  these creatures bring to the Dim Forest, and 
  believes that they are necessary to restore the 
  Balance. 
  “Well done.  These creatures will hold the 
  fades back and restore the Balance to the Dim 
  Forest.  The Hunter approves.” 
  The PCs receive the Peace of Dorindel.  If any 
  character has the Wrath of Dorindel, their success 
  in bringing the illuserns cancels out his wrath and 
  he is no longer angry at the character. 
  “Come, it is time,” Adwen says, and she and 
  Lorindoriel begin to lead you to the camp of 
  wood elves.  When you turn to leave, there is a 
  loud whirring and splashing of water behind 
  you.  The vortex rises up out of the water, 
  spraying everything around it.  Faster and 
  faster it spins.  The colored lights flash and 
  blink and blend together.  There’s a blinding 
  flash of white light and when you can finally 
  see again, the vortex is gone. 
  But the illusern remain, bringing light to the 
  Dim Forest. 
  The illusern have come to the Dim Forest and the 
  advance of the fades is stopped.  The elven 
  communities are saved. 
  The PCs receive the Favor of Adwen merch 
  Lyneth. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter One 
  Defeat the shadow creatures 
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
  Encounter Three 
  Participate in the games and gather information 
   
  APL 6 – 30 xp. 
   
  APL 8 – 40 xp. 
   
  APL 10 – 50 xp. 
   
  APL 12 – 60 xp. 
  Encounter Four 
  Get by the Gate Trap 
  
  GEO4-05 Vision of a Light Path 
   
  Page 29 
   
  APL 6 – 120 xp. 
   
  APL 8 – 150 xp. 
   
  APL 10 – 180 xp. 
   
  APL 12 – 210 xp. 
  Encounter Five 
  Prevent the Lantern Trap from going off and free 
  the illusern. 
   
  APL 6 – 60 xp. 
   
  APL 8 – 90 xp. 
   
  APL 10 – 120 xp. 
   
  APL 12 – 150 xp. 
  Encounter Five 
  Convince the Shepherd to return. 
   
  APL 6 – 30 xp. 
   
  APL 8 – 40 xp. 
   
  APL 10 – 50 xp. 
   
  APL 12 – 60 xp. 
  Encounter Six 
  Negotiate with the Shepherd for the illuserns. 
   
  APL 6 – 60 xp. 
   
  APL 8 – 75 xp. 
   
  APL 10 – 90 xp. 
   
  APL 12 – 105 xp. 
  Encounter Seven 
  Defeat the Shadow Dragon’s servants. 
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good 
  role-playing 
   
   
  APL 6 – 60 xp. 
   
  APL 8 – 70 xp. 
   
  APL 10 – 80 xp. 
   
  APL 12 – 90 xp. 
  Total Possible Experience 
   
  APL 6 – 900 xp. 
   
  APL 8 – 1125 xp. 
   
  APL 10 – 1350 xp. 
   
  APL 12 – 1575 xp. 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is 
  the number of gold pieces a characters total and 
  coin value increase at the end of the adventure.  
  Write the total in the GP Gained field of the 
  adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  
  GEO4-05 Vision of a Light Path 
   
  Page 30 
  M:  Magic Items (sell value)  
  Encounter One: 
   
  APL 6:  L:  0 gp; C:  0 gp; M:  0 gp. 
   
  APL 8:  L:  0 gp; C:  0 gp; M:  0 gp. 
   
  APL 10:  L:  0 gp; C:  0 gp; M:  Ring of feather 
  falling (183 gp); Amulet of mighty fists +1 (500 gp). 
   
  APL 12: L:  0 gp; C:  0 gp; M:  Ring of feather 
  falling (183 gp); Amulet of mighty fists +2 (2000 
  gp). 
  Encounter Three: 
   
  APL ALL:  L:  0 gp; C:  0 gp; M: Salve of 
  slipperiness (83 gp); Gloves of arrow snatching 
  (333 gp); Potion of neutralize poison (62 gp); 
  Quiver of Ehlonna (150 gp); Quaal’s Feather 
  Token (celestial feather) (112 gp). 
  Encounter Seven: 
   
  APL 6:  L:  55 gp; C:  0 gp; M:  cloak of 
  resistance +1 x2 (166 gp); full plate +1 (220 gp); 
  potion of cure moderate wounds (25 gp); spiked 
  half plate +1 (150 gp); potion of barkskin +3 (50 
  gp); wand of cure light wounds (62 gp). 
   
  APL 8:  L:  51 gp; C:  0 gp; M:  bastard sword 
  +1 (194 gp); cloak of resistance +1 (83 gp); cloak 
  of resistance +2 (333 gp); full plate +1 (220 gp); 
  heavy steel shield +1 (97 gp); potion of cure 
  moderate wounds (25 gp); spiked half plate +1 
  (150 gp); potion of barkskin +3 (50 gp); wand of 
  cure light wounds (62 gp); periapt of wisdom +2 
  (333 gp). 
   
  APL 10:  L:  51 gp; C:  0 gp; M:  keen bastard 
  sword +1 (694 gp); cloak of resistance +1 (83 gp); 
  cloak of resistance +2 (333 gp); full plate +2 (470 
  gp); heavy steel shield +1 (97 gp); potion of cure 
  serious wounds (62 gp); spiked half plate +1 (150 
  gp); potion of barkskin +3 (50 gp); wand of cure 
  light wounds (62 gp); periapt of wisdom +2 (333 
  gp); ioun stone (dusty rose prism) (416 gp); 
  breastplate barding +2 (450 gp). 
   
  APL 12:  L:  51 gp; C:  0 gp; M:  keen bastard 
  sword +2 (1361 gp); cloak of resistance +1 (83 
  gp); cloak of resistance +2 (333 gp); full plate +2 
  (470 gp); heavy steel shield +2 (347 gp); potion of 
  cure serious wounds (62 gp); spiked half plate +1 
  (150 gp); potion of barkskin +3 (50 gp); wand of 
  cure light wounds (62 gp); periapt of wisdom +4 
  (1333 gp); ioun stone (dusty rose prism) (416 gp); 
  breastplate barding +2 (450 gp); ring of protection 
  +2 (666 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 6: L: 55 gp; C: 0 gp; M: 1416 gp) – Total: 
  1471 gp (800 gp). 
   
  APL 8: L: 51 gp; C: 0 gp; M: 2291 gp) – Total: 
  2342 gp (1250 gp). 
   
  APL 10: L: 51 gp; C: 0 gp; M: 3204 gp) – 
  Total: 3255 gp (2100 gp). 
   
  APL 12: L: 51 gp; C: 0 gp; M: 5787 gp) – 
  Total: 5838 gp (3000 gp). 
  Special 
  Favor of Adwen merch Lyneth    
  You have come to the aid of Adwen when she 
  was in a dire position, and she wishes to reward 
  your assistance.  You may trade this favor for 
  access to one, and only one, of the following 
  magic items from the DMG:  potion of barkskin +4, 
  scroll of stoneskin, or a wand of magic missile 
  (3rd).  This favor can be combined with the Favor 
  of Lorindoriel from Mourning of a Risen Sun and 
  traded for access to the ghost touch upgrade for 
  one weapon. Favor Level C.  Mark this favor when 
  used. 
  The Lady’s Touch 
  This pure white blossom was grown in a garden in 
  the Beastlands and is always fresh and never 
  fades in beauty.  Once per day, the pollen of the 
  flower can be sprinkled on a person to act as a 
  break enchantment spell. 
  Moderate abjuration; CL 9th; Prerequisites: can’t 
  be crafted; Market Price: 16,200 gp; Weight:  1 lb. 
  Quaal’s Feather Token (celestial feather) 
   A small feather token fallen from the wing of a 
  celestial unicorn that can be used to form a pair 
  of wings with a harness.  When worn, the winged 
  harness grants the wearer the ability to fly as per 
  the spell overland flight.  Donning the harness 
  takes a full round action.  The harness lasts for 
  12 hours 
   Moderate conjuration; CL: 12th; Prerequisites: 
  Craft Wondrous Item, major creation; Market 
  Price: 450 gp; Weight: 1 lbs. 
  Miro’s Celestial Kitten 
   The Shepherd of the Beastlands gifted you a 
  kitten from his celestial pet’s (Miro) litter.  It has 
  an Int of 3 and speaks Celestial.  Normally, it 
  does not adventure with the PC.  Instead it stays 
  home and keeps the place free of vermin, 
  especially fiendish rats.  However, a sorcerer or 
  a wizard may take the kitten as a familiar.  Treat 
  it as a cat with the celestial template and then 
  
  GEO4-05 Vision of a Light Path 
   
  Page 31 
  add the familiar changes, as per the Player’s 
  Handbook. 
  Peace with Dorindel 
   Dorindel the Hawthorne is greatly pleased with 
  your efforts to maintain the Balance in the Dim 
  Forest.  He is so impressed with your actions, he 
  is no longer wroth with you.  This reward cancels 
  the Wrath of Dorindel. 
  Wrath of the Shadow Dragon 
   You have ruined the Shadow Dragon’s efforts 
  to corrupt the vortex in the Javan River.  The 
  Shadow Dragon in Derelion will take steps to 
  destroy you in the future.   This wrath stacks with 
  the Attention of the Shadow Dragon.  If you have 
  the Attention already, then the Shadow Dragon 
  knows a great deal about you.  This is probably 
  very bad. 
  Items for the Adventure 
  Record 
  Item Access 
  APL 6: 
  � The Lady’s Touch (regional, see above) 
  � Quaal’s Feather Token (celestial feather) 
  (adventure, see above) 
  � gloves of arrow snatching (adventure, 
  DMG) 
  � potion of neutralize poison (adventure, 
  DMG) 
  � quiver of Ehlonna (adventure, DMG) 
  � salve of slipperiness (adventure, DMG) 
  � wand of cure light wounds (adventure, 
  DMG) 
  APL 8 (all items from APL 6 plus): 
  � cloak of resistance +2 (adventure, DMG) 
  APL 10 (all items from APL 8 plus): 
  � keen bastard sword +1 (adventure, DMG) 
  � breastplate barding +2 (adventure, DMG) 
  � full plate +2 (adventure, DMG) 
  � ioun stone (dusty rose prism) (adventure, 
  DMG) 
  APL 12 (all items from APL 10 plus): 
  � keen bastard sword +2 (adventure, DMG) 
  � heavy steel shield +2 (adventure, DMG) 
  � ring of protection +2 (adventure, DMG) 
  � periapt of wisdom +4 (adventure, DMG) 
   
  
  GEO4-05 Vision of a Light Path 
   
  Page 32 
  Appendix 1 – Combat Encounters 
  APL 6 
  Encounter One 
  Shadow Mastiffs (4):  Medium outsider 
  (extraplanar); CR 5; hp 33; see Monster Manual 
  p. 222. 
  Encounter Seven 
  Sword of Falazure: Human Ftr5; CR 5; medium 
  humanoid (human); HD 5d10+10; hp 45; Init +1; 
  Spd 20 ft.; AC 22, touch 11, flat-footed 21 (+1 
  Dex, +9 full plate, +2 large steel shield); Base 
  Atk +5; Grp +8; Atk +10 melee (1d10+5/19-20, 
  bastard sword); Full Atk +10 melee (1d10+5/19-
  20, bastard sword); Space/Reach 5 ft./5 ft.; SQ 
  fighter feats; AL LE; SV Fort +7, Ref +3, Will +3; 
  Str 17, Dex 12, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +5, 
  Knowledge (nobility and royalty) +4, Ride +11, 
  Spot +2; Cleave, Exotic Weapon Proficiency 
  (Bastard Sword), Mounted Combat, Ride-by 
  Attack, 
  Spirited 
  Charge, 
  Weapon 
  Focus 
  (Bastard 
  Sword), 
  Weapon 
  Specialization 
  (Bastard Sword). 
   
  Possessions: masterwork bastard sword, 
  cloak of resistance +1, full plate +1, heavy steel 
  shield, potion of cure moderate wounds. 
  Nightmare (2):  hp 49; see Monster Manual p. 
  194. 
  The Doom of Falazure: Human Clr5; CR 5; 
  Medium humanoid (human); HD 5d8+4; hp 34; 
  Init -1; Spd 20 ft.; AC 17, touch 9, flat-footed 17 
  (-1 Dex, +8 half plate); Base Atk +3; Grp +5; Atk 
  +6 melee (1d10+3/10, halberd); Full Atk +6 
  melee (1d10+3/20, halberd); Space/Reach 5 
  ft./5 ft.; SQ clerical abilities; AL NE; SV Fort +7, 
  Ref +1, Will +7; Str 14, Dex 8, Con 12, Int 10, 
  Wis 17, Cha 14. 
   
  Skills and Feats: Concentration +9, Heal +6, 
  Knowledge (arcana) +1, Knowledge (religion) 
  +5, Knowledge (the planes) +1, Spellcraft +5; 
  extra turning, divine metamagic, quicken spell. 
   
  Languages:  Common, Draconic. 
   
  Clerical Domains:  Death and Evil. 
   
  Cleric Spells Prepared (5/4+1/3+1/2+1; save 
  DC 13 + spell level): 0 – create water, cure 
  minor wounds (2), resistance, virtue; 1st – bless, 
  cause fear, entropic shield, protection from 
  good*, sanctuary; 2nd – desecrate*, cure 
  moderate wounds, spell, spiritual weapon; 3rd – 
  animate dead*, dispel magic, lesser visage of 
  the deity. 
   
  * domain spells. 
   
  Possessions: cloak of resistance +1, spiked 
  half plate +1, masterwork halberd, potion of 
  barkskin +3, wand of cure light wounds. 
  APL 8 
  Encounter One 
  Shadow Mastiffs (6):  hp 33; see Monster 
  Manual p. 222.  
  Encounter Seven 
  Sword of Falazure: Human Ftr8/Cav1; CR 9; 
  medium humanoid (human); HD 9d10+18; hp 
  81; Init +1; Spd 20 ft.; AC 23, touch 11, flat-
  footed 22 (+1 Dex, +9 full plate, +3 large steel 
  shield); Base Atk +9/+4; Grp +13; Atk +15 melee 
  (1d10+7/17-20, bastard sword) or +16 melee 
  (1d10+4/20, lance); Full Atk +15/+10 melee 
  (1d10+7/17-20, bastard sword) or +16/+11 
  melee (1d10+4/20, lance); Space/Reach 5 ft./5 
  ft.; SA mounted weapon bonus (lance) +1; SQ 
  fighter feats, ride bonus +2, courtly knowledge; 
  AL LE; SV Fort +12, Ref +4, Will +7; Str 18, Dex 
  12, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Diplomacy +2, Handle 
  Animal +5, Intimidate +2, Knowledge (nobility 
  and royalty) +5, Ride +17, Spot +4, Swim -11; 
  Cleave, Exotic Weapon Proficiency (Bastard 
  Sword), Improved Critical (Bastard Sword), 
  Mounted Combat, Power Attack, Ride-by Attack, 
  Spirited 
  Charge, 
  Weapon 
  Focus 
  (Bastard 
  Sword), 
  Weapon 
  Specialization 
  (Bastard 
  Sword), Weapon Focus (Lance). 
   
  Mounted Weapon Bonus (Ex):  A cavalier 
  gains a competence bonus on his attack roll 
  when 
  using 
  the 
  indicated 
  weapon 
  while 
  mounted.  For the lance, this bonus starts out at 
  +1 at 1st level and increases by +1 every four 
  levels thereafter.  For the sword, this bonus 
  starts out at +1 at 2nd level and increases by +1 
  every four levels there after. 
   
  Ride Bonus (Ex):  A cavalier gains a 
  competence bonus on Ride checks.  This bonus 
  starts out at +2 and improves to +2 at 4th level, 
  +6 at 7th level, and +8 at 9th level. 
   
  Courtly Knowledge (Ex): A cavalier adds his 
  class level to his Knowledge (nobility and 
  royalty) checks as a competence bonus. 
   
  Possessions: bastard sword +1, cloak of 
  resistance +2, full plate +1, heavy steel shield 
  +1, masterwork lance, potion of cure moderate 
  wounds. 
  
  GEO4-05 Vision of a Light Path 
   
  Page 33 
  Nightmare (2):  hp 49; see Monster Manual p. 
  194. 
  The Doom of Falazure: Human Clr7; CR 7; 
  Medium humanoid (human); HD 7d8+7; hp 47; 
  Init -1; Spd 20 ft.; AC 17, touch 9, flat-footed 17 
  (-1 Dex, +8 half plate); Base Atk +5; Grp +7; Atk 
  +8 melee (1d10+3/10, halberd); Full Atk +8 
  melee (1d10+3/20, halberd); Space/Reach 5 
  ft./5 ft.; SQ clerical abilities; AL NE; SV Fort +7, 
  Ref +2, Will +7; Str 14, Dex 8, Con 12, Int 10, 
  Wis 19, Cha 14. 
   
  Skills and Feats: Concentration +10, Heal 
  +7, 
  Knowledge 
  (arcana) 
  +3, 
  Knowledge 
  (religion) +5, Knowledge (the planes) +3, 
  Spellcraft +5; divine vigor, extra turning, divine 
  metamagic, quicken spell. 
   
  Languages:  Common, Draconic. 
   
  Clerical Domains:  Death and Evil. 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; 
  save DC 14 + spell level): 0 – create water, cure 
  minor wounds (2), detect magic, resistance, 
  virtue; 1st – bless, cause fear, divine favor, 
  entropic shield, protection from good*, shield of 
  faith; 2nd – bull’s strength, cure moderate 
  wounds, desecrate*, resist energy, spiritual 
  weapon; 3rd – animate dead*, dispel magic, 
  lesser visage of the deity, wind wall; 4th – cure 
  critical wounds, divine power, unholy blight*. 
   
  * domain spells. 
   
  Possessions: cloak of resistance +1, spiked 
  half plate +1, masterwork halberd, periapt of 
  wisdom +2, potion of barkskin +3, wand of cure 
  light wounds.  
  APL 10 
  Encounter One 
  Mhissalair:  Female young adult shadow 
  dragon; CR 10; medium dragon (shadow); HD 
  16d12+32, hp 168; Init +4; Spd 80 ft., fly 150 ft. 
  (poor); AC 33 (+19 natural, +4 mage armor), 
  touch 10, flat-footed 33; Base Atk +19; Grp +22; 
  Atk +23 melee (1d8+4, bite); Full Atk +23 melee 
  (1d8+4, bite), +21 melee (1d6+2, 2 claws), +21 
  melee (1d4+2, 2 wings); Space/Reach 5 ft./5 ft.; 
  SA breath weapon, frightful presence, spell-like 
  abilities, spells; SQ blindsense 60 ft., damage 
  reduction 5/magic, darkvision 120 ft., immunity 
  to energy drain, magic sleep effects, and 
  paralysis, low-light vision, shadow blend, spell 
  resistance 20; AL CE; SV Fort +12, Ref +10, Will 
  +14; Str 17, Dex 10, Con 15, Int 18, Wis 18, Cha 
  19. 
   
  Skills and Feats:  Appraise +16, Bluff +12, 
  Concentration +20, Diplomacy +16, Hide +15, 
  Intimidate 
  +12, 
  Knowledge 
  (arcana) 
  +10, 
  Knowledge (dungeoneering) +10, Knowledge 
  (planar) +10, Knowledge (religion) +10, Listen 
  +20, Move Silently +15, Search +10, Sense 
  Motive +10, Spellcraft +22, Spot +22, Tumble 
  +15; Enlarge Breath, Hover, Improved Initiative, 
   Multiattack, Power Attack, Recover Breath. 
   
  Languages:  Draconic, Common, Elven, 
  Giant, Undercommon. 
   
  Breath Weapon (Su):  30 ft. cone, 2 
  negative levels, Reflex DC 22 half. 
   
  Frightful Presence (Ex):  150-ft. radius, HD 
  16 or fewer, Will DC 22 negates. 
  Shadow Blend (Su): In any condition of 
  illumination other than full daylight, a shadow 
  mastiff can disappear into the shadows, giving it 
  total concealment. Artificial illumination, even a 
  light or continual flame spell, does not negate 
  this ability. A daylight spell, however, will. 
   
  Spell-Like Abilities:  3/day—mirror image. 
   
  Spells:  As 3rd-level sorcerer. 
   
  Sorcerer Spells Known (6/4; save DC 14 + 
  spell level):  0—arcane mark, detect magic, 
  ghost sound,  read magic, touch of fatigue; 1st—
  expeditious retreat, mage armor,  protection 
  from good. 
   
  Possessions:  Ring of Feather Falling, 
  Amulet of Mighty Fists +1. 
  Advanced Shadow Mastiff: CR 7; Large 
  Outsider (Extraplanar); HD 8d8+40; hp 78; Init 
  +4; Spd 50 ft.; AC 14 (-1 size, +5 natural), touch 
  9, flat-footed 14; Base Atk +8; Grp +19; Atk +15 
  (2d6+10/20, bite); Full Atk +15 (1d8+10/20, 
  bite); Space/Reach 10 ft./10 ft.; SA bay, trip; SQ 
  darkvision 60 ft., shadow blend, scent; AL NE; 
  SV Fort +12, Ref +8, Will +9; Str 25, Dex 11, 
  Con 21, Int 4, Wis 12, Cha 13. 
   
  Skills and Feats: Climb +16, Hide +4, Jump 
  +16, Listen +12, Move Silently +4, Spot +12, 
  Survival +8*; Ability Focus (bay), Improved 
  Initiative, Improved Natural Attack (bite), Track. 
  Shadow mastiffs prefer fighting in shadows or 
  dark conditions, which gives them a great 
  advantage. 
  Bay (Su): When a shadow mastiff howls 
  or barks, all creatures except evil outsiders 
  within a 300-foot spread must succeed on a DC 
  13 Will save or become panicked for 2d4 
  rounds. This is a sonic mind-affecting fear effect. 
  Whether or not the save is successful, an 
  
  GEO4-05 Vision of a Light Path 
   
  Page 34 
  affected creature is immune to the same mastiff 
  ’s bay for 24 hours. The save DC is Charisma-
  based. 
  Trip (Ex): A shadow mastiff that hits with 
  its bite attack can attempt to trip the opponent as 
  a free action (+3 check modifier) without making 
  a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent 
  cannot react to trip the shadow mastiff.  
  Shadow Blend (Su): In any condition of 
  illumination other than full daylight, a shadow 
  mastiff can disappear into the shadows, giving it 
  total concealment. Artificial illumination, even a 
  light or continual flame spell, does not negate 
  this ability. A daylight spell, however, will. 
  Skills: *A shadow mastiff has a +4 racial 
  bonus on Survival checks when tracking by 
  scent. 
  Encounter Seven 
  Sword of Falazure: Human Ftr8/Cav3; CR 11; 
  medium humanoid (human); HD 12d10+24; hp 
  108; Init +1; Spd 20 ft.; AC 24, touch 11, flat-
  footed 23 (+1 Dex, +10 full plate, +3 large steel 
  shield); Base Atk +11/+6/+1; Grp +15; Atk +18 
  melee (1d10+7/17-20, bastard sword) or +18 
  melee (1d10+4/20, lance); Full Atk +18/+13/+8 
  melee 
  (1d10+7/17-20, 
  bastard 
  sword) 
  or 
  +18/+13/+8 
  melee 
  (1d10+4/20, 
  lance); 
  Space/Reach 5 ft./5 ft.; SA mounted weapon 
  bonus (lance) +1, mounted weapon bonus 
  (sword) +1, deadly charge; SQ fighter feats, ride 
  bonus +2, courtly knowledge, burst of speed; AL 
  LE; SV Fort +13, Ref +5, Will +8; Str 18, Dex 12, 
  Con 14, Int 10, Wis 13, Cha 10. 
   
  Skills and Feats: Diplomacy +2, Handle 
  Animal +5, Intimidate +4, Knowledge (nobility 
  and royalty) +5, Ride +19, Spot +5, Swim -11; 
  Cleave, Exotic Weapon Proficiency (Bastard 
  Sword), Mounted Combat, Power Attack, Power 
  Critical 
  (Bastard 
  Sword), 
  Ride-by 
  Attack, 
  Spirited 
  Charge, 
  Weapon 
  Focus 
  (Bastard 
  Sword), 
  Weapon 
  Specialization 
  (Bastard 
  Sword), Weapon Focus (Lance). 
   
  Mounted Weapon Bonus (Ex):  A cavalier 
  gains a competence bonus on his attack roll 
  when 
  using 
  the 
  indicated 
  weapon 
  while 
  mounted.  For the lance, this bonus starts out at 
  +1 at 1st level and increases by +1 every four 
  levels thereafter.  For the sword, this bonus 
  starts out at +1 at 2nd level and increases by +1 
  every four levels there after. 
   
  Ride Bonus (Ex):  A cavalier gains a 
  competence bonus on Ride checks.  This bonus 
  starts out at +2 and improves to +2 at 4th level, 
  +6 at 7th level, and +8 at 9th level. 
   
  Courtly Knowledge (Ex): A cavalier adds his 
  class level to his Knowledge (nobility and 
  royalty) checks as a competence bonus. 
   
  Deadly Charge (Ex):  When mounted and 
  using the charge action, a cavalier of 2nd level 
  or higher may declare a “deadly Charge” before 
  making his attack roll (thus, a failed attack ruins 
  the attempt).  If he hits, he deals triple damage 
  with a melee weapon (or quadruple damage 
  with a lance).  This ability does not stack with 
  the benefit of the Spirited Charge feat. 
   
  Burst of Speed (Ex):  At 3rd level and 
  higher, a cavalier can urge his mount to greater 
  than normal speed when charging.  This ability 
  doubles the maximum distance the mount can 
  travel when making a charge, up to four times its 
  speed.  This ability can be used once per day 
  without penalty to the mount.  Each additional 
  use of the ability in a single day requires the 
  mount to make a DC 20 Will save immediately 
  after the conclusion of the charge; failure results 
  in the mount taking 2d6 points of damage. 
   
  Possessions: keen bastard sword +1, cloak 
  of resistance +2, full plate +2, heavy steel shield 
  +1, masterwork lance, potion of cure serious 
  wounds. 
  Advanced 
  Nightmare 
  (2): 
  CR 
  7; 
  Large 
  Outsider (Evil, Extraplanar); HD 10d8+30; hp 83; 
  Init +6; Spd 40 ft., fly 90 ft. (good); AC 31, touch 
  11, flat-footed 29 (-1 size, +2 Dex, +13 natural, 
  +7 breastplate barding); Base Atk +10; Grp +18; 
  Atk +13 melee (2d6+4/20 plus 1d4 fire, hoof); 
  Full Atk +13 melee (2d6+4/20 plus 1d4 fire, 2 
  hooves) and bite +8 melee (1d8+2/20, bite); 
  Space/Reach 10 ft./5 ft.; SA flaming hooves, 
  smoke; SQ astral projection, darkvision 60 ft., 
  etherealness; AL NE;SV Fort +12, Ref +11, Will 
  +10; Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 
  12. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +17, 
  Diplomacy +7, Intimidate +14, Knowledge (the 
  planes) +14, Listen +16, Move Silently +11, 
  Search +14, Sense Motive +14, Spot +16, 
  Survival +14 (+16 on the other planes and 
  following tracks); Alertness, Cleave, Improved 
  Natural Attack, Power Attack. 
   
  Flaming Hooves (Su): A blow from a 
  nightmare’s hooves sets combustible materials 
  alight. 
   
  Smoke (Su): During the excitement of battle, 
  a nightmare snorts and neighs with rage. This 
  snorting fills a 15-foot cone with a hot, sulfurous 
  smoke that chokes and blinds opponents. 
  
  GEO4-05 Vision of a Light Path 
   
  Page 35 
  Anyone in the cone must succeed on a DC 16 
  Fortitude save or take a –2 penalty on all attack 
  and damage rolls until 1d6 minutes after leaving 
  the cone. The cone lasts 1 round, and the 
  nightmare uses it once as a free action during its 
  turn each round. The save DC is Constitution-
  based. 
   
  Because of the smoke it gives off, a 
  nightmare has concealment against creatures 5 
  feet away and total concealment against 
  creatures 10 feet or farther away. The smoke 
  does not obscure the nightmare’s vision at all. 
   
  Astral Projection and Etherealness (Su): 
  These abilities function just like the spells of the 
  same names (caster level 20th); a nightmare 
  can use either at will. 
   
  Carrying Capacity: A light load for a 
  nightmare is up to 300 pounds; a medium load, 
  301–600 pounds; and a heavy load, 601–900 
  pounds. 
   
  Possessions: breastplate barding +2. 
  The Doom of Falazure: Human Clr9; CR 9; 
  Medium humanoid (human); HD 9d8+9; hp 61; 
  Init -1; Spd 20 ft.; AC 17, touch 10, flat-footed 18 
  (-1 Dex, +7 half plate, +1 insight); Base Atk 
  +6/+1; Grp +8; Atk +9 melee (1d10+3/10, 
  halberd); Full Atk +9/+4 melee (1d10+3/20, 
  halberd); Space/Reach 5 ft./5 ft.; SQ clerical 
  abilities; AL NE; SV Fort +8, Ref +3, Will +12; 
  Str 14, Dex 8, Con 12, Int 10, Wis 20, Cha 14. 
   
  Skills and Feats: Concentration +12, Heal 
  +8, 
  Knowledge 
  (arcana) 
  +5, 
  Knowledge 
  (religion) +5, Knowledge (the planes) +3, 
  Spellcraft +9; divine vigor, extra turning, divine 
  metamagic, quicken spell. 
   
  Languages:  Common, Draconic. 
   
  Clerical Domains:  Death and Evil. 
   
  Cleric 
  Spells 
  Prepared 
  (6/5+1/5+1/4+1/3+1/2+1; save DC 15 + spell 
  level): 0 – create water, cure minor wounds (2), 
  detect magic, resistance, virtue; 1st – bless, 
  cause fear, divine favor, entropic shield, 
  protection from good*, shield of faith; 2nd – aid, 
  bull’s 
  strength, 
  cure 
  moderate 
  wounds, 
  desecrate*, resist energy, spiritual weapon; 3rd – 
  animate dead*, dispel magic, lesser visage of 
  the deity, magic vestment, wind wall; 4th – cure 
  critical wounds, divine power, greater magic 
  weapon, unholy blight*; 5th – righteous might, 
  slay living*, spell resistance. 
   
  * domain spells. 
   
  Possessions: cloak of resistance +1, spiked 
  half plate +1, masterwork halberd, ioun stone 
  (dusty rose prism), periapt of wisdom +2, potion 
  of barkskin +3, wand of cure light wounds.  
  APL 12 
  Encounter One 
  Mhissalair:  Female adult shadow dragon; CR 
  12; large dragon (shadow); HD 19d12+57, hp 
  214; Init +4; Spd 80 ft., fly 150 ft. (poor); AC 35 
  (-1 size, +22 natural, +4 mage armor), touch 9, 
  flat-footed 31; Base Atk +22; Grp +30; Atk +28 
  melee (2d6+6, bite); Full Atk +26 melee (2d6+6, 
  bite), +24 melee (1d8+4, 2 claws), +24 melee 
  (1d6+4, 2 wings), +24 melee (1d8+8, tail snap); 
  Space/Reach 10 ft./5 ft.(10 ft. with bite); SA 
  breath weapon, frightful presence, spell-like 
  abilities, spells; SQ blindsense 60 ft., damage 
  reduction 5/magic, darkvision 120 ft., immunity 
  to energy drain, magic sleep effects, and 
  paralysis, low-light vision, shadow blend, spell 
  resistance 22; AL CE; SV Fort +14, Ref +11, Will 
  +16; Str 19, Dex 10, Con 17, Int 20, Wis 20, Cha 
  21. 
   
  Skills: 
   
  Appraise 
  +20, 
  Bluff 
  +15, 
  Concentration +23, Diplomacy +19, Hide +20, 
  Intimidate 
  +15, 
  Knowledge 
  (arcana) 
  +10, 
  Knowledge (dungeoneering) +10, Knowledge 
  (planar) +10, Knowledge (religion) +10, Listen 
  +25, Move Silently +20, Search +15, Sense 
  Motive +15, Spellcraft +25, Spot +25, Tumble 
  +20; Enlarge Breath, Hover, Improved Initiative, 
   Multiattack, Power Attack, Quicken Spell-Like 
  Ability (Mirror Image), Recover Breath. 
   
  Languages:  Draconic, Abyssal, Common, 
  Elven, Giant, Undercommon. 
   
  Breath Weapon (Su):  40 ft. cone, 3 
  negative levels, Reflex DC 24 half. 
   
  Frightful Presence (Ex):  180-ft. radius, HD 
  19 or fewer, Will DC 23 negates. 
  Shadow Blend (Su): In any condition of 
  illumination other than full daylight, a shadow 
  mastiff can disappear into the shadows, giving it 
  total concealment. Artificial illumination, even a 
  light or continual flame spell, does not negate 
  this ability. A daylight spell, however, will. 
   
  Spell-Like Abilities:  3/day—mirror image; 
  1day—dimension door.   
   
  Spells:  As 5th-level sorcerer. 
   
  Sorcerer Spells Known (6/7/5; save DC 15 + 
  spell level):  0—arcane mark, detect magic, 
  ghost sound, message, read magic, touch of 
  fatigue; 1st—expeditious retreat, mage armor,  
  protection from good, true strike; 2nd—bear’s 
  endurance, see invisibility. 
  
  GEO4-05 Vision of a Light Path 
   
  Page 36 
   
  Equipment:  Ring of Feather Falling, Amulet 
  of Mighty Fists +2. 
  Advanced Shadow Mastiff: CR 7; Large 
  Outsider (Extraplanar); HD 8d8+40; hp 78; Init 
  +4; Spd 50 ft.; AC 14 (-1 size, +5 natural), touch 
  9, flat-footed 14; Base Atk +8; Grp +19; Atk +15 
  (2d6+10/20, bite); Full Atk +15 (1d8+10/20, 
  bite); Space/Reach 10 ft./10 ft.; SA bay, trip; SQ 
  darkvision 60 ft., shadow blend, scent; AL NE; 
  SV Fort +12, Ref +8, Will +9; Str 25, Dex 11, 
  Con 21, Int 4, Wis 12, Cha 13. 
   
  Skills and Feats: Climb +16, Hide +4, Jump 
  +16, Listen +12, Move Silently +4, Spot +12, 
  Survival +8*; Ability Focus (bay), Improved 
  Initiative, Improved Natural Attack (bite), Track. 
  Shadow mastiffs prefer fighting in shadows or 
  dark conditions, which gives them a great 
  advantage. 
  Bay (Su): When a shadow mastiff howls 
  or barks, all creatures except evil outsiders 
  within a 300-foot spread must succeed on a DC 
  13 Will save or become panicked for 2d4 
  rounds. This is a sonic mind-affecting fear effect. 
  Whether or not the save is successful, an 
  affected creature is immune to the same mastiff 
  ’s bay for 24 hours. The save DC is Charisma-
  based. 
  Trip (Ex): A shadow mastiff that hits with 
  its bite attack can attempt to trip the opponent as 
  a free action (+3 check modifier) without making 
  a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent 
  cannot react to trip the shadow mastiff.  
  Shadow Blend (Su): In any condition of 
  illumination other than full daylight, a shadow 
  mastiff can disappear into the shadows, giving it 
  total concealment. Artificial illumination, even a 
  light or continual flame spell, does not negate 
  this ability. A daylight spell, however, will. 
  Skills: *A shadow mastiff has a +4 racial 
  bonus on Survival checks when tracking by 
  scent. 
  Encounter Seven 
  Sword of Falazure: Human Ftr8/Cav5; CR 13; 
  medium humanoid (human); HD 13d10+26; hp 
  117; Init +1; Spd 20 ft.; AC 27, touch 13, flat-
  footed 26 (+1 Dex, +10 full plate, +4 large steel 
  shield, +2 deflection); Base Atk +13/+8/+3; Grp 
  +17; Atk +20 melee (1d10+8/17-20, bastard 
  sword) or +21 melee (1d10+4/20, lance); Full 
  Atk +20/+15/+10 melee (1d10+8/17-20, bastard 
  sword) or +21/+16/+11 melee (1d10+4/20, 
  lance); Space/Reach 5 ft./5 ft.; SA mounted 
  weapon bonus (lance) +2, mounted weapon 
  bonus (sword) +1, deadly charge 2/day; SQ 
  fighter feats, ride bonus +4, courtly knowledge, 
  burst of speed; AL LE; SV Fort +14, Ref +5, Will 
  +11; Str 18, Dex 12, Con 14, Int 10, Wis 13, Cha 
  10. 
   
  Skills and Feats: Diplomacy +3, Handle 
  Animal +5, Intimidate +7, Knowledge (nobility 
  and royalty) +5, Ride +23, Spot +8, Swim +5; 
  Cleave, Exotic Weapon Proficiency (Bastard 
  Sword), Iron Will, Mounted Combat, Power 
  Attack, Power Critical (Bastard Sword), Ride-by 
  Attack, 
  Spirited 
  Charge, 
  Weapon 
  Focus 
  (Bastard 
  Sword), 
  Weapon 
  Specialization 
  (Bastard Sword), Weapon Focus (Lance). 
   
  Mounted Weapon Bonus (Ex):  A cavalier 
  gains a competence bonus on his attack roll 
  when 
  using 
  the 
  indicated 
  weapon 
  while 
  mounted.  For the lance, this bonus starts out at 
  +1 at 1st level and increases by +1 every four 
  levels thereafter.  For the sword, this bonus 
  starts out at +1 at 2nd level and increases by +1 
  every four levels there after. 
   
  Ride Bonus (Ex):  A cavalier gains a 
  competence bonus on Ride checks.  This bonus 
  starts out at +2 and improves to +2 at 4th level, 
  +6 at 7th level, and +8 at 9th level. 
   
  Courtly Knowledge (Ex): A cavalier adds his 
  class level to his Knowledge (nobility and 
  royalty) checks as a competence bonus. 
   
  Deadly Charge (Ex):  When mounted and 
  using the charge action, a cavalier of 2nd level 
  or higher may declare a “deadly Charge” before 
  making his attack roll (thus, a failed attack ruins 
  the attempt).  If he hits, he deals triple damage 
  with a melee weapon (or quadruple damage 
  with a lance).  This ability does not stack with 
  the benefit of the Spirited Charge feat. 
   
  Burst of Speed (Ex):  At 3rd level and 
  higher, a cavalier can urge his mount to greater 
  than normal speed when charging.  This ability 
  doubles the maximum distance the mount can 
  travel when making a charge, up to four times its 
  speed.  This ability can be used once per day 
  without penalty to the mount.  Each additional 
  use of the ability in a single day requires the 
  mount to make a DC 20 Will save immediately 
  after the conclusion of the charge; failure results 
  in the mount taking 2d6 points of damage. 
   
  Possessions: keen bastard sword +2, cloak 
  of resistance +2, full plate +2, heavy steel shield 
  +2, masterwork lance, potion of cure serious 
  wounds, ring of protection +2. 
  
  GEO4-05 Vision of a Light Path 
   
  Page 37 
  Advanced Half-Dragon Nightmare (2): CR 9; 
  Large Dragon (Evil, Extraplanar); HD 10d12+40; 
  hp 120; Init +6; Spd 30 ft., fly 60 ft. (good); AC 
  35, touch 11, flat-footed 33 (-1 size, +2 Dex, +17 
  natural, +7 breastplate barding); Base Atk +10; 
  Grp +22; Atk +17 melee (2d6+8/20 plus 1d4 fire, 
  hoof); Full Atk +17 melee (2d6+8/20 plus 1d4 
  fire, 2 hooves) and bite +12 melee (1d8+4/20, 
  bite); Space/Reach 10 ft./5 ft.; SA breath 
  weapon, flaming hooves, smoke,; SQ astral 
  projection, darkvision 60 ft., , etherealness, 
  immunity to sleep, paralysis effects, and energy 
  drain, low-light vision; AL NE; SV Fort +13, Ref 
  +11, Will +10; Str 26, Dex 15, Con 18, Int 15, 
  Wis 13, Cha 14. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +15, 
  Diplomacy +7, Hide +12, Intimidate +14, 
  Knowledge (the planes) +12, Listen +16, Move 
  Silently +13, Search +14, Sense Motive +12, 
  Spot +16, Survival +12 (+14 on the other planes 
  and 
  following 
  tracks); 
  Alertness, 
  Cleave, 
  Improved Natural Attack, Power Attack. 
   
  Languages:  Abyssal, Common, Draconic, 
  Elven, Infernal. 
   
  Breath Weapon (Su):  30 ft. cone of 
  shadows, 1 negative level, Reflex DC 19 half. 
   
  Flaming Hooves (Su): A blow from a 
  nightmare’s hooves sets combustible materials 
  alight. 
   
  Smoke (Su): During the excitement of battle, 
  a nightmare snorts and neighs with rage. This 
  snorting fills a 15-foot cone with a hot, sulfurous 
  smoke that chokes and blinds opponents. 
  Anyone in the cone must succeed on a DC 17 
  Fortitude save or take a –2 penalty on all attack 
  and damage rolls until 1d6 minutes after leaving 
  the cone. The cone lasts 1 round, and the 
  nightmare uses it once as a free action during its 
  turn each round. The save DC is Constitution-
  based. 
   
  Because of the smoke it gives off, a 
  nightmare has concealment against creatures 5 
  feet away and total concealment against 
  creatures 10 feet or farther away. The smoke 
  does not obscure the nightmare’s vision at all. 
   
  Astral Projection and Etherealness (Su): 
  These abilities function just like the spells of the 
  same names (caster level 20th); a nightmare 
  can use either at will. 
   
  Carrying Capacity: A light load for a 
  nightmare is up to 300 pounds; a medium load, 
  301–600 pounds; and a heavy load, 601–900 
  pounds. 
   
  Possessions: breastplate barding +2. 
  The Doom of Falazure: Human Clr11; CR 11; 
  Medium humanoid (human); HD 11d8+11; hp 
  74; Init -1; Spd 20 ft.; AC 17, touch 10, flat-
  footed 18 (-1 Dex, +7 half plate, +1 insight); 
  Base Atk +8/+3; Grp +10; Atk +11 melee 
  (1d10+3/10, halberd); Full Atk +11/+6 melee 
  (1d10+3/20, halberd); Space/Reach 5 ft./5 ft.; 
  SQ clerical abilities; AL NE; SV Fort +10, Ref 
  +4, Will +10; Str 14, Dex 8, Con 12, Int 10, Wis 
  22, Cha 14. 
   
  Skills and Feats: Concentration +14, Heal 
  +9, 
  Knowledge 
  (arcana) 
  +5, 
  Knowledge 
  (religion) +5, Knowledge (the planes) +3, 
  Spellcraft +13; divine vigor, extra turning, divine 
  metamagic, power attack, quicken spell. 
   
  Languages:  Common, Draconic. 
   
  Clerical Domains:  Death and Evil. 
   
  Cleric 
  Spells 
  Prepared 
  (6/6+1/5+1/5+1/4+1/3+1/2+1; save DC 16 + 
  spell level): 0 – create water, cure minor wounds 
  (2), detect magic, resistance, virtue; 1st – bless, 
  cause fear, command, divine favor, entropic 
  shield, protection from good*, shield of faith; 2nd 
  – aid, bull’s strength, cure moderate wounds, 
  desecrate*, resist energy, spiritual weapon; 3rd – 
  animate dead*, dispel magic (2), magic circle 
  against good, magic vestment, wind wall; 4th – 
  cure critical wounds, divine power, freedom of 
  movement, greater magic weapon, unholy 
  blight*; 5th – greater command, greater vigor, 
  righteous might, slay living*; 6th – create 
  undead*, heal, visage of the deity. 
   
  * domain spells. 
   
  Possessions: cloak of resistance +1, spiked 
  half plate +1, masterwork halberd, ioun stone 
  (dusty rose prism), periapt of wisdom +4, potion 
  of barkskin +3, wand of cure light wounds.  
  
  GEO4-05 Vision of a Light Path 
   
  Page 38 
  Appendix 2 – NPCs 
  Adwen 
  merch 
  Lyneth: 
  Female 
  Human 
  (Flannae-Oerdian) 
  Ftr2/Pal10; 
  Medium 
  Humanoid; CR 12; 2d10+10d10+24+12; hp 100; 
  Init +0; Spd 20 ft.; AC 20 (+9 armor, +1 shield), 
  touch 10, flat-footed 20; Base Atk +12/+7/+2; 
  Grapple +14; Atk +16 melee (1d10+4+1d6 
  fire/17-20, bastard sword), Full Atk +16/+11/+6 
  melee (1d10+4+1d6 fire/17-20, bastard Sword); 
  Space/Reach 5 ft./5 ft.; SA Fighter feats, smite 
  evil 3/day, turn undead; SQ Aura of courage, 
  aura of good, detect evil, divine grace, divine 
  health, lay on hand (40 hit points), remove 
  disease 2/week, special mount; AL LG; SV Fort 
  +16, Ref +7, Will +9; Str 14, Dex 10, Con 14, Int 
  12, Wis 13 (15), Cha 16 (18). 
   
  Skills and Feats: Diplomacy +18, Handle 
  Animal +8, Heal +11, Knowledge (nobility) +7, 
  Knowledge (religion) +7, Ride +7, Sense Motive 
  +13; Divine Might, Divine Shield, Exotic Weapon 
  Proficiency (Bastard Sword), Improved Critical 
  (Bastard Sword), Iron Will, Improved Smiting, 
  Power Attack, Sacred Vengeance. 
   
  Languages:  Common, Elven. 
   
  Paladin Spells Prepared (2/2; save DC 12 + 
  spell level): 1st – cure light wounds, divine 
  sacrifice; 2nd – bull strength, shield other. 
   
  Possessions: +2 half-plate, +2 flaming 
  ghosttouch bastard sword, cloak of charisma +2, 
  +1 daylight shield, periapt of wisdom +2, scroll 
  of lesser restoration (2), scroll of cure light 
  wounds (3).  
    
    
  Lorindoriel: Female Elf (High) Clr8/DvnOrcl3; 
  CR 11; Medium Humanoid (elf); HD 8d8+6d6; 
  hp 68; Init +3; Spd 30 ft.; AC 20, touch 12, flat-
  footed 18 (+2 Dex, +5 elven chain, +3 large 
  wooden shield); Base Atk +7/+1; Grp +6; Atk +7 
  melee (1d8/19-20, longsword) or +10 ranged 
  (1d8/20, longbow); Full Atk +7/+1 melee(1d8/19-
  20, longsword) or +10/+4 ranged (1d8/20, 
  longbow); Space/Reach 5 ft./5 ft.; SA Domain 
  spells (Good and Sun), turn undead; SQ Oracle 
  domain, scry bonus, prescient sense, trap 
  sense, divination enhancement; AL CG; SV Fort 
  +10, Ref +9, Will +18; Str 8, Dex 14, Con 10, Int 
  12, Wis 18 (22), Cha 14. 
   
  Skills and Feats: Concentration +10, Heal 
  +11, 
  Knowledge 
  (planar) 
  +6, 
  Knowledge 
  (religion) +12, Spellcraft +9; Craft Wondrous 
  Items, Domain Focus (sun), Improved Turning, 
  Skill Focus (religion). 
   
  Languages:  Elven and Common 
   
  Oracle domain: Upon adopting the divine 
  oracle class, the character gains access to the 
  Oracle Domain.  The character gains the 
  granted power associated with the domain (+2 
  caster level for divination spells), and can 
  choose the spells in that domain as her daily 
  domain spells. 
   
  Scry Bonus (Su): A divine oracle adds a +1 
  sacred bonus to the save DC of all of her 
  divination (scrying) spells. 
   
  Prescient Sense (Ex): Beginning at 2nd 
  level, if a divine oracle makes a successful 
  Reflex saving throw against an attack the 
  normally inflicts half damage on a successful 
  save, she instead takes no damage, since her 
  prescience allowed her to get out of the way 
  faster.  This form of evasion works no matter 
  what armor the divine oracle wears, unlike the 
  evasion ability used by monks and rogues. 
   
  Trap Sense (Ex): At 2nd-level, The divine 
  oracle gains an intuitive sense that alerts her to 
  danger from traps, giving her a +1 bonus on 
  Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks by traps. 
   
  Divination Enhancement (Ex): Beginning at 
  3rd level, a divine oracle may roll twice and take 
  the better result when using divination spells 
  such as augury or divination. 
   
  Cleric 
  Spells 
  Prepared 
  (6/7+1/6+1/5+1/4+1/3+1/2+1 save DC 14 (16) + 
  spell level): 0 – detect magic, light(3), resistance 
  (2); 1st – bless, detect undead, hide from 
  undead, magic weapon, protection from evil*, 
  remove fear, sanctuary, shield of faith; 2nd – 
  aid*, 
  align 
  weapon, 
  consecrate, 
  eagle’s 
  splendor, lesser restoration, remove paralysis, 
  spiritual weapon,; 3rd – daylight (2), dispel 
  magic, magic vestment, prayer, searing light*; 
  4th – death ward, dismissal, holy smite*, 
  restoration, 
  summon 
  monster 
  IV; 
  5th 
  – 
  commune*, dispel evil, disrupting weapon, spell 
  resistance; 6th – blade barrier*, heal, undeath to 
  death. 
   
  * domain spells. 
   
  Possessions: 
  masterwork 
  longbow, 
  masterwork longsword, cloak of resistance +3, 
  elven chain, gem of brightness, periapt of 
  wisdom +4, phylactery of undead, +1 large 
  wooden shield, strand of prayer beads (healing, 
  karma, smiting). 
  
  GEO4-05 Vision of a Light Path 
   
  Page 39 
  Appendix 3 – Rules Changes 
  Monsters 
  SHADOW DRAGON AS PRESENTED IN DRACONOMICON 
  Dragon (Shadow) 
  Climate/Terrain: Underground 
  Organization: Wyrmling, very young, juvenile, and young adult: solitary or clutch (2-5); adult, old, very 
  old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2) and 2-5 offspring)  
  Challenge Rating: Wyrmling 2; very young 3, young 5, juvenile 7; young adult 10; adult 12; mature adult 
  15; old 17; very old 18; ancient 20; wyrm 21; great wyrm 23 
  Treasure: Double standard 
  Alignment: Always chaotic evil 
  Advancement: Wyrmling 5-6 HS (Tiny); very young 8-9 HD (Small); young 11-12 HD (Small); juvenile 
  14-15 HD (Medium-size); young adult 17-18 HD (Medium-size); adult 20-21 HD (Large); mature adult 23-
  24 HD (Large); old 26-27 HD (Huge); very old 29-30 HD (Huge); ancient 32-33 HD (Huge); wyrm 35-36 
  HD (Gargantuan); ancient wyrm 38+ HD (Gargantuan) 
  Shadow dragons are sly and devious creatures with ties to the Plane of Shadow. 
  Shadow Dragons have translucent scales and dark bodies, giving them an indistinct appearance— from 
  a distance, they seem to be nothing but a foreboding mass of shadows. 
  Combat 
  Shadow dragons prefer to attack from hiding, employing their shadow blend ability. They use illusion 
  spells to confuse and misdirect their foes. 
  Breath Weapon (Su): A shadow dragon’s breath weapon is a cone of billowing smoky shadows with an 
  energy drain effect. Creatures within the cone gain the number of negative levels shown on the 
  accompanying table; the saving throw to remove the negative level is shown on the table as well. A 
  successful Reflex save (against the same DC) reduces the number of negative levels by half (round 
  down) 
  Shadow Blend (Su): During any conditions other than daylight, a shadow dragon can disappear into the 
  shadows, giving it nine-tenths concealment.  Artificial illumination, even a light or continual flame spell, 
  does not negate this ability.  A daylight spell, however, will. 
  Create Shadows (Su): Three times per day; a great wyrm shadow dragon can conjure a mass of leaping 
  shadows with a radius of 1 hour (this is a creation effect). All normal and magical light sources are 
  negated within this radius. All characters and creatures gain a +4 bonus on their Hide checks within the 
  shadows, and can hide even if directly observed. Shadow dragons and other creatures with ties to the 
  Plane of Shadow gain total concealment within the shadows (50% miss chance), though they can move 
  and attack normally. Their attacks gain a +2 bonus and deny their opponents any Dexterity bonus to AC, 
  because they are considered invisible. 
  Other Spell-like Abilities (Sp): 3/day—mirror image, nondetection; 2/day—dimension door; 1/day— 
  shadow walk. 
  SHADOW DRAGONS BY AGE 
  Age 
  Size Hit Dice (hp) 
  AC 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save 
  Breath 
  Weapon (DC)
  Fear 
  DC
  SR 
  Wyrmling 
  T 4d12+4 (30) 
  19 (+2 size, +7 natural)
  +6
  +5
  +4
  +61 (14) 
  — 
  12 
  Very young 
  S 7d12+7 (52) 
  21 (+1 size, +10 
  natural) 
  +9
  +6
  +5
  +81 (16) 
  — 
  13 
  
  GEO4-05 Vision of a Light Path 
   
  Page 40 
  Young 
  S 10d12+10 (75) 
  24 (+1 size, +13 
  natural) 
  +12
  +8
  +7
  +101 (18) 
  — 
  15 
  Juvenile 
  M 13d12+26 (110) 26 (+16 natural) 
  +15
  +10
  +8
  +122 (20) 
  — 
  17 
  Young adult 
  M 16d12+32 (136) 29 (+19 natural) 
  +19
  +12
  +10
  +142 (22) 
  22
  20 
  Adult 
  L 19d12+57 (180) 31 (-1 size, +22 natural)
  +22
  +14
  +11
  +163 (24) 
  24
  22 
  Mature adult 
  L 22d12+88 (231) 34 (-1 size, +25 natural)
  +27
  +17
  +13
  +184 (26) 
  26
  25 
  Old 
  H 25d12+125 
  (287) 
  36 (-2 size, +28 natural)
  +31
  +19
  +14
  +215 (29) 
  29
  27 
  Very old 
  H 28d12+140 
  (322) 
  39 (-2 size, +31 natural)
  +35
  +21
  +16
  +245 (32) 
  32
  28 
  Ancient 
  H 31d12+186 
  (387) 
  42 (-2 size, +34 natural)
  +39
  +22
  +17
  +266 (34) 
  34
  30 
  Wyrm 
  G 34d12+238 
  (459) 
  43 (-4 size, +37 natural)
  +41
  +26
  +19
  +297 (37) 
  37
  31 
  Great wyrm 
  G 37d12+296 
  (536) 
  46 (-4 size, +40 natural)
  +45
  +29
  +21
  +328 (39) 
  39
  33 
   
  SHADOW DRAGONS ABILITES BY AGE 
  Age 
  Speed 
  Str Dex Con Int
  Wis Cha Special Abilities 
  Caster Level* 
  Wyrmling 
  80ft, fly 150 ft (average) 
  11
  10
  13
  14
  14
  15Energy drain immunity 
  — 
  Very young 
  80ft, fly 150 ft (average) 
  13
  10
  13
  16
  16
  17Shadow blend 
  — 
  Young 
  80ft, fly 150 ft (average) 
  13
  10
  13
  16
  16
  17 
  — 
  Juvenile 
  80ft, fly 150 ft (poor) 
  15
  10
  15
  18
  18
  19Mirror image 
  1st 
  Young adult 80ft, fly 150 ft (poor) 
  17
  10
  15
  18
  18
  19Damage reduction 5/+1 
  3rd 
  Adult 
  80ft, fly 150 ft (poor) 
  19
  10 +22
  20
  20
  21Dimension door 
  5th 
  Mature adult 80ft, fly 150 ft (poor) 
  23
  10 +27
  20
  20
  21Damage reduction 10/+1 
  7th 
  Old 
  80ft, fly 150 ft (poor) 
  27
  10 +31
  24
  24
  25Nondetection 
  9th 
  Very old 
  80ft, fly 150 ft (poor) 
  29
  10 +35
  26
  26
  27Damage reduction 15/+1 
  11th 
  Ancient 
  80ft, fly 150 ft (poor) 
  31
  10
  23
  28
  28
  29Shadow walk 
  13th 
  Wyrm 
  80ft, fly 150 ft (clumsy) 
  33
  10
  25
  30
  30
  31Damage reduction 20/+3 
  15th 
  Great wyrm 
  80ft, fly 150 ft (clumsy) 
  35
  10
  27
  32
  32
  33Create Shadows 
  17th 
  *Can also cast cleric spells and those from the Chaos, Evil, and Trickery domains as arcane spells 
   
  SHADOW CREATURES AS PRESENTED IN MANUAL OF THE PLANES 
  Shadow Creatures dwell on the Plane of shadow, sometimes crossing into other planes where the 
  between dimensions are weak.  Just as parts of the Plane of shadow resemble a strange, distorted 
  version of the Material Plane, shadow creatures are darker, more elusive, and spookier than their 
  material counterparts.  Grays and blacks are their most common colors, with white and yellow rarely 
  seen.  They are not to be confused with shadows (undead creatures that often dwell on the Plane of 
  Shadow).  Other creatures native to the Plane of Shadow exist that have stronger or weaker connections 
  to the energies of that place (such as the shadow mastiff) and do not follow this template. 
  Creating a Shadow Creature 
  “Shadow” is a template that can be added to any corporeal creature (referred to hereafter as the “base 
  creature”).  The creature’s type changes to “magical beast.”  It otherwise uses all of the base creature’s 
  statistics and special abilities except as noted below. 
  Speed: As base creature X1 1/2 
  Special Qualities: A shadow creature retains all the special qualities of the base creature and also gains 
  the following ones. 
  • 
  Cold resistance of 5 + 1 per HD, to a maximum of 20. 
  • 
  Darkvision of 60 feet. 
  
  GEO4-05 Vision of a Light Path 
   
  Page 41 
  • 
  Low-light vision. 
  • 
  Shadow Blend (Su): In any conditions other than daylight, a shadow creature can disappear 
  into the shadows, giving it nine-tenths concealment.  Artificial illumination, even a light or 
  continual flame spell, does not negate this ability.  A daylight spell, however, will. 
  Shadow creatures also have one additional supernatural ability for every 4 HD they possess 
  (minimum of one) chosen from the following list: 
  • 
  +2 luck bonus on all saving throws. 
  • 
  Cause fear once per day. 
  • 
  Damage Reduction 5/+1. 
  • 
  Evasion. 
  • 
  Mirror image once per day. 
  • 
  Plane shift self to or from the Plane of Shadow once per day. 
  • 
  Regenerate 2 hit points per round (slain if brought to 0 hit points).  
  If the special creature already has one or more of these special qualities, use the better value. 
  Skills: Same as base creature, Plus Move Silently +6. 
  Feats: Same as the base creature. 
  Climate/Terrain: Same as the base creature. 
  Organization: Same as the base creature. 
  Challenge Rating: Same as the base creature +1  
  Treasure: Same as the base creature. 
  Alignment: Same as the base creature, although rarely good. 
  Advancement: Same as the base creature. 
  New Feats 
  Divine Metamagic 
  Prerequisites:  Ability to turn undead or rebuke undead. 
   
  Benefit:  When you take this feat, choose a metamagic feat.  This feat applies only to that metamagic 
  feat.  As a free action, you can take the energy from turning or rebuking undead and use it to apply a 
  metamagic feat to spells that you know.  You must spend one turn or rebuke attempt, plus an additional 
  attempt for each level increase in the metamagic feat you’re using.  Because you’re using positiove or 
  negative energy to augment your spells, the spell slot for the spell doesn’t change. 
   
  Special:  This feat may be taken multiple times.  Each time you take this feat choose a different 
  metamagic feat to which to apply it. 
  Divine Might [Divine] 
   
  Prerequisites: Str 13, turn or rebuke undead ability, Power Attack. 
   
  Benefit:  As a free action, spend one of your turn or rebuke undead attempts to add your Charisma 
  bonus to your weapon damage for 1 full round. 
  Divine Shield [Divine Shield] 
   
  Prerequisites: Turn or rebuke undead ability, proficiency with a shield. 
   
  Benefit:  As a standard action, spend one of your turn/rebuke attempts to channel energy into your 
  shield granting it a bonus equal to your Charisma modifier.  This bonus applies to the shield’s bonus to 
  your Armor Class and lasts for a number of rounds equal to half your character level. 
  
  GEO4-05 Vision of a Light Path 
   
  Page 42 
  Divine Spell Power [Divine] 
   
  Prerequisites:  Ability to turn or rebuke undead, able to cast 1st-level divine spells. 
   
  Benefit:  You can spend a turn or rebuke attempt as a free action and roll a turning check (with a 
  special +3 bonus, plus any other modifiers you’d normally apply to your turning check).  Treat the result of 
  the turning check as a modifier to your caster level on the next divine spell you cast in that round. 
   
  If you don’t cast a divine spell before your next turn, you lose the effect of the check result.  This feat 
  has no effect on your arcane spellcasting ability. 
  Divine Vigor [Divine] 
  Prerequisites:  Turn or rebuke undead ability. 
   
  Benefit:  As a standard action, spend one of your turn or rebuke undead attempts to increase your 
  base speed by 10 feet and gain +2 temporary hit points per character level.  These effect last a number of 
  minutes equal to your Charisma modifier. 
  Domain Focus [General] 
   
  Prerequisite: Access to relevant domain. 
   
  Benefit:  You can cast spells associated with one of your domains at +1 caster level.  This benefit 
  also applies to caster level checks to overcome a target’s spell resistance as well as other variables such 
  as spell duration.  If you cast a spell from one of your nondomain spell slots, this feat does not help you, 
  even if the spell also happens to appear on your domain list. 
   
  Special:  You can take Doman Focus multiple times.  Its effects do not stack.  Each time you take the 
  feat, it applies to a new domain to which you have access. 
  Enlarge Breath [Metamagic] 
  Prerequisites:  Con 13, breath weapon. 
   
  Benefit:  The length of you breath weapon increases by 50% (round down to the nearest multiple of 
  5).  Cone-shaped breath weapons get wider when they get longer, but line-shaped breath weapons do 
  not. 
   
  When you use this feat, add +1 to the number of rounds you must wait before using your breath 
  weapon again. 
  Improved Smiting [General] 
   
  Prerequisites: Cha 13, smiting ability 
   
  Benefits:  Whenever you make a smite attack, your attack overcomes damage reduction as if had an 
  alignment, and you deal an extra +1d6 points of damage to targets of a specific alignment. 
   
  If the smite attack has an alignment associated and it is treated as having the opposite alignment for 
  overcoming damage reduction.  For example, a paladin’s smite evil attacks are treated as having the 
  good alignment and deal +1d6 damage to good targets. 
   
  If the smite attack has no alignment associated with it, you must choose an alignment component 
  (chaotic, evil, good, or lawful) when you select the feat.  Your smite attacks overcome damage reduction 
  as if they had that alignment, and deal +1d6 points of damage to foes of the opposite alignment. 
   
  You can’t choose an alignment component that isn’t part of your alignment, and once this choice is 
  made, it can never be changed.  If you later change alignment so that the chosen alignment component is 
  no longer part of your alignment, you lose the benefits of this feat. 
   
  Special: If you have the smite ability from more than one class, the effect of the feat applies to all 
  your smite abilities, and it is possible to select different alignments for each (as long as the alignments 
  chosen are legal selections).  For example, a paladin/cleric with the Destruction domain must choose 
  good for his smite good ability, but could choose law for his smite domain power. 
  Improved Toughness [General] 
   
  Prerequisites: Base Fortitiude save bonus +2. 
   
  Benefit:  You gain a number of hit points equal to your current Hit Dice.  Each time you gain a HD 
  (such as by gaining a level), you gain 1 additional hit point point.  If you lose a HD (such as by losing a 
  level), you lose 1 hit point permanently. 
  
  GEO4-05 Vision of a Light Path 
   
  Page 43 
   
  Special:  A fighter may select Improved Toughness as one of his fighter bonus feats. 
   
  Power Critical  [General] 
  Prerequisites: Weapon Focus with weapon, base attack bonus +4. 
   
  Benefit:  When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat. 
   
  Special:  A fighter may select Power Critical as one of his fighter bonus feat. 
   
  You can gain Power Critical multiple times.  Each time you take the feat, it may be a different weapon 
  or the same weapon.  If you take it with the same weapon, the effects of the feats stack. 
  Recover Breath 
  Prerequisites:  Con 17, breath weapon. 
   
  Benefit:  You reduce the interval between uses of your breath weapon.  You wait 1 round less than 
  usual before breathing again, but always at least 1 round.  The feat stacks with the effects of metabreath 
  feats, reducing the total time you must wait to use your breath weapon again by 1 round. 
   
  Special:  If you have multiple heads with breath weapons, all breath weapons use the reduced 
  interval. 
  New Spells 
  Visage of the Deity 
  Transmutation (Evil, Good) 
  Level:  Cleric 6 
  As lesser visage of the deity, but you take on all the qualities of a celestial or fiendish creature (see the 
  Monster Manual for complete details): 
  • 
  You take on a shining, metallic appearance (for good clerics) or a more fearsome appearance 
  (for evil clerics). 
  • 
  You gain the ability to smite evil (for good clerics) or good (for evil clerics) once a day.  Add your 
  Charisma modifier to your attack roll and your character level to your damage roll against a foe of 
  that alignment. 
  • 
  You gain darkvision to a range of 60 ft. 
  • 
  You gain acid, cold, and electricity resistance 20 (for good clerics) or cold and fire resistance 20 
  (for evil clerics). 
  • 
  You gain damage reduction 10/magic. 
  • 
  You gain spell resistance 20. 
  Your creature type does not change (you do not become an outsider). 
  Visage of the Diety, Lesser 
  Transmutation (Evil, Good) 
  Level:  Blackguard 4, cleric 3, paladin 4 
  Components:  V, S, DF 
  Casting Time: 1 standard action 
  Range:  Personal 
  Target:  You 
  Duration:  1 round/level 
  When you cast this spell, your body changes into a form more like your deity’s (in a very limited fashion, 
  of course).  You gain a +4 enhancement bonus to your Charisma score.  You also gain resistance 10 to 
  two or three energy type:  acid, cold, and electricity, if you are good; cold and fire if you are evil. 
  Vigor, Greater 
  Conjuring (Healing) 
  Level:  Cleric 5, druid 5 
  
  GEO4-05 Vision of a Light Path 
   
  Page 44 
  Duration:  10 rounds + 1 round/level (max 35 rounds) 
  This spell is the same as lesser vigor, except that it grants fast healing at the rate of 4 hit points per 
  round. 
  Vigor, Lesser 
  Conjuring (Healing) 
  Level:  Cleric 1, druid 1 
  Components:  V, S 
  Casting Time: 1 standard action 
  Range:  Touch 
  Target:  Living creature touched 
  Duration:  10 rounds + 1 round/level (max 35 rounds) 
  Saving Throw:  Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  With a touch of your hand, you boost the subject’s life energy, granting him or her the fast healing ability 
  for the duration of the spell.  The subject heals 1 hit point per round of such damage until the spell ends 
  and is automatically stabilized if he or she begins dying from hit points loss during that time.  Lessor vigor 
  does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow 
  or attach lost body parts. 
  The effects of multiple vigor spell do not stack; only the highest-level effect applies.  Applying a second 
  vigor spell of equal level extends the first spell’s duration by the full duration of the second spell. 
  New Magic Items 
  Daylight Upgrade to Shield 
  A suit of armor or a shield with this enchantment glows with the brilliant light of a daylight spell for up to 
  30 minutes a day.  A command word activates and deactivates the enchantment, and is usually inscribed 
  on the inside of the armor or the back of the shield.  Except when glowing, this armor or shield appears 
  completely normal. 
  Caster level: 5th; Prerequisites: Craft magic arms and Armor, daylight; Market price: +2 bonus. 
   
  
  GEO4-05 Vision of a Light Path 
   
  Page 45 
  DM Aids:  Map #1 
   
   
   
   
  
  GEO4-05 Vision of a Light Path 
   
  Page 46 
  DM Aids:  Map #2  
   
  
  GEO4-05 Vision of a Light Path 
   
  Page 47 
  DM Aids:  Map #3 
  Map of Ekon 
   
  
  GEO4-05 Vision of a Light Path 
   
  Page 48 
  DM Aids:  Rules for Games with Petitioners 
  Archery contest –  
  Arrow Number 
  AC to hit 
  1 
  10 
  2 
  13 
  3 
  15 
  4 
  18 
  5 
  20 
  6 
  24 
  7 
  28 
  8 
  30 
  9 
  32 
  10 
  35 
   
  Hayden, Human, Ftr6;CR 6; Medium Humanoid; 5'/5'; 
  HD 6d10+6; hp 46; 
  Init +7; Spd 30 ft/x4; 
  AC 17; 
  Atk +11/+6 Two-handed  (1d8+3,20/x3, Longbow +1); 
  SV Fort +6, Ref +7, Will +4; AL CG; 
  Str 10(+0), Dex 16(+3), Con 12(+1), Int 12(+1), Wis 10(+0), Cha 12(+1); 
  Skills & Feats: Climb¹ +3, Handle Animal +5, Jump¹ +3, Ride¹ +7. 
  Improved Initiative, Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Focus(Longbow), Weapon Specialization(Longbow) 
  Wrestling -  
  Calob, Human, Mnk6; 
  CR 6; Medium Humanoid; 5'/5'; 
  HD 6d8; hp 33; 
  Init +6; Spd 50 ft/x4; 
  AC 16; 
  Atk +6 One-handed  (1d8+2,20/x2, Unarmed Strike), +5/+5 Flurry of Blows  (1d8+2/20/x2, Unarmed 
  Strike); 
  SV Fort +5, Ref +7, Will +8; AL LN; 
  Str 14(+2), Dex 14(+2), Con 10(+0), Int 10(+0), Wis 16(+3), Cha 10(+0); 
  Skills & Feats: Climb¹ +6, Escape Artist¹ +8, Jump¹ +14, Sense Motive¹ +7. 
  Agile, Improved Initiative, Improved Unarmed Strike, Improved Grapple 
  
  GEO4-05 Vision of a Light Path 
   
  Page 49 
  Drinking Competition 
  Drink number 
  Fort Save DC 
  Will Save DC 
  for sleep 
  1 
  5 
   
  2 
  8 
   
  3 
  11 
   
  4 
  14 
  15 
  5 
  17 
  18 
  6 
  20 
  20 
  7 
  23 
  22 
  8 
  27 
  25 
  9 
  31 
  28 
  10 
  35 
  30 
  
  GEO4-05 Vision of a Light Path 
   
  Page 50 
  DM Aids:  Map #4 
   
   
  
  GEO4-05 Vision of a Light Path 
   
  Page 51 
  Player’s Handout #1: Lantern Prisons  
   
   
   
   
  
  GEO4-05 Vision of a Light Path 
   
  Page 52 
  Critical Events Summary 
  This form is only filled out at the premiere of the event. 
   
  1) Did the party kill the Shadow Dragon in Encounter One? 
   
  2) Did the party successfully get the illuserns to the Dim Forest (Conclusion B)? 
   
  3) Which party member agreed to spend the TUs to care for the illuserns?  (Provide name, RPGA 
  number, and e-mail address.)   
   
  ___________________________________________________________________ 
   
  ___________________________________________________________________ 
   
  4) Is this character willing to become the Shepherd of the illuserns in the Dim Forest and retire from 
  play? 
   
  Yes 
   
   
   
   
  No 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Geoff/594/Normal Scenarios/GEO4-05 - Vision of a Lighted Path (APL 6-12)/GEO4-05 - Vision of a Lighted Path.pdf