TEXT:  
  VEL3-02 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A One-Round D&D Living Greyhawk Veluna Regional 
  Adventure 
   
  The Wing of a Butterfly 
  by Victor Long 
   
  Triad Edit: Tim Sech 
  Circle Edit: David Christ 
   
   
   
   
   
  The druids know that nature is in a very delicate balance.  For every action, there is an equal and opposite reaction.  But, 
  what they do not share is the fact that for every hurricane there is a single butterfly whose wing flapped and caused the 
  breeze, which tipped the balance, creating the storm from the calm.  What they do not even suspect is that, just as nature 
  has its butterflies, so fate has hers.  This is part four in The Traveler’s Saga.  This is a one-round Living Greyhawk event 
  designed for characters of APL 2-10. 
   
   
   
   
   
   
   
   
   
   
  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. 
  
  Wing of a Butterfly 
   
  Page 2 
  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 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: 
  1. 
  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. 
  2. 
  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. 
  3. 
  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 vote while you determine treasure and 
  experience awards for the scenario.  
   
  After voting, give the Scoring Packet to 
  your event coordinator.  
   
  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, 
  
  Wing of a Butterfly 
   
  Page 3 
  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. 
  2. 
  If PCs bring animals that have been 
  trained for combat (most likely being war 
  horses, dogs trained for war), other than 
  those brought by virtue of a class ability 
  (i.e. animal companions, familiars 
  paladin’s mounts, etc) use the following 
  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. 
   
  CR 
  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 
   
   
  7 
  7 
  9 
  10 
  11 
   
  3. 
  Sum the results of 1 and 2, and divide by 
  the number of characters playing in the 
  adventure.  Round to the nearest whole 
  number. 
  4. 
  If you are running a table of six PCs, add 
  one to that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either 
  the higher or the lower adjacent APL. 
   
  APL also affects the amount of 
  experience you may gain at the end of the 
  adventure. If your character is three character 
  levels or more either higher or lower than the APL 
  this adventure is being played at, that character 
  will receive only half of the experience points 
  awarded for the adventure. This simulates the face 
  that either your character was not as challenged as 
  normal, or relied on help by higher-level 
  characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even 
  the score. 
  1. 
  Attempt to create a table of six 1
  st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to 
  help protect them, and fight for them. All 
  riding dogs are considered trained to 
  attack. PCs who want their dogs to attack 
  must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure 
  indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each 
  round. If an animal loses half or more hp 
  in a single round it flees, unless another 
  check is successful. 
   
  Time Units and Upkeep 
  This is a standard one-round regional adventure, 
  set in the Archclericy of Veluna. Characters native 
  to the Veluna region pay one Time Unit; all others 
  pay two Time Units. Adventurer’s Standard 
  Upkeep costs 12 gp per TU spent. Rich Upkeep 
  costs 50 gp per TU spent. Luxury Upkeep costs 
  100 gp per TU spent. 
   
   
  Adventure Summary and 
  Background 
   
  *NOTE TO ALL DMs* Since this module is 
  taking place after VEL3-01 Lost Secret of the 
  Lortmils then a strange occurrence has happened. 
  If any PC at the table attempts to Scry or Divine 
  the answer or location of something it will be hazy 
  or darkened.  At this time it will still work but let 
  the PC know that it was a struggle.  If the PCs 
  
  Wing of a Butterfly 
   
  Page 4 
  happen to notice this and ask any clergy within 
  Veluna if they have had any troubles the answer 
  will be an emphatic no. 
   
  For two years, now, animals and beasts in the 
  country of Veluna have been experiencing a 
  strange and magical sickness.  Their bodies heal at 
  an alarming and constant rate.  Minor cuts and 
  wounds heal so quickly as to be non-existent.  
  Normal fire and ice rarely affects them.  Even 
  some magical spells fail to damage or even effect 
  these animals. 
   
  It started with cows, sheep, wolves, and mountain 
  lions in the Yatil Mountains.  It has since spread as 
  far south as the Lortmil Mountains.  The creatures 
  are distinctive in the fact that they constantly 
  bleed, due to spiny growths of bones protruding 
  from their insides.  Individually, druids have tried 
  to cure the creatures.  But, thanks to the 
  community known as the Circle of Life, they have 
  now identified this sickness as an epidemic.  They 
  are going to meet, soon, and discuss what has been 
  tried, and what other solutions might work to stop 
  this spreading plague. 
   
  One such druid, Grey Willow from the Diocese of 
  Lorrish, has lost control of the beasts he was 
  attempting to cure.  He approaches a group of 
  adventurers and asks them to please return the 
  sickened creatures.  Failing that, he would prefer 
  the creature be put out of its misery before it hurts 
  anyone. 
   
  �Grey Willow: elf male Drd4; hp 24; see 
  Appendix One 
   
  The event begins with the heroes on the hunt of 
  one of the creatures Willow has lost.  There is no 
  way for the heroes to cure the creature, at this 
  time.  The creature is maddened by its illness, and 
  will fight until death.  It no longer has a sense of 
  self-preservation to encourage it to flee. 
   
  Once the creature is taken care of, the heroes can 
  meet Willow in Veluna City.  Should they capture 
  the creature, one of them can meet with the druid 
  while the others guard the prisoner.  As they pass 
  through the city, some of them should notice the 
  woman who is in the stocks. 
   
  She is Yannotta Ginnie.  She is a waitress in 
  Tannenbaum’s Chalice, and has served any hero 
  who participated in the other three parts of The 
  Traveler Saga.  She is willing to talk to them about 
  her situation.  She has been accused of treason.  
  She could not prove her innocence, and so is 
  receiving her just punishment. 
   
  She will assure the heroes that she is innocent.  
  Her only hope is that she still has a job when her 
  sentence is complete.  She does not want to leave 
  Veluna City. 
   
  In the Chalice, the heroes meet with Willow.  The 
  druid tells them more of the sickness, and of the 
  plans for the Circle of Life to meet. 
   
   
  During the night, Ginnie is murdered in the 
  stocks.  Inspector Hornquist has the heroes 
  detained to question them.  They were seen 
  conversing with the deceased the day before.  
  They are asked to assist in the murder 
  investigation. 
   
   
  They can question the bishop who accused Ginnie.  
  She will explain her reasons.  A former Ket citizen 
  and merchant in Veluna City had told her that 
  only a person who regularly trafficked in Ket 
  would have Ket coins this far into the country of 
  Veluna.  Ginnie’s possession of Ket coinage caused 
  Ginnie to suspect the waitress of treason. 
   
   
  Also, when they visit the stocks, the scene of the 
  crime, they can meet a local citizen who saw 
  someone other than the heroes interact with 
  Ginnie.  This other person is Abromax Stromay, a 
  high-ranking member of the College of the 
  Arcane. 
   
   
  The heroes can then talk to the merchant.  His 
  apprentice will first indicate, and then eventually 
  admit that he murdered the woman.  He feels that 
  he did a good thing by killing a traitor to the 
  country. 
   
   
  But, all of this: the false accusation, the trial, even 
  the murder, was planned and arranged by 
  Stromay.  He will meet with the heroes, if they 
  wish.  He will admit to the murder, because he 
  knows that they can’t do anything about it.  His 
  word in court is worth more then theirs, and all he 
  has to do is challenge them to prove that he did it. 
   
   
  It is expected that the heroes feel defeated by this.  
  Stromay wields too much political power for them 
  to justly defeat.  But, they have correctly identified 
  one of the high-ranking officials who was standing 
  in their way last year.  And, that in and of itself, is a 
  victory of sorts. 
   
   
  Introduction 
   
  The judge is asked to identify which heroes have 
  played the previous three parts of The Traveler 
  Saga.  This is so that Yannotta Ginnie can 
  recognize them in scene two. 
  
  Wing of a Butterfly 
   
  Page 5 
  The judge is also asked to please advise the heroes 
  to choose to play a character who would accept a 
  mission to assist a druid who needs help.  This is 
  because the event will begin with them in the 
  middle of that mission.  Please also ask the players 
  if their PC would require payment to give this 
  assistance, and if so if they would bargain for 
  payment in influence, gold, or possessions.  Read 
  the following once they are done deciding. 
   
  Your trip towards Veluna City has been a 
  relatively calm one.  Your search for these vile 
  creatures has left you wandering the forests for 
  days but to no avail.  The druid contacted you 
  all through his own mysterious ways, as much 
  of those within the Circle of Life tend to do.  
  ‘Nature must be brought into balance’ he told 
  you and thus your search continues to help him 
  rectify that. 
   
  Once that is done the PCs journey into Veluna 
  City to meet up with Grey Willow. 
   
   
  Encounter 1: In which the 
  Heroes grant aid to the forces 
  of nature 
   
  Depending on the APL, the heroes will be asked to 
  track down and either subdue, or if necessary kill, 
  beasts who pose a threat to the people of Veluna.  
  The druid, Willow, had a grove in the Lorridges in 
  which he kept beasts who had wandered east 
  across the hills.  He would care for them, keep 
  them from civilization, and send them back into 
  the wilds. 
   
  But, recently, his animals and beasts have been 
  getting sick, and he doesn’t know how to care for 
  them.  He found that sending them west of the 
  hills helped, and he has continued his 
  investigations into the source of their sickness.  
  This is not, however, what he wants the heroes to 
  help him with.  He has lost control of some of his 
  beasts.  They have escaped the tranquility of his 
  grove.  He understands that they may need to be 
  killed if they have contracted the sickness. 
   
  Once the heroes have either captured or killed the 
  creatures, Willow would like for them to meet him 
  in Veluna City.  He is traveling there directly to 
  talk to some of the clergy about the situation. 
   
  Give the heroes a Tracking roll [DC 8], if 
  appropriate.  If they succeed they will have 
  foreknowledge of the creature’s whereabouts.  
  Otherwise, they will stumble upon it with a 
  minimum of preparation. 
  APL 2 (EL 5) 
  �Fiendish Five-Headed Hydra: hp 52; see 
  Appendix One 
   
  APL 4 (EL 7) 
  �Fiendish Griffons (2): hp 59; see Appendix 
  One 
   
  APL 6 (EL 9) 
  �Fiendish Bulette:  hp 94; see Appendix One 
   
  APL 8 (EL 11) 
  Fiendish Androsphinx: hp 114; see Appendix 
  One 
   
  APL 10 (EL 13) 
  �Fiendish Myrmarch (Formian): hp 102; see 
  Appendix One 
   
  Tactics: 
  The creatures have been driven mad by the 
  sickness, which has turned them fiendish.  They 
  are all magical beasts that are highly aggressive 
  and confused.  Those trying to use Animal 
  Empathy will have a hard time [DC 35] to calm 
  them.  
   
  The creatures have no tactics, no sense of 
  direction, and very little sense of self-preservation.  
  They have been turned into evil. Even the once 
  righteous Androsphinx. 
   
  This should be a very difficult combat for the 
  heroes.  They may feel the need to save some of 
  their resources for later in the module.  This 
  should be discouraged by viscous and relentless 
  attacks from the creatures.  The creatures at low 
  APLs have no treasure but at APL 8 if the PCs 
  search the sphinx they will find jewels worth 600 
  gp and at APL 10 inside the bellies of the 
  Myrmarch they will find 1,200 gp worth of gems 
  and jewelry. 
   
  Treasure: 
   
  APL 2: L: 0 gp; C: 0 gp; M: 0 gp 
  APL 4: L: 0 gp; C: 0 gp; M: 0 gp 
  APL 6: L: 0 gp; C: 0 gp; M: 0 gp 
  APL 8: L: 0 gp; C: 100 gp; M: 0 gp 
  APL 10: L: 0 gp; C: 200 gp; M: 0 gp 
   
  The remainder of the trip to Veluna City is 
  uneventful for the wounded heroes. 
   
   
  
  Wing of a Butterfly 
   
  Page 6 
  Encounter 2: In which the 
  heroes arrive in Veluna City, 
  and meet a familiar face 
   
  As the heroes are walking into Veluna City please 
  describe the following to them: 
   
  The familiar streets of Veluna City are clean 
  and well maintained.  The white buildings 
  almost glow in the sunlight.  The people walk 
  around with smiles on their faces, and nod 
  hello to you.  The soft sound of water rushing 
  overhead through the aqueducts is almost 
  unnoticeable. 
   
  As you walk through the square, you 
  see that a local criminal is chained in the 
  stocks.  A day or two of public humiliation is a 
  common punishment for minor crimes. 
   
  Check and see which heroes also participated in 
  the other parts of The Traveler’s Saga: The 
  Delivery, The Spectre of Lorridges, and The 
  Return to Shandalanar.  These heroes will 
  recognize Yannotta Ginnie  
   
  �Yannotta Ginnie: human female Com6; hp 18; 
  see Appendix One 
   
  Ginnie is allowed to converse with the passers by, 
  and is currently pleading with any who will hear 
  to give her a drink of water from the bucket 
  attached to the stocks.  Ginnie will pass along the 
  following information if the heroes talk with her. 
   
  • 
  She was accused of treason by one of the local 
  bishops.  Bishop Archonica Rani brought the 
  accusation, and she was unable to prove the 
  claims false.  (see below) 
  • 
  This is her first day of a two-day sentence. 
  • 
  She insists that she is completely innocent.  
  She wants to go home. 
  • 
  She is afraid that she may have lost her job as 
  a waitress at Tannenbaum’s Chalice.  She is 
  very worried about it, and doesn’t know how 
  she will support herself without that job. 
   
  It is unlikely that the heroes will attempt to free 
  her.  She is held in wooden stocks with good 
  quality lock.  Freeing her will require a successful 
  Open Locks [DC 30].  Alternatively, the lock has 
  hardness 15, and 30 hit points; going through the 
  two inch thick wood is only slightly easier as it has 
  hardness 5 and 20 hit points.   
   
  Furthermore, any such attempt will bring a 
  Guardsman running as someone in the area will 
  take notice, and alert the authorities.  It will be 
  impossible to open the lock or break the stocks 
  without having to explain themselves to the 
  Guardsmen. 
   
   
  The Guardsmen will arrest the heroes.  The 
  attempted escape will result in an extension of 
  Ginnie’s punishment.  Furthermore, the heroes, 
  themselves, will each be imprisoned in a jail cell 
  for five days and have to pay a fine of 100 gp.  
  These punishments are doubled if the criminals 
  attempt to flee, and doubled again if they fight.  If 
  the PC’s kill a guardsmen then they are 
  incarcerated until a trial can be scheduled. Their 
  character is removed from play and please contact 
  the Veluna Triad at velunatriad@living-
  greyhawk.com for further instructions.  
   
   
  No PC at this time is of sufficient rank to release 
  the prisoner.  Even if one were, it would require a 
  lengthy legal hearing, which would take at least 2 
  weeks to arrange, and cost considerable influence 
  with the Church to succeed at. 
   
   
  It is far more likely that the heroes will offer their 
  sympathies, and offer to give her assistance when 
  she is released.  The module is written with this 
  assumption. 
   
  If anyone asks, there is nothing else of interest 
  going on in Veluna City at this time.  There is no 
  new news on the Whitehale front and no one has 
  heard of the Rings band creating trouble.  If the 
  PCs ask any clergy about the Temple found in 
  ‘Lost Secret of the Lortmils’ the clergy will say that 
  the Archbishop will handle that when he returns 
  from Mitrik.  One might call this “The Calm 
  Before a Storm,” if one were paranoid. 
   
  Note to Judges: If PCs decide to stay with Ginnie 
  during the night the Guardsmen will kindly ask 
  them to leave and they have everything under 
  control as they have regular patrols.  If the PCs use 
  other means (indivisibility or otherwise) then they 
  will stop the murder for that night.  If that 
  happens then try to get the party away from 
  Ginnie during the day.  She will then be slyly 
  murdered during the day while the Guardsmen 
  left their posts conveniently.  
   
   
  Also if they stay there until she is let go she will be 
  murdered later on in the evening at her home.  
  Just alter the text in the module if this happens. 
   
   
   
   
   
  
  Wing of a Butterfly 
   
  Page 7 
  Encounter 3: The heroes have 
  a relaxing drink 
   
  Tannenbaum’s Chalice has its regular moderately 
  sized crowd.  The druid, Willow, is waiting for the 
  heroes with their rewards if they were successful 
  in their earlier mission. 
   
  Rewards for Scene One: 
   
   
  Please note that different heroes may ask for 
  different things.  The group does not have to agree 
  on one form of payment though each PC will only 
  receive one form of payment. 
   
  If the PC asked for payment in gold:  
   
  APL 2:   
  50 gp 
  APL 4:   
  150 gp 
  APL 6:   
  250 gp 
  APL 8:  
  250 gp 
  APL 10:   
  250 gp 
   
  If the heroes asked for payment in possessions:  
   
  APL 2: 2 potions in any combination of the 
  following: Potion of Cure Light Wounds, Potion of 
  Jump, or Potion of Spider Climb 
  APL 4: Choice of the following potions: Potion of 
  Cure Moderate, Potion of Aid, Potion of Lesser 
  Restoration, or Potion of Cat’s Grace 
  APL 6: Choice of the following: Necklace of 
  Prayer Beads (bless), Dust of Illusion, or Quaal’s 
  Feather Token (whip) 
  APL 8: Choice of the following: Necklace of 
  Prayer Beads (bless), Dust of Illusion, or Quaal’s 
  Feather Token (whip) 
  APL 10: Choice of the following: Necklace of 
  Prayer Beads (bless), Dust of Illusion, or Quaal’s 
  Feather Token (whip) 
   
  If the heroes asked for payment in influence: 
   
  Willow will promise to talk to the gnomish 
  craftsmen of Lorrish on the behalf of the hero.  At 
  some point in the future, after playing in a 
  regional scenario set in Veluna, this hero may visit 
  Lorrish and they will improve any non-metallic 
  masterwork weapon to +1, or armor to +2 magical 
  enhancement per the costs in the DMG.  The non-
  metallic weapon must either be a year one cert or 
  shown on an Adventure Cert/Record to be a valid 
  choice.  Examples include: wooden great club, 
  bone long sword, stone mace, crystal dagger, shell 
  shield, etc. 
   
  If the heroes did not ask for payment: 
   
  Willow will talk to the fey of Veluna of the 
  generosity and heroism of the hero.  This hero will 
  receive one Influence Point with the Fey, which 
  will grant them a +2 Heroic Bonus when 
  attempting Diplomacy with a Fey in Veluna. 
   
  Willow will converse with the heroes over a light 
  lunch.  Should the topic of Yannotta Ginnie’s 
  accusation and punishment come up, a man in the 
  tavern will overhear, and comment.  His name is 
  Abromax Stromay (see Encounter 9 for more 
  information), and he has the following to say 
  about Ginnie: 
   
  “Good for her.  Maybe this’ll teach that wench 
  how to respect her country properly.  I’m just 
  sorry that they didn’t find her guilty for treason 
  in the first place.” 
   
  Stromay will elaborate if pressed.  He “knows” that 
  Ginnie is a traitor to the country, because if she 
  weren’t, then the bishop wouldn’t have said she 
  was.  Everyone knows that bishops are never 
  wrong, because they can cast magic to talk directly 
  to Rao and find out the truth. 
   
   
  It is expected that the heroes will dismiss 
  Stromay’s claims as disgruntled ranting.  If they 
  press him, or counter his statements in any way, 
  he will become angry and leave. 
   
   
  Willow will mostly ignore Stromay, as well as the 
  rest of the crowded tavern.  He is shy, and not used 
  to being around so many people.  But, he is 
  friendly, and will not need much goading to 
  divulge the following bits of information: 
   
  • 
  The animals and beasts have been getting sick 
  at an alarming rate over the last year.  He 
  thinks it started in the Kron hills late 591, and 
  has come south over the last 15 months. 
  • 
  The last stages of the sickness include a spiny 
  growth, similar to thorns, on the creature’s 
  bones.  In some of the extreme cases he has 
  seen, the thorns actually grow through the 
  creature’s skin, causing it to bleed constantly. 
  • 
  The sickness drives the animals mad, but it 
  makes them more resistant to heat, cold, and 
  even sometimes magic.  Furthermore, the 
  madness allows the creatures to ignore pain, 
  as if they weren’t damaged at all by minor 
  blows.   He thinks it is a biological counter to 
  the obvious pain caused by the thorns. 
  • 
  He did not expect any of the escaped 
  creatures to be in these final stages, or else he 
  would have warned the heroes before they 
  tracked the creature down.  If they killed the 
  creature, he is glad they were able to put an 
  end to its suffering. 
  
  Wing of a Butterfly 
   
  Page 8 
  • 
  In his time in Veluna City, Willow has 
  learned of other creatures also contracting the 
  sickness.  So far no humanoids have been 
  infected.  Unsubstantiated, and incorrect 
  rumors from Mitrik claim that even some 
  undead have contracted the illness. 
  • 
  There is a meeting of The Stewards of the 
  Circle to discuss this sickness, and what can 
  be done about it.  This will occur in a Grove to 
  the south of here, in 21 days. 
   
  Willow will also talk of things that are not related 
  to the problem that began the event.  Should the 
  conversation lag, he will attempt to restart it by 
  talking about butterflies: 
   
  “It could be anything that is spreading or even 
  causing the sickness.  Nature has taught me 
  that the smallest, most inconsequential of 
  things can cause great disasters.  The slight 
  breeze caused by the flap of the wing of a 
  butterfly could be the final act, which tips the 
  balance and transforms a simple wind into the 
  storms of a hurricane.” 
   
  Willow will converse with the heroes for the rest 
  of the night.  They can get rooms for the night for 
  only 1 gp each. 
   
  Treasure: 
  If a players take a payment in gold or items 
   
   
  APL 2: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 150 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 250 gp; M: 0 gp  
   
  APL 8: L: 0 gp; C: 250 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 250 gp; M: 0 gp 
   
   
   
  Encounter 4: The heroes are 
  told about a horrible crime 
   
  WHAM! WHAM!  “Good gentlemen and ladies.  
  This is Gron Goodsped of the Veluna 
  Guardsmen.  I am here to escort you to see 
  Detective Hornquist about a certain person.” 
   
  “I will await your arrival downstairs.” 
   
  Armed Guardsmen announce that you are wanted 
  for questioning by Detective Hornquist.  Last 
  night someone murdered Yannotta Ginnie while 
  she stood in the stocks.  The heroes were seen 
  talking to her the day before.  They are not being 
  arrested or anything the Detective (whom some 
  PCs may have met numerous times) just wants to 
  talk with them. 
   
  The Guardsmen will give the heroes some time to 
  get ready, and then escort them to the Guard Post.  
  All Hornquist really wants is to know the details of 
  their conversation yesterday.  He knows that most 
  murder victims know their killers, and thinks that 
  she may have said something that could give them 
  a clue as to who killed her. 
   
   
  �Hornquist: male human; War9; hp 54; see 
  Appendix One. 
   
  After taking a statement from the heroes, 
  Hornquist is willing to discuss the investigation so 
  far. 
   
  • 
  Later in the day a Priest of Rao is coming to 
  cast Speak With Dead so that the corpse may 
  be questioned.  So long as the heroes are not 
  distrusted by the Church of Rao they may sit 
  in attendance.  The cleric in question is 
  Bishop Archonica Rani 
  • 
  Yannotta was found this morning, she was 
  stabbed during the night by a dagger, which 
  was left in her back. 
  • 
  No one other than the heroes gave any 
  indication as to being friendly toward Ginnie.  
  This made them stand out in Hornquist’s 
  preliminary investigation. 
  • 
  Yannotta is somewhat well known in town, 
  because of her job, and is well liked by the 
  general populace.  Hornquist has no real leads 
  as to who would wish her harm. 
  • 
  If any of the heroes are Guardsmen, they will 
  be allowed to see the corpse and the murder 
  weapon. 
   
  The heroes may wonder why a person who was 
  well liked was not visited in the stocks.  This is for 
  two reasons.  One is that people in general have a 
  trust of the Church.  So, when the Church accuses 
  someone of treason, it is generally assumed that 
  person is a traitor.  The second is because the 
  people don’t want to be accused of being her 
  accomplices. 
   
  At this point, the heroes are free to perform their 
  own investigations.  They don’t have a lot of leads, 
  but they may have ideas that Hornquist, himself, 
  can’t legally follow.  In specific, they can question 
  Rani, the Bishop who accused Ginnie; or Stromay, 
  who spoke against her the day before.  Neither has 
  strong enough evidence against them to even 
  question them, legally.  They may also wish to visit 
  the Chalice to talk to Ginnie’s friends and co-
  workers, or to visit the stocks where she was 
  murdered. 
   
   
  
  Wing of a Butterfly 
   
  Page 9 
  Encounter 5:The Heroes fail 
  to find Stromay, and succeed 
  at talking with the Bishop 
   
  Stromay is nowhere to be found in Veluna City at 
  this time.  No matter how diligently the heroes 
  look, including Scry, he is not to be found.  This is 
  because Stromay is not his real name, and the 
  appearance he wore when he met the heroes is not 
  his real face. 
   
  The Bishop, Archonica Rani, is found easily.  She 
  has duties at the Church of Rao, but is willing to 
  meet with the heroes before going over to the 
  Guard Post.  She will meet with the heroes 
  privately in a small meeting room at the temple. 
   
  • 
  Rani is sorry that Ginnie was murdered. 
  • 
  Rani feels that the charge of treason was 
  warranted, as Ginnie was unable to supply any 
  evidence that she was not a traitor to the 
  Church or Veluna. 
  • 
  Rani, herself, caught Ginnie with Ket 
  property.  She challenged the waitress to 
  explain where the property could have come 
  from if it was not payment for information. 
  • 
  Rani does not know Stromay. 
  • 
  Rani did cast a Divination before bringing the 
  accusation, and was assured by Rao that a 
  traitor to Veluna was passing Ket bastions 
  (platinum coins) in Veluna City. 
  • 
  She has heard about this ‘Lost Temple’ but 
  does not believe that any worshippers would 
  leave over any reason.  But she has heard of a 
  few clerics leaving to go see if the rumors are 
  true. 
  • 
  She believes that the Clerics of Rao of that 
  time found it to be reasonable to keep it from 
  the public when it would have created an 
  uproar.  She had not heard of it before hand 
  however. 
   
  Remember at this point if the PCs have tried to 
  cast their own Divinations and the DM has told 
  them that it was hazy and it will be a struggle to 
  get Rani to admit that she has had any problems.  
  They can get a Sense Motive check [DC 20 + APL] 
  if they ask, to notice that she may be hiding 
  something about the Divination.  
   
  Rani does know of a merchant who has dealings in 
  Ket.  His name is Morgan Zethrax, and he used to 
  be a resident of that questionably aligned nation.  
  He made Veluna his home in CY 591.  Rani spoke 
  with him about her divination, and he explained to 
  her that only a dishonest person who had 
  something to hide would come to the very center 
  of the country and still hold Ket coins.  An honest 
  person would change those coins at or near the 
  border, he explained, so as to not attract attention 
  to himself. 
   
   
  Rani is being honest and forthright with the 
  heroes, even if they are distrusted by the Church.  
  She will not allow them to cast spells upon her to 
  verify her identity if they are distrusted.  However, 
  if they are trusted, she will consent to spells such 
  as Zone of Truth, Detect Thoughts, Detect 
  Alignment, etc. 
   
   
  After talking with Rani, the heroes may wish to 
  talk with Zethrax.  He can be found at the SGS 
  Trading Company’s area of the marketplace. 
   
   
  Encounter 6: The heroes visit 
  the scene of the crime 
   
  At some point in the day the heroes should 
  wander by the stocks where Ginnie was held.  
  They may ask to do this, or they may pass it on 
  their way from one place to another.  When they 
  do, please read the following. 
   
  The stocks stand empty.  The shackles hang 
  limp, gently blowing in the light breeze.  A 
  human man, dirty and disheveled, gently places 
  flowers upon the pedestal of the stocks.  He is a 
  local beggar named Storbaugh. 
   
  This may come as a bit of a shock to the heroes.  
  Veluna City has no poor section, has no slums.  It 
  has open opportunity for housing and 
  employment to anyone willing to work for a 
  living.  Storbaugh, however, is not so willing to 
  work.  He has good intentions, but he always fails 
  to keep a job.  Lack of interest is his downfall, and 
  he has run out of people to try to work for.  So, he 
  begs. 
   
  �Storbaugh: male human Exp6; hp 27; see 
  Appendix One 
   
  Storbaugh lives in the streets.  He changes his 
  sleeping location regularly so as not to annoy the 
  Guardsmen.  He bathes in the aqueducts.  When 
  he has money he buys day old bread and leftover 
  fruits.  He doesn’t steal, he is not a member of the 
  Pack or Inquisitors.  He doesn’t really want to be 
  homeless, but he lacks the drive and desire to 
  work.  If the heroes approach him, he will be 
  friendly, and ask them for some spare towers 
  (silver coins). 
   
  Should the heroes offer him money in exchange 
  for information, he will realize that he has 
  
  Wing of a Butterfly 
   
  Page 10 
  something of value, and will be shrewd enough to 
  get a fair price for information.  Every bullet point 
  below will cost the heroes at least five towers.  If 
  the players want to roll a Diplomacy skill check to 
  negotiate the price, Storbaugh will also attempt to 
  negotiate a higher price with his skill.  If the hero 
  scores higher than Storbaugh, the price drops to 3 
  towers (half), if Storbaugh scores higher than the 
  hero the price rises to 1 crook (gold coin) (double).  
  There is only one check allowed per bullet point.  
  The judge is empowered to re-order the bullet 
  points to account for specific questions granted by 
  the heroes. 
   
  Should the heroes actually attempt to use 
  Intimidation [DC 10 + APL] to get free 
  information, every 3 points beyond the DC that 
  they achieve will give them another bullet point of 
  information.  Storbaugh will then rush off to get 
  the protection of the Guardsmen, or the Church of 
  Rao, whichever seems more appropriate. 
   
  • 
  She was a nice woman.  Pretty, too.  She even 
  got me a job once, washing dishes at the 
  Chalice. 
  • 
  I’ve held jobs all over town, some for 
  individual shop's, some for the Temple, once 
  even for the Three Rings Trading Company.  
  But, they never worked out.  It was all because 
  of politics.  I didn’t know the right person, or 
  do the right thing, or attend mass on time, 
  and the next thing I knew I was out of a job.  
  But, people give me money now and again. 
  • 
  Ginnie would give me hands (copper coin) 
  every night, sometimes even a tower (silver 
  coin) or two.  I knew she didn’t have much, 
  and I appreciated every coin she gave me.  
  Two days ago, a stranger gave me some coins 
  the likes of which I’d never seen before.  I 
  thought they was silver, and went to the 
  Chalice to get some dinner.  Ginnie told me 
  that they were made from platinum.  Imagine 
  that, platinum coins!  Now, some people 
  would have taken it as I said: silver, and left 
  me none the wiser, but she were better than 
  that. 
  • 
  The man didn’t tell me his name.  But, I can 
  tell you what he looks like.  (Describe 
  Abromax Stromay.) 
  • 
  I seen him again, I did.  Yesterday, he walked 
  by the stocks.  I was afraid to talk to her, 
  because I was afraid they might accuse me of 
  treason as well.  The man walked up to her, 
  and she refused to look at his face.  I thought 
  that he might be an enemy of hers, but he 
  didn’t have the look of unkindness about him.  
  He gave her a look of pity and walked away. 
  • 
  When he walked away, past her sight, I saw 
  somewhat that I will never forget to my dying 
  day.  His features began to flow like water.  
  He got maybe two inches taller, and his face 
  smoothed out to that of a man of 20 summers.  
  His hair even lightened as if colored like 
  those women do in Devarnish.  He was a 
  completely different man in a matter of steps. 
   
  Storbaugh’s description of Stromay matches that 
  of the man whom the heroes met in the tavern.  
  His description of the man Storbaugh transformed 
  into may be familiar to the heroes.  Any hero who 
  participated in The Spectre of Lorridges may 
  recognize that the description matches that of the 
  man who gave Hensall the bomb. 
   
  Should any of the heroes wish to give Storbaugh a 
  job, he will appreciate it.  He has worked for nearly 
  everyone, however, and they won’t take him back.  
  But, if someone has Influence with the SGS 
  Trading Company, they can recommend him for a 
  job.  Storbaugh will be grateful and work hard and 
  diligently.  The Influence will no longer be valid, 
  however, because Storbaugh will only be a good 
  and diligent worker for a week.  After that he will 
  revert to his unreliable ways, and this will reflect 
  poorly on the person who recommended him 
  (simply canceling the Influence, not actually 
  penalizing the PC.).  
   
   
  Encounter 7: The heroes talk 
  to a merchant 
   
  At the SGS Trading House, the heroes will find 
  that the business is doing very well.  The Temples 
  in Veluna City can make use of the gold, silver, 
  and other valuables that the guild specializes in.  
  Furthermore, the spices and foodstuffs are in 
  strong demand from the people of the city. 
   
   
  Here, the heroes may use their influence to 
  recommend Storbaugh for a job.  Also, or 
  alternatively, they may speak with Morgan 
  Zethrax.  Morgan and his nephew and apprentice, 
  Gostacc, are clerks who are tallying up the income 
  for the sale of spice so that money can be used to 
  justify an increase in the shipping orders.  He is 
  very secretive about his work, and will put it away, 
  in a locked box, while he talks to the heroes. 
   
   
  Again, the judge is empowered to change the 
  order of the bullet information to accommodate 
  the questions of the heroes.  Keep in mind, 
  however, that after three statements, Gostacc will 
  interrupt.  There are plenty of statements to 
  choose from specifically so that different parties 
  may discover different information before the 
  interruption. 
   
  
  Wing of a Butterfly 
   
  Page 11 
  • 
  My nephew and I used to live in Ket.  We 
  came to Veluna to trade horses, and now we 
  sell sugar.  What a great country! 
  • 
  It’s a terrible thing, that spy being murdered 
  like that.  Better if she hadn’t fought the 
  charge and simply gone home to Ket. 
  • 
  Any cross-country merchant knows that you 
  always want to do business in the coin of the 
  country you are standing in.  That is the coin 
  that is the strongest, and most valuable to 
  your buyer.  Using it also shows loyalty to the 
  country that branded them. 
  • 
  I never really knew the spy.  What was her 
  name again?  I just think it is a horrible thing 
  to do to such a great country as this.  In Ket 
  they would cut out your tongue just for 
  selling secrets of the Baklunish Merchant 
  Clans, I shudder to think what would happen 
  to a traitor to the country. 
  • 
  Do you have a sister?  My nephew is very 
  single. 
  • 
  I was working all afternoon yesterday.  No 
  one was with me.  Gostacc had the day off, and 
  spent it at the Temple learning about the 
  wondrous god called Rao. 
  • 
  I spoke with Rani at the Temple a few days 
  ago.  She’s a wonderful woman.  She asked me 
  if I still had any Kettite coins.  Of course, I 
  don’t. 
  • 
  Of course I can give your friend a job.  Is he 
  good with a broom?  Never mind.  Gostacc 
  will teach him. 
   
  Again, the judge is reminded that after three 
  exchanges, Gostacc will interrupt.  Gostacc will 
  begin with snide comments about how the spy 
  should have left when she had the chance.  He will 
  also say that she got what was coming to her for 
  betraying the country.  Morgan will tell him to 
  shut up.  If the heroes direct their questions to 
  Gostacc, he will be of the opinion that spies should 
  be put to death, because there is no worse person 
  than someone who spits on the country which 
  houses and protects them. 
   
  As Gostacc incriminates himself, Morgan will 
  claim that he was busy at the Temple.  Gostacc will 
  disagree and admit that he murdered the spy 
  during the night.  Morgan will claim that to be a 
  lie, and say that he was the one who killed the 
  woman.  Gostacc will point out that the ledgers are 
  written in Morgan’s handwriting, which will 
  prove he wasn’t outside of the Trade House last 
  night. 
   
  Both of them will admit to the crime: Morgan to 
  cover for his young nephew, Gostacc because he is 
  proud to have proven his loyalty to Veluna. 
   
  The heroes have no real proof, but if any of them 
  are Guardsmen, they can arrest either of the 
  Zethrax’s and take them to the Guards Post.  
  Neither will resist arrest. 
   
   
  Encounter 8: The heroes talk 
  to the victim’s coworkers 
   
  At the Chalice, the scene is a somber one.  Ginnie 
  was well loved by her friends, and they have 
  declared a day of mourning.  Everyone wears a 
  black armband.  All meals are half price.  All tips 
  go toward a memorial service for Ginnie. 
   
  The staff can pass on information about Ginnie.  
  They have nothing but good things to say about 
  her, and none of them believes that she was a 
  traitor. 
   
  If questioned about Ginnie’s friends or potential 
  enemies, they only have two names to pass along.  
  A patron who moved to Veluna City, and was 
  working for the College of the Arcane, clearly 
  didn’t like her.   
   
  His name was Abromax Stromay.  No one knows 
  why he disliked her so much.  She also appeared to 
  be friends with a local vagabond named 
  Storbaugh. 
   
  The people in the tavern are willing to tell the 
  heroes how to find Stromay or Storbaugh.  
  Storbaugh will be in the vicinity of the 
  marketplace.  Stromay will be at the College of the 
  Arcane.  There is no other information to be found 
  here. 
   
   
  Encounter 9: The heroes 
  track down a murderer 
   
  Stromay can be met inside the College, if and only 
  if at least one of the heroes is a member of the 
  College (to escort the others) and none of the 
  heroes are distrusted by the College and Church.  
  Otherwise, the heroes may send him a message, 
  and he will be willing to meet them at the Chalice 
  for dinner. 
   
   
  At either place, he will meet the heroes with some 
  protective spells upon himself.  He will be cordial, 
  honest, and blunt.  He will have the following to 
  say, unless the heroes press him into a more 
  physical conflict instead of a verbal one (which he 
  prefers.) 
   
  
  Wing of a Butterfly 
   
  Page 12 
  • 
  For every hurricane there is a butterfly who 
  beat his wings and pushed the breeze into a 
  storm. 
  • 
  Just as nature has butterflies, fate also has 
  butterflies who perform some small act to 
  cause or avert disaster.  I am the current 
  generation’s Butterfly of Fate. 
  • 
  I caused the woman’s death.  Do you want to 
  know how?  I knew that Bishop Rani was 
  going to be dining in the Chalice that night.  
  So, I took a handful of Kettite coins and gave 
  them to a beggar in the street.  I knew he 
  would go to the Chalice, I knew that the coins 
  would make their way to her hands, and I 
  knew that Rani would see the coins in her 
  possession.  I knew she would be accused of 
  treason, and I knew that the young Gostacc 
  would be willing to kill her to prove his and 
  his uncle’s devotion to this country.  I 
  planned it all, and expended almost no effort, 
  which means that there is no proof. 
  • 
  Why shouldn’t I be honest with you?  What 
  can you do about it?  I have more power, both 
  magically and politically, than you ever will. 
  • 
  I am not an evil man.  I am a hero of the 
  nation.  I was born for a purpose.  There is a 
  great catastrophe coming which could destroy 
  Veluna.  The forces of Fate have come 
  together in me so that I can prevent the fall of 
  our way of life. 
  • 
  Tell who you want about me, they won’t 
  believe you.  Tell who you want that I’ve 
  arranged the deaths of Yannotta, or Hensall.  
  No evidence exists that I killed those two.  
  You only know it because I told you. 
  • 
  I am not all-powerful, just more powerful 
  than you can imagine.  You could kill me.  
  But, to do so would be to doom the country.  
  The forces of evil are gathering, and only I can 
  put the right counter forces in motion. 
   
  Stromay is willing to actually combat the heroes.  
  However, he has enough political pull in the 
  country to follow through on any one, or all, of his 
  threats. 
   
  There are several ways the players can earn the xp 
  for this encounter. If they can manage to get some 
  evidence on Stromay they can have him arrested. 
  This could come from a temple guardsmen being 
  present or perhaps bringing one with you and 
  hiding him so he hears Stromay boasting. While 
  this will put him in jail for the present, his vast 
  influence will quickly set him free though the PC’s 
  have severely inconvenienced him. 
   
  The PC’s could also fight and kill him. Without 
  evidence this will land the PC’s in jail for a long 
  time (character’s removed from play – contact the 
  Veluna triad at velunatriad@living-greyhawk.com 
  for instructions). With evidence it will still land 
  them in jail for 4 Time Units while the clergy get 
  down to what really happened. The church will be 
  very unhappy with this turn of events. Thankfully 
  Stromay will be raised and forgive the PC’s for 
  their hasty actions. 
   
  The heroes may feel disappointed at this point.  
  They can kill Stromay, but it really doesn’t help 
  anything.  There isn’t a political organization they 
  can turn him in to, and if they try to turn him over 
  to the Guardsmen, College of Arcane, or Church 
  of Rao, he will be recognized and released 
  immediately, and they will have discredited 
  themselves for their trouble. 
   
  The players may need reminding that this is Part 
  Four of a ten part series.  Their actions at this 
  point, the results of the critical events of this 
  module, will determine many of the events in the 
  second half. 
   
  APL 2 (EL 5) 
  �Abromax Stromay: Sor5; hp 16; see Appendix 
  One 
   
  APL 4 (EL 7) 
  �Abromax Stromay: Sor7; hp 21; see Appendix 
  One 
   
  APL 6 (EL 9) 
  �Abromax Stromay: Sor9; hp 27; see Appendix 
  One 
   
  APL 8 (EL 11) 
  �Abromax Stromay: Sor11; hp 33; see Appendix 
  One 
   
  APL 10 (EL 13) 
  �Abromax Stromay: Sor13; hp 39; see Appendix 
  One. 
   
   
  The End 
  
  Wing of a Butterfly 
   
  Page 13 
  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 role-playing) to each character. 
   
  Encounter 1: In which the heroes grant 
  aid to the forces of nature. 
  Defeating the escaped creature: 
   
   
  APL 2: 
  150 xp 
  APL 4: 
  210 xp 
  APL 6: 
  270 xp 
  APL 8: 
  330 xp 
  APL 10:  
  390 xp 
   
  Encounter 6: The heroes visit the scene 
  of the crime. 
  Getting information from Storbaugh 
   
  APL 2: 
  60 xp 
  APL 4: 
  60 xp 
  APL 6: 
  90 xp 
  APL 8: 
  110 xp 
  APL 10:  
  135 xp 
   
  Encounter 7: The heroes talk to a 
  merchant. 
  Arresting Gostacc for the murder of Yannotta 
  Ginnie 
   
  APL 2: 
  30 xp 
  APL 4: 
  75 xp 
  APL 6: 
  90 xp 
  APL 8: 
  115 xp 
  APL 10: 
  135 xp 
   
  Encounter 9: The heroes track down a 
  murderer.  
   
  Defeating the Butterfly either through arresting 
  him or killing him. 
   
  APL 2: 
  75 xp 
  APL 4: 
  105 xp 
  APL 6: 
  135 xp 
  APL 8: 
  165 xp 
  APL 10: 
  195 xp 
   
  Total Possible Experience: 
   
   
  APL 2 –  
  315 xp 
   
  APL 4 – 
  450 xp 
   
  APL 6 –  
  585 xp 
   
  APL 8 -   
  720 xp 
   
  APL 10 -  
  855 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 treasurer.  
   
  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 minute 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 (that is, 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 piece 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 treasures from each encounter add it 
  up and that is 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. 
  Encounter 1: In which the heroes grant 
  aid to the forces of nature. 
  Defeat the fiendish creatures. 
   
  APL 2: L: 0 gp; C: 0 gp; M: 0 gp 
  APL 4: L: 0 gp; C: 0 gp; M: 0 gp 
  APL 6: L: 0 gp; C: 0 gp; M: 0 gp 
  APL 8: L: 0 gp; C: 100 gp; M: 0 gp 
  APL 10: L: 0 gp; C: 200 gp; M: 0 gp 
   
  
  Wing of a Butterfly 
   
  Page 14 
  Encounter 3: The heroes have a 
  relaxing drink. 
  Grey Willow gives them their reward if they 
  wanted money or items 
   
   
   
  APL 2: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 150 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 250 gp; M: 0 gp  
   
  APL 8: L: 0 gp; C: 250 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 250 gp; M: 0 gp 
   
   
  Total Possible Treasure: 
   
   
   
  APL 2: 
   
  50 gp  
   
  APL 4: 
   
  150 gp  
   
  APL 6:    
  250 gp  
   
  APL 8:   
  350 gp 
   
  APL 10:  
  450 gp 
   
   
  
  Wing of a Butterfly 
   
  Page 15 
                Appendix One: NPC’s 
   
  Introduction: 
   
  �Grey Willow: Elf Drd4; medium size humanoid; 
  HD 4d8; hp 24; Init +2 (+2 Dex); Spd 30 ft; AC 15 
  (+3 hide armor, +2 Dex); Atk +5 melee (1d6, sickle) 
  or +5 missile (1d8, light crossbow); SQ Animal 
  Companion, Nature Sense, Resist Nature’s Lure, 
  Trackless Step, Woodland Stride; AL NG; SV Fort 
  +4, Ref +3, Will +7; Str 10, Dex 14, Con 10, Int 13, 
  Wis 16, Cha 13;  
   
  Skills and Feats: Animal Empathy: +5, 
  Concentration: +3, Diplomacy +4, Handle Animal: 
  +5, Heal: +7, Intuit Direction: +7, Spellcraft: +4, 
  Swim: +4, Wilderness Lore: +10; Point Blank Shot, 
  Weapon Finesse (sickle). 
   
  Description: 
  Willow is a thin male elf with short blonde hair.  
  He is kind and gentle as well as shy, and so speaks 
  softly and without passion.  He will speak with 
  honesty to the heroes and pass on whatever 
  information he has. 
   
  Primary Motivation: 
  Willow is motivated by the desire to do what is 
  best for all creatures.  He recognizes that society is 
  “best” for certain creatures, and that the wild of 
  nature is what is best for others.  So, he doesn’t 
  preach against society, like some druids do. 
   
  What does he think about the situation? 
   
  e is highly concerned about the sickness 
  that the animals and beasts are experiencing.  He 
  does not know that it has also affecting humanoids 
  and undead. He doesn’t have any thoughts or 
  opinions concerning Yannotta’s murder. 
   
   
  Encounter 1: In which the 
  Heroes grant aid to the forces of 
  nature 
   
  APL 2 (EL 5) 
  �Fiendish Five-Headed Hydra: Huge Beast; CR 
  5; HD 5D10+25; hp 52; Init +1; Spd 20 ft, swim 10 
  ft; AC 15 (Touch 8, flat-footed 14); Atk +4 melee 
  (1D10+3, 5 bites); SA Smite good; SQ Scent, 
  Darkvision, Cold and Fire resistance 10, DR 5/+1, 
  SR 10; AL CE; SV Fort +9, Ref +5, Will +1; Str 17, 
  Dex 12, Con 20, Int 3, Wis 10, Cha 9. 
       Skills and Feats: Listen +5, Spot +6; Combat 
  Reflexes. 
   
   
   
   
  APL 4 (EL 7) 
  �Fiendish Griffon (2): Large Beast; CR 5; HD 
  7D10+21; hp 59; Init +2; Spd 30 ft, fly 80 ft; AC 17 
  (Touch 10, flat-footed 15); Atk +8 melee (2D6+4, 
  bite) and +3 melee (1D4+2, 2 claws), Rake 1D6+2; 
  SA: Pounce, Rake, Smite Good; SQ: Scent, 
  Darkvision, Cold and Fire Resistance 10, DR 5/+1, 
  SR 14; AL CE; SV Fort +8, Ref +7, Will +3; Str 18, 
  Dex 15, Con 16, Int 5, Wis 13, Cha 8. 
       Skills and Feats: Jump +8, Listen +6, Spot +11. 
   
  APL 6 (EL 9) 
  �Fiendish Bulette: Huge Beast; CR 9; HD 
  9D10+45; hp 94; Init +2; Spd 40 ft, burrow 10 ft; 
  AC 22 (Touch 8, flat-footed 18); Atk +12 melee 
  (2D8+8, bite) and + 7 melee (2D6+4, 2 claws); SA: 
  Leap, Smite Good; SQ: Scent, Darkvision, Cold and 
  Fire Resistance 15, DR 5/+2, SR 18, Tremorsense; 
  AL CE; SV Fort +11, Ref +8, Will +4; Str 27, Dex 15, 
  Con 20, Int 3, Wis 13, Cha 6. 
       Skills and Feats: Jump +12, Listen +6. 
   
  APL 8 (EL 11) 
  �Fiendish Androsphinx: Large Magical Beast; 
  CR 11; HD 12D10+48; hp 114; Init +0; Spd 50 ft, fly 
  80 ft; AC 22 (Touch 8, flat-footed 22); Atk +18 
  melee (2D4+7, 2 claws) and +18 melee (2D4+3, 
  rake); SA: Pounce, Rake, Smite Good, Roar, Spells; 
  SQ: Darkvision, Cold and Fire Resistance 20, DR 
  10/+3, SR 24; AL CE; SV Fort +12, Ref +8, Will +7; 
  Str 25, Dex 10, Con 19, Int 16, Wis 16, Cha 17. 
       Skills and Feats: Intimidate +13, Knowledge 
  (Nature) +5, Listen +15, Spot +15, Wilderness Lore 
  +13; Alertness, Cleave, Great Cleave, Flyby Attack, 
  Power Attack, Track. 
   
  APL 10 (EL 13) 
  �Fiendish Myrmarch (Formian): Large 
  Outsider (Lawful); CR 12; HD 12D8+48; hp 108; 
  Init +8; Spd 40 ft; AC 28 (Touch 13, flat-footed 24); 
  Atk +15 melee (2D4+4, Sting) and +13 melee 
  (2D6+2, bite) or +15/+10 ranged (1D6+4, Javelin); 
  SA: Smite Good, Hive Mind, Poison, Spell-like 
  abilities; SQ: Darkvision, Sonic Resistance 20, 
  Electricity and Fire Resistance 20, Cold Resistance 
  15, DR 5/+2, SR 25, Immunities, Resistances, Fast 
  Healing 2; AL LE; SV Fort +12, Ref +12, Will +11; 
  Str 19, Dex 18, Con 18, Int 16, Wis 16, Cha 17. 
       Skills and Feats: Climb +18, Craft (weapon-
  smithing) +9, Diplomacy +15, Move Silently +19, 
  Search +17, Sense Motive +18, Spot +18; Dodge, 
  Improved Initiative, Mobility, Multiattack. 
   
   
   
   
  
  Wing of a Butterfly 
   
  Page 16 
  Encounter 2: In which the heroes 
  arrive in Veluna City, and meet a 
  familiar face 
   
  �Yannotta Ginnie: human Com6; Medium size 
  humanoid; HD 6d4; hp 18; Init +1 (+1 Dex); Spd 30 
  ft; AC 11 (+1 Dex); Atk +3 melee (1d6, club); AL 
  LG; SV Fort +3, Ref +2, Will +3; Str 11, Dex 13, Con 
  10, Int 13, Wis 12, Cha 16;  
  Skills and Feats: Craft +3, Knowledge 
  (local, Veluna City) +8, Listen +7, Profession 
  (waitress) +9, Spot +8, Ride +3, Swim +2; Alertness, 
  Dodge, Skill Focus (Knowledge, local, Veluna 
  City), Skill Focus (Profession, Waitress);  
   
  Description: 
   
  Yannotta is a tall human woman with 
  dark hair pulled tight into a bun, and hazel 
  colored, doe like eyes.  She has a perpetual smile 
  and keeps herself clean and tidy even while 
  working.  She is 24 years old with a curvaceous 
  figure, which displays her fondness for strawberry 
  cheesecake. 
   
  Yannotta was also seen in The Delivery, 
  The Spectre of Lorridges, and The Return to 
  Shandalanar. 
   
  Primary Motivation: 
   
  Yannotta is motivated by the simple 
  desire to make other people happy.  She would 
  rather have satisfied customers than extra tips, 
  although she wouldn’t turn a tip down.  She is a 
  fair woman, who tries to be as helpful as possible 
  up to the extent of her abilities. 
   
  Yannotta is honest, and helpful.  She is a 
  person who will make time to talk with people.  
  Currently, she is upset, and so will talk about her 
  problem to anyone who has a friendly ear. 
   
  What does she think about the situation? 
   
  Yannotta is very upset about the 
  situation.  She is highly concerned about how the 
  accusations will affect her occupation.  She is also 
  confused, she doesn’t know how these things 
  happened to her.  Should her corpse be consulted 
  while the heroes are present, she will deny her 
  guilt, yet again (remind the players she can’t lie 
  when under the effects of Speak With Dead) and 
  she did not see who murdered her.  She is very 
  unhappy to have been falsely accused and 
  murdered. 
   
   
  Encounter 4: The heroes are told 
  about a horrible crime 
   
  �Hornquist: Elf War9; Medium size humanoid; 
  HD 9d8; hp 54; Init +2 (+2 Dex); Spd 30 ft; AC 16 
  (Touch AC 12, Flat Footed AC 14); Atk +12 melee 
  (1d8+3,longsword), or +11 ranged (1d8, light 
  crossbow); AL LG; SV Fort +5, Ref +4, Will +3; Str 
  16, Dex 14, Con 10, Int 15, Wis 12, Cha 11;  
  Skills and Feats: Escape Artist +5, Hide 
  +7, Knowledge (local, Veluna City) +8, Jump +6, 
  Move Silently +10, Pick Pocket +5, Search +4, Spot 
  +5, Tumble +6; Combat Reflexes, Power Attack, 
  Power Lunge, Weapon Focus (longsword);  
   
  Description: 
   
  Hornquist is an elf with bright red hair, 
  which he wears swept back like a plume of 
  feathers.  He has also grown his eyebrows long, 
  and waxed them in a similar, upward fashion.  His 
  eyes are violet, and seem to always be staring past 
  the person he is talking to, at something 
  interesting going on behind him.  He wears the 
  scale mail and sash typical of a Veluna Guardsman. 
   
  Hornquist was also seen in the events 
  The Delivery and The Spectre of Lorridges.  He 
  may have been seen in The Return to Shandalanar.  
  He maintains his position as Veluna City’s primary 
  investigator of murder and violent crime. 
   
  Primary Motivation: 
   
  Hornquist’s primary focus is the 
  protection and service of the people of Veluna 
  City.  He is honestly outraged when people are 
  harmed, and not because of any personal 
  inconvenience the death causes him due to his 
  occupation.  He is a Guardsman instead of a 
  Temple Guard because he desires to serve the 
  people first, his god second. 
   
  Hornquist should be portrayed as direct, 
  blunt, but nice and genuinely helpful and 
  courteous.  He is the type of cop who pauses in his 
  investigations to assure a worried child that he will 
  catch the “bad guys” soon. 
   
  What does he think about the situation? 
   
  Hornquist is exceptionally concerned 
  with the situation.  He is upset that a murder could 
  happen to someone who was in custody at the 
  time.  Even though it is not procedure to 
  constantly guard a prisoner in the stocks, it is also 
  not customary for a person to be killed while in 
  such a situation. 
   
  Helping Hornquist solve the crime will 
  gain his respect and thanks. 
   
   
  Encounter 6: The heroes visit the 
  scene of the crime 
   
  �Storbaugh: human Exp6; Medium-size 
  humanoid; HD 6d6; hp 27; Init +0; Spd 30 ft; AC 
  10 (Touch AC 10, Flat Footed AC 10); Atk +3 
  
  Wing of a Butterfly 
   
  Page 17 
  melee (1d6, club); AL CG; SV Fort +2, Ref +2, Will 
  +8; Str 8, Dex 10, Con 10, Int 16, Wis 16, Cha 13. 
       Skills and Feats: Appraise +12, Bluff +12, 
  Diplomacy +16, Gather Information +6, Forgery 
  +10, Innuendo +10, Listen +11, Profession (beggar) 
  +12, Sense Motive +12, Spot +11; Alluring*, 
  Persuasive*, Skill Focus (Diplomacy), 
  Trustworthy* 
       Equipment: None 
   
  Description: 
   
  Storbaugh is a dirty homeless vagabond. 
  He has long brown hair, alert blue eyes, and a 
  pleasing appearance.  He is, however, a nice 
  person, who evokes pity easily.  He is a careful 
  listener, who is wary of danger and remembers 
  what he sees and hears.  He is also smart enough to 
  know who to pass information along to, and who 
  to keep it secret from. 
   
  Primary Motivation: 
   
  Storbaugh is motivated by a desire to 
  continue his life with as little effort as possible.  
  He claims that he wants to improve his lifestyle, 
  and he even believes it.  But, in the end, he is 
  naturally lazy and in the long run unmotivated. 
   
  What does he think about the situation? 
   
  Storbaugh is upset that his friend, 
  Ginnie, has been murdered.  He will share 
  information with the heroes, even though it may 
  get him in trouble.  He will, however, be savvy 
  enough to get coins for his information. 
   
   
  Encounter 9: The heroes track 
  down a murderer 
   
  APL 2 (EL 5) 
  �Butterfly (Stromay): human Sor5: Medium size 
  humanoid; HD 5d4; hp 16; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft; AC 13 (Touch AC 
  13, Flat Footed AC 10); Atk +2 melee (1D4, dagger) 
  or +5 ranged (1D8, light crossbow); SQ Choose 
  Fate, Flap of the Butterfly’s Wing; AL LE; SV Fort 
  +1, Ref +4, Will +6; Str 10, Dex 16, Con 10, Int 12, 
  Wis 14, Cha 14. 
       Skills and Feats: Concentration +5, Knowledge 
  (arcane) +6, Scry +6, Spellcraft +7; Blind Fight, 
  Combat Casting, Improved Initiative. 
       Spells: (6/7/5; DC = 12 + spell level): 0 – Daze, 
  Detect Magic, Mage Hand, Mending, 
  Prestidigitation, Read Magic; 1
  st – Color Spray, 
  Mage Armor, Nystul’s Undetectable Aura, True 
  Strike; 2
  nd – Alter Self, Ice Knife* 
  *See Appendix 4: New Rules 
   
  APL 4 (EL 7) 
  �Butterfly (Stromay): human Sor7: Medium size 
  humanoid; HD 7d4; hp 21; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft; AC 13 (Touch AC 
  13, Flat Footed AC 10); Atk +3 melee (1D4, dagger) 
  or +6 ranged (1D8, light crossbow); SQ Choose 
  Fate, Flap of the Butterfly’s Wing; AL LE; SV Fort 
  +2, Ref +7, Will +7; Str 10, Dex 16, Con 10, Int 12, 
  Wis 14, Cha 14. 
       Skills and Feats: Concentration +7, Knowledge 
  (arcane) +8, Scry +7, Spellcraft +8; Blind Fight, 
  Combat Casting, Improved Initiative, Lightning 
  Reflexes. 
       Spells: (6/7/7/4; DC = 12 + spell level): 0 – Daze, 
  Detect Magic, Light, Mage Hand, Mending, 
  Prestidigitation, Read Magic; 1
  st – Color Spray, 
  Mage Armor, Nystul’s Undetectable Aura, Shield, 
  True Strike; 2
  nd – Alter Self, Ice Knife*, Melf’s Acid 
  Arrow; 3
  rd – Ice Burst*, Nondetection. 
  *See Appendix 4: New Rules 
   
  APL 6 (EL 9) 
  �Butterfly (Stromay): human Sor9: Medium size 
  humanoid; HD 9d4; hp 27; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft; AC 13 (Touch AC 
  13, Flat Footed AC 10); Atk +4 melee (1D4, dagger) 
  or +7 ranged (1D8, light crossbow); SQ Choose 
  Fate, Flap of the Butterfly’s Wing; AL LE; SV Fort 
  +3, Ref +8, Will +8; Str 10, Dex 16, Con 10, Int 12, 
  Wis 14, Cha 15. 
       Skills and Feats: Concentration +10, Knowledge 
  (arcane) +9, Scry +9, Spellcraft +10; Blind Fight, 
  Combat Casting, Improved Initiative, Lightning 
  Reflexes, Sanctum Spell* 
       Spells: (6/7/7/6/4; DC = 12 + spell level): 0 – 
  Daze, Detect Magic, Light, Mage Hand, Mending, 
  Prestidigitation, Ray of Frost, Read Magic; 1
  st – 
  Color Spray, Mage Armor, Nystul’s Undetectable 
  Aura, Shield, True Strike; 2
  nd – Alter Self, Ice 
  Knife*, Melf’s Acid Arrow; 3
  rd – Flame Arrow, Ice 
  Burst*, Nondetection; 4
  th – Sonic Orb*, Otiluke’s 
  Dispelling Screen* 
  *See Appendix 4: New Rules 
   
  APL 8 
  �Butterfly (Stromay): human Sor11: Medium 
  size humanoid; HD 11d4; hp 33; Init +7 (+3 Dex, 
  +4 Improved Initiative); Spd 30 ft; AC 13 (Touch 
  AC 13, Flat Footed AC 10); Atk +5 melee (1D4, 
  dagger) or +8 ranged (1D8, light crossbow); SQ 
  Choose Fate, Flap of the Butterfly’s Wing; AL LE; 
  SV Fort +3, Ref +8, Will +9; Str 10, Dex 16, Con 10, 
  Int 12, Wis 14, Cha 15. 
       Skills and Feats: Concentration +13, Knowledge 
  (arcane) +12, Scry +9, Spellcraft +12; Blind Fight, 
  Combat Casting, Improved Initiative, Lightning 
  Reflexes, Sanctum Spell*. 
       Spells: (6/7/7/6/6/4; DC = 12 + spell level): 0 – 
  Daze, Detect Magic, Light, Mage Hand, Mending, 
  Prestidigitation, Ray of Frost, Read Magic, 
  
  Wing of a Butterfly 
   
  Page 18 
  Resistance; 1
  st – Color Spray, Mage Armor, 
  Nystul’s Undetectable Aura, Shield, True Strike; 
  2
  nd – Alter Self, Ice Knife*, Melf’s Acid Arrow, See 
  Invisibility, Detect Thoughts; 3
  rd – Flame Arrow, 
  Ice Burst*, Nondetection, Tongues; 4
  th – Sonic 
  Orb*, Otiluke’s Dispelling Screen*, Rainbow 
  Pattern; 5
  th – Mind Fog, Teleport. 
  *See Appendix 4: New Rules 
   
  APL 10 
  �Butterfly (Stromay): human Sor13: Medium 
  size humanoid; HD 13d4; hp 39; Init +7 (+3 Dex, 
  +4 Improved Initiative); Spd 30 ft; AC 13 (Touch 
  AC 13, Flat Footed AC 10); Atk +6/+1 melee (1D4, 
  dagger) or +9/+4 ranged (1D8, light crossbow); SQ 
  Choose Fate, Flap of the Butterfly’s Wing; AL LE; 
  SV Fort +6, Ref +9, Will +10; Str 10, Dex 16, Con 
  10, Int 12, Wis 14, Cha 16. 
       Skills and Feats: Concentration +15, Knowledge 
  (arcane) +15, Scry +11, Spellcraft +15; Blind Fight, 
  Combat Casting, Improved Initiative, Lightning 
  Reflexes, Sanctum Spell*, Great Fortitude. 
       Spells: (6/7/7/7/6/6/4; DC = 13 + spell level): 0 
  – Daze, Detect Magic, Light, Mage Hand, 
  Mending, Prestidigitation, Ray of Frost, Read 
  Magic, Resistance; 1
  st – Color Spray, Mage Armor, 
  Nystul’s Undetectable Aura, Shield, True Strike; 
  2
  nd – Alter Self, Ice Knife*, Melf’s Acid Arrow, See 
  Invisibility, Detect Thoughts; 3
  rd – Flame Arrow, 
  Ice Burst*, Nondetection, Tongues; 4
  th – Sonic 
  Orb*, Otiluke’s Dispelling Screen*, Dimension 
  Door, Rainbow Pattern; 5
  th – Dominate Person, 
  Mind Fog, Teleport; 6
  th – Permanent Image, 
  Antimagic Field.   
  *See Appendix 4: New Rules 
   
  Flap of the Butterfly’s Wing: 
  As a Full Round Action, the Butterfly may use the 
  extraordinary ability to cause bizzare, improbable 
  (but possible) situations to occur.  These situations 
  have a number of outcomes determined by the 
  imagination of the Butterfly. 
   
  He may, for example, stand in just the right place 
  so that an opponent’s eyes are momentarily 
  dazzled by the glint of sunlight (effect as a Daze 
  spell with no limit on the hit dice effected.)  Please 
  see the appendix on Butterfly for complete details. 
   
  Choose Fate: 
  Once per day, as an extraordinary ability, the 
  Butterfly may reroll one roll that he has just made.  
  He may choose which result he prefers. 
   
  Description: 
  Stromay appears to be a 35-year old human with 
  short dark hair, brown eyes and a scar running 
  across his temple over his left eyebrow.  He wears 
  fine clothing, suitable for a wealthy tradesman, 
  generously adorned with gold chains and rings. 
  Primary Motivation: 
  Stromay is motivated by the desire to do what is 
  best for the country of Veluna.  He is convinced 
  that he is pivotal in the upcoming crisis, and that 
  there are forces that work through him to enforce 
  his will. 
   
   
  This causes him to act in a self-absorbed and 
  egotistical manner.  This makes him believe that 
  what he desires is what is best for the country 
  simply because he also believes that what is best 
  for the country is what he desires. 
   
   
  Stromay has put forces in motion that he will not 
  talk about.  He has a lot of long-term plans, all of 
  which are to have the eventual outcome of 
  protecting the country. 
   
   
  Stromay arranged for unwitting agents to murder 
  Ginnie in part because he didn’t like her, but 
  mostly because he needed to demonstrate to the 
  population that spies could be anywhere.  He 
  needs to foster a distrust in the populace to 
  prevent high ranking traitors to the country from 
  acquiring too much power and trust from the 
  general citizenry. 
   
   
  Stromay murdered Hensall in order to get heroic 
  citizens to travel to Sugarberg and take care of 
  what had been identified as a minor problem.  He 
  believed that the situation was more than it 
  appeared, and wanted to provoke adventurers to 
  go and take care of it. 
   
  What does he think about the situation? 
   
   
  Stromay is quite proud of his role in the situation.  
  He hope that, by explaining himself to the heroes 
  he will get them on his side.  He believes that he is 
  above reproach should the heroes not side with 
  him, which puts him in a no-lose situation.  He 
  knows he can speak candidly to the heroes, 
  because he can always change his story later 
  should they arrest him or take him to speak to 
  other officials. 
   
   
  Stromay does not know anything of The Traveler, 
  should anyone ask. 
  
  Wing of a Butterfly 
   
  Page 19 
  Appendix 2: About Butterflies 
   
   
  Butterflies are more than the colorful adult caterpillars that most people think of when they hear the term.  A 
  “Butterfly” is also a pivotal person, place or event that is important to a certain drama.  Most times, the butterfly 
  does not know their place in the event, and appears to be an innocent bystander who has inadvertently caused 
  great things to occur. 
   
   
  But, every once in a while, a Butterfly exists who recognizes and can utilize their power to achieve desired 
  effects.  These effects are in all cases bizarre and improbable, but entirely possible and most times logical when 
  the role of the Butterfly, himself, is not considered. 
   
   
  A Butterfly can perform small, inconsequential, actions, such as stepping a certain way, or twisting his wrist 
  ever so slightly, to perform great acts. 
   
  Examples: 
   
  At one extreme, a Butterfly can drop a crust of bread while he walks through a quiet street.  The bread attracts a 
  bird who pecks at it.  A cat wanders by, and pounces at the bird, who quickly flies off.  The cat leaps past where 
  the bird was, and lands at the hoofs of a horse.  The horse is startled by the sudden appearance of the cat, and 
  rears, dropping its rider behind him.  The cat, frightened by the horse, sprints away, knocking over a broom, 
  carelessly left on a nearby porch.  The broom falls against a flowerpot knocking it off of the railing and onto a 
  dog.  The dog runs from the porch, overturning a ladder, bringing it down on the rider. 
   
  Another example, a quicker one, includes turning ones body so that the glint of sunlight on an enemy’s sword 
  flashes in the eyes of another foe, momentarily dazing him. 
   
  In combat, the Butterfly can create effects by manipulating the forces of chance and fate. 
  Examples of combat uses include: Daze with no hit dice cap; Miss chance of 20%; single round Confusion on 
  one target; +2 circumstance bonus to hit or to AC; things like that.  The Judge should be sure and carefully 
  explain the strange coincidence that causes the effects. 
   
   
   
  
  Wing of a Butterfly 
   
  Page 20 
  Appendix 3: Veluna City 
   
   
   
   
   
  Veluna City was built as a tribute to the country of Veluna.  It sits in the center of the country, and the center 
  of the Great Western Road.  It is in the center of all of the diocese that make up the country. 
   
   
  In 206 CY, Canon Hermaid ordered the construction of a central city in Veluna.  Most of the wood for the 
  construction was harvested from the nearby Asnath Copse, reducing the Copse’s size by almost half.  This also 
  marks the last time an axe has felled a tree in the Copse.  The Canon wished to move the seat of government 
  there, but he died before that dream was realized.  His successor did not share his desire.  He wished to keep 
  the capital in the holy city of Mitrik.  He declared Veluna City an independent diocese and set an Archbishop 
  there to govern. 
   
   
  Decades later, the Celestial Order moved from Mitrik to Veluna City to distance itself from the church.  Since 
  that time Veluna City has grown in leaps and bounds and is now the second largest city in Veluna. 
   
   
  Veluna City is made almost entirely of wood due to the lack of easily accessible stone for buildings.  The city 
  was walled in at a great expense in 521 CY.  The town streets are all straight and very organized.  Clean streets 
  and buildings fill the city.  Clay pipes on eight-foot poles form an aqueduct to keep the city clean, serving 
  running water along every street. 
   
  
  Wing of a Butterfly 
   
  Page 21 
  APPENDIX 4: New Rules 
   
                                              Feats 
   
  Sanctum Spell [Metamagic] as presented 
  in Tome and Blood. 
  Your spells have a home ground advantage. 
   
  Prerequisites: Any other metamagic feat. 
   
  Benefit: A sanctum spell has an effective 
  spell level one level higher than normal if cast in 
  your sanctum.  (see Special, below) – but if not cast 
  in the sanctum, it has an effective spell level one 
  level lower than normal.  All effects dependent on 
  spell level (such as save DCs or the ability to 
  penetrate a minor globe of invulnerability) are 
  calculated according to the adjusted level.  A 
  sanctum spell uses a spell slot of the spell’s normal 
  level, modified by any other metamagic feats. 
   
  Special: Your sanctum is an area you 
  have previously designated within a 10-foot/level 
  radius from the center.  This area can be a 
  particular site, building, or structure.  A sanctum 
  can be designated within a larger structure, but its 
  special advantages cut off beyond the maximum 
  area.  The designated area must be a site where you 
  have spent a cumulative period of at least three 
  months.  Once designated, it takes seven days for 
  the site to become a sanctum.  If you designate a 
  new are to be your sanctum, the benefits of the old 
  one immediately fade.  You may have only a single 
  sanctum at one time. 
   
  Alluring (General) as presented in Song and 
  Silence 
  Others have an inexplicable urge to believe your 
  every word. 
   
  Prerequisite: Persuasive, Trustworthy 
   
  Benefit: You get a +2 bonus on 
  Diplomacy checks and add +2 to the save DCs of 
  all your mind-affecting language-dependent spells. 
   
  Jack of all Trades (General) as presented in 
  Song and Silence 
  You’ve picked up a smattering of even the most 
  obscure skills. 
   
  Prerequisite: Character level 8
  th+ 
   
  Benefit: You can use any skill untrained, 
  even those that normally require training and 
  those that are exclusive to classes you don’t have.  
  You cannot, however, gain ranks in a skill unless 
  you are allowed to select it. 
   
  Persuasive (General) as presented in Song 
  and Silence 
  You could sell a tindertwig hat to a troll. 
   
  Benefit: You gain a +2 bonus on all Bluff 
  and Intimidate checks. 
   
  Trustworthy (General) as presented in Song 
  and Silence 
  Others feel comfortable telling you their secrets. 
   
  Benefit: You gain a +2 bonus on all 
  Diplomacy and Gather Information checks. 
   
   
                                             Spells 
   
  Ice Knife [Spell] as presented in Tome and 
  Blood 
  Conjuration (Creation) [Cold] 
  Level: Sor/Wiz 2 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Long (400 ft. + 40 ft./level) 
  Effect: One icy missile 
  Duration: Instantaneous 
  Saving Throw: See Text 
  Spell Resistance: Yes 
   
  A magical shard of ice springs from your hand and 
  speeds to its target. You must succeed at a normal 
  ranged attack to hit.  For every two caster levels, 
  you gain a +2 modifier on the ranged attack roll.  
  The shard deals 1D8 points of cold damage and 2 
  points of cold Dexterity damage.  Creatures that 
  are immune to cold damage take no Dexterity 
  damage.  A successful Fortitude save reduces the 
  cold damage by half and negates the Dexterity 
  damage. 
   
  A miss creates a shower of ice crystals in 
  a 10-foot-radius burst centered where the shard 
  lands (see the rules for grenadelike weapons on 
  page 138 of the Player’s Handbook).  The icy burst 
  deals 1D8 points of splash damage.  A creature 
  within the burst area can make a Reflex save to 
  take only half damage. 
   
  Material Component: A drop of water or 
  piece of ice. 
   
  Icy Burst [Spell] as presented in Tome and 
  Blood 
  Evocation (Cold) 
  Level: Sor/Wiz 3 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: 30 ft. radius burst 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  A hail of magical ice chunks erupt from a point in 
  space.  The chunks fly in all directions, hitting 
  everything within the burst.  The pelting ice deals 
  1D4 points of cold damage +1 point of blunt 
  
  Wing of a Butterfly 
   
  Page 22 
  damage per caster level, to a maximum of 
  10D4+10.  
   
  Material Component: A chunk of ice or a 
  single pearl. 
   
  Sonic Orb [Spell] as presented in Tome and 
  Blood 
  Evocation (Sonic) 
  Level: Sor/Wiz 4 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close 25 ft. + 5 ft./2 levels) 
  Effect: One or more creatures or objects, no two of 
  which can be more than 30 ft. apart 
  Duration: Instantaneous 
  Saving Throw: Fortitude half (see text) 
  Spell Resistance: Yes 
   
  As acid orb, except sonic orb deals sonic damage.  
  A creature struck directly takes the orb’s damage 
  and is deafened for 1 round.  A deafened creature 
  cannot hear, suffers a –4 penalty to initiative 
  checks, and has a 20% chance of spell failure when 
  casting spells with verbal components. The 
  creature cannot make Listen checks.  A successful 
  Fortitude save reduces damage by half and negates 
  the deafening effect.   
   
  Otiluke’s Dispelling Screen [Spell] as 
  presented in Tome and Blood 
  Abjuration 
  Level: Sor/Wiz 4 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Close 25 ft. + 5 ft./2 levels) 
  Effect: Wall whose area is up to one 10-ft. 
  square/level or a sphere or hemisphere with a 
  radius of up to 1 ft./level 
  Duration: 1 minute/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
   
  You create an opaque, immobile, shimmering 
  screen of violet energy.  Any creature or 
  unattended object passing through the screen is 
  affected by a targeted dispel magic cast at your 
  caster level. (see page 196 of the player’s 
  handbook). 
   
  You make a dispel check against the spell 
  or against each ongoing spell currently in effect on 
  the object or creature a dispel check is 1D20+1 per 
  caster level (maximum +10) against a DC of 11 + 
  the spell’s caster level.  The screen has no effect on 
  any items a creature carries.   
   
  If an unattended magic item passes 
  through the screen, you make a dispel check 
  against the item’s caster level.  If you succeed, all 
  the item’s magical properties are suppressed for 
  1D4 rounds.  
   
  Spell effects that are not operating on 
  objects or creatures cannot pass through the 
  screen. A disintegrate or successful dispel magic 
  spell removes Otiluke’s dispelling screen, while an 
  antimagic field suppresses it. 
   
  Material Component: A sheet of fine lead 
  crystal. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Veluna/593/Normal Scenarios/VEL3-02 -  Butterfly Wing (APL 2-10)/VEL3-02 - The Wing of a Butterfly.pdf