TEXT: PAL3-04 
   
   
   
   
   
   
   
   
   
  Full Circle 
   
  A One-Round D&D LIVING GREYHAWK® Theocracy of the 
  Pale Regional Adventure 
  Version 2 
   
   
   
  by David W. Baker 
   
   
  [Note to HQ: Comments for HQ will be in bold red and in the “Comment” style. After reading, 
  please remove the comments before finalizing the text.] 
   
  Bahira, wizard of Ogburg, asks you to find some gems known as the Shards of the Uvalnoniz. She 
  requires the Shards to complete a magic circle, a circle that is part of a powerful incantation. The 
  incantation will strike a critical blow against a terrible evil that threatens the Pale. Chapter Five of 
  Germinations. Unlike other chapters, it’s recommended that you play the previous chapters before 
  playing this one.  
  An adventure for Average Party Levels 2 through 12. 
   
   
   
   
   
   
  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. 
   
  
  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 three 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and gender 
  at the top. This makes it easier for the players (and 
  the DM) to keep track of who is playing which 
  character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use 
  of even core rulebooks during certain times of play. 
  For example, the players are not free to consult the 
  Dungeon Master’s Guide when confronted with a 
  trap or hazard, or the Monster Manual when 
  confronted with a monster.  
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the players 
  will be in gray boxes. It’s strongly recommended 
  that you paraphrase the player text instead of 
  reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, the 
  players and DM score the game. The RPGA has 
  three ways to score its games. Consult your 
  convention coordinator to determine which method 
  to use for this scenario: 
  • 
  No-vote scoring: The players write their 
  names and RPGA numbers on the scoring 
  packet grid. You fill in the top of the grid. That 
  is all. No one is rated. This method is used for 
  people who are just playing for fun. 
  • 
  Partial scoring: The players rate the game 
  master and the scenario on their player voting 
  sheet, and provide personal information, but 
  don’t vote for other players. The game master 
  rates the scenario and completes personal 
  and event information, but does not rate the 
  players as a team or vote for players. This 
  method is used when there is no competition, 
  but the event coordinator wants information on 
  how the game masters are performing, or the 
  game master wants feedback on his or her 
  own performance. 
  • 
  Voting: Players and game masters complete 
  the entire packet, including voting for best 
  player. If this method is used, be sure to allow 
  about 15-20 minutes for the players to briefly 
  describe their characters to the other players, 
  and about 5-10 minutes for voting. This 
  method is used when the players want to 
  know who played the “best” amongst the 
  group, or when the adventure is run in 
  tournament format with winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, 
  so that you are not influenced by their comments on 
  your abilities. It’s a good idea to have the players 
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  vote while you determine treasure and experience 
  awards for the scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
  # 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 
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, ant then have any players without 
  a character create on.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  • 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue 
  of 
  a 
  class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are 
  added separately. 
  • 
  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. Three or 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 three things that you can do to help even 
  the score. 
  2. 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. 
  Checking for Enhancements 
  Enhancements 
  might 
  be 
  available 
  for 
  this 
  scenario, which can be downloaded from the Web. 
  These enhancements might include additional 
  maps, drawings, or diagrams that could not be 
  included within the published scenario, but they 
  are not necessary to run this scenario. 
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  2
  
   
  If you want to check to see if enhancements 
  are available, please go to: 
   
  http://www.theocracyofthepale.com/cons/scenarios.html 
   
  The enhancement document will be an Adobe 
  Acrobat file with the password “thar”. If there is no 
  enhancement in the scenario description, none 
  has been created. 
   
  Pale Holy Day  
  Some player characters may wish to give or attend 
  services in-game on Pholtan holy days.  For 
  adventures set in the Theocracy of the Pale, a 
  Member of the Church of the One True Path may 
  ask the judge at the beginning of an Adventure to 
  determine how many days it is until the next 
  Pholtan Holy day.   
     This is accomplished by rolling a d8, rerolling if 
  the result is 8.  If a 7 is rolled, the first day of the 
  adventure is a Pholtan Holy day.  Otherwise the 
  die result indicates the number of days until the 
  next Pholtan Holy day.  Due to the special nature 
  of the Theocracy of the Pale, on Holy Days, 
  Judges are encouraged (but not required) to work-
  in a brief scene involving Pholtan worship, 
  possibly including a brief 1-2 minute sermon by a 
  PC Character if his or her rank in the Church of 
  the One True Path is at least Prior and the judge 
  believes that there is time available. 
   
  Critical Event Summary 
  After running this scenario, please send the 
  answers 
  to 
  the 
  following 
  questions 
  to 
  dwb@netspace.org to aid further development of 
  the Germinations series: 
   
  • Did the PCs succeed the mission? If so, what 
  level of success did they achieve? 
   
  Adventure Background 
  The Arrival of the Rex Aartuk 
  Two years ago, the people of the Pale witnessed 
  an astonishing sight. Three stars fell from the 
  western heavens and streaked eastward across 
  the sky. Most felt it was a foul omen, but none 
  could guess what it might portend. 
   
  Since that night, many events in the Pale have 
  revolved around a resurgent force of what man 
  call “demonspawn.” A millennium ago, these 
  “demons” almost defeated the forces of good in 
  this area. It appears that they’ve returned. On a 
  few 
  occasions, 
  these 
  multi-limbed 
  plant-like 
  demons have been encountered. They are 
  working slowly, and have collaborated with a 
  network of spies and thieves entrenched within the 
  Pale known as the Freelancers. 
   
  The three stars that fell two years ago were in 
  fact vessels, and they were not carrying demons, 
  but rather a species of plant creature known as 
  the rex aartuk (pronounced like “are TOOK”, 
  rhymes with “our book”). This species is a more 
  powerful, advanced offshoot of a creature known 
  as the aartuk, from MC7 Spelljammer Monstrous 
  Compendium. 
  The 
  rex 
  aartuk 
  invaded 
  the 
  Flanaess a millennium ago. They have returned. 
   
  What purpose the rex aartuk have is unknown. 
  They are based in a secluded valley entrenched 
  within the Raker Mountains, east of Ogburg. They 
  have a martial culture, believing that battle with 
  other species is a holy practice. They follow an 
  unknown dark god and seek to spread their 
  dominance throughout the Flanaess. The situation 
  might have been much bleaker if a major setback 
  had not occurred to the rex aartuk soon after their 
  arrival. 
   
  The Death of the Elder 
  As members of the rex aartuk grow, they become 
  more and more powerful. They grow taller, 
  stronger, and the color of the veins along their skin 
  changes. After about seventy to ninety years, 
  small-multicolored flowers form along their skin. A 
  blossoming rex aartuk is treated with the respect 
  and reverence that humans would give to an 
  aristocrat. After a year of blossoming, the flowers 
  fall off and the creature dies. 
   
  However, in a few, very rare instances, a rex 
  aartuk survives the flowering period. To the rex 
  aartuk, this is a messianic event. Such a creature 
  is designated an elder rex aartuk. After recovering 
  from an initial vulnerable period, white blossoms 
  sprout on its body and the elder becomes 
  immensely powerful. It serves as a spiritual nexus 
  for a tribe of rex aartuk. The appearance of one 
  spurs rex aartuk tribes to join together and venture 
  on a holy war of conquest. The elder lives for only 
  three years. The tribes seek to finalize victory long 
  before the elder passes, for without the elder’s 
  presence, their ability to effectively lead a military 
  campaign is severely hampered. 
   
  Just a few weeks after the rex aartuk arrived 
  in the Rakers, the elder was still young and 
  vulnerable. Some guards were escorting it to a 
  more defensible location when a wizard known as 
  Konrad Huber surprised them. Huber defeated the 
  guards and captured the elder. Yet to achieve its 
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  3
  
  full powers, Huber was able to lock the elder in a 
  cell for study. 
   
  A few days later, a party of adventurers 
  approached Huber’s lair. A mysterious woman 
  appeared before them, surrounded in a blue aura. 
  In her twenties, she had long black hair, brown 
  skin, and a patch over one eye. She said that a 
  thousand years ago, an elder arrived and was 
  allowed to thrive for too long, bringing great death 
  upon the area. Warning the adventurers that they 
  would soon face an elder, she said that they must 
  defeat it or the Flanaess would be doomed. 
  Though extremely powerful, the elder had one 
  weakness: it lives for but three years and then 
  dies. She gave the heroes a gem that, when 
  crushed, would age all nearby five years, thus 
  killing the elder. As the woman gave this 
  information, she was rapidly aging in reverse. She 
  disappeared with the haunting sound of a crying 
  baby echoing in the night. 
   
  Within Huber’s lair, the adventurers faced the 
  elder, which had escaped from its cell. Using the 
  gem provided by the mysterious lady, they 
  released a cloud of gray gas. All within were 
  instantly aged five years. When the gas cleared, 
  they found the elder to be nothing more than a 
  rotting mass of plant matter. 
   
  The death of the elder was accomplished by 
  PCs in PAL1-04 Prelude to the Past. 
   
  A Message to the Past 
  The death of the elder has forced the rex aartuk to 
  work slowly and carefully. A millennium ago, with 
  their elder leading the way, the creatures quickly 
  stormed out of the Raker Mountains and caught 
  the good peoples of the Flanaess unprepared. 
  Now, however, people in the Pale have become 
  increasingly aware of these creatures. The Pale 
  stands a chance against the horde of plant 
  creatures growing in the Rakers. All of this is 
  possible because the elder was defeated with the 
  help of a mysterious woman who suddenly 
  appeared two years ago. 
   
  That woman might have seemed to be a spirit 
  from the past, warning of how a great tragedy a 
  thousand years ago was about to replay itself. In 
  fact, that woman was from the future, a wizard 
  named Bahira. Bahira is an old Baklunish woman 
  who has been studying in Ogburg for several 
  years. Her studies concern the nature of time, and 
  recently she discovered a means to communicate 
  through time. 
   
  In the past few months, Bahira’s studies have 
  also dealt with the rex aartuk. An elf from the 
  Phostwood, Tharion, brought her a strange book 
  known as The Floracon. They believe the book to 
  be of otherworldly origin. Together, they have 
  been studying its contents, and have learned that 
  much of it describes the rex aartuk—including the 
  vulnerability of their elder. 
   
  There are very few means to magically 
  accelerate aging. One of those means is the 
  breath weapon of a ghost dragon, a creature of 
  extreme rarity. Ultimately of good fortune to the 
  Pale, one of these horrific creatures appeared 
  near Rakervale several months ago. Bahira 
  created an amulet to protect the Prelates who 
  went to defeat the ghost dragon. Unknown to 
  them, contained within that amulet was a gem that 
  captured a portion of that foul creature’s breath. 
  This gem can be used to kill the elder. 
   
  Bahira had planned to present her findings 
  and the gem to the Church of the One True Path, 
  so that a mission could be crafted to find and kill 
  the elder. However, she then heard a story 
  describing how a mysterious woman gave some 
  adventurers the means to defeat the elder two 
  years ago. Bahira correctly deduced that this 
  woman was her, communicating through time so 
  that the elder could be killed before the rex aartuk 
  were able to attack the Pale. 
   
  Bahira’s goal now is to send herself back in 
  time two years. She believes she has the ability to 
  accomplish this, though with significant risk to 
  herself. She needs several ingredients critical to 
  her incantation. She must surround herself in a 
  magical circle with special gems evenly distributed 
  throughout. She wants the PCs to recover these 
  gems for her. She has information about people 
  who she believes possess the gems, but time is 
  limited. Due to the interaction between time and 
  the celestial bodies, the spell must be completed 
  within eight days, at the latest. The PCs must 
  return as many gems as possible as soon as 
  possible to give her spell the greatest chance of 
  success. 
   
  The Floracon was recovered and given to the 
  Phostwood elves by PCs in PAL2-01 Drawing 
  from Life. PCs helped to capture the ghost 
  dragon’s breath within the gem in PAL3-01 In the 
  Shadow of Death’s Door. 
   
  Tragic Adventurers 
  The gems Bahira seeks are the Shards of the 
  Uvalnoniz, a set of four black diamonds of 
  exquisite beauty and tremendous value. An 
  adventuring company known as the Four of Eltison 
  brought these gems to Ogburg a year ago. Each 
  of the Four possessed one of the Shards. 
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  The Four were comprised of: their leader, 
  Rosina Selynn, a female human cleric/ranger; 
  Silvestro the Fleet, a male half-elf rogue/fighter; 
  Bartholome Festis, a male human wizard; and 
  Envita 
  Aldredheart, 
  a 
  female 
  human 
  illusionist/fighter. For several years, the Four had 
  adventured together. Over that time, however, a 
  complex web of unrequited love formed. Rosina 
  and Silvestro developed a relationship. This 
  embittered Envita, who wanted Silvestro for 
  herself. Silently, Bartholome wished that Envita 
  would notice him. 
   
  Soon after obtaining the gems, tragedy struck. 
  Four months ago, the Four were traveling on the 
  Nyr Dyv when pirates struck. The battle was quite 
  desperate, the two ships locked side by side. A fire 
  started on the pirate ship and threatened to 
  spread to theirs. Envita jumped over to the pirate 
  ship to engage the enemy directly. Her friends 
  called for her to return, but she ignored their pleas. 
  The captain demanded that they pull away from 
  the pirate’s ship, to prevent the fire from spreading 
  to his. Rosina agreed. The pirate ship was 
  consumed in flame. Envita could still be seen 
  fighting the pirates before fire surrounded her 
  completely. 
   
  The remaining members of the Four returned 
  to their homes near Ogburg. Despondent at the 
  loss of Envita, the three elected to retire from 
  adventuring life. They held a memorial service at 
  Envita’s remote cottage, where they buried the 
  Shard she owned. Then, they went their separate 
  ways. 
   
  Envita, however, survived the fire on the pirate 
  ship. She believes that Rosina commanded the 
  captain to let her die on the pirate ship, so that 
  Rosina’s relationship with Silvestro would be 
  undisturbed. Healing from her wounds, Envita has 
  finally returned to Ogburg, seething with a desire 
  for revenge against all of her former companions. 
   
  First, Envita assassinated Silvestro. She took 
  from his corpse a necklace she had fashioned for 
  him, upon which hung his Shard. Next, Envita 
  tormented 
  Bartholome. 
  Using 
  her 
  illusionist 
  abilities, Envita haunted Bartholome, making it 
  appear as though her ghost came to him through 
  mirrors. 
  Already 
  seriously 
  depressed, 
  Bartholome’s mind snapped. Now, Envita is 
  plotting her revenge against Rosina. She has 
  established a relationship with a small gang of 
  humanoids from the Rakers, and believes that with 
  their help, she can capture, torture, and then kill 
  Rosina. 
   
  To obtain the four Shards of the Uvalnoniz, 
  the PCs must find the insane Bartholome, the 
  sequestered Rosina, and the vengeful Envita. 
   
  Characters who played PAL1-04 Prelude to 
  the Past have met the Four of Eltison. 
   
  Adventure Summary 
  The diagram “Scenario Flow Chart” provides a 
  visual reference for the flow of the following 
  encounters. 
   
  Player Introduction 
  The PCs are asked by Bahira to recover the four 
  Shards of the Uvalnoniz. She needs these Shards 
  to complete a magical circle for her incantation. 
  Bahira thinks that these black diamonds are 
  located in or near Ogburg. If the PCs return at 
  least one gem, the incantation has a chance to 
  succeed, but more are better. The PCs must bring 
  back the gems within eight days. The sooner the 
  PCs return, the more likely the incantation will 
  succeed. Beyond eight days, the incantation will 
  fail. 
   
  Bahira has leads on two people who may 
  possess the Shards, Bartholome Festis and 
  Rosina Selynn. To contact Bartholome, Bahira 
  suggests either going to a bar she thinks he 
  frequents or to the Arcanist Guild. To contact 
  Rosina, she suggests contacting the Church or an 
  agent of the Trailblazers. 
   
  Part One—Investigation 
  This section covers encounters that lead up to 
  interaction with the members of the Four of 
  Eltison. 
   
  The Arcanist Guild 
  Seeking to find Bartholome, the PCs may go to the 
  Arcanist Guild. There they meet a loud and excited 
  wizard named Bevan. The wizard wishes to use 
  the PCs to test out some new potions he’s 
  brewed. He also tells the characters how to find 
  Bartholome’s home and explains Bartholome’s 
  relations with his friends. 
   
  The Joyous Neblin Tavern 
  A family of gnomes runs this tavern, which was 
  frequented by the Four of Eltison. The staff works 
  to create an atmosphere of joy and levity. The 
  owner, Raynizbin, says that the Four were 
  honored patrons of his tavern. He can direct the 
  PCs to Bartholome’s home. If the characters want 
  to meet Rosina, he suggests they contact the 
  Church. 
   
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  5
  
  The Church of the One True Path 
  A party willing to use a Favor of Pholtus is 
  welcomed into the Church and led to a friend of 
  Rosina, Deacon Findley. The Deacon is currently 
  undertaking a devotional exercise to deepen his 
  understanding 
  of 
  Pholtus’s 
  wisdom. 
  During 
  daylight hours, he always wears a blindfold and 
  tends to the Church’s gardens. The Deacon is a 
  good-natured sort, and tells the party where to find 
  Rosina. 
   
  Trailblazer Bryanna 
  Rosina is a member of the Trailblazers, and 
  Bahira suggests that the party talk to Bryanna. 
  She regularly practices archery just outside the 
  city gates, amazing children with her skills while 
  also scouting for potential recruits. Bryanna knows 
  little of Rosina. However, her mount, Colin, does. 
  Colin is asperi, an intelligent equine that frequents 
  cold climates. A telepathic conversation with Colin 
  leads the PCs to Rosina’s location. 
   
  Part Two—Bartholome 
  These encounters concern meeting Bartholome at 
  his home in Ogburg. The party may have been 
  directed here either from “The Arcanist Guild,” 
  “The Joyous Neblin Tavern,” or “Meeting Rosina 
  Selynn.” 
   
  The Smashed Mirror 
  Bartholome has been tormented by Envita’s 
  illusions. Over a weeklong period, she made it 
  appear that her ghost was emerging from mirrors 
  found within Bartholome’s home. Now thoroughly 
  crazy, Bartholome storms out of his home to break 
  a mirror a furniture dealer is unloading from a cart. 
  Unfortunately, it is a mirror of life trapping. By 
  breaking 
  it, 
  Bartholome 
  releases 
  several 
  dangerous creatures. 
   
  Meeting Bartholome Festis 
  Once the dangerous creatures are dispatched, the 
  PCs may speak to Bartholome. He is quite 
  demented and rants about the ghost that torments 
  him. Once he understands the party’s mission, he 
  loans them his Shard. If the party looks around, 
  they find evidence that the ghost haunting 
  Bartholome is actually a hoax. Bartholome won’t 
  be able to help the PCs locate the other members 
  of the Four. 
   
  Part Three—Rosina 
  Rosina lives alone in a small cottage just about a 
  mile west of Ogburg. The PCs may be directed 
  here from “The Church of the One True Path” or 
  “Trailblazer Bryanna.” 
   
  Meeting Rosina Selynn 
  Rosina grieves alone within her small cottage. She 
  can provide the party information about the Four of 
  Eltison and the tragedies that have befallen them. 
  She laments Envita’s tragic death and Silvestro’s 
  recent murder. She gives the PCs her Shard. 
  Rosina explains that Envita’s Shard is buried 
  underneath a marker near her home. Rosina gives 
  the PCs directions to Envita’s home and 
  permission to dig up the Shard. As for Silvestro’s 
  Shard, it was the only thing that was stolen from 
  him when he was murdered. Rosina can also tell 
  the characters where to find Bartholome. 
   
  Part Four—Envita 
  Envita has the final two Shards that the party 
  seeks. The PCs learn the location of her remote 
  home from “Meeting Rosina Selynn.” 
   
  Traveling to Envita’s Cottage 
  Envita’s home is several miles to the north of 
  Ogburg. The faster the PCs cover this distance, 
  the better Bahira’s incantation will work. However, 
  even if walking at a slow pace, the party is able to 
  go there and back within the eight-day limit. 
   
  Envita’s Cottage 
  Though boarded up, the PCs find evidence that 
  the cottage has been entered recently. An alarm 
  alerts Envita if they enter the cottage. Near the 
  cottage, the party finds that the memorial marker 
  has been overturned and Envita’s shard has been 
  dug up. 
   
  Envita Attacks 
  Envita and her humanoid henchmen attack. At 
  lower APLs, she does not participate in the attack, 
  as she is suffering from spider poison. If the PCs 
  set off the alarm in her cottage, she and her 
  minions have time to prepare the attack. 
   
  Returning to Ogburg 
  The rex aartuk have learned that the PCs are 
  gathering the Shards of the Uvalnoniz. While they 
  aren’t aware of Bahira’s incantation, the rex aartuk 
  want the gems for their own purposes. They send 
  a female prisoner to speak with the PCs, hoping 
  she can lure the party into an ambush. An ooze 
  erupts from the woman’s body to attack the party. 
   
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  Conclusion 
  The possible outcomes include four degrees of 
  success and failure, which depend upon how 
  quickly the party returns the Shards to Bahira and 
  how many Shards are obtained. 
   
  Player Introduction 
  The characters start out in Ogburg, located in the 
  eastern reaches of the Pale next to the mountain 
  range known as the Rakers. With a population of 
  17,400, Ogburg is the third largest city in the Pale. 
  The Pale’s largest library is found in Ogburg and 
  the city has a reputation of being a progressive 
  center of learning. The beloved Prelate of Ogburg, 
  Maximillian Thace, died recently in a battle against 
  a horrible ghost dragon plaguing the Pale. 
   
  When you stepped outside this morning, the 
  entire city of Ogburg had changed drastically. 
  Buildings were torn down and rubble filled the 
  streets. Those structures still standing were 
  entangled with thick vines, vines that wrapped 
  tightly around just about everything in sight. 
  The streets were deserted and nearly silent. 
  Even the sky was changed, as the twisted 
  landscape was painted in a sickly yellow light. 
   
  Your heart racing, the scene instantly 
  changed. A brilliant sun shined down upon the 
  very same street you were looking at. The 
  buildings were all intact, and people of all 
  sorts were going about normal business on 
  the street. Nothing seemed amiss. What your 
  vision might have meant was a mystery. 
   
  Now you are sitting in the home of Bahira, 
  wizard of Ogburg. An old woman of Baklunish 
  descent, her long gray hair trails down her 
  back. Her dress is a simple one of various 
  pastels. 
   
  Next to Bahira sits an elf called Tharion. He 
  is a middle-aged elf and wears a russet-
  colored tunic. From the Phostwood, Tharion 
  explains that he is a druid of the old way. 
   
  For APL 2, 4, and 6, read the following: 
   
  Bahira gently places a hand on Tharion’s 
  shoulder before speaking, “Well, thank you all 
  for agreeing to meet me here. I am familiar with 
  each of you, to a greater or lesser degree. I 
  have need of some competent folk to perform 
  a simple task, gathering a few items of import 
  for me. Though the task is simple, you will be 
  playing a small part in a very critical endeavor. 
   
  “But while I may know of you, not all of you 
  may be known to each other, so please, 
  introduce yourselves before I go into detail.” 
   
  For APL 8, 10, and 12, read the following: 
   
  Bahira gently places a hand on Tharion’s 
  shoulder before speaking, “Well, thank you all 
  for agreeing to meet me here. I am sure that 
  each of you leads very busy lives. I am quite 
  familiar with each of your exploits, either 
  directly or indirectly. What I will ask of you 
  may seem trivial at first glance, gathering a few 
  items of import for me. However, so much is at 
  stake that I must ask heroes of such great 
  renown to help me. Do not think this task 
  beneath you, because you will be a critical part 
  of an endeavor far more important than you 
  can imagine. 
   
  “But while I may know of you, not all of you 
  may be known to each other, so please, 
  introduce yourselves before I go into detail.” 
   
  Give the PCs an opportunity to introduce 
  themselves and get to know one another. 
   
  “Tharion has brought from the Phostwood a 
  tome of ancient and eldritch knowledge. 
  Known as The Floracon, this book is made of 
  pages as clear as glass but as flexible as 
  paper. It was written in an unknown script, one 
  that defied deciphering, even by magical 
  means. Together, we have worked for months. 
  We 
  have 
  discovered 
  the 
  secret 
  to 
  understanding 
  its 
  contents 
  and 
  have 
  translated much of the knowledge it holds. The 
  book reveals a great deal about an enemy that 
  descended upon the Flanaess a millennium 
  ago. This enemy has returned. 
   
  “Two years ago, the people of the Pale 
  witnessed an astonishing sight. Three stars 
  fell from the western heavens and streaked 
  eastward across the sky. Most felt it was a foul 
  omen, but none could guess the magnitude of 
  evil the stars brought. 
   
  “This will sound incredible, but please bear 
  with me,” Bahira pauses before continuing. 
  “What fell from the sky two years ago were not 
  stars. They were vessels, ships that allow a 
  race of terrifying creatures to travel amongst 
  the spaces between the heavenly bodies. 
  These creatures are a species of intelligent 
  plants known as the ‘rex aartuk.’ They have a 
  star-shaped body with five legs and an oval-
  shaped head that rises from a stalk. 
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  At this point, pause, because some PCs may 
  interject that they have seen these creatures. They 
  were encountered in PAL1-04 Prelude to the Past 
  and PAL2-02 Pale Harvest. 
   
  “The rex aartuk came to this area a thousand 
  years ago. They descended upon the land, 
  killing in the name of some dark god. 
  Ultimately, after thousands of lives were lost, 
  they were driven back and left Oerth. 
   
  “Now they have returned. Why they are 
  here is unknown, but their purposes are most 
  certainly nefarious. Fortunately, they have 
  refrained from directly confronting the Pale. To 
  ensure that this continues, I must perform an 
  incantation that will greatly hinder their efforts. 
  This is where I need your help. 
   
  “The incantation is a complex one, and it 
  involves the creation of a magical circle 
  around me. Interspaced within this circle, I 
  must place gems of a precise shape and color. 
  Fortunately, gems matching my needs may be 
  found within Ogburg. These gems are known 
  as the Shards of the Uvalnoniz, a set of four 
  black diamonds of great value. 
   
  “I have heard of two individuals who may 
  know where the Shards are. One is Bartholome 
  Festis, a man of arcane talents. Bartholome 
  and I were supposed to meet a week ago at a 
  bar he frequents, but he never showed. I don’t 
  know where he lives, but possibly the tavern 
  owner knows. The place is called ‘The Joyous 
  Neblin Tavern.’ Alternatively, you might try 
  going to the Arcanist Guild. Bartholome is a 
  member, and one of his brothers or sisters 
  could help you locate him. 
   
  “The other person is a woman named 
  Rosina Selynn. Rosina is a cleric of Pholtus 
  and a ranger. To find her, you might go to the 
  Church. I also think Rosina was a member of 
  the organization of rangers known as the 
  Trailblazers. If so, one of their ilk might be of 
  help. I know that a Trailblazer known as 
  Bryanna frequently practices archery just 
  outside the eastern gates. 
   
  “The incantation I must cast is tied to the 
  clockwork procession of the celestial bodies. 
  To be successful, it must be cast within eight 
  days. After that, it will not succeed. The sooner 
  I cast it, the greater chance it has of 
  succeeding. Furthermore, the more gems that 
  complete the full circle, the more likely it will 
  succeed. I need you to bring me as many of 
  the four Shards as you can as soon as 
  possible, taking at most eight days. If 
  successful, the incantation will devastate the 
  rex aartuk’s ability to launch a coordinated 
  attack against the Pale. Please help me.” 
   
  Bahira, Female Human Wiz17: AL NG; see 
  Appendix I. PCs may have met her in PAL2-01 
  Drawing from Life and PAL3-01 In the Shadow of 
  Death’s Door. 
  Tharion, Male Elf Drd8: AL N; Tharion is a 
  middle-aged elf from the Phostwood. He is a druid 
  of the old way, and is a bit more reserved than 
  most. If asked about his past, he reveals that he 
  was born into the Cemina tribe, but as many 
  clergy of the Seldarine, he has renounced his ties 
  to this tribe and became a druid of all the elves. 
  The PCs may have met him in PAL1-05 Alliance 
  Reborn. 
   
  Bahira and Tharion have the following information 
  to provide PCs with additional questions: 
   
  • Bahira feels strongly that she shouldn’t reveal 
  the exact nature of her incantation until the PCs 
  return with the Shards. Such knowledge won’t 
  help the characters in their task. She fears that 
  the PCs might accidentally leak the information, 
  and agents of the rex aartuk might come to stop 
  her. Bahira is firm about this. Only if it’s 
  absolutely necessary for the PCs to agree to the 
  mission will she reveal what she is doing. In this 
  case, reveal the information contained within the 
  Conclusion. 
  • Some PCs might figure out what her incantation 
  will do. In this case, she interrupts the PC, 
  winks, and asks that he keep such insights 
  completely secret for the good of all. 
  • Bahira knows little more about Bartholome and 
  Rosina than she’s already revealed. She’s never 
  met either of them. What she knows of them is 
  an assembly of various rumors. She only has 
  vague information that they know something 
  about the Shards. Characters who played in 
  PAL1-04 Prelude to the Past may remember 
  them. 
  • The Shards of the Uvalnoniz are four black 
  diamonds of a spindle shape. They are named 
  for a clan of gnomes that once owned them. 
  These gnomes lived in the Yatil Mountains far to 
  the east. 
  • Bahira claims not to have any idea what the 
  PCs’ strange vision was. She speculates that 
  sometimes people receive prescient visions that 
  warn of grave things if they fail to act. In reality, 
  Bahira suspects that what the PCs saw was a 
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  glimpse of an alternate future, a future that 
  would become reality if her incantation fails. She 
  keeps this suspicion secret. 
  • The Floracon is a strange tome that was found 
  in the Rakers about a year ago. Adventurers 
  gave it to the Phostwood elves for study. 
  Familiar with Bahira’s studies, the elves decided 
  to send Tharion to work with her in deciphering 
  it. The Floracon was recovered in PAL2-01 
  Drawing from Life. 
  • If the PCs are curious, Tharion can explain why 
  a 
  simple 
  comprehend 
  languages 
  cannot 
  decipher The Floracon. On each transparent 
  page are a series of white marks. Individually, 
  the marks on a page have no meaning. 
  However, when a specific set of pages are held 
  together 
  and 
  inspected 
  with 
  an 
  opaque 
  background behind it, a page of meaningful text 
  in unknown symbols is revealed. The trick is to 
  figure out the pattern of pages to hold together, 
  revealing 
  meaningful 
  text, 
  and 
  then 
  use 
  comprehend languages on that “composite 
  page.” The pattern is very complex and most 
  pages contribute to multiple “composite pages,” 
  so the translation has been slow and arduous. 
  Neither Tharion nor Bahira is aware of any race 
  that creates books like this one. 
  • While the PCs are finding the Shards, both 
  Bahira and Tharion will be locked in study. They 
  cannot use their abilities to help the PCs, as 
  they will be casting their spells to prepare the 
  incantation. 
  • If the PCs manage to return some of the Shards, 
  Bahira will wait until the eighth day for them to 
  return with the rest. If they don’t return with more 
  Shards, she will cast the incantation before time 
  runs out, using the Shards they’ve given her. 
  • Bahira gives the PCs simple directions to the 
  Joyous Neblin Tavern, the Arcanist Guild House, 
  the Church of the One True Path, and the place 
  where Bryanna practices archery. 
  • The Church is familiar with Bahira’s ongoing 
  studies. Since she has helped them greatly in 
  the past, they give her broad leeway and refrain 
  from interfering. 
  • Bahira has yet to involve the Church in her plans 
  regarding the rex aartuk. She doesn’t think they 
  can help and that sharing her information right 
  now might result in the rex aartuk being alerted. 
  Once the incantation is completed, her intention 
  is to reveal everything to the Church. 
   
  Part One—Investigation 
  “Part One” is comprised of encounters that lead 
  the PCs towards Bartholome and Rosina, while 
  also revealing the tragic story of the Four of 
  Eltison. Presented are two encounters leading to 
  Bartholome, and two encounters leading to 
  Rosina. 
   
  Please consider alternative encounters to 
  move the party along in the story. If the PCs think 
  of unique ways to find the NPCs, reward their 
  creativity. 
  If 
  the 
  PCs 
  have 
  an 
  interesting 
  background, consider adapting an encounter to 
  suit them. For instance, if a character is a member 
  of the Lost Clan and wants to contact local 
  comrades to see if they know what’s going on, 
  change Bryanna to be a member of the Clan. Or, 
  invent completely new encounters that reveal 
  similar information. 
   
  The Arcanist Guild 
  The Guild House in Ogburg is quite large. It 
  houses several wizards constantly performing 
  magical experiments and engaging in studies. 
  Explaining that they are searching for Bartholome 
  Festis, the party is directed to Adept Bevan. Bevan 
  and Festis were study partners for several 
  months. 
   
  An acolyte leads you down a set of stone 
  stairs into the basement of the Guild House. A 
  low ceiling and stone walls lends the area a 
  cave-like atmosphere. Down a corridor and 
  around the corner, you come to an open door. 
  The acolyte pauses before entering, his 
  apprehension quite palpable. 
   
  Stepping inside a large laboratory, your 
  nose is assaulted with a bizarre mélange of 
  scents. You smell the sweetness of honey, the 
  acridness of vinegar, the smooth smoke of 
  pipe tobacco, hints of exotic perfumes, 
  sourness of fresh-cut pine, and other smells 
  that linger just beyond your ability to pick 
  them out. The smells evoke vague memories 
  that float around you, yet all fail to become 
  concrete or defined. 
   
  A man with short, poorly combed hair and 
  several days’ stubble approaches from behind 
  a workbench. Perhaps in his early thirties, he 
  has large bags underneath his eyes. Despite 
  obviously deprived of sleep, he greets you 
  quite excitedly. 
   
  “Ah, yes! Just in time, test subjects, er, I 
  mean, visitors! Adept Bevan, pleased to meet 
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  you! Pleased to meet you, indeed! What can I 
  do for you?” 
   
  Adept Bevan, Male Human Wiz5: AL N; Adept 
  Bevan is a very excitable and eccentric individual 
  who obsesses over his studies. Currently, he’s 
  experimenting with various formulas for potions. 
  Normally he doesn’t like to be disturbed, but he’s 
  finished several potions and sees an opportunity 
  to test them. Bevan’s excited language is 
  punctuated with exaggerated gesticulations. 
   
  “Yes, most certainly, I know Bartholome. 
  Looking for him? Well, his new apartment here 
  in Ogburg would be the best place to check. I 
  could draw you a map. 
   
  “But, right now, the potions are in a critical 
  state. These mixtures are quite volatile, not 
  suitable for long-term storage. I need them 
  tested right away. If you could do me a favor, 
  and try one, I’d be most grateful. Nothing too 
  dangerous here. Just trying a few new 
  ingredients.” 
   
  Bevan won’t insist that the PCs try a potion, and if 
  they all refuse, he still tells them how to find 
  Bartholome. He is happy to try one himself, which 
  he does quite often, but he’s excited about 
  observing how others react to his concoctions. 
   
  If a PC does agree, he’s quite ecstatic and lets 
  the character choose from a rack of six different 
  potions. The potions are of various colors and all 
  are effervescing vigorously. Before the PC drinks 
  the potion, Bevan asks a random question that 
  seems very important to him about analyzing the 
  outcome. (e.g. “When was the last time you ate 
  chicken?” “When you put your pants on in the 
  morning, which leg do you put on first?”) He 
  meticulously jots down the PC’s answer and the 
  result of the potion. Give the PC a random entry 
  from the handout “Potion Results.” 
   
  Bevan can provide the party the following 
  information: 
   
  • Bevan draws the party a simple map, leading 
  them to Bartholome’s apartment in Ogburg. 
  • Bartholome was a member of an adventuring 
  party named the Four of Eltison. He had a crush 
  on a woman in the group, named Envita. 
  Regrettably, she knew nothing of this and 
  instead lusted after another man in the group. 
  That man and another woman, the fourth 
  member of the party, were in love together. 
  Bevan thinks love can be a horribly destructive 
  force, and that this chain of unrequited love 
  brought great pain to Bartholome. 
  • If the PCs mention the Shards of the Uvalnoniz, 
  Bevan recognizes the name. He warns them 
  that he thinks these Shards might be part of a 
  larger collection of gems, a collection that once 
  numbered in the hundreds. These gems are 
  cursed and have been dispersed throughout the 
  Flanaess by thieves. Woe comes to those 
  possess the gems for long. 
   
  The Joyous Neblin Tavern 
  The following description assumes that the PCs 
  arrive at the tavern during the lunch hour. Modify 
  as needed. 
   
  The entrance to the Joyous Neblin Tavern 
  stands underneath a painted sign depicting 
  four gnomes doing summersaults and flips. 
  Through the open door, a boisterous crowd 
  can be heard, even though it’s only noontime. 
   
  Entering in, you find most of the patrons 
  are 
  standing 
  and 
  engaging 
  in 
  active 
  conversation. You see many dwarves, elves, 
  halflings, 
  and 
  gnomes, 
  a 
  much 
  higher 
  concentration that normally found within the 
  Pale. 
  People 
  are 
  laughing, 
  joking, 
  and 
  carousing. You hear a toast in honor of the late 
  Prelate Thace. A group of elves listens to a 
  gnome rejoicing that the new Theocrat has 
  seen the light and guided the Pale in a much 
  better direction. You wonder if this place is 
  always so raucous. 
   
  A dwarf in the crowd yells out, “A song! A 
  song from the birthday boy! You’re 92, but you 
  don’t look a day over 80.” 
   
  The crowd hushes as a gnome pulls 
  himself up onto the bar and stands up, facing 
  the throng of well-wishers. He pauses for a 
  moment, furrowing his brow and scratching 
  his chin, before he takes a deep breath and 
  breaks into song: 
   
  “Dough, the stuff that buys me beer, 
  Ray, the guy who sells me beer, 
  Me, the guy who drinks the beer, 
  Far, a long way to get a beer, 
  So, I’ll have another beer, 
  La, I’ll have another beer, 
  Tea, no thanks, I’m drinking beer, 
  And that will bring us back to…” 
   
  The gnome pauses, looks into his empty glass, 
  before finishing: 
   
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  “D’oh!” 
   
  The crowd cheers and begins to break up a bit, 
  some leaving to continue on with their day. 
   
  The Joyous Neblin Tavern is one of the few places 
  in the Pale that openly welcomes nonhumans. The 
  place is run by a family of gnomes: Raynizbin (the 
  father), Caytlynne (the mother), Ewanerwin (the 
  son), and Cragg (Caytlynne’s crotchety father). It 
  is not always so crowded for lunch, but various 
  individuals who frequent the bar have come to 
  celebrate the ninety-second birthday of Frammitz. 
  Frammitz, an apprentice gem cutter, is heading off 
  to Greyhawk in an hour to serve under a new 
  master. 
   
  Various NPCs within the bar will be happy to 
  chat with the PCs. However, if they seek 
  knowledge of Bartholome, most will suggest that 
  they talk to the bartender, Raynizbin. 
   
  Raynizbin, Male Gnome Exp3: AL N; Raynizbin 
  is a middle-aged gnome who has enough cash to 
  retire, but runs the tavern because he loves the 
  work. He enjoys talking to his patrons and making 
  them feel welcome. He decided to set up shop in 
  the Pale so that his place could be one of the few 
  where folks like him could enjoy themselves. 
   
  By talking to Raynizbin, or perhaps other people in 
  the bar, the PCs can learn the following: 
   
  • Bartholome Festis and his adventuring company 
  were regulars at the bar. Raynizbin dedicated a 
  bar stool for them, because they were such 
  good tippers. 
  • On the bar, in front of their stool, a small brass 
  plaque has been affixed. The plaque lists the 
  members of the Four, and is shown in the 
  handout “Plaque in Bar.” 
  • The Four of Eltison used to come by quite 
  regularly, but stopped coming by together at 
  least four months ago. Bartholome came alone 
  infrequently, and said only that the group had 
  disbanded. He had a sadness to him and 
  refused to talk about the details. 
  • The PCs can learn the general nature of each of 
  the 
  members 
  of 
  the 
  Four. 
  Other 
  than 
  Bartholome, nobody remembers much detail 
  about the Four. The party can obtain directions 
  to Bartholome’s apartment. The rest are 
  believed to leave somewhere near Ogburg, but 
  no one knows specifically where. If they wish to 
  contact Rosina, it’s recommended that they talk 
  to the Church of the One True Path or Bryanna 
  the Trailblazer. 
   
  The Church of the One True Path 
  The priests at the Church of the One True Path 
  are unlikely to provide information about their 
  members just to anyone who walks off the street; 
  it’s a matter of privacy, after all. If a PC is willing to 
  spend a Favor of Pholtus, however, the party is 
  graciously welcomed in and shown to Deacon 
  Findley in the Church garden. PCs unable or 
  unwilling to spend a Favor may pray inside the 
  Church, but won’t be helped in any other way. 
   
  Deacon Findley, Male Human Clr5: AL LN; 
  Deacon Findley stands 5 feet 7 inches tall, wears 
  simple white robes, has a cherubic face, and is 
  slightly heavy-set. He speaks in a gay, bubbly 
  voice. 
   
  Deacon 
  Findley 
  is 
  practicing 
  a 
  devotional 
  exercise. For the past week, during daylight hours 
  he wears a thick, white blindfold. Unable to see, 
  he carefully tends to the garden while gaining a 
  better understanding of the Blinding Light. He still 
  isn’t accustomed to working without sight. He 
  stumbles frequently and holds out his hand to 
  touch those he addresses.  
   
  • Findley is familiar with Rosina Selynn, but knows 
  little about her adventuring cohorts. Rosina has 
  always faced an inner turmoil between her 
  personal faith in Pholtus and the dictates of the 
  Church. She took up adventuring ways, hoping 
  to find her own “true path.” Findley has hoped 
  that 
  with 
  the 
  new 
  Theocrat 
  following 
  a 
  progressive path, Rosina might find that her path 
  coincided with that of the Pale. 
  • Rosina has a small cottage a mile west of the 
  city. The Deacon can describe simple directions 
  to her place. 
  • Rosina wrote him a letter a week or so ago, 
  mentioning how she was immersing herself in 
  meditation. She said that two friends died 
  recently, and that one of them was murdered. 
  • Findley warns the PCs that dark times are upon 
  the Pale, “Evil lurks on our borders, but also has 
  taken root within our heartland. Evil adopts 
  many guises, and even the most delicate of 
  flowers might be poisonous.” 
  • Findley specifically warns the PCs about being 
  on their guard if they venture into the wilderness. 
  A friend of his in the Church Militant has been 
  assigned to route out a variety of problems that 
  have been occurring. Amaris Viligant was 
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  recently promoted to Bishop-General, and asked 
  to command a force of specialists. She refused 
  to provide details, but it was unusual that the 
  highly trained members of the Church Militant 
  would be asked to patrol the wilderness. 
  Something very dangerous must be going on. 
  • If the PCs are injured within the next day, 
  Findley welcomes them to return for healing, 
  since they’ve spent a Favor. He will see that 
  they are healed up to full hit points with a series 
  of cure light wounds from himself and various 
  acolytes. (Note that normally, multiple Favors 
  must be spent to obtain such a benefit.) 
  • Findley encourages followers of Pholtus to 
  adopt his devotional exercise. He says he’s 
  found great enlightenment in the Blinding Light. 
   
  Trailblazer Bryanna 
  Bryanna is a member of the ranger meta-game 
  organization known as the Trailblazers. Quite 
  frequently she practices archery outside the 
  eastern gates of Ogburg. Children flock to her 
  display of skill, and she occasionally lets an older 
  child take a shot or two (but not until the kid’s 
  parent comes by to give permission). 
   
  Bryanna wishes to maintain a public presence 
  for the Trailblazers, letting the urbanites know that 
  there are people patrolling the remote and 
  dangerous reaches of the Pale. She’s always on 
  the lookout for new recruits. She teaches the 
  children to respect nature and is particularly keen 
  at teaching a love of archery to girls. 
   
  Bryanna’s mount, Colin, munches grass 
  nearby. Colin is actually is not a horse, but an 
  asperi, an intelligent magical beast. They live in 
  frigid mountain climates and have the magical 
  power of flight. They communicate through 
  telepathy. 
   
  Bryanna, Female Human Rgr4: AL NG; Bryanna 
  is 5 feet 9 inches tall and has a lanky build. Her 
  medium brown hair blends with her tanned skin. 
  She enjoys instructing people about the finer 
  points of archery. 
  Asperi, “Colin” (1): AL NG; Monster Manual II 
  25; Collin appears like a beautiful white horse with 
  a long, flowing mane. He has an unusual 
  secondary mane that extends from the back of his 
  front shoulders and goes down the backs of his 
  front legs. Communicating through telepathy, 
  Colin’s voice appears in people’s minds as a deep 
  male voice. Colin reveals his magical nature to 
  very few people. 
   
  Bryanna doesn’t know Rosina, but Colin does. If 
  the PCs are friendly, Colin speaks to them. 
   
  • Years ago, before he agreed to serve the Pale 
  with Bryanna, Colin’s life was saved by Rosina 
  and her three friends. Colin was ambushed by a 
  pertyon, a wretched beast that combines the 
  features of an eagle and a stag. They slew the 
  beast and healed Colin’s grievous wounds. 
  • Since Rosina served the Pale as a member of 
  the Trailblazers, Colin decided to demonstrate 
  his gratitude by enlisting in that organization. 
  That’s how he came to know Bryanna. 
  • Colin hasn’t seen Rosina for many months, but 
  he is aware of where her small cottage is. He 
  can provide the characters a mental image of 
  how to get there. 
  • Colin never got to know Rosina’s friends. He 
  believes that she was in love with one of the 
  men she adventured with. The female she was 
  with made Colin uncomfortable. When he was in 
  her mind, it felt very cold and lonely. 
   
  Part Two—Bartholome 
  Bartholome can be found just outside his 
  apartment in Ogburg. The PCs can learn where he 
  lives from the encounters “The Arcanist Guild,” 
  “The Joyous Neblin Tavern,” or “Meeting Rosina 
  Selynn.” As they approach his apartment, “The 
  Smashed Mirror” occurs. After that, proceed to 
  “Meeting Bartholome Festis.” 
   
  The Smashed Mirror 
  You 
  turn 
  the 
  corner 
  onto 
  the 
  street 
  Bartholome’s apartment is on. A few people 
  are going about their business. A large wagon 
  is parked on the side of the road, filled with 
  several pieces of furniture. A short, round man 
  picks up a large, ornately-framed mirror and 
  carefully walks towards an open door. 
   
  Before he can reach the entrance, another 
  man comes running towards him. The man has 
  tangled short brown hair and hasn’t shaved in 
  several days. 
   
  “Stop! Stop! She must be stopped!” the 
  agitated man yells at the one carrying the large 
  mirror. Confused, he stops and looks warily at 
  the one running at him. 
   
  The agitated man brings back his hand and 
  smashes the large mirror, several large shards 
  falling to the ground. From the shards, a mist 
  rises and begins to coalesce into some 
  strange forms. 
   
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  Bartholome has just smashed a mirror of life 
  trapping, releasing the monsters trapped within. 
  The owner of the mirror, Latimer, has no idea 
  what’s going on, and runs into his furniture shop. 
  Bystanders panic as the monsters threaten to 
  attack. Bartholome slinks into an alley, sits down, 
  and clutches his bloody hand. 
   
  The monsters, angry at being imprisoned, 
  pause before choosing their targets. If the PCs 
  don’t immediately intervene, they pounce upon 
  commoners on the street. If the PCs attack, they 
  focus their attacks on the party. 
   
  Three minutes after the mirror is smashed, the 
  Pale Patrol arrive, make sure the situation is under 
  control, and ask a few questions. Latimer (male 
  human Exp2) explains to them what happened. 
  The mirror was among many items of furniture he 
  purchased 
  from 
  a 
  woman 
  in 
  Midmeadow. 
  Unknown to both her and Latimer, the mirror once 
  belonged to a wizard who used it to dispose of 
  some pets that were annoying him. For many 
  decades, the mirror has been inactive and 
  mistaken for just the normal article. 
   
  APL 2 (EL 4) 
  Krenshars (3): 11 hp each; Monster Manual 125. 
   
  APL 4 (EL 5) 
  Howlers (2): 39 hp each; Monster Manual 121. 
   
  APL 6 (EL 7) 
  Howlers (4): 39 hp each; Monster Manual 121. 
   
  APL 8 (EL 9) 
  Hellcats (2): 52 hp each; Monster Manual 48. 
   
  APL 10 (EL 11) 
  Hellcats (4): 52 hp each; Monster Manual 48. 
   
  APL 12 (EL 13) 
  Hellcats (8): 52 hp each; Monster Manual 48. 
   
  Meeting Bartholome Festis 
  During and after the fight, Bartholome is huddled 
  just inside an alleyway, staring at the shards of the 
  mirror and clutching his bleeding hand. Latimer is 
  upset with Bartholome for breaking his property, 
  but can’t press the issue, given that he’ll be 
  explaining to the law why his mirror caused 
  dangerous creatures to appear in the city. The 
  Pale Patrol isn’t concerned about Bartholome, and 
  will be focusing their interrogation on Latimer. 
   
  If the PCs approach Bartholome, he shakily 
  leads them to his apartment a few buildings down 
  the street. He seems in shock and stutters when 
  addressing the PCs, answering questions with a 
  vague sense that his mind is elsewhere. 
   
  Bartholome Festis, Male Human Wiz5: AL NG; 
  Bartholome is of average height with a round face 
  and pudgy frame. His brown hair is cut short in a 
  hairstyle that seems only to say how little he cares 
  for his appearance. He appears to be of Oeridian 
  descent. 
   
  Bartholome descended into depression when 
  Envita died and the Four of Eltison disbanded. The 
  adventuring company meant a great deal to him, 
  and he never revealed his crush on Envita. 
  Silvestro’s murder, apparently at the hands of a 
  simple mugger, pushed him further into despair. 
   
  Then, Envita’s ghost began to haunt him late 
  at night. The sound of a raging fire filled the 
  apartment and Envita’s form came out of the large, 
  full-length mirror he kept in his dining room. Her 
  burned and scarred form cursed him, saying that 
  as long as he was alive, she would continue to 
  terrorize him. Envita created the sounds of fire 
  with a ghost sound spell and her ghost was the 
  result of a major image. She did this on several 
  evenings, ending about a week ago. 
   
  Bartholome’s first-floor apartment is dark and 
  very dusty. He takes little care of himself or his 
  belongings. He is very sad and a bit detached 
  from reality. When interacting with the characters, 
  he often acts confused or distracted. If the PCs 
  impress upon him the importance of his mission, 
  he doesn’t mind speaking of painful matters with 
  them. 
   
  The items of information the party can learn 
  includes: 
   
  • Bartholome lets the PCs borrow his Shard, 
  provided that they return it later. He’s greatly 
  attached to the gem, as it symbolizes his 
  connection with his comrades. 
  • Bartholome is very vague about what has been 
  happening to him. He says things like: 
  o “Her ghost comes to me, angry and 
  hateful.” 
  o “It’s the mirrors—they’re her portal to her 
  ghostly domain.” 
  o “Oh, unrequited love! If she only knew how 
  I cared for her. Just as much as she cared 
  for another who would never love her.” 
  • He does not detail the history of the Four. He 
  doesn’t even name Envita, fearing that speaking 
  her name will conjure forth her ghost. When 
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  pressed about matters along these lines, he 
  becomes increasingly irrational. 
  • When the PCs mention Rosina, Bartholome 
  quickly tries to change the subject, talking about 
  the most beautiful duck he saw yesterday. He 
  fears that by discussing Rosina, Envita’s ghost 
  will terrorize her as well. 
   
  Bartholome won’t object if the PCs look around. 
  Searching the apartment, they find a few things of 
  interest: 
   
  • In the dining room, a large mirror has been 
  smashed. In his bedroom, a small mirror has 
  also been smashed. 
  • A sheet covers a painting in the dining room. 
  Looking underneath the sheet, the PCs see 
  Bartholome painted along side two women and 
  one man. This is the Four of Eltison. 
  • In one of the dining room windows, a small 
  portion of the lower corner has been broken. Bits 
  of glass are on the floor, suggesting it was 
  broken from the outside. Just outside that 
  window, in a concealed alleyway, there is a bit of 
  fleece on the ground. Fleece is used in the 
  casting of both major image and ghost sound; a 
  Spellcraft check (DC 15) will reveal this 
  information. Envita broke the window to provide 
  line of effect into Bartholome’s abode. 
   
  Since Bartholome is mentally disturbed, the 
  characters might wish to get him some help. For 
  instance, they might want to take him to the 
  Church. Right now, he’s too detached from worldly 
  concerns to object, and goes with them if they 
  insist. 
   
  Part Three—Rosina 
  With directions obtained either from “The Church 
  of the One True Path” or “Trailblazer Bryanna,” the 
  party can find Rosina’s small cottage without any 
  trouble. It’s in the middle of an untended field 
  about a mile west of Ogburg. 
   
  Meeting Rosina Selynn 
  In the middle of an untended field, you find a 
  small, thatched-roof cottage. A slim trail of 
  smoke rises up from a chimney on the far side 
  of the building. The shutters have been closed 
  over all of the windows. The building is a 
  humble, but well-maintained abode. 
   
  If the PCs knock on the door, Rosina answers 
  after only a few moments. 
   
  Rosina Selynn, Female Human Rgr5/Clr3: AL 
  LG; Rosina is a cleric of Pholtus who began an 
  adventuring 
  career 
  after 
  deciding 
  that 
  the 
  Church’s ideals were different than her own. She 
  has brown eyes and loosely curling black hair that 
  reaches her shoulders, most likely of Flan blood. 
  Rosina has a reserved and guarded nature, which 
  distances her from strangers. 
   
  Rosina has spent that past few months in her 
  cottage, meditating and writing in her journal. The 
  loss of the two things that mattered most to her—
  the adventuring company she founded and her 
  lover, Silvestro—have affected her greatly. 
   
  Rosina doesn’t want visitors or the disruption 
  to her meditation. However, she believes that she 
  must rise above and endure this annoyance if her 
  meditations have any hope of helping her through 
  graver obstacles. She answers all the party’s 
  questions slowly and carefully, taking regular deep 
  breaths. She holds her head high and keeps her 
  back very straight. 
   
  Information the PCs can learn includes: 
   
  • Rosina recognizes characters that played in 
  PAL1-04 Prelude to the Past. She’ll politely ask 
  them how the past two years have treated them. 
  • Rosina has heard of Bahira, and lets the 
  characters borrow her Shard so that the wizard 
  can complete the incantation. 
  • If the PCs ask, Rosina shares the story of the 
  Four of Eltison. She tells the PCs of how the 
  Four had adventured for many years together. 
  She describes the tragic death of Envita aboard 
  the pirate ship, and how her death resulted in 
  the disbanding of the group. A few months later, 
  her lover, Silvestro, was murdered. Rosina is 
  unaware that Envita had feelings for Silvestro, or 
  that Bartholome had feelings for Envita. She 
  admits that Envita was an eternal pessimist. 
  • Silvestro had a Shard on a necklace. That was 
  the only thing missing from his body when the 
  Pale Patrol found him. They concluded that a 
  mugger killed him to obtain the very valuable 
  gem. She has no idea how to find his Shard. 
  • Only if the PC’s ask for more information about 
  the necklace will Rosina reveal that the necklace 
  was fashioned by Envita. It was a gift from her to 
  Silvestro. 
  • Just after her death, the remaining Four held a 
  small service at Envita’s home. There they 
  buried her Shard beneath a small memorial 
  stone. (The Four has their Shards stored safely 
  when the pirates attacked them.) After the 
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  ceremony, they boarded up her cottage, figuring 
  that one day, her brother in Eltison may wish to 
  move there. 
  • Provided 
  that 
  they 
  eventually 
  return 
  the 
  gemstone to her, Rosina gives the PCs 
  permission to dig up Envita’s Shard. She 
  provides simple directions to the cottage: “Head 
  north along the Foothills Road towards Eltison; 
  after 45 miles, head west on the Old Sablewood 
  Trail; after 3 miles, you’ll come to a small pond 
  just north of the trail; on the far side of the pond 
  is Envita’s cottage.” 
  • Rosina can tell the PCs where to find Silvestro’s 
  apartment in Ogburg. If the PCs have already 
  been there and mention Silvestro’s mental state, 
  Rosina decides that she must go meet him. 
   
  Part Four—Envita 
  The PCs learn how to find Envita’s cottage in 
  “Meeting Rosina Selynn.” The encounters in “Part 
  Four” happen in sequential order. 
   
  Traveling to Envita’s Cottage 
  The trip to Envita’s home is 48 miles from Ogburg. 
  Bahira said that the PCs must return the Shards 
  within eight days, the sooner the better. The travel 
  time to Envita’s home is the primary measure of 
  how successful the PCs are in this aspect of the 
  mission. 
   
  Even an encumbered dwarf can walked to 
  Envita’s cottage and back in eight days. Though 
  Bahira does not know this, as long at the Shards 
  are returned within eight days, the spell will be 
  successful. However, the quicker the PCs perform 
  the trip, the less harmful Bahira’s time travel spell 
  will be to her.  
   
  When the characters set out, ask them to 
  determine who their slowest member or mount is. 
  The characters may wish to procure mounts to 
  speed the trip, but don’t influence them or suggest 
  this is necessary. The DM’s aid “Travel Summary” 
  will help determine the speed of mounts and the 
  travel time. There is a lot of information on that 
  page not to make this process complex, but rather 
  to simplify. Don’t make this a complicated 
  mathematical exercise. 
   
  The 
  trip 
  to 
  Envita’s 
  cottage 
  passes 
  uneventfully. 
   
  Envita’s Cottage 
  Following Rosina’s directions, you arrive at 
  Envita’s cottage north of Ogburg. The roof of 
  the small home is covered in green moss. The 
  windows are all boarded up. To the left of the 
  home is a small clearing. In the middle of the 
  clearing is an ornately-shaped stone that has 
  been knocked over. Three marmots play loudly 
  within the clearing. 
   
  The clearing is where Envita’s Shard was buried 
  and her memorial stone was placed. The stone 
  has been purposefully knocked over and the soil 
  before it has been dug up within the past month. 
  Searching the ground, the characters do not find 
  the Shard. 
   
  As the PCs approach the door to Envita’s 
  cottage, they note that boards lie on the ground on 
  either side of it. It appears as though the door was 
  boarded up like the windows at one point, but later 
  those boards were removed and tossed aside. 
  Inside the home, Envita has cast an alarm spell. If 
  the PCs enter the home, a mental alarm alerts her. 
   
  Inside the doorway is a simple home, with a 
  small 10-foot by 10-foot entranceway and several 
  small rooms. There is evidence that someone has 
  been inside here recently, rummaging around. A 
  spade with dirt on its blade is on the floor, which 
  Envita used to dig up the Shard. There is little else 
  of interest inside. 
   
  Envita Attacks 
  As the characters are leaving Envita’s cottage, she 
  and her henchmen approach. She figures that 
  they’re on to her and will connect her to Silvestro’s 
  murder, so she attacks. If the PCs saw the 
  painting in “Meeting Bartholome Festis,” they 
  immediately recognize the second woman in the 
  painting. However, terrible burn scars now mar her 
  face 
   
  If the characters triggered the mental alarm in 
  her cottage, they are prepared for battle and 
  Envita (at APL 6+) has precast the following 
  spells: bull’s strength, cat’s grace, displacement, 
  endurance, expeditious retreat, mirror image, and 
  shield. The encounter begins with them emerging 
  from the forest 60 feet away. 
   
  If the characters didn’t trigger the alarm, 
  Envita and her henchmen run into the PCs by 
  chance, with no opportunity to precast spells. In 
  this case, the PCs can hear her and her 
  henchmen marching through the forest, giving 
  them one round of actions before they appear 60 
  feet away. 
   
  At APL 10 and 12, Envita activates the 
  Tenser’s transformation in her ioun stone as soon 
  as it’s clear that the PCs are a significant threat, 
  which will most likely be on the second round. 
   
  If the characters capture or kill Envita, they 
  recover two Shards from her. 
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  15
  
   
  APL 2 (EL 4) 
  Envita Aldredheart, Female Human Ill5/Ftr1: hp 
  39; see Appendix I. At this APL, Envita has been 
  afflicted with poison and temporarily has her 
  Strength reduced to 0. She orders her henchmen 
  to attack, but does nothing more. 
  Hobgoblins (6): 11 hp each; Monster Manual 
  119. 
   
  APL 4 (EL 6) 
  Envita Aldredheart, Female Human Ill5/Ftr1: hp 
  39; see Appendix I. At this APL, Envita has been 
  afflicted with poison and temporarily has her 
  Strength reduced to 0. She orders her henchmen 
  to attack, but does nothing more. 
  Bugbears (6): 16 hp each; each carries 109 gp 
  worth of gems; Monster Manual 27. 
   
  APL 6 (EL 8) 
  Envita Aldredheart, Female Human Ill5/Ftr1: hp 
  39; see Appendix I. 
  Ogres (6): 26 hp each; each carries 189 gp worth 
  of gems; Monster Manual 144. 
   
  APL 8 (EL 10) 
  Envita Aldredheart, Female Human Ill5/Ftr3: hp 
  57; see Appendix I. 
  Minotaurs (4): 39 hp each; each carries 597 gp 
  worth of gems; Monster Manual 137. 
   
  APL 10 (EL 12) 
  Envita Aldredheart, Female Human Ill5/Ftr5: hp 
  75; see Appendix I. 
  Hill Giants (3): 102 hp each; each carries 78 gp 
  work of gems; Monster Manual 98. 
   
  APL 12 (EL 14) 
  Envita Aldredheart, Female Human Ill5/Ftr5: hp 
  75; see Appendix I. 
  Stone Giants (6): 119 hp each; each carries 181 
  gp worth of gems; Monster Manual 98. 
   
  Returning to Ogburg 
  The trip back to Ogburg is interrupted by the rex 
  aartuk. They are aware that the PCs are seeking 
  the Shards of the Uvalnoniz, and wish to obtain 
  these gems for use in their own perverted rituals. 
   
  The following encounter takes place about ten 
  miles north of the city. Thus, if the PCs were 
  traveling at a speed of 60 feet or somehow are 
  making the trip from Envita’s cottage back to 
  Ogburg in a single day, this encounter happens on 
  the same day as “Envita Attacks.” Otherwise, the 
  party gets at least one evening of rest before they 
  reach the rex aartuk. 
   
  As you round a bend in the road, you see a 
  woman up ahead. She’s just off the side of the 
  road, and is looking back and forth. When she 
  notices you, she quickly walks in your 
  direction. 
   
  As she approaches, you see that she is 
  wearing simple clothing that is covered in 
  mud. Underneath her dirty face, you can see 
  that she’s probably in her thirties. A red stain 
  on her blouse might be blood. She is a thin 
  woman and has a very delicate frame. 
   
  She calls out to you, “Help! Oh, please 
  help!” 
   
  Allow the PCs to approach her and ask what’s the 
  matter. 
   
  “Jebediah, he’s trapped! My husband. We were 
  bringing the wagon over the stream, and it 
  toppled over. He’s trapped underneath. He 
  knocked his head on a rock, and I can’t wake 
  him up. I tried to pull him out, but the wagon’s 
  too heavy. It’s just off the road a ways!” 
   
  The woman, Estelle (female human Com1; hp 3; 
  AL N), is actually trying to lure the PCs into an 
  ambush. She is a prisoner of the rex aartuk, and is 
  infected with a disease that will eventually cause 
  her to spawn an ooze. The rex aartuk control this 
  process, and have instructed her to lead the PCs 
  off of the road. If she refused, they promised to kill 
  her 
  immediately. 
  (Actually, 
  they’ll 
  kill 
  her 
  anyways.) 
   
  Though Estelle is lying, since her life is very 
  much in danger, she is extraordinarily convincing. 
  A Sense Motive check (DC 20) reveals that she is 
  extremely desperate for the PCs’ help, almost too 
  desperate. 
   
  If the PCs follow her, they come to a clearing. 
  At APL 4+, one or more rex aartuk are hidden at 
  the edges of this clearing and attack with surprise; 
  they are 40 feet away, within range to partial 
  charge for an initial attack in the surprise round. 
  The rex aartuk blend in with the foliage quite well. 
  A Spot check (DC 28+APL) or a Listen check (DC 
  13+APL) alerts a PC to their presence in time to 
  allow an action in the surprise round. The ooze will 
  not act in the surprise round. 
   
  If the PCs refuse to follow Estelle, or delay for 
  more than five rounds, the attack happens in the 
  road. At APL 4+, rex aartuk leave their hiding 
  places to attack the PCs; the encounter starts with 
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  16
  
  the rex aartuk 70 feet away and the party is not be 
  surprised. 
   
  Regardless, where the attack happens, the 
  following occurs. Tone down the language if 
  younger players are present, or play up the scene 
  if you are familiar with what your players enjoy. 
   
  The woman before you suddenly looks ill. “No, 
  please no!” she exclaims. 
   
  She doubles over and begins to vomit. 
  Time seems to slow down as you watch her, 
  unable to react. More and more comes out of 
  her, and a look of infinite terror fills her eyes. 
  She screams in terror. With one last gag, she 
  falls to the ground, no longer moving. Her 
  body reminds you of an empty sausage 
  casing. The pool she has expelled before her is 
  perversely large. Disgustingly, it’s moving 
  towards you. 
   
  Where the ooze appears in relation to the party 
  depends upon Estelle’s location. Unless the PCs 
  do something specific, assume she is 15 feet 
  away from the nearest PC. The first square of the 
  ooze appears next to her, and for large oozes, 
  extends into the squares away from the party. 
   
  At APL 4+, the rex aartuk speak to the PCs in 
  a raspy voice that sounds like leaves in the wind, 
  saying: 
   
  • “Give us the holy Gems of our divine lord, 
  and we shall let you live for another battle.” 
  •  “Four limb, your blood will consecrate this 
  blessed ritual of battle.” 
  •  “Your species is weak, but you are proving 
  to be a refreshing challenge.” 
   
  If at any point the PCs agree to turn over the 
  gems, the rex aartuk will let the PCs go; if the 
  combat goes poorly for the party, reiterate the 
  above offer. If they do not turn over the gems, the 
  rex aartuk fight to the death. 
   
  APL 2 (EL 4) 
  Gray Ooze (1): 26 hp; Monster Manual 145. 
   
  APL 4 (EL 7) 
  Ochre Jelly (1): 60 hp; Monster Manual 145. 
  Yellow Rex Aartuk (2): 39 hp; see Appendix II. 
   
  APL 6 (EL 9) 
  Ochre Jelly (1): 60 hp; Monster Manual 145. 
  Yellow Rex Aartuk (6): 39 hp; see Appendix II. 
   
  APL 8 (EL 11) 
  Black Pudding (1): 115 hp; Monster Manual 145. 
  Orange Rex Aartuk (6): 65 hp; see Appendix II. 
   
  APL 10 (EL 13) 
  Black Pudding (1): 115 hp; Monster Manual 145. 
  Green Rex Aartuk (8): 102 hp; see Appendix II. 
    
  APL 12 (EL 15) 
  Black Pudding (1): 115 hp; Monster Manual 145. 
  Blue Rex Aartuk (8): 133 hp; see Appendix II. 
   
  Note to DM 
  Here are a few things to keep in mind when 
  running this combat: 
   
  • The rules in the Monster Manual for the gray 
  ooze and black pudding can be interpreted 
  different ways. For this scenario, a melee hit on 
  a PC does not automatically strike the PC’s 
  items. The ooze must use the “Strike an Object” 
  or “Strike a Weapon” rules from the Player’s 
  Handbook to hit a single item rather than the 
  PC, something the unintelligent ooze is unlikely 
  to do. However, if the ooze is struck with a 
  weapon, the acid will corrode the weapon unless 
  the Reflex save (DC 19) is made. It deals the full 
  amount of damage to the weapon, bypassing 
  hardness. 
  • The rex aartuk are generally reluctant to use 
  their tongue grapple. Use the attack sparingly 
  and generally for dramatic effect. Only after 
  sizing up PCs for two rounds will they consider 
  using it. 
  • When being grappled by a creature that 
  occupies more squares than the victim, missile 
  attacks can be directed at those squares to 
  avoid the random chance of hitting the victim. 
  • If a large creature and a medium-size PC are 
  grappling, missile attacks against the creature 
  have a 66% chance of hitting the creature. If a 
  large creature and a small PC are grappling, the 
  chance of hitting the creature with missile 
  attacks is 75%. 
   
  Conclusion 
  The rest of the trip back to Ogburg proceeds 
  uneventfully. The outcome of the scenario is a 
  function of the number of Shards the PCs return to 
  Bahira and how many days it takes them to return 
  them. Use DM’s aid “Conclusion Diagram” to 
  determine the result. There are four degrees of 
  success, A through D. F indicates failure. 
   
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  17
  
  Success (A-D) 
  You’ve made it back to Ogburg and have 
  returned to Bahira’s home. You are concerned 
  to see that a patch covers her eye. She 
  explains that the injury was the result of a 
  recent alchemical accident, and that when she 
  has time, she’ll see if a cleric can heal her. 
   
  Gratefully, Bahira accepts the Shards that 
  you have recovered. She places them on the 
  edge of a magical circle inscribed on the floor. 
  Thick, acrid incense fills the air. The elf, 
  Tharion, lights candles of various shapes and 
  hues. Bahira turns to you. 
   
  “Now you deserve to know the whole story 
  of the task before me. From what we have 
  learned of the species, once every several 
  centuries, 
  a 
  rex 
  aartuk 
  appears 
  with 
  extraordinary powers, a creature known as an 
  elder. The appearance of an elder is seen as a 
  divine event. It usually serves as a catalyst to 
  bind several tribes together for the purpose of 
  holy conquest. The elder is a spiritual nexus 
  for the rex aartuk. The elder lives only three 
  years, and without the elder, their ability to 
  coordinate their forces is extremely hampered. 
  Thus, the rex aartuk strive to secure ultimate 
  victory within three years time. 
   
  “When the rex aartuk came a millennium 
  ago, the elder was able to lead their forces to 
  many victories within a few short months. 
  Humans, elves, and dwarves suffered several 
  defeats, and the future was bleak. However, 
  after deciphering part of The Floracon, they 
  learned the key to their enemy’s power. Using 
  powerful magic, they laid a trap for the elder 
  rex aartuk, securing it in stasis. Without their 
  leader, the rex aartuk were decisively driven 
  back. But many, many lives had already been 
  lost. 
   
  “Our 
  fate 
  would 
  be 
  similarly 
  bleak. 
  However, I have learned that the elder rex 
  aartuk was killed two years ago, shortly after 
  they arrived. Without their elder, they have 
  been forced to work slowly and in secret. We 
  have been given valuable time, time to learn 
  about them and time to rally forces to oppose 
  them. Precious, precious time. 
   
  “How was it that the elder was killed? 
  Talking with a bard of great local knowledge, I 
  heard 
  an 
  interesting 
  tale. 
  A 
  group 
  of 
  adventurers were in the Rakers, headed 
  towards the secret lair of a wizard. Before them 
  appeared a mysterious woman. She told them 
  that they would face a creature of immense 
  power known as the elder, a creature that 
  nearly destroyed the Flanaess a millennium 
  ago. Yet though powerful, the elder had a 
  weakness—it lives for three years and then 
  dies. She gave them a gem that they could 
  crush to release a gas, aging all around five 
  years. 
  She 
  then 
  disappeared. 
  These 
  adventurers faced and defeated the elder. 
   
  “The interesting thing is that I have been 
  fashioning just such a gem. I created a magical 
  necklace that protected Prelate Baslett when 
  he faced a ghost dragon several months ago. 
  A ghost dragon releases a gas that ages its 
  victims. This gas is the only means I know of 
  for causing rapid aging. Not only did the 
  necklace protect Baslett, but the gem hidden 
  within it stored some of the gas. 
   
  “Another interesting thing is that before 
  working with Tharion on deciphering The 
  Floracon, I was studying a unique area of 
  magic—the 
  magic 
  of 
  manipulating 
  time. 
  Culminating years of research, I discovered an 
  unreliable means to communicate through 
  time. 
   
  “What I have concluded from all of these 
  coincidences is that the woman who provided 
  those adventurers the means to kill the elder 
  two years ago was not a spirit from the past. 
  She was me, communicating back through 
  time, to kill the elder before the rex aartuk 
  could attack the Pale. 
   
  “The story has now come full circle. Using 
  the Shards you obtained, my incantation will 
  send me to that precise time and place. I may 
  not return. The magic is unpredictable, and the 
  results may be grave for me. But if I do not do 
  this, the elder would still be alive, and the 
  present that we live in would be far worse.” 
   
  Give the PCs a chance to react before 
  proceeding. 
   
  “Bahira,” the elf Tharion speaks, “The past few 
  months have been a time of enlightenment for 
  me. You have brought light into my spirit. 
  Please take this silver bracelet as a symbol of 
  my affection, of my love, for you. When you 
  return, I hope that you would consider joining 
  together in marriage.” 
   
  The old woman’s eyes light up, and she 
  smiles, but the gravity of the situation 
  restrains her jubilance. “Of course,” she says, 
  “When I return.” 
   
  Bahira begins her spell, speaking a variety 
  of incomprehensible words. A blue aura 
  surrounds her form. In her right hand, she 
  Full Circle 
   
   
  18
  
  clutches the red gem tightly, the gem that will 
  bring an end to the elder. The Shards of the 
  Uvalnoniz begin to vibrate and emit a haunting 
  tone. Bahira says a few final words, and 
  disappears in a nimbus of blue light. 
   
  What happens at this point depends upon which 
  conclusion the party achieved. After a dramatic 
  pause, the following happens: 
   
  • A: Bahira starts to reappear, surrounded by blue 
  light. At first, she looks very young. But then she 
  rapidly ages until she looks normal again. The 
  light fades, and she is completely unharmed. 
  She grants the characters a favor, “Bahira’s 
  gratitude.” 
  • B: Bahira starts to reappear, surrounded by blue 
  light. At first, she looks very young. Then she 
  ages several years until she appears in her mid 
  twenties. The light fades. Bahira has lost much 
  of her abilities, and is now a 7th-level wizard. 
  • C: A figure appears surrounded by blue light. It’s 
  an infant, lying on the ground. The light fades. 
  Bahira has returned as a young babe. Tharion 
  promises to take care of her. 
  • D: The blue light appears. The haunting sound 
  of a baby crying echoes through the room. The 
  light fades. Bahira is forever gone. 
   
  Regardless of the specific conclusion, Bahira was 
  able to successfully deliver the gem into the right 
  hands two years in the past. The elder rex aartuk 
  is killed, and the Pale is much safer for it. 
   
  If Bahira returned, she comes back without the 
  silver engagement bracelet given to her by 
  Tharion. She dropped it while in the past. It’s 
  possible that a PC who played PAL1-04 Prelude to 
  the Past has it (the cert is entitled “Silver Bracelet 
  from Strange Woman”). If presented the bracelet, 
  Tharion asks to give the character 1,000 gp for it. 
  (If multiple PCs paradoxically have the same item, 
  he is willing to buy them all.) If a PC does give the 
  bracelet to Tharion, mark this information down in 
  the items sold section of the Adventure Record, as 
  this is not part of the treasure gained in this 
  scenario. 
   
  Regardless of Bahira’s disposition, Tharion is 
  grateful for the characters’ help. He will make 
  certain elven enchanters available to the PCs, 
  allowing any magic armor to be upgraded with the 
  shadow special ability. 
   
  Failure (F) 
  It’s been eight days since Bahira asked you to 
  return the Shards of the Uvalnoniz to her, but 
  you have been unable to do so. Without 
  warning, the landscape shifts. The sky has a 
  sickly yellow tinge to it. Most of the buildings 
  of Ogburg are in ruins. Thick vines strangle the 
  rubble. Everything is different, like the vision 
  you had eight days ago. But this time it’s real. 
   
  You flee from the city, carefully making 
  your way into the wilderness. Dozens and 
  dozens of rex aartuk patrol the streets. 
  Occasionally, you see them escorting a group 
  of humans. But right now, you have to focus 
  on getting to safety. 
   
  You make it out of the city and don’t stop 
  running for several miles. You head towards 
  Stradsett. The towns on your way are all 
  deserted. Finally, you reach your destination 
  and thankfully find it populated and heavily 
  fortified. 
   
  Allowed to enter, you learn that Ogburg, 
  Eltison, and Landrigard fell to the rex aartuk a 
  year ago. None of the other nations of the 
  Flanaess have rallied to the Pale’s side. The 
  people of the Pale have been fighting valiantly, 
  but many wonder if the Theocrat will make an 
  offer of surrender soon. Hopelessness creeps 
  into your soul. 
   
  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. 
   
  Part Two, The Smashed Mirror 
  Defeating the monsters (EL 4/5/7/9/11/13) 
  APL 2 
  120 XP 
  APL 4 
  150 XP 
  APL 6 
  210 XP 
  APL 8 
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  390 XP 
   
  Part Four, Envita Attacks 
  Defeating Envita (EL 4/6/8/10/12/14) 
  APL 2 
  120 XP 
  APL 4 
  180 XP 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
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  19
  
  Part Four, Returning to Ogburg 
  Defeating the rex aartuk (EL 4/7/9/11/13/15) 
  APL 2 
  120 XP 
  APL 4 
  210 XP 
  APL 6 
  270 XP 
  APL 8 
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
   
  Conclusion, Success (A-D) 
  Succeeding the mission (RP Award) 
  APL 2 
  90 XP 
  APL 4 
  135 XP 
  APL 6 
  180 XP 
  APL 8 
  225 XP 
  APL 10 
  270 XP 
  APL 12 
  315 XP. 
   
  Maximum Possible Experience 
  Total ELs for this adventure 
  APL 2 
  12 
  APL 4 
  18 
  APL 6 
  24 
  APL 8 
  30 
  APL 10 
  36 
  APL 12 
  42 
   
  Maximum Possible Experience Awards 
  APL 2 
  450 XP 
  APL 4 
  675 XP 
  APL 6 
  900 XP 
  APL 8 
  1,125 XP 
   APL 10 
  1,350 XP 
   APL 12 
  1,575 XP 
   
  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. 
   
  Loot = Looted gear from enemy (calculated at 
  50% of book price); Coin = Coin, Gems, Jewelry, 
  and other valuables (at 100% of value found); 
  Magic = Magic Items (calculated at 50% of book 
  price). Amounts are rounded to the nearest whole 
  gold piece. 
   
  L: Looted gear from enemy 
  C: Coin, Gems, Jewelry, and other valuables 
  M: Magic Items (sell value)  
   
  Part Four, Envita Attacks 
  Defeating Envita 
  APL 2: L—55 gp [dagger (0 gp), 6 javelins (0 
  gp), 6 longswords (7 gp), 6 small wooden 
  shields (1 gp), spellbook (35 gp), spell 
  component pouch (0 gp), 6 studded leather 
  armor (12 gp)]; M—446 gp [+1 greatsword 
  (195 gp), +1 mithral chain shirt (187 gp), 
  potion of water breathing (62 gp), scroll 
  (arcane) of comprehend languages (2 gp)]. 
  APL 4: C—109 gp; L—45 gp [dagger (0 gp), 6 
  javelins (0 gp), 6 leather armor (5 gp), 6 
  morningstars (4 gp), 6 small wooden shields 
  (1 gp), spellbook (35 gp), spell component 
  pouch (0 gp)]; M—446 gp [+1 greatsword 
  (195 gp), +1 mithral chain shirt (187 gp), 
  potion of water breathing (62 gp), scroll 
  (arcane) of comprehend languages (2 gp)]. 
  Full Circle 
   
   
  20
  
  APL 6: C—189 gp; L—50 gp [dagger (0 gp), 6 
  large hide armor (15 gp), 6 large javelins (0 
  gp), spellbook (35 gp), spell component 
  pouch (0 gp)]; M—561 gp [+1 greatsword 
  (195 gp), +1 mithral chain shirt (187 gp), 
  potion of arcane sight (62 gp), potion of 
  expeditious retreat (4 gp), potion of true 
  strike (4 gp), potion of water breathing (62 
  gp), scroll (arcane) of alarm (2 gp), scroll 
  (arcane) of alter self (12 gp), scroll (arcane) 
  of comprehend languages (2 gp), scroll 
  (arcane) of phantom steed (31 gp)]. 
  APL 8: C—398 gp; L—41 gp [dagger (0 gp), 4 
  huge greataxes (6 gp), spellbook (35 gp), 
  spell component pouch (0 gp)]; M—811 gp 
  [+1 greatsword (195 gp), +2 mithral chain 
  shirt (437 gp), potion of arcane sight (62 gp), 
  potion of expeditious retreat (4 gp), potion of 
  true strike (4 gp), potion of water breathing 
  (62 gp), scroll (arcane) of alarm (2 gp), scroll 
  (arcane) of alter self (12 gp), scroll (arcane) 
  of comprehend languages (2 gp), scroll 
  (arcane) of phantom steed (31 gp)]. 
  APL 10: C—39 gp; L—42 gp [dagger (0 gp), 3 
  large hide armor (7 gp), spellbook (35 gp), 
  spell component pouch (0 gp)]; M—2,019 gp 
  [bag of holding (Bag 1) (208 gp), +1 
  greatsword (195 gp), +2 mithral chain shirt 
  (437 gp), potion of arcane sight (62 gp), 
  potion of expeditious retreat (4 gp), potion of 
  true strike (4 gp), potion of water breathing 
  (62 gp), scroll (arcane) of alarm (2 gp), scroll 
  (arcane) of alter self (12 gp), scroll (arcane) 
  of comprehend languages (2 gp), scroll 
  (arcane) of phantom steed (31 gp), vibrant 
  purple prism ioun stone (1,000 gp)]. 
  APL 12: C—181 gp; L—50 gp [dagger (0 gp), 6 
  large hide armor (15 gp), spellbook (35 gp), 
  spell component pouch (0 gp)]; M—2,769 gp 
  [bag of holding (Bag 1) (208 gp), chime of 
  opening (250 gp), +2 greatsword (695 gp), 
  +2 mithral chain shirt (437 gp), potion of 
  arcane sight (62 gp), potion of expeditious 
  retreat (4 gp), potion of true strike (4 gp), 
  potion of water breathing (62 gp), scroll 
  (arcane) of alarm (2 gp), scroll (arcane) of 
  alter self (12 gp), scroll (arcane) of 
  comprehend 
  languages 
  (2 
  gp), 
  scroll 
  (arcane) of phantom steed (31 gp), vibrant 
  purple prism ioun stone (1,000 gp)]. 
  [Here are the items (with full value) possessed 
  by 
  the 
  creatures 
  at 
  each 
  APL. 
  When 
  determining the value of the loot, I summed the 
  number of identical items, divided the full 
  value by half, divided by six, and then rounded 
  down. 
   
  APL 2 – 6 Hobgoblins: studded leather (25 gp), 
  small wooden shield (3 gp), longsword (15 gp), 
  javelin (1 gp). 
   
  APL 4 – 6 Bugbears: leather armor (10 gp), 
  small wooden shield (3 gp), morningstar (8 gp), 
  javelin (1 gp). 
   
  APL 6 – 6 Orgres: large hide (30 gp), large 
  javelin (1 gp). 
   
  APL 8 – 4 Minotaurs: huge greataxe (20 gp). 
   
  APL 10 – 3 Hill Giants: large hide (30 gp). 
   
  APL 12 – 6 Stone Giants: large hide (30 gp). 
   
  APL 
  2-4 
  – 
  Envita: 
  dagger 
  (2 
  gp), 
  +1 
  greatswoprd (2,350 gp), +1 mithral chain shirt 
  (2,250 gp), spell component pouch (5 gp), 
  potion of water breathing (750 gp), scroll 
  (arcane) of comprehend languages (25 gp), 
  spellbook (420 gp). 
   
  APL 6 – Envita: potion of arcane sight (750 gp), 
  potion of expeditious retreat (50 gp), potion of 
  true strike (50 gp), scroll (arcane) of alarm (25 
  gp), scroll (arcane) of alter self (150 gp), scroll 
  (arcane) of phantom steed (375 gp). 
   
  APL 8 – Envita: +2 mithral chain shirt (5,250 
  gp). 
   
  APL 10 – Envita: bag of holding (Bag 1) (2,500 
  gp), vibrant purple prism ioun stone (12,000 
  gp).] 
   
  APL 12 – Envita: chime of opening (3,000 gp), 
  +2 greatsword (8,350 gp). 
   
  Conclusion, Success (A-D) 
  Achieving success level A-D 
  All APLs: Tharion’s gratitude. 
  Achieving success level A 
  All APLs: Bahira’s gratitude. 
   
  Maximum Possible Treasure 
  The total wealth available is: 
  APL 2: 501 gp 
  APL 4: 600 gp 
  APL 6: 800 gp 
  APL 8: 1,250 gp 
  APL 10: 2,100 gp 
  APL 12: 3,000 gp 
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  21
  
   
  The Theocrat takes any above the cap as a tithe 
  or donation to the church, so the maximum gp that 
  the PCs can come away from the scenario with is: 
  APL 2: 400 gp 
  APL 4: 600 gp 
  APL 6: 800 gp 
  APL 8: 1,250 gp 
  APL 10: 2,100 gp 
  APL 12: 3,000 gp 
   
  New Items 
  Please put these two items on the Adventure 
  Record, with the notice “Cross out the items this 
  character does not acquire.” 
   
  Tharion’s gratitude: For assisting his love, 
  Bahira, Tharion speaks to the enchanters who 
  support the elite elven rangers of the Phostwood. 
  These enchanters will upgrade any magic armor 
  you posses to have the shadow special ability 
  from the Dungeon Master’s Guide. You must pay 
  the difference in market value between your 
  existing armor and the new armor. 
   
  Envita Aldredheart’s spellbook: This spellbook 
  is useful to a wizard who wishes to copy these 
  spells into her own spellbook. Before a wizard can 
  prepare these spells, she must first copy them into 
  her own spellbook, as per the rules on page 155 in 
  the Player’s Handbook. 
   
  The spellbook contains the following spells: 
  0—all in PHB; 1st—alarm, color spray, expeditious 
  retreat, hold portal, mount, shield, silent image, 
  ventriloquism; 2nd—bull’s strength, cat’s grace, 
  endurance, invisibility, mirror image, misdirection, 
  glitterdust, whispering wind; 3rd—displacement, 
  fireball, Leomund’s tiny hut, major image, slow, 
  solid fog. 
   
  Market Price: 420 gp. (Frequency: Adventure.) 
   
  Bahira’s gratitude: Only PCs who returned all 
  four Shards of the Uvalnoniz within two days can 
  receive this favor. By accomplishing this feat, 
  Bahira was able to go back in time and return 
  completely 
  unharmed. 
  As 
  thanks 
  for 
  this 
  tremendous accomplishment, she agrees to cast 
  limited wish for you once, upon request. She will 
  only cast limited wish for the purposes of removing 
  harmful effects or spells that can be undone by the 
  spell. She will not cast limited wish to duplicate 
  other spells or perform any effect other than to 
  undo harmful magic. Once the spell has been 
  cast, cross out this item. 
   
  Items Found 
  List the following in the “Items Found During the 
  Adventure” section. Items that PCs always have 
  access to have been left off the list. 
   
  APL 2 and 4 
  • 
  +1 mithral chain shirt (Adventure, DMG) 
  • 
  potion of water breathing (Adventure; DMG) 
  • 
  scroll (arcane) of comprehend languages 
  (Adventure; per DMG rules for 1st-level spell) 
  • 
  Envita Alredheart’s spellbook (Adventure; see 
  above) 
   
  APL 6 (all of APLs 2-4 plus the following) 
  • 
  potion of arcane sight (Adventure; per DMG 
  rules for 3rd-level spell, spell from Tome and 
  Blood) 
  • 
  potion of expeditious retreat (Adventure; per 
  DMG rules for 1st-level spell) 
  • 
  potion of true strike (Adventure; per DMG 
  rules for 1st-level spell) 
  • 
  scroll (arcane) of alarm (Adventure; per DMG 
  rules for 1st-level spell) 
  • 
  scroll (arcane) of alter self (Adventure; per 
  DMG rules for 2nd-level spell) 
  • 
  scroll (arcane) of phantom steed (Adventure; 
  per DMG rules for 3rd-level spell) 
   
  APL 8 (all of APLs 2-6 plus the following) 
  • 
  +2 mithral chain shirt (Adventure, DMG) 
   
  APL 10 (all of APLs 2-8 plus the following) 
  • 
  bag of holding (Bag 1) (Adventure, DMG) 
  • 
  vibrant purple prism ioun stone (Adventure, 
  DMG) 
   
  APL 12 (all of APLs 2-10 plus the 
  following) 
  • 
  chime of opening (Adventure; DMG) 
  • 
  +2 greatsword (Adventure; DMG) 
   
   
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  22
  
  Appendix I: NPCS 
  Player Introduction 
  Bahira, Female Human Wiz17: CR 17; Medium-
  size Humanoid; HD 17d4-17; hp 35; Init -1; Spd 30 
  ft.; AC 17, Touch 13, flat-footed 17.   (-1 Dex, +4 
  Bracers, +4 Ring); BAB +8; Grap +7; Atk +7/+2 
  melee (1d4-1, dagger); AL NG; SV Fort +9, Ref 
  +9, Will +17; Str 9, Dex, 9, Con 9, Int 22, Wis 14, 
  Cha 15. 
   
  Skills: Alchemy +16, Concentration +4, Craft 
  (painting) 
  +23, 
  Knowledge 
  (arcana) 
  +26, 
  Knowledge (history) +11, Knowledge (the planes) 
  +16, Knowledge (temporal magic) +21, Listen +9, 
  Scry +16, Search +26, Spellcraft +26, Spot +9. 
  Feats: Brew Potion, Craft Magic Arms and Armor, 
  Craft Staff, Craft Wand, Craft Wondrous Item, 
  Empower Spell, Extend Spell, Maximize Spell, 
  Quicken Spell, Scribe Scroll, Spell Penetration. 
   
  Spells Prepared 4/6/6/5/5/5/5/3/2/1; base DC 
  = 16 + spell level): 0—detect magic, read magic 
  (3); 1st—comprehend languages (3), feather fall, 
  shield; 2nd—blur, daylight, misdirection, resist 
  elements (2); 3rd—fly (2), magic circle against 
  chaos, magic circle against evil, tongues; 4th—
  detect scrying, dimensional anchor (2), dimension 
  door, minor creation; 5th—dream, fabricate, hold 
  monster, magic missile (quickened), wall of force; 
  6th—analyze dweomer, globe of invulnerability, 
  legend lore, greater dispelling; 7th—ethereal jaunt, 
  limited wish, spell turning; 8th—magic missile 
  (quickened, maximized) (2); 9th—time stop. 
   
  Spellbook: 
  0—all 
  in 
  PHB; 
  1st—alarm, 
  comprehend languages, endure elements, erase, 
  feather fall, hold portal, identify, mage armor, 
  magic missile, mount, shield, spider climb, unseen 
  servant; 2nd—blur, continual flame, daylight, 
  detect thoughts, misdirection, pyrotechnics, resist 
  elements, rope trick, shatter; 3rd—dispel magic, 
  fly, haste, magic circle against chaos, magic circle 
  against evil, major image, summon monster III, 
  tongues; 4th—detect scrying, dimension door, 
  dimensional anchor, improved invisibility, minor 
  creation, Rary’s mnemonic enhancer, remove 
  curse; 5th—cone of cold, dream, fabricate, hold 
  monster, major creation, passwall, persistent 
  image, telekinesis, wall of force; 6th—analyze 
  dweomer, antimagic field, globe of invulnerability, 
  greater dispelling, legend lore, permanent image, 
  programmed image; 7th—delayed blast fireball, 
  ethereal jaunt, limited wish, plane shift, spell 
  turning; 8th—etherealness, protection from spells, 
  screen, sunburst; 9th—temporal stasis, time stop. 
   
  Possessions: bracers of armor +4, cloak of 
  resistance +5, dagger, ring of evasion, ring of 
  protection +4, spellbook, spell component pouch. 
   
  Part Four, Envita Attacks 
  APL 2-4 
  Envita Aldredheart, Female Human Ill5/Ftr1: 
  For all stats, see APL 6, except her Strength score 
  has been reduced to 0. 
   
  Possessions: dagger, +1 greatsword, +1 
  mithral chain shirt (10% spell failure, max Dex 
  bonus +6), potion of water breathing, scroll 
  (arcane) of comprehend languages, 2 Shards of 
  the Uvalnoniz, spellbook, spell component pouch. 
   
  Appearance: See APL 6. At these APLs, 
  however, Envita poisoned herself with large spider 
  poison while practicing Craft (poisonmaking). Her 
  Strength has been reduced to 0. Envita wavers on 
  the edge of consciousness. Her henchmen carry 
  her around on a litter. 
   
  APL 6 
  Envita Aldredheart, Female Human Ill5/Ftr1: CR 
  6; Medium-size Humanoid; HD 5d4+1d10+18; hp 
  40; Init +8; Spd 30 ft.; AC 19, touch 14, flat-footed 
  15; BAB +3; Grap +6; Atk +8 melee (2d6+5/19-20, 
  +1 greatsword); AL CE; SV Fort +6, Ref +5, Will 
  +3; Str 17, Dex 18, Con 16, Int 15, Wis 8, Cha 9. 
   
  Skills: Concentration +12 (+16 when casting 
  on the defensive), Craft (poisonmaking) +7, Craft 
  (trapmaking) +7, Intimidate +2, Spellcraft +10, 
  Spot +0, Tumble +8. Feats: Brew Potion, Combat 
  Casting, Combat Reflexes, Improved Initiative, 
  Scribe 
  Scroll, 
  Silent 
  Spell, 
  Weapon Focus 
  (greatsword). 
   
  Spells Prepared (5/5/4/2; base DC = 12 + 
  spell level): 0—dancing lights*, detect magic, 
  ghost sound*, mage hand, mending; 1st—alarm, 
  expeditious retreat, shield, ventriloquism*; 2nd—
  bull’s strength, cat’s grace, endurance, mirror 
  image*; 3rd—displacement*, slow. 
   
  Spellbook: 0—all in PHB; 1st—alarm, color 
  spray*, expeditious retreat, hold portal, mount, 
  shield, silent image*, ventriloquism*; 2nd—bull’s 
  strength, cat’s grace, endurance, invisibility*, 
  mirror 
  image*, 
  misdirection*, 
  glitterdust, 
  whispering wind; 3rd—displacement*, fireball, 
  Leomund’s tiny hut, major image*, slow, solid fog. 
   
  *These spells belong to the school of Illusion, 
  which is this character’s specialty. Prohibited 
  schools: Divination and Necromancy. 
   
  Possessions: dagger, +1 greatsword, +1 
  mithral chain shirt (10% spell failure, max Dex 
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  23
  
  bonus +6), potion of arcane sight, potion of 
  expeditious retreat, potion of true strike, potion of 
  water breathing, scroll (arcane) of alarm, scroll 
  (arcane) 
  of 
  alter 
  self, 
  scroll 
  (arcane) 
  of 
  comprehend 
  languages, 
  scroll 
  (arcane) 
  of 
  phantom steed, 2 Shards of the Uvalnoniz, 
  spellbook, spell component pouch. 
   
  Appearance: Envita is very tall for a woman, 
  standing at 6 feet. She has tightly curled brown 
  hair and blue eyes. Horrible scars mar her face 
  and hands, the result of the fire aboard the pirate 
  ship. 
   
  Personality: Envita is an impatient woman that 
  holds her feelings tight and her grudges even 
  tighter. She originally honed her skills as an 
  illusionist, but eventually became frustrated with 
  her studies. She is now attempting to determine if 
  the sword is a more efficacious tool than the spell. 
  She is self-centered, narcissistic, and always 
  believes that bad things happen to her because 
  people enjoy seeing her fail. 
   
  APL 8 
  Envita Aldredheart, Female Human Ill5/Ftr3: CR 
  8; Medium-size Humanoid; HD 5d4+3d10+24; hp 
  58; Init +8; Spd 30 ft.; AC 20, touch 14, flat-footed 
  16; BAB +5; Grap +9; Atk +11 melee (2d6+7/19-
  20, +1 greatsword); AL CE; SV Fort +7, Ref +6, 
  Will +4; Str 18, Dex 18, Con 16, Int 15, Wis 8, Cha 
  9. 
   
  Skills: Concentration +14 (+18 when casting 
  on the defensive), Craft (poisonmaking) +7, Craft 
  (trapmaking) +7, Intimidate +2, Spellcraft +10, 
  Spot +2, Tumble +9. Feats: Blind-Fighting, Brew 
  Potion, 
  Combat 
  Casting, 
  Combat 
  Reflexes, 
  Improved Initiative, Scribe Scroll, Silent Spell, 
  Weapon Focus (greatsword). 
   
  Spells Prepared (5/5/4/2; base DC = 12 + 
  spell level): 0—dancing lights*, detect magic, 
  ghost sound*, mage hand, mending; 1st—alarm, 
  expeditious retreat, shield, ventriloquism*; 2nd—
  bull’s strength, cat’s grace, endurance, mirror 
  image*; 3rd—displacement*, slow. 
   
  Spellbook: 0—all in PHB; 1st—alarm, color 
  spray*, expeditious retreat, hold portal, mount, 
  shield, silent image*, ventriloquism*; 2nd—bull’s 
  strength, cat’s grace, endurance, invisibility*, 
  mirror 
  image*, 
  misdirection*, 
  glitterdust, 
  whispering wind; 3rd—displacement*, fireball, 
  Leomund’s tiny hut, major image*, slow, solid fog. 
   
  *These spells belong to the school of Illusion, 
  which is this character’s specialty. Prohibited 
  schools: Divination and Necromancy. 
   
  Possessions: dagger, +1 greatsword, +2 
  mithral chain shirt (10% spell failure, max Dex 
  bonus +6), potion of arcane sight, potion of 
  expeditious retreat, potion of true strike, potion of 
  water breathing, scroll (arcane) of alarm, scroll 
  (arcane) 
  of 
  alter 
  self, 
  scroll 
  (arcane) 
  of 
  comprehend 
  languages, 
  scroll 
  (arcane) 
  of 
  phantom steed, 2 Shards of the Uvalnoniz, 
  spellbook, spell component pouch. 
   
  Appearance: See APL 6. 
   
  Personality: See APL 6. 
   
  APL 10 
  Envita Aldredheart, Female Human Ill5/Ftr5: CR 
  10; Medium-size Humanoid; HD 5d4+5d10+30; hp 
  76; Init +8; Spd 30 ft.; AC 20, touch 14, flat-footed 
  16; BAB +7; Grap +11; Atk +13/+8 melee 
  (2d6+9/19-20, +1 greatsword); AL CE; SV Fort +8, 
  Ref +6, Will +6; Str 18, Dex 18, Con 16, Int 15, 
  Wis 8, Cha 9. 
   
  Skills: Concentration +16 (+20 when casting 
  on the defensive), Craft (poisonmaking) +7, Craft 
  (trapmaking) +7, Intimidate +2, Spellcraft +10, 
  Spot +4, Tumble +10. Feats: Blind-Fighting, Brew 
  Potion, 
  Combat 
  Casting, 
  Combat 
  Reflexes, 
  Improved Initiative, Iron Will, Scribe Scroll, Silent 
  Spell, Weapon Focus (greatsword), Weapon 
  Specialization (greatsword). 
   
  Spells Prepared (5/5/4/2; base DC = 12 + 
  spell level): 0—dancing lights*, detect magic, 
  ghost sound*, mage hand, mending; 1st—alarm, 
  expeditious retreat, shield, ventriloquism*; 2nd—
  bull’s strength, cat’s grace, endurance, mirror 
  image*; 3rd—displacement*, slow. 
   
  Spellbook: 0—all in PHB; 1st—alarm, color 
  spray*, expeditious retreat, hold portal, mount, 
  shield, silent image*, ventriloquism*; 2nd—bull’s 
  strength, cat’s grace, endurance, invisibility*, 
  mirror 
  image*, 
  misdirection*, 
  glitterdust, 
  whispering wind; 3rd—displacement*, fireball, 
  Leomund’s tiny hut, major image*, slow, solid fog. 
   
  *These spells belong to the school of Illusion, 
  which is this character’s specialty. Prohibited 
  schools: Divination and Necromancy. 
   
  Possessions: bag of holding (Bag 1), dagger, 
  +1 greatsword, +2 mithral chain shirt (10% spell 
  failure, max Dex bonus +6), potion of arcane sight, 
  potion of expeditious retreat, potion of true strike, 
  potion of water breathing, scroll (arcane) of alarm, 
  scroll (arcane) of alter self, scroll (arcane) of 
  comprehend 
  languages, 
  scroll 
  (arcane) 
  of 
  phantom steed, 2 Shards of the Uvalnoniz, 
  spellbook, spell component pouch, vibrant purple 
  prism ioun stone (Tenser’s transformation). 
   
  Appearance: See APL 6. 
   
  Personality: See APL 6. 
   
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  APL 12 
  Envita Aldredheart, Female Human Ill5/Ftr5: CR 
  10; Medium-size Humanoid; HD 5d4+5d10+30; hp 
  75; Init +8; Spd 30 ft.; AC 20, touch 14, flat-footed 
  16; BAB +7; Grap +11; Atk +14/+9 melee 
  (2d6+10/19-20, +2 greatsword); AL CE; SV Fort 
  +8, Ref +6, Will +6; Str 18, Dex 18, Con 16, Int 15, 
  Wis 8, Cha 9. 
   
  Skills: Concentration +16 (+20 when casting 
  on the defensive), Craft (poisonmaking) +7, Craft 
  (trapmaking) +7, Intimidate +2, Spellcraft +10, 
  Spot +4, Tumble +10. Feats: Blind-Fighting, 
  Combat Casting, Combat Reflexes, Improved 
  Initiative, Iron Will, Scribe Scroll, Silent Spell, 
  Weapon 
  Focus 
  (greatsword), 
  Weapon 
  Specialization (greatsword). 
   
  Spells Prepared (5/5/4/2; base DC = 12 + 
  spell level): 0—dancing lights*, detect magic, 
  ghost sound*, mage hand, mending; 1st—alarm, 
  expeditious retreat, shield, ventriloquism*; 2nd—
  bull’s strength, cat’s grace, endurance, mirror 
  image*; 3rd—displacement*, slow. 
   
  Spellbook: 0—all in PHB; 1st—alarm, color 
  spray*, expeditious retreat, hold portal, mount, 
  shield, silent image*, ventriloquism*; 2nd—bull’s 
  strength, cat’s grace, endurance, invisibility*, 
  mirror 
  image*, 
  misdirection*, 
  glitterdust, 
  whispering wind; 3rd—displacement*, fireball, 
  Leomund’s tiny hut, major image*, slow, solid fog. 
   
  *These spells belong to the school of Illusion, 
  which is this character’s specialty. Prohibited 
  schools: Divination and Necromancy. 
   
  Possessions: bag of holding (Bag 1), chime of 
  opening, dagger, +2 greatsword, +2 mithral chain 
  shirt (10% spell failure, max Dex bonus +6), potion 
  of arcane sight, potion of expeditious retreat, 
  potion of true strike, potion of water breathing, 
  scroll (arcane) of alarm, scroll (arcane) of alter 
  self, scroll (arcane) of comprehend languages, 
  scroll (arcane) of phantom steed, 2 Shards of the 
  Uvalnoniz, spellbook, spell component pouch, 
  vibrant 
  purple 
  prism 
  ioun 
  stone 
  (Tenser’s 
  transformation). 
   
  Appearance: See APL 6. 
   
  Personality: See APL 6. 
   
   
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  25
  
  Appendix II: New Rules—Rex Aartuk 
   
  Yellow Rex Aartuk 
  Orange Rex Aartuk 
   
   
  Large Plant 
  Large Plant 
  Hit Dice: 
  6d8+12 (39 hp) 
  10d8+20 (65 hp) 
  Initiative: 
  +4 (Dex) 
  +4 (Dex) 
  Speed: 
  40 ft. 
  40 ft. 
  AC: 
  16 (-1 size, +4 Dex, 
  18 (-1 size, +4 Dex, 
   
  +3 natural) 
  +5 natural) 
  Attacks: 
  Slam +8/+3 melee; 
  Slam +12/+7 melee;  
   
  or pellet +7 ranged 
  or pellet +10 ranged 
  Damage: 
  Slam 1d6+5; 
  Slam 2d6+7;  
   
  or pellet 1d8 
  or pellet 1d8 
  Face/Reach: 
  5 ft. by 5 ft./10 ft. 
  5 ft. by 5 ft./10 ft. 
  Special Attacks: 
  Tongue grapple 
  Tongue grapple 
  Special Qualities: Blindsight, darkvision 120 ft., 
  Blindsight, darkvision  
   
  plant 
  120 ft., plant 
  Saves:  
  Fort +7, Ref +6, Will -1 
  Fort +9, Ref +7, Will +1 
  Abilities: 
  Str 21, Dex 18, Con 15, 
  Str 23, Dex 18, Con 15, 
   
  Int 6, Wis 6, Cha 6 
  Int 6, Wis 6, Cha 6 
   
   
  Green Rex Aartuk 
  Blue Rex Aartuk 
  Purple Rex Aartuk 
   
  Large Plant 
  Large Plant 
  Large Plant 
  Hit Dice:  
  12d8+48 (102 hp) 
  14d8+70 (133 hp) 
  17d8+102 (178 hp) 
  Initiative:  
  +4 (Dex) 
  +4 (Dex) 
  +4 (Dex) 
  Speed:  
  40 ft. 
  40 ft. 
  40 ft. 
  AC:  
  20 (-1 size, +4 Dex, 
  21 (-1 size, +4 Dex, 
  23 (-1 size, +4 Dex, 
   
  +7 natural) 
  +8 natural) 
  +10 natural) 
  Attacks:  
  Slam +15/+10 melee; 
  Slam +18/+13 melee; 
  Slam +23/+18/+13 melee;  
   
  or pellet +12 ranged 
  or pellet +13 ranged 
  or pellet +15 ranged 
  Damage:  
  Slam 2d6+10; 
  Slam 2d8+13; 
  Slam 4d6+18;  
   
  or pellet 1d8 
  or pellet 1d8 
  or pellet 1d8 
  Face/Reach:  
  5 ft. by 5 ft./10 ft. 
  5 ft. by 5 ft./10 ft. 
  5 ft. by 5 ft./10 ft. 
  Special Attacks:  
  Tongue grapple 
  Tongue grapple 
  Tongue grapple 
  Special Qualities: Blindsight, darkvision 120 ft., 
  Blindsight, darkvision 120 ft., 
  Blindsight, darkvision 120 ft., 
   
  plant 
  plant 
  plant 
  Saves:  
  Fort +12, Ref +8, Will +2 
  Fort +14, Ref +8, Will +2 
  Fort +14, Ref +10, Will +6 
  Abilities:  
  Str 25, Dex 18, Con 19, 
  Str 29, Dex 18, Con 21, 
  Str 35, Dex 18, Con 23, 
   
  Int 6, Wis 6, Cha 6 
  Int 6, Wis 6, Cha 6 
  Int 6, Wis 6, Cha 6 
   
  Climate/Terrain: Any 
  Organization: Solitary, squad (2-8), or tribe (50-300) 
  Challenge Level: Yellow 3; orange 5; green 7; blue 9; purple 11 
  Treasure: Standard; double gems, art, magic 
  Alignment: Always lawful evil 
  Advancement: Yellow 7-9 HD (Large); orange 11 HD (Large); green 13 HD (Large); blue 15-16 HD (Large); purple 18-19 HD 
  (Large); also by character class. 
   
  The rex aartuk (pronounced like “are TOOK”, rhymes 
  with “our book”) are nomadic plants that organize 
  themselves into well-structured tribes. They are a 
  larger, more powerful offshoot of the aartuk (from MC7 
  Spelljammer Monstrous Compendium). Rex aartuk are 
  organized socially and physiologically into a number of 
  different castes based on age. The focus of their 
  culture is war. They are religious fanatics, serving an 
  unknown dark god that view war as the ultimate form 
  of art. 
   
  The rex aartuk’s body is roughly star-shaped. Five 
  tentacle-like branches extend from its body. The 
  creature’s head stands at the end of a retractable 
  snake-like stalk. Its entire body is covered with thick, 
  deep green skin. Brightly colored veins run over the 
  skin. The veins change color as the creature ages and 
  becomes more powerful. The youngest and weakest 
  of the rex aartuk have yellow-colored veins and stand 
  8 feet tall, while the most powerful have purple veins 
  along their 10-foot-tall bodies. 
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  26
  
   
  A rex aartuk propels itself by walking along its 
  branches. The branches end in suction cups, allowing 
  it to walk along vertical or inverted surfaces. Inside 
  each suction cup are three small psuedopods that can 
  be retracted, enabling it to manipulate small objects. 
   
  Its head is roughly spherical with a single orifice 
  topped by three black bumps. These sensory organs 
  allow the rex aartuk to detect movement via vibration, 
  smell, and infrared vision. The creature is blind to the 
  light range visible to humans, but can see via 
  darkvision. 
   
  Rex aartuk are capable of speech and can 
  understand Common. Their own language is a 
  combination of rustles, snaps, clicks, pops, and 
  whistles.  
   
  Combat 
  A rex aartuk uses its limbs to bash opponents within 
  reach. Its extraordinary strength and 10-foot reach 
  makes this a devastating attack. 
   
  Alternatively, a rex aartuk can spit forth a secretion 
  from the orifice in its head. The secretion solidifies 
  upon contact with air to form a rock-hard pellet. The 
  range increment of this pellet is 60 feet. 
   
  Blindsight (Ex): With its strange sensory organs, 
  a rex aartuk can ascertain all foes within 60 feet. 
  Beyond that range, it relies upon darkvision. It usually 
  does not need to make Spot or Listen checks to notice 
  creatures within range of its blindsight. 
   
  Tongue grapple (Ex): As a standard action, a rex 
  aartuk can quickly extend its sticky tongue outward up 
  to 30 feet to grab an opponent. This is resolved like a 
  normal grapple attack, provoking an attack of 
  opportunity. The target gets this attack of opportunity 
  even if the rex aartuk is out of range – the attack is 
  really occurring against the tongue. Like in a normal 
  grapple, if the attack of opportunity succeeds, the 
  grapple automatically fails. However, if the grapple 
  succeeds, the opponent is pulled into the rex aartuk’s 
  space. A rex aartuk is much more likely to use its slam 
  attack than the tongue grapple. 
   
  Plant: As a plant, a rex aartuk is immune to 
  poison, sleep, paralysis, stunning, and polymorphing. 
  It is not subject to critical hits or mind-affecting effects 
  (charms, compulsions, phantasms, patterns, and 
  morale effects). 
   
  Rex Aartuk Society 
  Rex aartuk travel through the spaces between the 
  celestial bodies with magical vessels. These ships use 
  magic in a way that is unknown to all but a few on 
  Oerth. An entire tribe lives on a single vessel, and 
  tribes of rex aartuk rarely interact. The coming of an 
  elder (see below) is a notable exception. 
   
  Rex aartuk live and die for war, which is linked to 
  their religion and reproductive system. They have 
  many customs and traditions regarding combat, and a 
  system of honor that most humanoids would find 
  unfathomable. They often keep humanoids as slaves, 
  and slaves are needed to pilot the magical vessels 
  that allow them to travel the stars. The rex aartuk 
  homeland was destroyed long ago, and they have 
  bound themselves to a dark god to one day eliminate 
  the perpetrators of that great tragedy. 
   
  Most rex aartuk serve as warriors to protect the 
  tribe. A few that are exceptionally wise attend to the 
  religious teachings of the tribe and become clerics. 
  Each tribe has a small circle of individuals who work 
  together to see to the religious needs of the tribe. A 
  similar circle of exceptionally intelligent wizards 
  preserves the magical knowledge of the tribe. 
   
  Rex aartuk able to ingest any form of nourishment, 
  absorbing food through an orifice underneath their 
  bodies. They normally cook their food and can prepare 
  sophisticated dishes. 
   
  A 
  rex 
  aartuk 
  reproduces 
  by 
  infecting 
  an 
  unconscious victim with a virus that progressively 
  turns the victim’s flesh to jelly in a few days. The victim 
  takes 1d6 points of temporary Constitution damage 
  per day until death occurs or until a remove disease 
  spell destroys the virus. A fully-grown aartuk—with the 
  memories of the one who infected the victim—
  emerges from the jelly in one month. 
   
  Rex aartuk infect victims by leaving their tongues 
  on an open wound for 3 rounds. Rex aartuk view the 
  “gift of birth” as a sign of respect and honor towards a 
  victim. The infection of a victim is a religious ritual that 
  must be overseen by a cleric of the tribe. There is no 
  gender among the rex aartuk. 
   
  A rex aartuk who finds a slave useful generally 
  infects the victim with a variant of the reproductive 
  virus, a process known as the “gift of service.” The 
  victim takes no damage while infected. However, 
  within a range of 1 mile, the rex aartuk who infected 
  the victim can send a telepathic signal that causes the 
  virus to instantly transform the victim’s body into an 
  ooze. The victim can resist this with a Fortitude save 
  (DC 18). The most common oozes that result from this 
  horrible process are gray oozes, ochre jellies, and 
  black puddings. The rex aartuk use this virus as a 
  means of control over their slaves. 
   
  Elder Rex Aartuk 
  As a rex aartuk grows, it becomes more and more 
  powerful. It grows taller, stronger, and the color of the 
  veins along its skin changes. After about seventy to 
  eighty years, usually when it has achieved purple 
  coloring, small-multicolored flowers form along its skin. 
  A blossoming rex aartuk is treated with the respect 
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  27
  
  and reverence that humans would give to an 
  aristocrat. After a year of blossoming, the flowers fall 
  off and the creature dies. 
   
  However, in a few, very rare instances, a rex 
  aartuk survives the flowering period. To the rex aartuk, 
  this is a messianic event. Such a creature is 
  designated an elder rex aartuk. After recovering from 
  an initial vulnerable period, white blossoms sprout on 
  its body and the elder becomes immensely powerful. It 
  serves as a spiritual nexus for a tribe of rex aartuk. 
  The appearance of one spurs rex aartuk tribes to join 
  together and venture on a holy war of conquest. 
  Elders are also unique in that they have the power to 
  pilot the rex aartuk flying vessels; normally, humanoid 
  slaves are needed to pilot the ships. The elder lives for 
  only three years. The tribes seek to finalize victory 
  long before the elder passes, for without the elder’s 
  presence, their ability to effectively lead a military 
  campaign is severely hampered. 
   
  The stats for an elder rex aartuk are detailed in 
  PAL1-04 Prelude to the Past. 
   
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  Scenario Flow Chart 
   
   
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  29
  
  Potion Results 
  When a PC drinks a potion from Adept Bevan, hand the player a random result. These effects last only 
  for 24 hours, but don’t let the PCs know that ahead of time. 
   
  ------------------------------------------------------------ 
   
  The hair on the back of your neck stands on end, and you get this nagging feeling that something is about 
  to happen. You gain a +1 insight bonus to all saves. You’re not sure how long this will last, but you have a 
  nagging feeling that it’s only temporary. 
   
  ------------------------------------------------------------ 
   
  You feel your ears grow a bit and become pointed, much like an elf’s. You gain a +1 competence bonus 
  to all Listen checks. 
   
  ------------------------------------------------------------ 
   
  When you first entered this room, you were assaulted by scents. But that was nothing. Suddenly, the 
  smell of everything in the room invades your nose. You gain a +4 circumstance bonus to Search checks. 
  You hope this doesn’t last forever, because the person standing next to you doesn’t smell too good. 
   
  ------------------------------------------------------------ 
   
  You feel compelled to answer all questions directed at you with a question. With great concentration, you 
  can resist this temporarily by making a Will save (DC 15). Will this last forever? How should you know? 
   
  ------------------------------------------------------------ 
   
  You hear voices, just barely above a whisper. At first, you think people are whispering about you. But 
  then you realize you must be hearing thoughts around you. If you concentrate, you think you can 
  understand what people are thinking. 
   
  ------------------------------------------------------------ 
   
  You feel great anger, but you’re not sure exactly why. You want to control the rage, but it’s difficult not to 
  snap out and yell. You gain a +1 morale bonus to Will saves. If this lasts for too long, you might have to 
  give that wizard Bevan a piece of your mind. 
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  30
  
  Plaque in Bar 
   
   
   
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  31
  
  Travel Summary 
  The following chart shows the amount of time it takes to make the 48-mile trip to Envita’s cottage and 
  back to Ogburg. It assumes that the party spends a full 8 hours of travel during a day. Unless the party 
  lingers in Ogburg, they will be able to spend 8 hours traveling on the first day. A party could choose to 
  increase its progress either by hustling or performing a forced march, but these actions have 
  consequences (see page 143 of the Player’s Handbook). 
   
   
   
  Speed of Common Mounts and Animals 
  [Remember to include the weight of a PC and her equipment when figuring a mount’s load.] 
   
  Light horse, no/light barding, less than 151 lb. load 
  60 feet 
  Light horse, no/light barding, 151-450 lb. load 
  40 feet 
  Light horse, medium/heavy barding, less than 450 lb. load 
  40 feet 
   
  Light warhorse, no/light barding, less than 231 lb. load 
  60 feet 
  Light warhorse, no/light barding, 231-690 lb. load 
  40 feet 
  Light warhorse, medium/heavy barding, less than 690 lb. load 
  40 feet 
   
  Heavy horse, no/light barding, less than 201 lb. load 
  50 feet 
  Heavy horse, no/light barding, 201-600 lb. load 
  35 feet 
  Heavy horse, medium/heavy barding, less than 600 lb. load 
  35 feet 
   
  Heavy warhorse, no/light barding, less than 301 lb. load 
  50 feet 
  Heavy warhorse, no/light barding, 301-900 lb. load 
  35 feet 
  Heavy warhorse, medium/heavy barding, less than 900 lb. load 35 feet 
   
  Pony, no/light barding, less than 76 lb. load 
  40 feet 
  Pony, no/light barding, 76-225 lb. load 
  30 feet 
  Pony, medium/heavy barding, less than 225 lb. load 
  30 feet 
   
  Warpony, no/light barding, less than 101 lb. load 
  40 feet 
  Warpony, no/light barding, 101-300 lb. load 
  30 feet 
  Warpony, medium/heavy barding, less than 300 lb. load 
  30 feet 
   
  Riding dog, no/light barding, less than 101 lb. load 
  40 feet 
  Riding dog, no/light barding, 101-300 lb. load 
  30 feet 
  Riding dog, medium/heavy barding, less than 300 lb. load 
  30 feet 
   
  Donkey, less than 51 lb. load 
  30 feet 
  Donkey, less than 51-150 lb. load 
  20 feet 
   
  Mule, less than 231 lb. load 
  30 feet 
  Mule, 231-690 lb. load 
  20 feet 
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  32
  
  Conclusion Diagram 
   
   
   
   
  “Days Spent” is generally determined by the number of days taken to travel to and from Envita’s cottage. 
  (See the diagram “Travel Summary.”) For days of partial travel, always round up before consulting the 
  above chart. For instance, if a party moved at a speed of 50 feet, it would normally take them 2 days and 
  4 hours. If they did nothing to make up those 4 hours, consider the party to have spent 3 days. 
  Full Circle 
   
   
  33
  
  Refresher—PAL1-04 Prelude to the Past 
  The following is a summary of what happened during Prelude to the Past, the first chapter in the 
  Germinations series. Since this scenario is retired, you can pass this out to all players. 
  ------------------------------------------------------------ 
  To help a wizard named Konrad Huber, you capture a magical beast. On the way to his lair, a cleric casts 
  a divination, causing a woman to appear. In her 20s, dark skin and missing an eye, she says that 1,000 
  years into your past, an evil “Elder” came. Too late they learned its weakness—it lives for 3 years. You 
  will face an Elder. Before disappearing, she gives a gem that will age all nearby 5 years. In Huber’s lair, 
  there is evidence that he is a spy, helping a group called the Freelancers. His experiments upon animals 
  are perverse. A strange plant creature nearly kills Huber. You smash the gem. The creature dies. You 
  return Huber to the Church Militant, who are grateful, but warn about accepting foolish contracts in the 
  first place. 
  ------------------------------------------------------------ 
  To help a wizard named Konrad Huber, you capture a magical beast. On the way to his lair, a cleric casts 
  a divination, causing a woman to appear. In her 20s, dark skin and missing an eye, she says that 1,000 
  years into your past, an evil “Elder” came. Too late they learned its weakness—it lives for 3 years. You 
  will face an Elder. Before disappearing, she gives a gem that will age all nearby 5 years. In Huber’s lair, 
  there is evidence that he is a spy, helping a group called the Freelancers. His experiments upon animals 
  are perverse. A strange plant creature nearly kills Huber. You smash the gem. The creature dies. You 
  return Huber to the Church Militant, who are grateful, but warn about accepting foolish contracts in the 
  first place. 
  ------------------------------------------------------------ 
  To help a wizard named Konrad Huber, you capture a magical beast. On the way to his lair, a cleric casts 
  a divination, causing a woman to appear. In her 20s, dark skin and missing an eye, she says that 1,000 
  years into your past, an evil “Elder” came. Too late they learned its weakness—it lives for 3 years. You 
  will face an Elder. Before disappearing, she gives a gem that will age all nearby 5 years. In Huber’s lair, 
  there is evidence that he is a spy, helping a group called the Freelancers. His experiments upon animals 
  are perverse. A strange plant creature nearly kills Huber. You smash the gem. The creature dies. You 
  return Huber to the Church Militant, who are grateful, but warn about accepting foolish contracts in the 
  first place. 
  ------------------------------------------------------------ 
  To help a wizard named Konrad Huber, you capture a magical beast. On the way to his lair, a cleric casts 
  a divination, causing a woman to appear. In her 20s, dark skin and missing an eye, she says that 1,000 
  years into your past, an evil “Elder” came. Too late they learned its weakness—it lives for 3 years. You 
  will face an Elder. Before disappearing, she gives a gem that will age all nearby 5 years. In Huber’s lair, 
  there is evidence that he is a spy, helping a group called the Freelancers. His experiments upon animals 
  are perverse. A strange plant creature nearly kills Huber. You smash the gem. The creature dies. You 
  return Huber to the Church Militant, who are grateful, but warn about accepting foolish contracts in the 
  first place. 
  ------------------------------------------------------------ 
  To help a wizard named Konrad Huber, you capture a magical beast. On the way to his lair, a cleric casts 
  a divination, causing a woman to appear. In her 20s, dark skin and missing an eye, she says that 1,000 
  years into your past, an evil “Elder” came. Too late they learned its weakness—it lives for 3 years. You 
  will face an Elder. Before disappearing, she gives a gem that will age all nearby 5 years. In Huber’s lair, 
  there is evidence that he is a spy, helping a group called the Freelancers. His experiments upon animals 
  are perverse. A strange plant creature nearly kills Huber. You smash the gem. The creature dies. You 
  return Huber to the Church Militant, who are grateful, but warn about accepting foolish contracts in the 
  first place. 
  ------------------------------------------------------------ 
  To help a wizard named Konrad Huber, you capture a magical beast. On the way to his lair, a cleric casts 
  a divination, causing a woman to appear. In her 20s, dark skin and missing an eye, she says that 1,000 
  years into your past, an evil “Elder” came. Too late they learned its weakness—it lives for 3 years. You 
  will face an Elder. Before disappearing, she gives a gem that will age all nearby 5 years. In Huber’s lair, 
  there is evidence that he is a spy, helping a group called the Freelancers. His experiments upon animals 
  are perverse. A strange plant creature nearly kills Huber. You smash the gem. The creature dies. You 
  return Huber to the Church Militant, who are grateful, but warn about accepting foolish contracts in the 
  first place. 
  Full Circle 
   
   
  34
  
  Refresher—PAL2-01 Drawing from Life 
  The following is a brief reminder of what happened during Drawing from Life. Pass out this summary only 
  to people who have played that scenario, the second chapter in the Germinations series. 
  ------------------------------------------------------------ 
  You travel with a dwarf named Koreth into a lost temple. His ancestor sacrificed himself long ago, killing a 
  demon lord. After 1,003 years, his ancestor’s life could be restored. You find the temple is trapped and 
  guarded by minions of a group called the Freelancers, who have found it for some “new friends” that have 
  given them means to avoid the detection magic of the Church Militant. You find a book supposedly about 
  magic that affects plants, The Floracon, which you later turn over to the Phostwood elves. You free 
  Koreth’s ancestor to learn that Koreth was misguided. By freeing his ancestor, the demonspawn would 
  also be released. Another must make the sacrifice to prevent this. Proudly, Koreth steps forth. 
  ------------------------------------------------------------ 
  You travel with a dwarf named Koreth into a lost temple. His ancestor sacrificed himself long ago, killing a 
  demon lord. After 1,003 years, his ancestor’s life could be restored. You find the temple is trapped and 
  guarded by minions of a group called the Freelancers, who have found it for some “new friends” that have 
  given them means to avoid the detection magic of the Church Militant. You find a book supposedly about 
  magic that affects plants, The Floracon, which you later turn over to the Phostwood elves. You free 
  Koreth’s ancestor to learn that Koreth was misguided. By freeing his ancestor, the demonspawn would 
  also be released. Another must make the sacrifice to prevent this. Proudly, Koreth steps forth. 
  ------------------------------------------------------------ 
  You travel with a dwarf named Koreth into a lost temple. His ancestor sacrificed himself long ago, killing a 
  demon lord. After 1,003 years, his ancestor’s life could be restored. You find the temple is trapped and 
  guarded by minions of a group called the Freelancers, who have found it for some “new friends” that have 
  given them means to avoid the detection magic of the Church Militant. You find a book supposedly about 
  magic that affects plants, The Floracon, which you later turn over to the Phostwood elves. You free 
  Koreth’s ancestor to learn that Koreth was misguided. By freeing his ancestor, the demonspawn would 
  also be released. Another must make the sacrifice to prevent this. Proudly, Koreth steps forth. 
  ------------------------------------------------------------ 
  You travel with a dwarf named Koreth into a lost temple. His ancestor sacrificed himself long ago, killing a 
  demon lord. After 1,003 years, his ancestor’s life could be restored. You find the temple is trapped and 
  guarded by minions of a group called the Freelancers, who have found it for some “new friends” that have 
  given them means to avoid the detection magic of the Church Militant. You find a book supposedly about 
  magic that affects plants, The Floracon, which you later turn over to the Phostwood elves. You free 
  Koreth’s ancestor to learn that Koreth was misguided. By freeing his ancestor, the demonspawn would 
  also be released. Another must make the sacrifice to prevent this. Proudly, Koreth steps forth. 
  ------------------------------------------------------------ 
  You travel with a dwarf named Koreth into a lost temple. His ancestor sacrificed himself long ago, killing a 
  demon lord. After 1,003 years, his ancestor’s life could be restored. You find the temple is trapped and 
  guarded by minions of a group called the Freelancers, who have found it for some “new friends” that have 
  given them means to avoid the detection magic of the Church Militant. You find a book supposedly about 
  magic that affects plants, The Floracon, which you later turn over to the Phostwood elves. You free 
  Koreth’s ancestor to learn that Koreth was misguided. By freeing his ancestor, the demonspawn would 
  also be released. Another must make the sacrifice to prevent this. Proudly, Koreth steps forth. 
  ------------------------------------------------------------ 
  You travel with a dwarf named Koreth into a lost temple. His ancestor sacrificed himself long ago, killing a 
  demon lord. After 1,003 years, his ancestor’s life could be restored. You find the temple is trapped and 
  guarded by minions of a group called the Freelancers, who have found it for some “new friends” that have 
  given them means to avoid the detection magic of the Church Militant. You find a book supposedly about 
  magic that affects plants, The Floracon, which you later turn over to the Phostwood elves. You free 
  Koreth’s ancestor to learn that Koreth was misguided. By freeing his ancestor, the demonspawn would 
  also be released. Another must make the sacrifice to prevent this. Proudly, Koreth steps forth. 
  Full Circle 
   
   
  35
  
  Refresher—PAL2-02 Pale Harvest 
  The following is a brief reminder of what happened during Pale Harvest. Pass out this summary only to 
  people who have played that scenario, the third chapter in the Germinations series. 
  ------------------------------------------------------------ 
  Squads of the Ogburg Pale Patrol have disappeared. An insider is suspected. To uncover the plot, you 
  are asked pose as novice volunteers for the Pale Patrol. On your assignment, you resolve a few 
  disturbances. Ambushed by thugs, you learn that they were paid to capture you alive and take you to an 
  abandoned barn. At the barn, you find a man and a strange plant creature. The plant creature needs live 
  humans for some sort of ritual. It is working with the man, part of a group called the Freelancers, to 
  procure victims. Defeating them, you find that the man was an officer in the Pale Patrol; on his corpse, a 
  strange vine necklace decays to dust. Inside the barn are the unconscious bodies of six Pale Patrol 
  members. 
  ------------------------------------------------------------ 
  Squads of the Ogburg Pale Patrol have disappeared. An insider is suspected. To uncover the plot, you 
  are asked pose as novice volunteers for the Pale Patrol. On your assignment, you resolve a few 
  disturbances. Ambushed by thugs, you learn that they were paid to capture you alive and take you to an 
  abandoned barn. At the barn, you find a man and a strange plant creature. The plant creature needs live 
  humans for some sort of ritual. It is working with the man, part of a group called the Freelancers, to 
  procure victims. Defeating them, you find that the man was an officer in the Pale Patrol; on his corpse, a 
  strange vine necklace decays to dust. Inside the barn are the unconscious bodies of six Pale Patrol 
  members. 
  ------------------------------------------------------------ 
  Squads of the Ogburg Pale Patrol have disappeared. An insider is suspected. To uncover the plot, you 
  are asked pose as novice volunteers for the Pale Patrol. On your assignment, you resolve a few 
  disturbances. Ambushed by thugs, you learn that they were paid to capture you alive and take you to an 
  abandoned barn. At the barn, you find a man and a strange plant creature. The plant creature needs live 
  humans for some sort of ritual. It is working with the man, part of a group called the Freelancers, to 
  procure victims. Defeating them, you find that the man was an officer in the Pale Patrol; on his corpse, a 
  strange vine necklace decays to dust. Inside the barn are the unconscious bodies of six Pale Patrol 
  members. 
  ------------------------------------------------------------ 
  Squads of the Ogburg Pale Patrol have disappeared. An insider is suspected. To uncover the plot, you 
  are asked pose as novice volunteers for the Pale Patrol. On your assignment, you resolve a few 
  disturbances. Ambushed by thugs, you learn that they were paid to capture you alive and take you to an 
  abandoned barn. At the barn, you find a man and a strange plant creature. The plant creature needs live 
  humans for some sort of ritual. It is working with the man, part of a group called the Freelancers, to 
  procure victims. Defeating them, you find that the man was an officer in the Pale Patrol; on his corpse, a 
  strange vine necklace decays to dust. Inside the barn are the unconscious bodies of six Pale Patrol 
  members. 
  ------------------------------------------------------------ 
  Squads of the Ogburg Pale Patrol have disappeared. An insider is suspected. To uncover the plot, you 
  are asked pose as novice volunteers for the Pale Patrol. On your assignment, you resolve a few 
  disturbances. Ambushed by thugs, you learn that they were paid to capture you alive and take you to an 
  abandoned barn. At the barn, you find a man and a strange plant creature. The plant creature needs live 
  humans for some sort of ritual. It is working with the man, part of a group called the Freelancers, to 
  procure victims. Defeating them, you find that the man was an officer in the Pale Patrol; on his corpse, a 
  strange vine necklace decays to dust. Inside the barn are the unconscious bodies of six Pale Patrol 
  members. 
  ------------------------------------------------------------ 
  Squads of the Ogburg Pale Patrol have disappeared. An insider is suspected. To uncover the plot, you 
  are asked pose as novice volunteers for the Pale Patrol. On your assignment, you resolve a few 
  disturbances. Ambushed by thugs, you learn that they were paid to capture you alive and take you to an 
  abandoned barn. At the barn, you find a man and a strange plant creature. The plant creature needs live 
  humans for some sort of ritual. It is working with the man, part of a group called the Freelancers, to 
  procure victims. Defeating them, you find that the man was an officer in the Pale Patrol; on his corpse, a 
  strange vine necklace decays to dust. Inside the barn are the unconscious bodies of six Pale Patrol 
  members. 
  Full Circle 
   
   
  36
  
  Refresher—PAL3-01 In the Shadow of Death’s Door 
  The following is a brief reminder of what happened during In the Shadow of Death’s Door. Pass out this 
  summary only to people who have played that scenario, the second chapter in the Germinations series. 
  ------------------------------------------------------------ 
  The Theocrat is dying. The dragon Xianshee’s ghost terrorizes Rakervale. Prelates Thace and Baslett 
  must kill the ghost dragon. He who lands the final blow will become Theocrat. Guarding them, you head 
  into the Rakers. You defeat Xianshee’s servant, a wicked half-orc. An amulet created by the wizard 
  Bahira protects Baslett from the dragon’s aging breath, but eventually the amulet fails; he is 
  incapacitated. Thace proclaims that if he dies, Baslett should be Theocrat. Thace kills Xianshee, but is 
  slain in the process. His youth restored, Baslett becomes Theocrat. In a bold speech, Baslett admits that 
  your guidance has helped him complete a personal transformation. He pledges to reform the Pale to 
  follow a progressive path. 
  ------------------------------------------------------------ 
  The Theocrat is dying. The dragon Xianshee’s ghost terrorizes Rakervale. Prelates Thace and Baslett 
  must kill the ghost dragon. He who lands the final blow will become Theocrat. Guarding them, you head 
  into the Rakers. You defeat Xianshee’s servant, a wicked half-orc. An amulet created by the wizard 
  Bahira protects Baslett from the dragon’s aging breath, but eventually the amulet fails; he is 
  incapacitated. Thace proclaims that if he dies, Baslett should be Theocrat. Thace kills Xianshee, but is 
  slain in the process. His youth restored, Baslett becomes Theocrat. In a bold speech, Baslett admits that 
  your guidance has helped him complete a personal transformation. He pledges to reform the Pale to 
  follow a progressive path. 
  ------------------------------------------------------------ 
  The Theocrat is dying. The dragon Xianshee’s ghost terrorizes Rakervale. Prelates Thace and Baslett 
  must kill the ghost dragon. He who lands the final blow will become Theocrat. Guarding them, you head 
  into the Rakers. You defeat Xianshee’s servant, a wicked half-orc. An amulet created by the wizard 
  Bahira protects Baslett from the dragon’s aging breath, but eventually the amulet fails; he is 
  incapacitated. Thace proclaims that if he dies, Baslett should be Theocrat. Thace kills Xianshee, but is 
  slain in the process. His youth restored, Baslett becomes Theocrat. In a bold speech, Baslett admits that 
  your guidance has helped him complete a personal transformation. He pledges to reform the Pale to 
  follow a progressive path. 
  ------------------------------------------------------------ 
  The Theocrat is dying. The dragon Xianshee’s ghost terrorizes Rakervale. Prelates Thace and Baslett 
  must kill the ghost dragon. He who lands the final blow will become Theocrat. Guarding them, you head 
  into the Rakers. You defeat Xianshee’s servant, a wicked half-orc. An amulet created by the wizard 
  Bahira protects Baslett from the dragon’s aging breath, but eventually the amulet fails; he is 
  incapacitated. Thace proclaims that if he dies, Baslett should be Theocrat. Thace kills Xianshee, but is 
  slain in the process. His youth restored, Baslett becomes Theocrat. In a bold speech, Baslett admits that 
  your guidance has helped him complete a personal transformation. He pledges to reform the Pale to 
  follow a progressive path. 
  ------------------------------------------------------------ 
  The Theocrat is dying. The dragon Xianshee’s ghost terrorizes Rakervale. Prelates Thace and Baslett 
  must kill the ghost dragon. He who lands the final blow will become Theocrat. Guarding them, you head 
  into the Rakers. You defeat Xianshee’s servant, a wicked half-orc. An amulet created by the wizard 
  Bahira protects Baslett from the dragon’s aging breath, but eventually the amulet fails; he is 
  incapacitated. Thace proclaims that if he dies, Baslett should be Theocrat. Thace kills Xianshee, but is 
  slain in the process. His youth restored, Baslett becomes Theocrat. In a bold speech, Baslett admits that 
  your guidance has helped him complete a personal transformation. He pledges to reform the Pale to 
  follow a progressive path. 
  ------------------------------------------------------------ 
  The Theocrat is dying. The dragon Xianshee’s ghost terrorizes Rakervale. Prelates Thace and Baslett 
  must kill the ghost dragon. He who lands the final blow will become Theocrat. Guarding them, you head 
  into the Rakers. You defeat Xianshee’s servant, a wicked half-orc. An amulet created by the wizard 
  Bahira protects Baslett from the dragon’s aging breath, but eventually the amulet fails; he is 
  incapacitated. Thace proclaims that if he dies, Baslett should be Theocrat. Thace kills Xianshee, but is 
  slain in the process. His youth restored, Baslett becomes Theocrat. In a bold speech, Baslett admits that 
  your guidance has helped him complete a personal transformation. He pledges to reform the Pale to 
  follow a progressive path. 
  Full Circle 
   
   
  37
  
  NEED ENLIST ICONIC STATS ON THIS PAGE 
  Full Circle 
   
   
  38
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/PAL (Theocracy of the Pale)/PAL3-04 Full Circle (3E).pdf