TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This adventure is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  SHE6-02 
   
   
   
   
   
   
  Brooding Boughs 
   
  A One-Round D&D LIVING GREYHAWK®  
  Sheldomar Valley Metaregional Adventure 
  Version 1.1 
   
  by Steve Enzor with Scott Vandenberg, Patty Kinyon, and James 
  Maissen 
  Reviewer: Michael Moore  
  Circle Reviewer: Steven Conforti 
  Playtested by Daniel Grey, Stewart Larsen, Carrie Neuman, Mike Nichols, Chet Noll, Dave Wright, Tina Wright, Paul 
  Braman, Jeff Tessier and Kristin Vandenberg. 
   
  The elves of Celene didn’t mention the latent menace of the forest in your mission briefing. The immense boles of the 
  great trees surround you, with their massive limbs looming overhead. The air is still and oppressive, and the sunlight is 
  dim and wavering down here under the canopy. As you wipe the sweat from your stinging eyes the shrieks and roars of 
  the forest denizens suddenly cease. In the brooding silence, something waits… something with teeth.  A one round 
  Sheldomar Valley Metaregional woodlands adventure for APLs 10-14, and Part 3 of the Secrets of the Suss series. Racially 
  diverse parties are recommended. 
   
  
  SHE6-02 Brooding Boughs 
   
  Page 2 
  RPGA Sanctioned Play 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 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. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
  
  SHE6-02 Brooding Boughs 
   
  Page 3 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  Time Units and Upkeep 
  This is a standard one-round Metaregional adventure, set 
  in the Sheldomar Valley Metaregion.  Characters native 
  to the Sheldomar Valley Metaregion pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Special: Characters from any region who possess the 
  Medallion of Etraika from the adventure SHE4-03 Advanced 
  Dweomercraft pay one Time Unit per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
   
  # 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 
  
  SHE6-02 Brooding Boughs 
   
  Page 4 
  Adventure Background 
  Legend tells of a magnificent Suel city deep in the Suss 
  Forest, lost for centuries and warded from prying eyes by 
  a brotherhood of reclusive rangers. For several years now, 
  spies and freed prisoners have reported that Turrosh 
  Mak’s Pomarj forces are determinedly exploring the Suss 
  in hopes of locating the city and plundering it.  
   
  A year or so ago, a lost academy of magic was 
  unearthed in the Suss Forest. Some adventurers explored 
  it thoroughly and found both puzzles and some powerful 
  items. The academy was, alas, severely damaged by the 
  very guardians who protected it, and it is now of little use 
  except as an archeological site. 
   
  While exploring the academy, a few unlucky 
  adventurers were imprisoned briefly with an insane 
  ghoul, who babbled about his city of Etraika. When the 
  ghoul was slain, PCs stripped him of an unusual 
  medallion he wore around his neck. Forged of an 
  unfamiliar alloy, the medallion has resisted the 
  machinations of metallurgists who examined it in hopes 
  of ferreting out its properties. Three weeks ago, the 
  medallion began to display a previously unseen property. 
  In the hands of a pureblood Suel human, it is pleasantly 
  warm and emits a very low hum. In the hands of others it 
  is caustic, causing 1 hp of acid damage per minute on 
  exposed skin and discoloring the clothing, leather, or 
  metal it lies in contact with for more than an hour. 
   
  Rampaging humanoids have plagued the borders of 
  Celene for decades, first from the Lortmils and now from 
  the Pomarj. Since the elves withdrew to the north banks 
  of the Jewel River, an uneasy truce has reigned.  
   
  In the past month, elves have begun to vanish from 
  their fields and steadings around the Twilight Woods 
  (their term for the Suss north of the Jewel). Elven patrols 
  sent to investigate have vanished as well. The ease with 
  which their defenses are being breached has alarmed 
  Lady Amerayne, the most local representative of the Fey 
  Court. After consultation with Queen Yolande, she 
  confers with the Knights of Luna and some of the Court 
  mages and uses their powers and personnel to seek 
  outsiders for aid against this mysterious plague on their 
  people. 
   
  It so happens that a multinational expedition is 
  currently moving northeast through the Old River valley 
  in order to open a trade pass through to Thrutch and 
  Courwood. PCs from this expedition and from the city of 
  Greyhawk are contacted and asked to help solve this 
  mystery. The Fey Court has assigned a junior member to 
  accompany the Knight-squire of Luna to make certain 
  that the Court hears the complete account of the 
  investigation and findings. 
   
  Environment: The weather is sultry subtropical 
  summer, 88 degrees and very humid, with rain clouds 
  coming in from the east. The Suss Forest is dank and 
  dark, with wet leaves and deadfalls littering the ground. 
  Before the rain, any fires set in combat will spread to 
  double the radius of the initial blaze before burning out. 
  After the rain only the radius of the initial blaze will 
  burn. There is no moon (zero moonlight) on the first day 
  of this adventure. 
  Adventure Summary 
  Introduction: PCs are contacted and mustered via three 
  different Player Handouts (for brevity). One is for 
  Sheldomar Valley PCs (mostly from the Old River pass 
  expedition), one for holders of the Medallion of Etraika, 
  and one for all others. The handouts take the PCs from 
  their personal starting point all the way to Trisomme in 
  Celene for the mission briefing. 
   
  Encounter 1: PCs meet with Amerayne, an elven 
  handmaiden from Queen Yolande’s court. She offers 
  some details of the mission and its goal of determining 
  the cause of elven disappearances in the area. If they 
  wish, PCs can interview a survivor of one of the 
  “abductions”. 
   
  Encounter 2: PCs travel through the outlying 
  portions of the Suss Forest to the now empty village of 
  Hilorrin. They are introduced to the environment of the 
  forest and are likely to battle a disguised orcish patrol. 
   
  Encounter 3: PCs arrive at Hilorrin and explore the 
  empty village. They encounter owlbear scavengers, and 
  then the PCs can begin tracking the abducted elves. 
   
  Encounter 4: PCs track the elves through the forest 
  to the Jewel River. There is a trap on the trail to provide 
  warning (though the orcs and elves are long gone now) 
  and discourage pursuit. The PCs make it to the banks of 
  the Jewel. 
   
  Encounter 5: The PCs must cross the Jewel 
  (unopposed) and continue the pursuit. The tracking gets 
  more difficult as the orcs begin concealing their trail.  
   
  Encounter 6: PCs encounter or are ambushed by a 
  tribe of fierce aranea, most in humanoid form. The aranea 
  initially use non-lethal combat, in an attempt to capture 
  and interrogate the PCs. Captured PCs are questioned 
  intently and are subject to being slain and cooked if they 
  answer poorly. Successfully negotiating with the aranea 
  can forge a helpful alliance for future events. 
   
  Encounter 7: If captured, the PCs negotiate with 
  the aranea to win their freedom or to make an alliance for 
  this and future adventures. Making an alliance has 
  benefits immediately useful.  
   
  Encounter 8: The PCs continue tracking the 
  abducted elves. The elves are actually far away, but the 
  PCs run into an outbound orc slaver party. The PCs have 
  an opportunity to see a rod of mastery: elf in use, and an 
  opportunity to free a pair of Pomarj slaves. The guides 
  demand a return to Trisomme after this encounter. 
  
  SHE6-02 Brooding Boughs 
   
  Page 5 
   
  Conclusion: The PCs return to Trisomme for 
  debriefing. Amerayne demonstrates differing levels of 
  gratitude depending on their actions. If the PCs have the 
  rod of mastery: elf she makes every effort to retrieve it from 
  the PCs. 
   
  Notes: All three groups of opponents currently 
  loose in this part of the forest (Encounters 2, 6, and 8) are 
  actively searching for enemies to attack, using magic in 
  most cases. The PCs can avoid encounters through 
  unusual travel means, but then they learn little of value. 
  Use your judgment as to whether the combat encounters 
  occur and where they occur. 
   
  Maps: It is recommended to draw out the Appendix 
  4: Encounter Map and use it for all three combat 
  encounters. PCs and NPCs can begin the encounters any 
  place you deem suitable on the map per the provided 
  sketches. 
   
  Travel time/Movement: Movement times and 
  rates are summarized for DM use in DM Aid 1.  
  Introduction 
  The PCs are drawn to the fair land of Celene based on 
  various factors. The DM should assess the appropriate 
  beginning and then give out Player Handouts (PH) #1-3 
  as needed to begin play. 
  PH-1 PCs that have the Medallion of Etraika from 
  SHE4-04 Advanced Dweomercraft are “located” and 
  contacted by a teleporting elven mage and teleported 
  to Courwood. Due to the rapidity of locating and 
  transporting these PCs, out of region PCs who 
  individually possess this item pay only one TU for 
  this event. 
  PH-2 Sheldomar Valley PCs are hired as explorers and 
  guards for an expedition seeking to expand the 
  tenuous overland route from the headwaters of 
  the Old River through the Lortmils to Thrutch 
  and Courwood. These allies note that a route here 
  would mean easier resupply to some of their 
  territories and deployed forces.  
  PH-3 PCs that do not fit the requisites above are 
  contacted in the City of Greyhawk and asked to 
  search for a missing mage/scholar.  
   
  In all cases the PCs are contacted by a Knight or 
  Knight-squire of Luna, acting at the behest of their 
  Queen. The PCs are asked to accompany the Knight to 
  Trisomme, an elven town in southern Celene. The 
  Knights thus encountered seem troubled by the need for 
  outsiders. With a successful DC 30 Diplomacy check or 
  DC 20 Sense Motive check, a keen diplomat may sense 
  that they have been humbled and saddened of late. [This 
  is due to elf losses and the perceived failure of the 
  Knights of Luna to protect this area.] 
  note: With most of the introduction done via player 
  handouts, the author feels it appropriate to allow a player 
  to swap out his/her PC at this point if one that is more 
  appropriate for the adventure is desired. 
  Encounter 1: THE BRIEFING 
  You crest a small rise, where you behold gossamer 
  spires rising from the forest floor. These seem to be 
  crystal, but are colored in rich earth hues of brown 
  and green, gleaming in the noonday sun. Elves move 
  about the structures, some maintaining their work, 
  but most come to their doors and windows to watch 
  your group pass by. 
   
  Any non-residents of Celene are regarded with open 
  disdain, regardless of race. With a successful DC 15 
  Listen check, you hear elves talking (in Elven) to their 
  neighbors in the following vein: “Just look at them, 
  barbarians to a man.” “Are they all so ugly?” “If that’s what 
  roams the outlands, I’ll never leave Celene.” If PCs 
  respond with words, glares, gestures, etc. the elves 
  withdraw quickly indoors, pointedly closing doors and 
  shutters. 
   
  Player characters who received Player Handout #1 
  enter here.  If player characters possess the Medallion of 
  Etraika and received Player Handout #2, read the 
  following paragraph.  If no PCs possess the medallion or 
  received Player Handout #2, skip the following 
  paragraph. 
   
  With a sudden popping sound, some figures 
  appear before you.  Another Knight of Luna and an 
  elven mage, the obvious source of the sudden 
  transportation, are accompanied by (give descriptions 
  of the teleported PCs). They are greeted by your guides 
  and asked to join your group. 
   
  Knight-squire Narwain leads you to a spire with 
  a pair of spearmen flanking the entrance. “My 
  charge was to deliver you to this spot,” he says, with 
  a curt bow. “I am unaware of what happens from this 
  point.” 
   
  As if on cue, the leftmost guard posts his spear 
  into the earth and proceeds up the stairs. He glances 
  over his shoulder and says in Elven, “Follow please, 
  outlanders. You as well, good Knights.” (He repeats 
  the summons in Common if necessary.) You move up 
  around a seemingly endless spiral stair, passing 
  several sunrooms of warmth and beauty on the way 
  up. At the top is a large circular room that 
  encompasses the whole top of the spire. Warm light 
  suffuses the chairs and table set here. A tall, 
  formidable elven woman meets your gaze as you 
  enter and waves you to seats set in an arc about her 
  place.  
   
  The handmaiden, Amerayne, worked with some 
  adventurers in the adventure, COR5-12 Return to the Slave 
  Pits of the Undercity. Modify the following if any PCs have 
  played that adventure: 
  
  SHE6-02 Brooding Boughs 
   
  Page 6 
   
  “Today our halls welcome you, strangers, though 
  long years have passed since the last outlanders 
  were feted here. The estrangement between my 
  people and the outside world is unfortunate in my 
  eyes, but it is the will of the Queen and is enforced 
  here at all times.” 
   
  “My name is Amerayne, handmaiden to Queen 
  Yolande, and I greet you today with thanks, for we 
  elves have an opponent that seems proof against our 
  blades. In recent weeks, first individuals, then 
  groups, and now an entire village of my people have 
  vanished. The search parties and patrols dispatched 
  to find them do not return either. Some dark force 
  gathers that has an appetite for elves, and I fear it 
  will not be sated.” 
   
  She pauses in hopes that the PCs will speak up and 
  ask questions or offer assistance. If they do not, she asks 
  them directly for aid. 
   
  “Know this well, outlanders. It is not that my 
  people have never suffered loss to those who oppose 
  us, though we bitterly rue each elf lost. Rather, it is 
  the sudden and implacable loss that disturbs us. 
  How can so many vanish? What manner of foe can 
  defeat a prepared Knight of Luna, with his retinue, 
  and suffer no losses in turn?” She focuses her 
  penetrating gaze on you and looks deep into your 
  eyes. “I ask that you help me unravel this mystery, 
  that we may end this scourge.” 
   
  Amerayne is a close confidant to Queen Yolande and 
  shares her isolationist viewpoint. In addition, she is 
  uncomfortable and reserved around non-elves, so she will 
  not offer information except to directly answer questions. 
  If questioned, she has the following information, 
  although she has no idea what may be relevant:  
  • 
  Nine individuals have disappeared over the last 
  3 weeks (trappers, woodcutters, etc.). Scattered 
  humanoid tracks were found. 
  • 
  Two search parties of three elves each and one 
  patrol of five elves have not returned. As they 
  were moving stealthily, no tracks or sign of 
  them has been found. 
  • 
  Five days ago, a Knight of Luna named Talmarin 
  and his entourage found the village of Hilorrin 
  empty. While tracking nearby, his group of 
  seven was lost, save a druid named Elia. 
  Amerayne has no more details, but Elia can be 
  interviewed if PCs desire. She directs Caedrus 
  to escort the PCs to the temple of Ehlenestra 
  (Ehlonna) where Elia is recovering. 
  • 
  If PCs are unsympathetic to the plea for help 
  from Celene, she notes that any threat to Celene 
  is a direct threat to all of the Ulek states, and 
  that Celene is currently holding the humanoids 
  back from re-occupying the Lortmil Mountains, 
  which would bode ill for many nations. 
  • 
  Sendings to those lost have generated no 
  responses (they are mind-controlled and unable 
  to answer). A scrying was done, which showed 
  the elf marching along through dark woods 
  with other elves nearby. If PCs scry they see a 
  couple of sunburned elves in loincloths digging 
  a trench in an unremarkable landscape. PCs 
  who attempt to teleport there find that it does 
  not work, for reasons that will be revealed later 
  in this series. 
  • 
  Amerayne reported the losses to the Fey Court, 
  and Queen Yolande communicated directly 
  with her, reluctantly approving the use of 
  outlanders to aid in solving the mystery. 
  • 
  As reward, Amerayne offers the talents and 
  wares of elven artisans, plus 1,000 gold coins in 
  exchange for rescuing the missing citizens and 
  for gathering information. She wants to know 
  who is attacking the elves, how they are being 
  so successful, and why they are striking now. 
  • 
  Amerayne offers to direct the pair of escorts that 
  brought the PCs to Trisomme to accompany 
  them on the mission if the PCs desire them. 
  They are Knight-squire of Luna Narwain 
  Filiadir, younger sibling of Laith Filiadir of 
  SHE4-03: Breaking Point and the envoy of Queen 
  Yolande, Caedrus Uel. Caedrus has some 
  limited woodcraft and both know the way to 
  Hilorrin well. 
  • 
  Amerayne supplies Appendix 2: Overview Map 
  to any PC asking for a map. 
  note: The elves that have been taken have already moved 
  to the slaver’s base. They are currently thralls incapable of 
  responding to sendings and the like. They have been 
  stripped of their possessions, which have been widely 
  distributed amongst the orcs. Commune spells can reveal 
  the fact that some of the missing elves are alive and have 
  been enslaved by orcs, but not the method used. 
  ALL APLs 
  � Amerayne (Handmaiden Of Celene): Female 
  Gray Elf Ari3; hp 16; see Appendix 1. 
  � Narwain Filiadir (Knight-Squire Of Luna): 
  Male Gray Elf Ftr1/Wiz5; hp 31; see Appendix 1. 
  � Caedrus Uel (Envoy Of Celene): Male Gray Elf 
  Ari7; hp 38; see Appendix 1. 
  Development: If PCs want to interview Elia, proceed to 
  Encounter 1A. If they are ready to depart, proceed to 
  Encounter 2. 
  
  SHE6-02 Brooding Boughs 
   
  Page 7 
  Encounter 1A: INTERVIEWING 
  ELIA 
  The temple to Ehlenestra is simple and elegant, 
  wrapped around the bole of a massive elm. You are 
  greeted by an attendant and led to a chair-swing on 
  the porch, where Elia reclines. Elia is a youthful but 
  sickly female elf, attired in clothes of mottled greens 
  and browns. “Good day, outlanders. Amerayne has 
  directed me to relate what occurred on our patrol.” 
   
  “Our group visited Hilorrin five days past to 
  resupply. We found the place deserted, save a 
  handful of fresh corpses, bearing wounds from 
  quarrel and blade. Since the trail was fresh, Knight 
  Talmarin rode forth on the trail to avenge the lost. I 
  scouted ahead in owl form to better follow and 
  listen for sign. The next is muddled in my mind. I 
  heard signs of a confrontation and flew back toward 
  Talmarin. I remember feeling suddenly very 
  lightheaded and falling through branches into 
  softness. Then I seem to have lost consciousness…” 
  She hesitates, and then continues, “The next I knew, 
  I woke in great pain, bitten and struggling in a great 
  spider’s foul webbing. I became a bear then, 
  swatting the spider and dropping free of the strands 
  from bulk alone. I staggered here before collapsing, 
  but never saw any more of Talmarin or our patrol.  
   
  “The ordeal has shaken me, and I fear for my 
  chosen. If you will excuse me, I wish to take rest 
  now.” 
   
  Elia looks very wan and slumps as she gets up to go. 
  She reluctantly answers questions put to her in a tired 
  voice, but she truly knows only one fact: they had located 
  a trail of many elven tracks and a few orc tracks 
  (according to Talmarin’s reading of them). Her “chosen” 
  is Knight-squire Anni Grenlin who rode with Talmarin. 
   
  PCs who cast restoration on Elia can restore her vigor, 
  but she will decline to accompany others to the site of the 
  village. She is to make a personal report to the Fey Court 
  in Enstad. 
  Encounter 2: A WALK IN THE 
  WOODS 
  This encounter varies depending on the PCs’ alertness, 
  stealth and mode of travel. Modify the text below as 
  necessary. Refer to the Movement chart in the DM’s Aid 
  section for travel times and distances. 
   
  After refilling food pouches, wineskins, and 
  water bags, the guides lead the way toward the 
  abandoned elven village of Hilorrin, the most recent 
  site of mass disappearance. Caedrus is clearly 
  leading while Knight-squire Narwain watches 
  protectively over him. 
  Caedrus 
  speaks, 
  pointedly 
  directing 
  his 
  comments to elves in the group if there are any 
  present, “Hilorrin lies in the forest some twenty 
  miles southwest. It is part of what we term the 
  Twilight Wood, which is that part of the Suss to the 
  west of the Jewel River. East of the river is the Dark 
  Wood, the sunless and brooding Suss forest where 
  even my kin love not the trees.” 
   
  Note whether the party attempts to move quietly 
  and unobtrusively. If they chatter and march in heavy 
  armor, their chance of being surprised rises, as this gives 
  the party’s opponents Listen checks at base DC 0, 
  modified by distance (+2 per 10 ft.)..  
   
  Even in the Twilight Wood the forest canopy is 
  dense, admitting little light. Sparse but thorny 
  undergrowth clutches at your clothing as you walk, 
  and deadfalls litter the forest floor. Clearings and 
  open areas are few and far between.  
   
  This is “difficult terrain” for creatures. Ground-based 
  movement is at ½ speed along a trail, or ¼ speed through 
  the underbrush. Creatures cannot run or charge, nor can 
  they take a 5 foot adjustment/step (per PHB pp. 148 & 
  163). See Appendix 4: Encounter Map and DMG p. 87 for 
  more specific forest terrain rules. 
   
  Craning your necks upwards reveals a thriving 
  ecosystem in the canopy, with large spiders and 
  other climbers hunting the birds and beasts 
  clambering around the boughs near the sunlight. 
   
  As you travel, you see several creatures: 
   
  Spot DC 10: monkeys cavorting in the trees. 
   
  DC 15: a troop of apes watching you closely from a 
  distance. 
   
  DC 20: dire hawk passing overhead, glimpsed 
  through a break in the canopy. 
   
  DC 25: large black panther slipping away to the right 
  side of your path. 
   
  The guides recommend moving by day and resting 
  by night, as the canopy restricts lowlight vision to 60 ft. 
  or less. Narwain is inexperienced here and withdrawn. 
  Caedrus 
  disdains 
  non-elves 
  and 
  regrets 
  their 
  participation in the mission. 
   
  PC actions may alter the assumed course of the 
  following events.  
   
  The Pomarj forces searching the Suss Forest and 
  raiding the elven villages have taken unexplained losses 
  of late. Over the years of searching the southern Suss, 
  they have become adept at dealing with the threats posed 
  by varied unintelligent creatures of the Forest. They can 
  only surmise that this is something different, perhaps 
  hidden elvish forces harrying their troops and leaving no 
  witnesses. 
  
  SHE6-02 Brooding Boughs 
   
  Page 8 
   
  In response, two highly skilled Pomarj orc druids 
  were sent into the Twilight Woods to determine the 
  cause of their recent losses. For reasons of stealth, they 
  are traveling (with companions) as a pod of Dire Apes, 
  which are fairly common in the Suss. They are using 
  scrolls of commune with nature (caster level 10th) to locate 
  the humanoids that they feel are responsible for their 
  casualties. As the aranea (who are the ones preying on the 
  orcs) are not humanoid, the druids met with little success 
  until the PC party happened into the commune spell 
  radius (10 miles). 
   
  The druids now believe that they have located the 
  foes for which they have been searching. Their orders 
  were not to engage, but the druids are eager for a little 
  payback for their slain friends and family. They cast and 
  maintain a chain of eyes spell that they transfer to 
  summoned dire hawks to observe and track the PCs as they 
  approach. The druids use a Quaal’s feather token: bird to 
  send a detailed (number and type of PC) “intruder 
  warning” back to their camp, which alerts Elbron (the 
  NPC in Encounter 8). An omen of peril spell (recalled if 
  needed via pearl of power) informs the druids that the 
  party is relatively very powerful, and thus they will not 
  hesitate to expend any and all resources in this attack. 
  The druids attack in darkness if at all possible and 
  attempt to catch some PCs sleeping. PCs can prevent this 
  mode of assault by sleeping in a rope trick or various 
  Leomund’s spell effect areas, in which case they are 
  attacked when they emerge from the spell area. 
   
  The patrol moves in darkness and rests in daylight. 
  PCs using wind walk or flying above the forest canopy 
  may happen to bypass this encounter. If they somehow 
  successfully spot the Pomarj force, they may drop down 
  to engage them if they so desire. From atop the canopy, 
  the apes have complete concealment as they rest during 
  the day and 50% concealment at night. 
   
  The scrolls and tokens in Kalor’s possession are 
  considered unused excess ones that are available as loot. 
  APL 10 (EL 10) 
  � KALOR and RRACKE: MALE ORC DRU8 (2): 
  hp 59, see Appendix 5. 
  � MALE DIRE APE (2): hp 35, see Appendix 5. 
  APL 12 (EL 12) 
  � KALOR: MALE ORC DRU11: hp 80, see 
  Appendix 6. 
  � RRACKE: MALE ORC DRUID9: hp 66, see 
  Appendix 6. 
  � ADVANCED MALE DIRE APE (2): hp 49, see 
  Appendix 6. 
  APL 14 (EL 14) 
  � KALOR: MALE ORC DRU13: hp 107, see 
  Appendix 7. 
  � RRACKE: MALE ORC DRU11: hp 80, see 
  Appendix 7. 
  � ADVANCED MALE DIRE APE (2): hp 63, see 
  Appendix 7. 
  General Tactics: 
   
  With the spells and senses at their disposal, it is 
  highly likely that the wild-shaped druid/apes can detect 
  and shadow the PC group. Though they are not invisible, 
  the use of dire hawk “eyes”, the darkness of the night, and 
  the stealth enhancing buff spells should allow the druids 
  to come on the PCs unaware. Even if noticed, they are 
  just more Dire Apes in the Suss, and they pull back until 
  unobserved again. 
   
  The druids already have hour-long buff spells (branch 
  to branch, etc.) active on themselves and their companions. 
  Some spells are shared, while direct melee combat spells 
  (greater magic fang, etc.) are cast directly on the 
  companions (so as not to be lost when they move 5 ft. 
  from their masters). The druids see themselves as casters 
  with their companions as bodyguards and will cast 
  accordingly. 
   
  Mid-duration buff spells (barkskin on companions, 
  camouflage shared with companions, etc.) are cast as the 
  druids search out the PCs (aided by the omen of peril to 
  know and expect the encounter within the hour. Short 
  duration spells are cast after the PCs have been located 
  (via dire hawk with chain of eyes, etc.). Note that each 
  druid has consumables to augment their abilities 
  (including mage armor and darkvision potions). In general 
  they augment their companions for melee combat while 
  sharing stealth spells with them (as they plan not to 
  commit the companions until they are found out). If 
  completely undetected, they engage only when fully 
  buffed and after multiple creatures have been summoned, 
  during the hours of darkness if possible. 
   
  Once the druids find the PCs (either camped or 
  moving) and decide to attack, they cast the remainder of 
  their buff spells. Then they separate into pairs (druid 
  with companion) and coordinate an attack on the PCs 
  from opposite sides. They use the dire hawks with chain of 
  eyes as well as the PCs’ light sources to cast from 
  maximum effective range, using summonings and area 
  effect spells. The druids cast and the companions guard 
  them. If pressed, the orcs realize they are outmatched and 
  will flee if possible. 
   
  The specific tactics below are merely suggestions for 
  judges wishing for more details. Modify them as desired 
  based on PC actions. 
  APL 10: Given time, the druids precast barkskin (+3 
  AC) on their dire ape companions; then, they cast 
  
  SHE6-02 Brooding Boughs 
   
  Page 9 
  camouflage on themselves (shared with the apes). Kalor 
  casts speak with animals and Rracke casts call lightning. The 
  apes drink potions of mage armor and darkvision. The druids 
  and apes have the following conditional bonuses to Hide 
  checks: +5 for forest terrain, +10 for camouflage and +5 for 
  woodland veil (if cast). 
  Each druid/ape pair moves to opposite sides of the 
  PC group at the maximum range of visibility. If the PCs 
  have light sources at night, the druids remain 70-80 feet 
  away and target those silhouetted. If necessary they close 
  to 60 ft. and cast from there. The Listen check is DC 5 
  (distracted by combat) +2 for every 10 ft. (forest 
  modifier).  
  Kalor begins the combat with summon dire hawk, 
  holding it back while he reads the scroll of summon nature’s 
  ally 6 (huge earth elemental). Kalor continues to summon 
  augmented creatures each round unless he is approached, 
  in which case he uses entangle, sleet storm, and arc of 
  lightning. Kalor summons flying creatures to battle enemy 
  casters who are entangled. 
  Rracke begins with entangle centered on the PCs. 
  The spell radius is spherical so that the canopy over the 
  PCs entangle as well. Rracke uses spike growth if someone 
  approaches him on foot. Otherwise, he uses spontaneous 
  summon nature’s ally and call lightning each round, saving 
  languor in case he is approached. 
  Both druids keep their companions close by for 
  defense, and each flees if his animal companion is 
  dropped. The druids brachiate to move at 40 ft per round 
  above the forest clutter. 
  APL 12: Given time, the druids precast barkskin (+4 
  AC) on the dire apes and on themselves (via pearl of 
  power); then, they cast camouflage on themselves (shared 
  with the apes). Kalor casts speak with animals, and Rracke 
  casts call lightning. Rracke casts animal growth on both 
  animal companions and any animals that Kalor has 
  summoned before the druids split up. The apes drink 
  potions of mage armor and darkvision. The druids and apes 
  have the following conditional bonuses to Hide checks: 
  +5 for forest terrain, +10 for camouflage, and +5 for 
  woodland veil (if cast). 
  Each druid/ape pair moves to opposite sides of the 
  PC group at the maximum range of visibility. If the PCs 
  have light sources at night, the druids remain 70-80 feet 
  away and target those silhouetted. If necessary, they close 
  to 60 ft. and cast from there. The Listen check is DC 5 
  (distracted by combat) +2 for every 10 ft. (forest 
  modifier).  
  Kalor begins the combat with summon dire hawk, 
  holding it back while he reads the scroll of summon nature’s 
  ally 6 (huge earth elemental). Kalor continues to summon 
  augmented creatures each round unless he is approached, 
  in which case he uses entangle or sleet storm and arc of 
  lightning. Kalor summons flying creatures to battle enemy 
  casters who are entangled. 
  Rracke begins with entangle centered on the PCs. 
  The spell has a spherical radius so that the canopy over 
  the PCs entangle as well. Rracke uses spike growth if 
  someone approaches him on foot. Otherwise, he uses 
  spontaneous summon nature’s ally and call lightning each 
  round, saving languor in case he is approached. 
  Both druids keep their companions close by for 
  defense, and each flees if his animal companion is 
  dropped. The druids and apes brachiate to move at 40 ft 
  per round above the forest clutter. If the druids are taking 
  effective missile or counterspell fire, they summon from 
  behind large trees. 
  APL 14: Given time, the druids precast barkskin (+5 
  AC) on the dire apes and on themselves (via pearl of 
  power); then, they cast camouflage on themselves (shared 
  with the apes). Kalor casts speak with animals and phantom 
  stag. Rracke casts stoneskin and call lightning. Rracke casts 
  animal growth on both animal companions and any 
  animals that Kalor has summoned before the druids split 
  up. The apes drink potions of mage armor and darkvision. 
  The druids and apes have the following conditional 
  bonuses to Hide checks: +5 for forest terrain, +10 for 
  camouflage and +5 for woodland veil (if cast). 
  Each druid/ape pair moves to opposite sides of the 
  PC group at the maximum range of visibility. If the PCs 
  have light sources at night, the druids remain 70-80 feet 
  away and target those silhouetted. If necessary they close 
  to 60 ft. and cast from there. The Listen check is DC 5 
  (distracted by combat) +2 for every 10 ft. (forest 
  modifier).  
  Kalor begins the combat with summon dire hawk, 
  holding it back while he reads the scroll of summon nature’s 
  ally 6 (huge earth elemental). Kalor continues to summon 
  augmented creatures each round unless he is approached, 
  in which case he uses sleet storm and arc of lightning. Kalor 
  summons flying creatures to battle enemy casters who 
  are entangled. 
  Rracke begins with entangle centered on the PCs. 
  The spell has a spherical radius so that the canopy over 
  the PCs entangle as well. Rracke casts transdimensional wall 
  of thorns to split up the PCs, then spontaneous summon 
  nature’s ally and call lightning each round, saving languor 
  and flame strike is approached. 
  Both druids keep their companions close by for 
  defense, and each flees if his animal companion is 
  dropped. The druids and apes brachiate to move at 40 ft 
  per round above the forest clutter. If the druids are taking 
  effective missile or counterspell fire, they summon from 
  behind large trees. 
  All APLS: If captured, charmed, or if speak with dead is 
  used, the orc druids fully believe that the PCs are those 
  responsible for ambushing orc patrols in the area. 
  Example: We are glad to fight you! You have slain a dozen of 
  our people! More will come and you will die in pain. PC claims 
  of innocence or ignorance are scoffed at. The orcs resist 
  revealing their mission (+3 bonus to oppose Intimidate 
  
  SHE6-02 Brooding Boughs 
   
  Page 10 
  checks). Their actual mission is to locate intruders or 
  elven settlements and report in by messages. 
  Encounter 3: HILORRIN 
  Although the foliage looks the same as elsewhere on 
  the trail, a blend of smoke and decay in the air 
  overcomes your olfactory senses. “We are near 
  Hilorrin now,” Narwain says softly. “I have brought 
  us from downwind, in case there are carrion feeders 
  or others about the site. Do you wish to make any 
  preparations?”  
   
  [After PCs cast spells or state their readiness, resume 
  play.] 
   
  You pass through the last of the vegetation 
  screening the village of Hilorrin. At first glance, all 
  appears normal, until you begin to note smaller 
  details. No elves walk the streets or call out at your 
  approach. The only sounds are birdsong and the low 
  keen of insects in the trees. Doors flap open in the 
  small breeze wafting through the tree boles.  
   
  A loud roar from within the village breaks the 
  solitude. Narwain and Caedrus nock arrows to their 
  bows and begin to circle the structures, right and 
  left. 
   
  The roar is from the largest of a pair of owlbears, 
  fighting over a cooshee carcass. At sight of the PCs, both 
  owlbears run off into the woods, both gripping the 
  carcass and slashing at one another. They move off unless 
  the PCs corner them and force them to fight. 
   
  If the village is examined in detail, the PCs find few 
  signs of struggle. With successful Search or Survival 
  checks, the party can find up to five elven bodies 
  scattered around the camp. Search or Survival checks 
  (DC 10) to find the first, +5 cumulative to find each of the 
  others. A character making a successful Heal check (DC 
  10) finds that these five villagers bear wounds from 
  blades and piercing weapons, but little else is evident due 
  to decomposition and scavenger activity.  
   
  One hut is burned to the ground.  A DC 15 Search 
  locates an orcish axe head in the ashes. One hut has 
  numerous small holes in the sides. A DC 15 Search check 
  locates an orcish arrowhead in the wall.  Two intact huts 
  have their front doors removed.  
   
  There are no valuables in the camp. Every coin, 
  trinket, weapon, or item of value seems to have been 
  removed, yet there is no sign of any wanton looting or 
  ransacking. A Spot check (DC 20) finds a place where a 
  buried urn was unearthed. Upon examination, the urn is 
  found to have traces of metallic dust inside (DC 20 
  Appraise check identifies gold and platinum dust). 
  EXPLANATION: the enthralled citizens were ordered to 
  surrender all their valuables before marching out. Those 
  objects were placed in an extra-dimensional space and 
  cannot be located. 
   
  As the villagers’ corpses are found, they are 
  identified by Caedrus and Narwain as follows. 
   
  #1: That fellow is Emrys, who is an entertainer 
  and journeyman from Hilorrin. 
   
  #2: She was Fallon. I believe that she tended the 
  Corellon Larethian shrine in the village. 
   
  #3: Alas! Melias was so well respected through 
  the land for his understanding of the natural world 
  and his stewardship of the land. 
   
  #4: I know that one, but held her in poor 
  standing. Maeve trained for some time with the 
  squires, but left our ranks to train in a monastery. 
  Her prowess with her hands was intriguing but with 
  a blade she was hopeless. 
   
  #5: This corpse appears to be stripped of 
  equipment and partially buried.  Narwain says, 
  “Behold the fall of Cathbar. He taught me focus with 
  my blade. I shall miss him and Ketar, his celestial 
  hawk. 
   
  When the PCs have completed searching for 
  corpses, Narwin will scratch his chin and add, “Odd that 
  Birwin, is not among the dead. I cannot imagine such a 
  doughty warrior not putting paid to many attackers.” 
   
  Both Caedrus and Narwain will wish to take the time 
  to bury the bodies with a short ceremony of blessing. 
  This takes about two hours without use of magic. 
  All APLs (EL 6) 
  � OWLBEAR (2): hp 52, Monster Manual p.206. 
  Encounter 4: ON THE TRAIL 
  A cursory look around reveals several well-worn 
  trails used regularly by the former inhabitants. One 
  of these that leads southeast is littered with items 
  apparently discarded in haste. There are hunting 
  bows, knives, bags of tubers, knitting needles, hoes, 
  and other sundry household items scattered along 
  the trail for the first 100 feet or so. After that, the 
  trail looks much the same as any other.  
   
  A Survival check using the Track feat reveals the 
  following: 
   
  DC 10: Many medium creatures passed some days 
  ago. 
   
  DC 15: Some of the creatures were light footed 
  (elves), and some wore iron-shod boots (orcs).  
   
  DC 20: The elves marched along in a straight line 
  while the orc tracks circled all around. 
   
  Tracking the party is initially Survival (DC 15) (firm 
  ground, 42 persons, 8 days old, 6 hours of rain) during the 
  day and (DC 21) (moonless) at night. 
  
  SHE6-02 Brooding Boughs 
   
  Page 11 
  note: the following box text can be avoided if the PCs are 
  detecting traps, have detect magic, arcane sight, or find traps 
  ongoing, are traveling well off the trail, or are of non-
  good alignment. Alter the following text as needed. 
   
  The forest here is still teeming with wildlife, 
  and your straining ears hear movement in the 
  underbrush regularly. Stalking the missing elves, an 
  hour passes when suddenly the serenity of the forest 
  is broken by a blinding flash and an echoing 
  explosion. A number of birds screech in panic and 
  take to the air, shadows swirling about you until 
  they clear the canopy and fly off. Just ahead, envoy 
  Caedrus staggers blindly in a rough circle, moaning 
  loudly.  (TRAP effects all in 20 ft. radius. See TRAP entry 
  below).  
   
  If the trap is discharged or disarmed and examined, a 
  successful DC 26 Search check reveals some small Orcish 
  runes that can be seen carved into the tree bark on the 
  reverse side of the tree (runes of “fire” and “dark”). 
  All APLs (EL 8) 
  TRAP fireball + blindness: CR 8; spell trap; proximity 
  trigger at center of 20 ft. radius (alarm + detect good); 
  no reset; spell effect (fireball, 10th-level wizard, 10d6 
  fire, DC 18 Reflex save half damage) and blindness (4), 
  10th-level wizard, permanent blindness, DC 17 
  Fortitude save negates); Search DC 28 (26 to find the 
  rune after it is set off); Disable Device DC 28. Cost: 0. 
  Note: the four blindness spells target the four closest 
  creatures, no more than one per creature. 
   
  If the trap is discharged, disarmed, and examined, a 
  successful DC 26 Search check will find some small 
  Orcish runes carved into the tree bark on the reverse side 
  of the tree (runes of “fire” and “dark”). 
   
  PCs who are successfully Tracking note about a half 
  dozen additional tracks 150 feet past the trapped area. 
  These tracks are elven and arrive at the column from the 
  side in an orderly fashion. Backtracking shows that the 
  group approached the column stealthily then broke cover 
  and joined the march. A single elf corpse lies off the trail, 
  riddled with arrows.  
   
  Knight-squire Narwain gasps, then groans in 
  anguish as he recognizes a fellow Knight-squire of 
  Luna. He says, “Anni served Knight Talmarin as did 
  I. At least Anni fought his attackers. I wonder that 
  no others did.” If asked about Anni, Narwain mentions 
  that Anni was trained as a templar and liberator before he 
  joined the knighthood.  
   
  A speak with dead spell may reveal that Talmarin’s 
  party tracked the elves and orcs, but all save Anni 
  succumbed to some malady that rendered them helpless. 
  Anni fought orc warriors until he was slain. 
   
  Knight-squire Narwain is visibly upset over the loss 
  of his mentor, Talmarin. Any time Talmarin’s death or 
  disappearance is mentioned, Narwain swears vengeance 
  on Talmarin’s attackers. 
   
  A DC 15 Spot or Search check reveals a giant spider 
  web that has been torn to bits with the rotting husk of a 
  spider dangling alongside, which verifies Elia’s story. 
   
  The trail continues roughly south-southeast for 
  several miles. After another 3-4 hours of steady 
  movement, the party arrives at the northern bank of 
  the Jewel River. Across the famed blue waters of the 
  river loom the brooding boughs of the Suss Forest 
  proper, dark with menace. Dark clouds billow 
  westward from the Wooly Bay. It looks like rain is 
  on the way. 
   
  Survival check (DC 15) confirms that rain is very 
  likely in the next 4-6 hours, followed by additional 
  showers over the next 24 hours. The weather will clear 
  after that point for the following 48 hours. 
  Encounter 5: THE SUSS 
  FOREST 
  The Jewel River is about 150 feet across here, with a 
  moderate current. There is no sign of the orc and 
  elven party that you have tracked to this point. They 
  have either entered the water or vanished entirely. 
   
  The river gradually deepens to about 30 feet in the 
  middle third. If PCs enter the water, dozens of stocky 
  rainbow-hued carp-sized fish swarm aggressively around 
  them. In fact they are just attracted to the shiny metals, 
  crumbs, leaves, and other trinkets the PCs bring into the 
  water and are harmless scavengers. 
   
  Although the orcs ferried the elves across by boat, 
  there are no boats here now. PCs wishing to cross the 
  river must make their own luck. There is plentiful wood 
  to make rafts or float logs. Making a raft requires a DC 5 
  Craft (carpentry) to complete in a day (8 hours) or a DC 
  15 check to complete in 4 hours. The current moves 30 
  feet per round, Swim (DC 12) to cross. Refer to the PHB 
  pp. 84 & 164 and the DMG pp. 92 & 304 for drowning 
  and waterborne movement rules. 
   
  If the PCs cross the river, they find the trail more 
  difficult to find and follow, as orc druids have obscured it 
  to prevent tracking. To find or follow the trail requires a 
  Survival check with the Track feat (DC 20 daytime, 26 at 
  night, plus 1 for each day the PCs have taken thus far). 
  The Tracking becomes harder if the PCs rest and allow 
  the rain to obscure the tracks further: Survival (DC 28 
  daytime and 34 at night, plus one for each day the PCs 
  have adventured). It begins raining around midnight and 
  continues intermittently for about 24 hours. 
   
  South of the Jewel, the Suss is a dark and 
  forbidding place. Massive trees stretch and claw 
  upwards to the life-giving rays of the sun. The forest 
  floor is choked with black creepers and thorny 
  
  SHE6-02 Brooding Boughs 
   
  Page 12 
  growths that twine through the dank deadwood and 
  moldy leaves carpeting the ground. It provides poor 
  footing and restricts movement to a dreary plod 
  forward. Now and then a sunny clearing is glimpsed, 
  with lush growth crowding around the bright rays. 
  In other places, blackened trunks rise from a thick 
  layer of ash, testament to fires raging on the forest 
  floor. Few of the more massive specimens seem 
  harmed by these fires, which curiously seem to have 
  burned out without spreading widely through the 
  forest.  
   
  If the PCs are successfully tracking, read the 
  following: 
   
  The faint traces of scent and footfalls are just 
  enough to follow with your skills, but the looming 
  rain clouds threaten to remove even this tenuous 
  path. Moving at best speed, you follow the trail 
  south as the daylight fades. 
   
  If the PCs are unable to locate or successfully follow 
  the faint trail, read the following: 
   
  The deep shadows and clutter of the forest make 
  the tracks impossible to follow. They were last 
  headed south. The guides confer and set off in what 
  they hope is the right direction. “If any of you have 
  animals or can fly, we recommend going airborne 
  and looking for sign from above the canopy.”  
   
  With or without the aerial scouting (and there is 
  nothing of note to see), the guides wish to press on, 
  mostly south. If any PC has the Track feat, the guides 
  move in a serpentine pattern to allow more chances for 
  picking up the trail.  
   
  Development: If the PCs are successfully tracking 
  the orcs, then they are heading into the ambush in 
  Encounter 6. If they are blundering around looking for 
  the trail, then the creatures from Encounter 6 will 
  probably spot or hear the PCs and move to engage them. 
  Encounter 6: SOMETHING 
  WICKED 
  The PCs encounter the real cause for the orc losses 
  mentioned in Encounter 2: a party of indigenous Aranea 
  is out hunting orcs in response to orcish incursions on 
  their lands. Over many weeks, they have grown quite 
  adept at luring Orcish patrols into ambushes where the 
  Orcs are captured, questioned, then, finally, eaten. 
  The Aranea party is led by a very experienced and 
  stealthy aranea by the name of Queeg.  Queeg scouts in 
  his humanoid form (a Skulk) under the effects of an elixir 
  of hiding, an elixir of sneaking and a charm of the tree dwellers 
  (grants woodland stride, see DM Aid-New Items). Hiding 
  and Moving Silently (taking 10 normally), he moves at 
  half speed, making active Spot and Listen checks; he will 
  likely detect the PCs long before they can detect him. 
  Queeg’s vitals are (respectively by APL 10/12/14): 
   
  APL 10 
  APL 12 
  APL 14 
  Check 
  Bonus 
  Bonus 
  Bonus 
  Spot 
  +14 
  +14 
  +14 
  Listen 
  +8 
  +14 
  +14 
  Hide/ with 
  elixir 
  +20/+30 
  +21/+31 
  +25/+35 
  Move 
  Silently/ 
  with elixir 
  +20/+30 
  +21/+31 
  +25/+35 
  If detected, Queeg flees and hides, sending his 
  shadow companion to warn his hunting party; if 
  followed, he leads the party towards a clearing where his 
  Trappers lie in wait. Otherwise, after getting a sense of 
  the PCs’ direction, he rejoins his hunting party, and they 
  travel to the nearest clearing along the party's path. 
  In the clearing, the Aranea wait for the PCs, alerted 
  by Queeg directly or his shadow companion. Appendix 4 
  depicts the clearing and the locations of the Aranea. 
  Trappers 1-4 are in humanoid form (2 male Orcs and 2 
  female Half-Orcs) at the far end of the clearing, while the 
  rest of the Trappers hide in trees as sketched. 
  Their preparations are dependent upon how much 
  warning they have.  With next to no warning the Aranea 
  hiding in the trees quaff potions of invisibility and Aranea 8 
  has see invisibility active (as well as hour long buffs listed 
  in their stat blocks). Given adequate preparation time, 
  they buff Queeg with whatever scrolls and spells they 
  have available. 
  If Queeg is not detected, they prepare to meet the 
  party when they near the far edge of the clearing. Noting 
  for the first time that the party is not an orcish patrol, the 
  aranea/orcs are somewhat taken aback. Instead of 
  greeting them as friends and saviors, they demand that 
  they surrender for questioning. The aranea would much 
  prefer to capture PCs and examine them than kill them. 
  If the PCs fail to comply, the aranea attempt to subdue 
  the party, and will not use any lethal attacks until the PCs 
  do so. If the PCs use lethal force, the aranea respond 
  in kind. 
  Alter the text below to fit the circumstances 
  appropriate to the PCs: 
  The dense woods have more life than might be 
  expected. Animals crash away from your party as you 
  trudge along. Birds call, and primates chatter high 
  above. The spoor of wild pigs and deer are much in 
  evidence, though they are themselves unseen. 
  As you near a small clearing, four humanoids 
  step forward from the brush, talking amongst 
  themselves and looking in your direction.  Two are 
  half-orcs while the other two are full-blooded Orcs.  
  All are unarmored, but armed with the Falchions so 
  favored by their kin.  They speak amongst 
  themselves a few moments longer before moving 
  
  SHE6-02 Brooding Boughs 
   
  Page 13 
  forward.  The larger of the two full-blooded orcs 
  calls out something in Orcish, ("Surrender, invaders, 
  or face our wrath!") and then calls out in the 
  Common tongue, "I said, surrender or face our 
  wrath!" 
  The orcs step into the clearing when the PCs are 60 
  ft. away. Ask at this point for Listen and Spot checks. A 
  DC 10 +2/10 ft Listen check gets that the whispering was 
  (in Sylvan): “Get ready!” "Not what we were expecting” 
  and the reply: "Maybe they finally ran out of Orcs".  Any 
  Spot check gets descriptions of the four orcs in the 
  clearing (they wear weathered green and brown cloaks 
  with no visible armor while gripping falchions). 
  The aranea/orcs are wary and demand that the PCs 
  disarm and relinquish bags, pouches, component cases, 
  etc. They allow only non-magical clothing to be retained. 
  If the PCs agree, the aranea view this as honorable, and 
  PCs will get a +10 circumstance bonus to the Diplomacy 
  checks with them if they negotiate with the aranea. 
  If the PCs do not surrender, the aranea attack. As the 
  PCs are aware of the four visible aranea, only the 
  undetected aranea (Trappers 5-8 and Queeg) act in the 
  surprise round (PCs that spot the hiding invisible aranea 
  may act in the surprise round). Trappers 5-8 appear as a 
  goblin, dwarf, elf, and skulk when they can be seen. 
  If the PCs are clearly winning, surviving aranea flee. 
  PCs that heal the fallen aranea and speak with them can 
  still make an alliance with them in Encounter 7. If they 
  have killed aranea and do not make alliance, the aranea 
  will attack PCs straying into their territory on sight in 
  future adventures. 
  If the battle appears to be a draw, with both sides 
  having members fall from nonlethal damage, the aranea 
  call for a truce. PCs can still forge an alliance with good 
  diplomacy.  
  If the aranea win, they disarm the PCs, removing all 
  equipment except non-magical clothing. If any PCs 
  escaped into the forest, one of the aranea bellows out in 
  Common, “We will kill the captives if you interfere! 
  Surrender yourselves or be gone!” Unconscious PCs are 
  carried by the aranea. The group moves about a half-mile 
  off the trail and then clambers up into a prepared refuge 
  in the forest canopy. Inside the refuge are eight 
  additional tribesmen (re-use the statistics for the 8 
  trappers in the APL appropriate Appendix) as well as a 
  venerable elder of gnollish appearance (see Appendix 1). 
  PCs can make an alliance with the aranea in this case, but 
  they are negotiating from weakness and suffer penalties 
  accordingly. 
  NOTE: Once the captive PCs are brought into the 
  refuge with the other aranea and elder, this becomes an 
  untiered combat if free PCs choose to assault the camp. 
  The aranea with their elder here will fight without mercy 
  in this case. 
  The elves Narwain and Caedrus are little help in 
  negotiating with their captors and refuse the spokesman 
  role. They do not have any knowledge of aranea and have 
  poor diplomatic credentials. Caedrus is also quite 
  terrorized at his capture and is very near hysteria. 
  The author recommends the use of “hot table” rules 
  (what a player says, his or her PC says) for the duration of 
  the role-play with the aranea. It is perilous for the 
  captured PCs, and they are in grave danger until things 
  are settled. The aranea, and particularly their elders, are 
  prideful and used to respectful behavior. Belligerent PCs 
  are silenced by force, bludgeoned into unconsciousness 
  with lethal damage. Those who threaten violence or are 
  violent (spitting on aranea, kicking, biting, etc.) are cut to 
  -1 hp and allowed to bleed slowly while negotiations 
  continue (note that this is for demonstrating a time 
  pressure; the DM is not bound to kill PCs if the 
  negotiations last longer than nine rounds). The aranea 
  have no reservations about killing prisoners that do not 
  behave and cheerfully add slain PCs to the cook pot they 
  have going on a platform nearby. 
  APL 10 (EL 14) 
  � QUEEG DUBBIN: MALE ARANEA Rog3 /Ftr2/ 
  Shd3/Der1; hp 135; see Appendix 5. 
  � ARANEA Sor1 (8): hp 34, see Appendix 5. 
  APL 12 (EL 16) 
  � QUEEG DUBBIN: MALE ARANEA Rog3 /Ftr2/ 
  Shd3/Der3; hp 159; see Appendix 6. 
  � ARANEA SORC3 (8): hp 55, see Appendix 6. 
  APL 14 (EL 18) 
  � QUEEG DUBBIN: MALE ARANEA Rog3 /Ftr1/ 
  Swb3/Shd3/Der3; hp 215; see Appendix 7. 
  � ARANEA SORC5 (8): hp 69, see Appendix 7. 
   
  General Tactics: This is a very complicated fight 
  involving nine individual opponents. The DM is strongly 
  advised to carefully examine the NPCs’ feats, spells, and 
  especially equipment in order to use them effectively and 
  adequately. In general, the aranea Trappers seek to shut 
  down the PCs while Queeg subdues them. Depending on 
  how much time the aranea had to prepare, adjust them 
  accordingly (especially Queeg). At the very least the PCs 
  should find the aranea as detailed in Appendix 4: 
  Encounter Maps, with Trappers 5-8 invisible and Hiding 
  20 feet up in trees (Trapper 8 also has an active see invisible 
  that he cast when Queeg left hunting). All the aranea 
  have an active charm of the tree dwellers and thus enjoy full 
  movement rate in the natural terrain.  
  Combat has the Trappers attempting to limit, 
  contain, and weaken the PCs while Queeg subdues them. 
  However, if the PCs begin using lethal force, the aranea 
  
  SHE6-02 Brooding Boughs 
   
  Page 14 
  respond with more damaging attacks. To this end Queeg 
  dervish dances and either full attacks one foe or 
  (preferably), whirlwinds the entire party under cover of 
  greater invisibility as well as Hiding (as he has both 
  concealment and the ability to hide in plain sight). He 
  has a potion of lesser restoration should he become fatigued 
  at the end of the dance, and he can spring attack or snipe 
  after that as conditions warrant. The aranea use their 
  consumables as readily as their spells (divine scrolls via a 
  UMD check). Many of them have swift spells (guided shot, 
  distract assailant) that they cast each round as needed. 
  Modify the general tactics to suit the situation and 
  the PCs’ actions. Judges who wish for more specific 
  tactical instructions may refer to those suggested below. 
   
  APL 10: In preparation, Queeg uses a scroll of shield, 
  casts fist of stone, and reads a scroll of greater invisibility 
  (failure chance 10%), while Trapper #5 makes Trappers 5-
  8 invisible. In general, Trappers 5-8 act in a surprise round 
  with Queeg, who drinks a potion of barkskin and casts 
  master’s touch: courtblade as his final combat preparations. 
  When combat begins, these are the normal actions of the 
  NPCs unless the PCs begin using lethal force, to which 
  they’ll respond with more damaging attacks: 
  Queeg activates boots of speed and takes full attacks or 
  whirlwind attacks, ending each move 10 ft into the 
  undergrowth while Hiding. 
  Trapper 1 casts phantasmal assailants and ray of 
  enfeeblement. 
  Trapper 2 casts Tasha’s hideous laughter and charm person. 
  Trapper 3 casts Sculpted grease and glitterdust. 
  Trapper 4 Counterspells glitterdust cast at Queeg and casts 
  Sculpted grease. 
  Trapper 5 casts grease and heals the wounded. 
  Trapper 6 reads from his scroll of solid fog and other 
  scrolls. 
  Trapper 7 casts earthen grasp and Empowered ray of 
  enfeeblement. 
  Trapper 8 casts Sculpted grease and see invisibility. 
   
  APL 12: In preparation, Queeg activates his feathered 
  chain shirt, uses a scroll of shield, casts fist of stone, and reads 
  a scroll of greater invisibility (arcane failure chance 10%), 
  while Trapper #5 makes Trappers 5-8 invisible. In general, 
  Trappers 5-8 act in a surprise round with Queeg, who 
  drinks a potion of barkskin and casts master’s touch: 
  courtblade as his final combat preparations. When combat 
  begins, these are the normal actions of the NPCs unless 
  the PCs begin using lethal force, to which they’ll respond 
  with more damaging attacks: 
  Queeg activate boots of speed and takes full attacks or 
  whirlwind attacks, ending each move 10 ft into the 
  undergrowth while Hiding. 
  Trapper 1 casts phantasmal assailants and ray of exhaustion. 
  Trapper 2 casts Tasha’s hideous laughter and suggestion (to 
  disarm and sleep). 
  Trapper 3 casts Sculpted glitterdust and stinking cloud. 
  Trapper 4 casts Sculpted web and stinking cloud. 
  Trapper 5 casts wall of gloom and heals the wounded. 
  Trapper 6 reads  a scroll of solid fog and other scrolls and 
  casts dispel magic. 
  Trapper 7 casts bands of steel and an Empowered ray of 
  enfeeblement. 
  Trapper 8 casts Enlarged Sculpted grease, see invisibility, 
  and shadow binding. 
   
  APL 14: In preparation, Queeg activates his feathered 
  chain shirt, uses a wand of shield, casts fist of stone, and uses a 
  wand of greater invisibility, while Trapper #5 makes 
  Trappers 5-8 invisible. In general, Trappers 5-8 act in a 
  surprise round with Queeg, who drinks a potion of heroism 
  and casts master’s touch: courtblade as his final combat 
  preparations. When combat begins, these are the normal 
  actions of the NPCs, unless the PCs begin using lethal 
  force, to which they’ll respond with more damaging 
  attacks: 
  Queeg activates boots of speed and takes full attacks or 
  whirlwind attacks (with Staggering Strike feat), ending 
  each move 10 ft into the undergrowth while Hiding.  
  Trapper 1 with fly precast, casts Empowered enervation, 
  Empowered ray of exhaustion. 
  Trapper 2 has precast greater invisibility on Trapper #6.  He 
  casts greater invisibility on allies and suggestion (to disarm 
  and sleep) on enemies. 
  Trapper 3 casts Sculpted glitterdust and slow. 
  Trapper 4 casts Sculpted web and stinking cloud. 
  Trapper 5 has precast greater invisibility on himself and 
  haste on all Trappers. He interrupts casters with wand of 
  silence and heals wounded. 
  Trapper 6 has precast arcane sight.  He reads a scroll of solid 
  fog and other scrolls and casts dispel magic. 
  Trapper 7 has precast stoneskin on Queeg and himself).  
  He casts bands of steel and Empowered ray of enfeeblement. 
  Trapper 8 casts solid fog, Enlarged Sculpted grease, and see 
  invisibility. 
  Development: If the PCs are captured or negotiate a 
  truce with the aranea on the battlefield, proceed to 
  Encounter 7. If the aranea are killed or driven off, or if 
  the PCs aren’t interested in negotiations, proceed to 
  Encounter 8. 
  Encounter 7: GRILLING 
  If it has not done so yet, a moderate rain begins to fall. It 
  rains for eight hours. The captured PCs are kept trussed 
  
  SHE6-02 Brooding Boughs 
   
  Page 15 
  and separated by 15 feet. They are not allowed to talk 
  except when deciding on a spokesman. If any PCs not 
  captured make a rescue attempt, the aranea kill a prisoner 
  (roll randomly). The elder brings the PC spokesman up to 
  the fire and begins his questioning in Common. 
   
  You have been taken up into a prepared refuge 
  in the forest canopy. Tough-looking strands of 
  webbing hold branches and leaves to conceal the 
  refuge, which is floored by sheets of webbing over 
  sturdy tree limbs.  The gnoll chieftain (or aranea, if 
  the PCs have determined this) glowers at each of you 
  in turn. “Who speaks for you?” he asks.  
   
  When a PC speaks up or a spokesman is chosen, 
  continue.  
   
  The elder gestures and (PC spokesman) is 
  hauled into the center of the refuge and dumped 
  onto the floor at the elder’s feet. The Gnoll speaks, in 
  harsh Common, “Ssilak will know your name now. 
  Speak! 
   
  What land do you come from?  
   
  Why are you here, intruder, defiling our homeland 
  with your presence? 
   
  Add other questions and comments as necessary to 
  flesh out the encounter. PCs can Sense Motive to note 
  that Ssilak is cautious, skeptical, curious, and (if aranea 
  were killed) vengeful. 
   
  The specific points that need to be made are: 
  1. 
  PCs are opposed to the Pomarj forces and will 
  actively combat them when encountered. 
  2. 
  PCs are not here to hunt the natives or enslave 
  them. 
  3. 
  PCs are not here to open settlements, roads, 
  lumber mills, etc. 
   
  The tricky part is that the PCs must show deference, 
  respect, and good manners during the grilling. These 
  aranea are fearful of recent developments, but very 
  prideful. PCs that interrupt the grilling are silenced, by 
  force if necessary. Those who mock Ssilak or the tribe are 
  punished harshly (see Judge’s Note in Enc. 6), and it will 
  reflect upon the PC group as a whole (-2 circumstance 
  penalty to Diplomacy checks for each occurrence).  
   
  Once the PC spokesman (or the party as a whole) has 
  made all three of the points above, they can attempt a 
  Diplomacy check per the Influencing NPC Attitudes 
  chart (PHB p. 72).  The aranea are initially Indifferent. 
  They became Unfriendly if the PCs chose to fight and 
  Hostile if any of their tribesmen were killed. The aranea 
  are uninterested in bribes and are +20 vs. Intimidate 
  checks made by bound prisoners. 
   
  If the aranea end as Hostile and the PCs did not 
  make the points above, the aranea kill and eat the captive 
  PCs. 
   
  If the aranea end as Unfriendly and the PCs did not 
  make the points above, the aranea take any dead PCs for 
  food, keep all the PCs’ goods, and release them into the 
  forest, stating that any seen again will be attacked on 
  sight. 
   
  JUDGE’S NOTE: The “Indifferent” attitude below is 
  the default if in your opinion the PCs role-play well, do 
  the right things, and act properly, then either botch the 
  Diplomacy check or have no chance to make a successful 
  check. In that case, award the Indifferent result below. 
   
  If the aranea end as Indifferent with or without the 
  points being made or they end as Hostile or Unfriendly 
  with the points made, then the aranea give the PCs a 
  chance to prove themselves. One of them follows and 
  watches the PCs to monitor their behavior. In this case 
  the aranea allow PCs that were punished in Encounter 6 
  to bleed out, and they keep the dead PCs for food and the 
  dead PCs’ gear as loot. As an act of good faith, the aranea 
  return their own personal gear to the living PCs and with 
  great caution set them free, allowing them to prove 
  themselves against the orcs. If the PCs fight and win the 
  battle in Encounter 8, raise their reaction score with the 
  aranea one level (ex. Indifferent to Friendly) on the AR. 
   
  Note: In any case where dead PCs are cooked and 
  consumed, enough biological material (bones, hair, etc.) 
  can be found in the campsite if searched to allow the 
  resurrection of a PC. 
  All APLS (untiered) 
  � SSILAK: FEMALE ARANEA/SORC1/DRUID3/ 
  ARCANE HIEROPHANT10/MYSTIC THEURGE2: 
  hp 183, see Appendix 1. 
   
  Development: If the aranea attitude is improved to 
  Friendly, they assist the PCs with tracking the orcs.  
  Award a +15 to Survival checks PCs make for Tracking 
  for the rest of this event. If the aranea attitude is 
  improved to Helpful, they aid in tracking and also 
  supply each PC with a charm of the tree dwellers (See DM 
  Aid: New Items). Continue to Encounter 8. 
  Encounter 8: HAPPY TRAILS 
  The PCs must either pick up the trail again, wander 
  aimlessly around in hopes of finding the raiders, or 
  return with the clues they have gathered thus far.  
   
  If they pick up the trail, which is now Survival (DC 
  28 daytime and 34) at night, plus one for each day the 
  PCs have adventured, proceed with this encounter 
  normally.  
   
  If they cannot track the raiders, they can scout 
  around or camp out in hopes of meeting some success in 
  locating the raiders. In this case, days pass. Charge each 
  PC one additional TU (whether in or out of region) and 
  then proceed with this encounter. 
  
  SHE6-02 Brooding Boughs 
   
  Page 16 
   
  If they choose to return to Trisomme with the clues 
  they have at this point, omit the text below and proceed 
  to the Conclusion.  
   
  This trail you are following winds through the 
  bracken, with scrub branches and thorns catching at 
  your clothing.  The trunks of the trees steam with 
  wet heat from the summer rains. The damp leaves 
  cling to your feet as you trudge along in search of 
  the elves or their captors. 
   
  It is here that the party finds first-hand evidence of 
  how the Pomarj forces are raiding the Elven villages.  A 
  party of Orcs on their way out to raid a village to the far 
  north has been diverted to intercept the party. 
   
  The raiding party is out looking for combat with the 
  PCs.  Alerted to their presence by the Druid scouting 
  party (Encounter 2) and guided by a Divination spell 
  backed by a Commune, the raiding party knows that the 
  PCs are following the trail left by a prior successful 
  raiding party.  Unfortunately for the Orcs, they assume 
  the PCs to be a force of elves (a result of a poorly phrased 
  commune spell). 
   
  The raiding party has the wizard's familiar scouting 
  ahead for them at a distance of 100 ft.  The imp is flying 
  invisibly in its Will-o-Wisp form.  Should the familiar 
  detect the PCs (it has checks of Spot 13 and Listen 8) it 
  returns to Elbron to report.  
  The raiding party further backtracks to allow themselves 
  sufficient time to prepare to ambush the PCs.  Remember 
  to give the PCs appropriate Listen checks against the 
  raiding party's preparatory castings (-2 per 10 ft. of 
  distance). 
  APL 10 (EL 12) 
  � ELBRON: MALE ORC WIZ6/DO2/LM1; hp 66; 
  see Appendix 5. 
  � WYNECK: FEMALE 1/2ORC DRU7; hp 52, see 
  Appendix 5. 
  � CHAIN THUGS (2): MALE ORC BARB1/FTR6/ 
  EWM1: hp 70; see Appendix 5. 
  � EJA NARR and MAL DEEPDELVER: FEMALE 
  DWARF SLAVES EXP1; hp 9, see Appendix 1. 
  APL 12 (EL 14) 
  � ELBRON: MALE ORC WIZ6/DO2/LM3; hp 80; 
    see Appendix 6. 
  � WYNECK: FEMALE 1/2ORC DRU9; hp 66, see 
  Appendix 6. 
  � CHAIN THUGS (4): MALE ORC BARB1/FTR6/ 
  EWM1: hp 70; see Appendix 6. 
  � EJA NARR and MAL DEEPDELVER: FEMALE 
  DWARF SLAVES EXP1; hp 9, see Appendix 1. 
  APL 14 (EL 16) 
  � ELBRON: MALE ORC WIZ6/DO2/LM5; hp 94; 
    see Appendix 7. 
  � WYNECK: FEMALE 1/2ORC DRU13; hp 94, 
  see Appendix 7. 
  � CHAIN THUGS (6): MALE ORC BARB1/FTR6/ 
  EWM1: hp 70; see Appendix 7. 
  � EJA NARR and MAL DEEPDELVER: FEMALE 
  DWARF SLAVES EXP1; hp 9, see Appendix 1. 
   
  General Tactics: These are guidelines. Judges are 
  free to improvise based on PC actions. 
   
   This group is fanatical and offers no quarter.  
  However, Elbron has been charged with avoiding capture 
  and teleports himself away if he feels the fight will go 
  against him.  He retains contact with his party via the 
  Rary's telepathic bond and as such does not fear fleeing 
  early, as he will learn of a victory by his forces (to be able 
  to return for the glory).  In combat, Elbron sends his 
  familiar out to combat the enemy spellcasters (preferably 
  the wizards), giving him whatever support he is able to 
  muster beforehand (shield, extended haste, a barkskin from 
  the druid, a touch of idiocy held as touch, etc).  
   
  Taking advantage of an invisibility spell, the imp 
  first seeks to combat the enemy caster (delivering the 
  touch of idiocy along with normal damage) and if it is 
  advantageous, it will switch to his secondary rust monster 
  form later.  
   
  The druid attempts to contain the enemy first via 
  spells and then melee. The chain thugs quaff potions of 
  flying, enlarge person and invisibility (in that order, as time 
  permits). They work in pairs but attempt to avoid 
  bunching up (i.e. a glitterdust should not be able to hit 
  more than one, etc).  If flying, they initially choose to be 
  at a height of 10 ft. so that enlarged they threaten a 15 ft. 
  radius on the ground (meanwhile being out of most 
  melee ranges) but their focus is doing major melee 
  damage. 
   
  Given any notice, they have midrange duration 
  spells cast, and if they are ambushing the PCs, they try to 
  be fully prepared. 
   
  All APLs: Regardless of detection, Elbron begins 
  with detect scrying (from the prior night), extended see 
  invisibility, and false life in effect, and the Imp has false life 
  and mage armor active (as noted in their stat blocks). 
  Wyneck begins with greater magic fang precast (shared 
  with ape).  
   
  The thugs immediately bludgeon the slaves into 
  unconsciousness and lay them in full concealment before 
  prepping for combat. 
   
  Rod of mastery: It is important to understand that the 
  leader of the group, Elbron the wizard, wields a rod of 
  mastery: elf, which is continuously active.  He travels with 
  
  SHE6-02 Brooding Boughs 
   
  Page 17 
  the rod in hand and activated, with a thong holding it on 
  his wrist (per locking gauntlet).  Elbron has a contingency: 
  teleport active on him, teleporting him and his belongings 
  to Nol-Daer if his grip on the rod relaxes (and 
  death/unconsciousness will relax the grip). The rod of 
  mastery: elf automatically enthralls the NPC elves and any 
  elven PC within 120 feet who fails a Will save DC 30 
  (half-elves have a +2 bonus on their saves). It also has a 
  renewing sanctuary effect vs. elves (same DC and modifier 
  for half-elves).  Given the opportunity Elbron verbally 
  orders any enthralled creatures to "come to me" (standard 
  action).  See the DM Aid 2- New Items for full details. 
   
  Note the restricted terrain rules summarized on the 
  Encounter Map.  
   
  Specific Tactics: Included below are suggested 
  specific tactics for judges who wish to use them. Modify 
  them as desired. 
   
  APL 10: Given time, Elbron precasts in this order: 
  extended haste (all his troops), Rary’s telepathic bond (covers 
  all his forces), arcane sight, protection from good, shield (on 
  his Imp), greater invisibility, and then touch of idiocy (with 
  Imp as “toucher”). The imp turns invisible and moves 30 ft 
  up and 50 ft forward. Wyneck is in raptor form and casts 
  mass camouflage on her party first, then freedom of 
  movement on Elbron, then barkskin (+3 AC) and greater 
  magic fang (+2) on herself, sharing them with her dire ape. 
  The chain thugs drink potions of fly, enlarge person and 
  invisibility, then move 10 ft. off the ground to threaten in 
  a 15 ft. radius. 
   
  Elbron uses Evard’s black tentacles, solid fog, and his 
  transdimensional scrolls to fix and split the PCs. The Imp 
  engages spellcasters in Will-o-Wisp form with the touch of 
  idiocy then melee touches, turning invisible whenever 
  possible. If this tactic has no effect, the Imp changes to 
  Rust Monster form. Wyneck uses entangle, spike growth, 
  and summon nature’s ally to fix and split the PCs as well. 
  The chain thugs gang up on and eliminate PCs who are 
  not restrained by the spell effects, using Reckless Rage 
  and Power Attack while they bracket the PCs and flurry 
  with chains. 
   
  APL 12: Given time, Elbron precasts in this order: 
  Extended haste (all his troops), Rary’s telepathic bond 
  (covers all his forces), arcane sight, magic circle vs. good, 
  shield (on his Imp), greater invisibility, refusal, and then 
  touch of idiocy (with Imp as “toucher”). The imp turns 
  invisible and moves 30 ft up and 50 ft forward. Wyneck is 
  in raptor form and casts mass camouflage on her party first, 
  freedom of movement on Elbron, brilliant aura on the spiked 
  chains, barkskin (+4 AC) on the Imp, stoneskin and barkskin 
  greater magic fang (+4) on herself (shared with her dire 
  ape), then animal growth on herself and the ape. The chain 
  thugs drink potions of fly, enlarge person, and invisibility, 
  then move 10 ft. off the ground to threaten in a 15 ft. 
  radius. 
   
  Elbron uses his chained bands of steel first, then fog 
  spells and his chained dispel magic on PCs with apparent 
  freedom of movement, additionally targeting likely stat 
  bump items for casters (periapts, headbands, etc.). The 
  Imp engages spellcasters in Will-o-Wisp form with the 
  touch of idiocy then melee touches, turning invisible 
  whenever possible. If this tactic has no effect, the Imp 
  changes to Rust Monster form. Wyneck uses wall of 
  thorns on PCs that escape from the fog spells, and entangle, 
  spike growth, and summon nature’s ally to fix and split the 
  PCs. The chain thugs work in pairs to eliminate PCs who 
  are not restrained by the spell effects, using Reckless 
  Rage and Power Attack while they bracket the PCs and 
  flurry with chains. 
   
  APL 14: Given time, Elbron precasts in this order: 
  Extended haste (all his troops), Rary’s telepathic bond 
  (covers all his forces), greater arcane sight, magic circle vs. 
  good, shield (on his Imp), greater invisibility, repulsion, and 
  then touch of idiocy (with Imp as “toucher”). The imp turns 
  invisible and moves 30 ft up and 50 ft forward. Wyneck is 
  in raptor form and casts mass camouflage on her party first, 
  then freedom of movement on Elbron, then barkskin (+4 AC) 
  and greater magic fang (+3) on herself (shared with her dire 
  ape), then animal growth on herself and the ape. The chain 
  thugs drink potions of fly, enlarge person, and invisibility, 
  then move 10 ft. off the ground to threaten in a 15 ft. 
  radius. 
   
  Elbron uses his Chained bands of steel first, then fog 
  spells and his chained dispel magic on PCs with apparent 
  freedom of movement, additionally targeting likely stat 
  bump items for casters (periapts, headbands, etc.). The 
  Imp engages spellcasters in Will-o-Wisp form with the 
  touch of idiocy, then changes form to a Hamantula to 
  grapple casters. Wyneck uses wall of thorns on PCs that 
  escape from the fog spells, and entangle, spike growth, and 
  summon nature’s ally to fix and split the PCs. She attempts 
  to heal Elbron if necessary. The chain thugs work in pairs 
  to eliminate PCs who are not restrained by the spell 
  effects, using Reckless Rage and Power Attack while they 
  bracket the PCs and flurry with chains. 
   
  All APLS: If Elbron’s forces defeat or drive off the 
  PCs, they take everything. He teleports home with any 
  living captives (enthralled or unconscious, stabilized PCs 
  and elven NPCs) to interrogate and make slaves of them. 
  The dead are taken, if possible, for subsequent speak with 
  dead spells (and good orcish fun). Elbron’s troops are 
  fanatical and gain a +8 to resist Intimidation. They know 
  the same information as the dwarf slaves (detailed 
  below). In the unlikely event that Elbron is captured and 
  successfully interrogated, he also knows that the orcs 
  operate out of Nol-Daer and that they have more than 
  one rod of mastery. 
   
  If he survives, Knight-squire Narwain will be quite 
  embarrassed by being “frozen” so easily. He and Caedrus 
  demand that the PCs return to Trisomme to relay the 
  crucial information gathered. 
   
  If the dwarf slaves are liberated, they are grateful but 
  nearly incoherent from mental confusion due to stress 
  and abuse until they are returned to an allied settlement 
  
  SHE6-02 Brooding Boughs 
   
  Page 18 
  (Trisomme, Courwood, etc.) There they recover quickly 
  and share the following information: 
  1. 
  The orcs are operating in the forest along the 
  river to the south. 
  2. 
  The orcs are bringing in numbers of slaves of 
  various races, using some powerful magic 
  recently developed. 
  3. 
  The orcs have a major base nearby, which 
  Turrosh Mak is rumored to visit on occasion. 
  Conclusion 
  PCs are welcomed back to Trisomme, debriefed and then 
  rewarded.  
   
  When the journey back to Trisomme is 
  complete, you are once again delivered to the 
  chambers of Amerayne, of the Court. She is standing 
  when you enter and waves you to seats as 
  refreshments are brought in.  
   
  Amerayne comments about their condition (rested, 
  bedraggled, elated, etc.) and then commiserates if any of 
  the party were killed or lost on the mission. After that, 
  she debriefs them, asking for details of encounters and 
  what they have learned about the disappearances.  
   
  Amerayne is somber, but contented. She allows the 
  PCs to rest and recover in Trisomme, where the elves will 
  gradually warm up to them. 
   
  If the PCs have the rod of mastery: elf, even in a bag of 
  holding or other inter-dimensional space, she suddenly 
  startles, as she feels its power and evil. Read the following 
  in this case.  
   
  Suddenly, Amerayne visibly starts, and her eyes 
  grow wide, then narrow in suspicion. “What evil 
  have you brought to this place? I sense something 
  foul and malignant. Show me this horror!” she 
  demands. When shown the rod, she hisses aloud. 
  “Cover it, now! This cursed relic has eyes that see! 
  She summons the guards and orders them to bring a 
  lead box. Only when the rod is sealed within the box 
  does she resume her composure and gaze levelly at 
  you again. “The Queen must hear of this item. What 
  do you know of it?” 
   
  Under no circumstances does Amerayne agree to 
  PCs retaining the rod of mastery. She reluctantly musters 
  the entire city to overcome PCs who refuse to part with 
  it. Should any PCs somehow make off with the rod, 
  Amerayne spreads word of this to the Seekers and the 
  Silent Ones. They and the elven mages of Celene (as well 
  as other Sheldomar Valley good-aligned groups and 
  agents of the Pomarj) will hunt the PCs relentlessly to 
  recover this evil artifact. In this case, the offending PCs 
  receive the HUNTED designation, and they get neither 
  the Gratitude nor Favor of Amerayne. 
   
  Parties who turn back and avoid encounter 8 receive 
  the Gratitude of Amerayne. Parties who complete 
  Encounter 8 receive the Favor of Amerayne. Read the 
  following to parties who achieve the Gratitude or Favor 
  reward. 
   
  With the tales all told, Amerayne drains her 
  glass and rises. She opens a small ornate coffer on 
  her desk and removes a handful of shimmering 
  stones. She holds one up to the light, revealing a 
  polished opalescent sphere carved into a replica of 
  the moon Celene. She proffers one to each of you, 
  saying, “You have been of great service to our nation. 
  If you are willing to aid us again, when we have 
  considered what you’ve learned, then keep this 
  token close, and safe. She then bids you farewell and 
  remains standing respectfully as you depart. 
   
   
  Any elven or half-elven PC that resisted the rod of 
  mastery: elf and fought well will also receive a 
  recommendation to the Knights of Luna. 
   
  Parties that achieve a Friendly or Helpful 
  relationship with the aranea get the Favor of the Tree 
  Dwellers. Although the PCs get no “loot” with this result, 
  the aranea agree to trade with their new friends and thus 
  the PCs retain the item access from Encounter 6 on the 
  AR.  
   
  PCs that are captured by Elbron in Encounter 8 get 
  the CAPTURED award on the AR. 
   
  PCs who return to Greyhawk to report to Homas and 
  Fenswort hear the following: That’s mighty ominous, 
  Jedidiah’s group gone missing from an area rife with 
  slavers. I think an official expedition may be in 
  order here. Our thanks go out to you good folk. 
  You’ll be hearing from us again, soon. 
  The End 
  
  SHE6-02 Brooding Boughs 
   
  Page 19 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 2 
  Defeat or drive off the orc druids. 
   
  APL 10 – 300 xp. 
   
  APL 12 – 360 xp. 
   
  APL 14 – 420 xp. 
  Encounter 6 
  Defeat or make alliance with the aranea. 
   
  APL 10 – 420 xp. 
   
  APL 12 – 480 xp. 
   
  APL 14 – 540 xp. 
  Encounter 7 
  Improve aranea attitude to Friendly or Helpful. 
   
  APL 10 – 220 xp. 
   
  APL 12 – 250 xp. 
   
  APL 14 – 280 xp. 
  Encounter 8 
  Defeat or drive off the orc party. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
   
  APL 14 – 480 xp. 
  Discretionary Roleplaying Award 
  DM may allocate up to the following for good role-
  playing, especially with Amerayne, Ssilak, Narwain and 
  Caedrus.  
   
  APL 10 – 50 xp. 
   
  APL 12 – 65 xp. 
   
  APL 14 – 80 xp. 
  Total Possible Experience 
   
  APL 10 – 1350 xp. 
   
  APL 12 – 1575 xp. 
   
  APL 14 – 1800 xp. 
  Treasure Summary 
  During an adventure, characters come upon 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.  In the case of potions, they may use 
  Spellcraft to identify them.  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 adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter #2: 
  APL 10: L: 0 gp; C: 0 gp; M: +1 Large Glamered 
  Dragonhide Breastplate x2 (834 gp);  Bag of Holding 
  (I) (208 gp); Divine Scroll Chain of Eyes (5th CL) (32 
  gp); Divine Scroll of Commune with Nature (10th 
  CL)(104 gp); Divine Scroll of Entangle (1st CL)(2 
  gp); Divine Scroll of Faerie Fire (1st CL)x4 (8 gp); 
  Divine Scroll of Summon Nature’s Ally 6 (11th CL) 
  (138 gp); Potion of Darkvision (3rd CL)x4 (200 gp); 
  Potion of Mage Armor (1st CL)x8 (32gp); Quaal’s 
  Feather Token(Bird)(25 gp); Pearl of Power (1st) 
  (83gp).  
  
  SHE6-02 Brooding Boughs 
   
  Page 20 
  APL 12: L: 4 gp; C: 50 gp; M: +1 Large Glamered 
  Dragonhide Breastplate x2 (834 gp); Bag of Holding 
  (I) (208 gp); Bag of Tricks (tan)(525 gp);  Divine 
  Scroll Chain of Eyes (5th CL)x2 (64 gp); Divine 
  Scroll of Commune with Nature (10th CL)(104 gp); 
  Divine Scroll of Entangle (1st CL)(2 gp); Divine 
  Scroll of Faerie Fire (1st CL) (2 gp); Divine Scroll of 
  Freedom of Movement (7th CL) (58 gp); Divine 
  Scroll of Summon Nature’s Ally 6 (11th CL)x2 (276 
  gp); Divine Scroll of Tree Shape (3rd CL) (13 gp); 
  Eyes of the Eagle (208 gp);  Pearl of Power (1st)x3 
  (249gp); Potion of Darkvision (3rd CL)x4 (200 gp); 
  Potion of Mage Armor (1st CL)x8 (32gp);  Quaal’s 
  Feather Token(Bird) (25 gp); Quaal’s Feather Token 
  (Whip)(42 gp). 
  APL 14: L: 8 gp; C: 500 gp; M: +1 Large Glamered 
  Dragonhide Breastplate x2 (834 gp); Bag of Holding 
  (I) (208 gp); Bag of Tricks (tan )(525 gp);  Divine 
  Scroll Chain of Eyes (5th CL)x2 (64 gp); Divine 
  Scroll of Commune with Nature (10th CL) (104 gp); 
  Divine Scroll of Entangle (1st CL) (2 gp); Divine 
  Scroll of Faerie Fire (1st CL) (2 gp); Divine Scroll of 
  Freedom of Movement (7th CL) (58 gp); Divine 
  Scroll of Summon Nature’s Ally 6 (11th CL)x2 (276 
  gp); Divine Scroll of Tree Shape (3rd CL) (13 gp); 
  Eyes of the Eagle (208 gp);  Pearl of Power (1st)x4 
  (333gp); Pearl of Power (2nd)x2 (667 gp); Pearl of 
  Power(3rd) (750 gp); Potion of Darkvision (3rd 
  CL)x4 (200 gp); Potion of Mage Armor (1st CL)x8 
  (32gp); Quaal’s Feather Token (Bird)(25 gp); Quaal’s 
  Feather Token (Whip) (42 gp); Wand of Cure 
  Moderate Wounds (3rd CL, 50 charges) (375 gp) 
  Encounter 6: 
  APL 10: L: 152 gp; C: 0 gp; M: +1 Merciful Adamantine 
  Elven Courtblade (929 gp); +1 mithral chain shirt (258 
  gp); Arcane Scroll of Dispel Magic (10th CL) (63 gp); 
  Arcane Scroll of Evard’s Black Tentacles (7th CL) (58 
  gp); Arcane Scroll of Expeditious Retreat (1st CL) (2 
  gp); Arcane Scroll of Greater Invisibility (7th CL) x3 
  (175 gp); Arcane Scroll of Invisibility (3rd CL) (13 gp); 
  Arcane Scroll of Otiluke’s Resilient Sphere (7th CL) 
  (58 gp); Arcane Scroll of Shield (5th CL) x2 (21 gp); 
  Arcane Scroll of Sleet Storm (5th CL) (31 gp); Arcane 
  Scroll of Slow (5th CL) (31 gp); Arcane Scroll of Solid Fog 
  (7th CL) (58 gp); Bag of Tricks (grey) (75 gp); Boots of 
  Speed (1000 gp); Brooch of Shielding x2 (250 gp); Cloak 
  of Charisma +2 x3 (1000 gp); Cloak of Resistance +1 (83 
  gp);Divine Scroll of Faerie Fire (1st CL) x2 (4 gp); Divine 
  Scroll of Bless (1st CL) (2 gp); Divine Scroll of Calm 
  Emotions (4th CL) (17 gp); Divine Scroll of Entangle 
  (2nd CL) (4 gp); Divine Scroll of Resurgence (1st CL) x2 
  (4 gp); Divine Scroll of Silence (3rd CL)x3 (38 gp); 
  Divine Scroll of Speak with Animals (1st CL) x2 (4 gp); 
  Elixir of Hiding x4 (83 gp); Elixir of Sneaking x4 (83 gp); 
  Gloves of Dexterity +2 (333 gp); Heward’s Handy 
  Haversack (167 gp); Lesser Rod of Enlarge x2 (500 gp); 
  Lesser Rod of Silence (250 gp); Potion of Barkskin +2 (3rd 
  CL) (25 gp); Potion of Cure Light Wounds (1st CL) x3 
  (13 gp); Potion of Cure Moderate Wounds (3rd CL) (25 
  gp); Potion of Invisibility (3rd CL) x4 (100 gp); Potion of 
  Lesser Restoration (3rd CL) (25 gp); Potion of Mage 
  Armor (1st CL) x2 (8 gp); Potion of Shield of Faith +3 
  (6th CL) (25 gp); Quaal’s Feather Token (Tree) (33 gp); 
  Quaal’s Feather Token (Whip) (42 gp); Wand of Cure 
  Light Wounds (50 ch, 1st CL) (63 gp). 
  APL 12: L: 180 gp; C: 0 gp; M:+1 Feathered Mithral 
  Chain shirt (925 gp); +1 Merciful Adamantine Elven 
  Courtblade (929 gp); Arcane Scroll of Dispel Magic (10th 
  CL) (63 gp); Arcane Scroll of Evard’s Black Tentacles (7th 
  CL) (58 gp); Arcane Scroll of Expeditious Retreat (1st CL) 
  (2 gp); Arcane Scroll of Greater Invisibility (7th CL) x3 
  (175 gp); Arcane Scroll of Invisibility (3rd CL) (13 gp); 
  Arcane Scroll of Otiluke’s Resilient Sphere (7th CL) (58 
  gp); Arcane Scroll of Shield (5th CL) x2 (21 gp); Arcane 
  Scroll of Sleet Storm (5th CL) (31 gp); Arcane Scroll of 
  Slow (5th CL) (31 gp); Arcane Scroll of Solid Fog (7th 
  CL)x2  (117 gp); Bag of Tricks (rust) (250 gp); Bead of 
  Force (250 gp); Boots of Speed (1000 gp); Brooch of 
  Shielding x2 (250 gp); Cloak of Charisma +2 x4 (1333 
  gp); Cloak of Resistance +3 (750 gp); Divine Scroll of 
  Faerie Fire (1st CL) x2 (4 gp); Divine Scroll of Bless (1st 
  CL) (2 gp); Divine Scroll of Calm Emotions (4th CL) (17 
  gp); Divine Scroll of Entangle (2nd CL) (4 gp); Divine 
  Scroll of Resurgence (1st CL) x2 (4 gp); Divine Scroll of 
  Silence (3rd CL)x6 (75 gp); Divine Scroll of Speak with 
  Animals (1st CL) x2 (4 gp); Elixir of Hiding x4 (83 gp); 
  Elixir of Sneaking x4 (83 gp); Gloves of Dexterity +2 
  (333 gp); Heward’s Handy Haversack (167 gp); Javelin of 
  Lightning x3 (375 gp); Lesser Rod of Enlarge x3 (750 gp); 
  Lesser Rod of Silence (250 gp); Pearl of Power 1st x3 (250 
  gp); Potion of Barkskin +2 (3rd CL) (25 gp); Potion of 
  Cure Light Wounds (1st CL) x5 (21 gp); Potion of Cure 
  Moderate Wounds (3rd CL) (25 gp); Potion of Invisibility 
  (3rd CL) x6 (150 gp); Potion of Lesser Restoration (3rd 
  CL) (25 gp); Potion of Mage Armor (1st CL) x4 (16 gp); 
  Potion Shield of Faith +3 (6th CL) (25 gp); Quaal’s 
  Feather Token (Tree) x4 (133 gp); Quaal’s Feather Token 
  (Whip) x2 (84 gp); Ring of Counterspells (Faerie Fire) 
  (333 gp); Ring of Counterspells (Glitterdust) (333 gp); 
  Wand of Cure Light Wounds (50 ch, 1st CL) (63 gp). 
  APL 14: L: 147 gp; C: 750 gp; M: +1 Composite Mighty 
  Longbow (Str +2) (217 gp); +1 Feathered Mithral Chain 
  shirt (925 gp); +1 Merciful Adamantine Elven Courtblade 
  (929 gp); Amulet of Health +4 (1333 gp); Arcane Scroll of 
  Dispel Magic (10th CL) x2 (125 gp); Arcane Scroll of 
  Expeditious Retreat (1st CL) (2 gp); Arcane Scroll of 
  Greater Blink (9th CL) (94 gp); Arcane Scroll of Greater 
  Invisibility (7th CL) (58 gp); Arcane Scroll of Leomund’s 
  Tiny Hut (5th CL) (31 gp); Arcane Scroll of Otiluke’s 
  Resilient Sphere (7th CL) (58 gp); Arcane Scroll of 
  Protection from Evil (1st CL) (2 gp); Arcane Scroll of Sleet 
  Storm (5th CL) (31 gp); Arcane Scroll of Slow (5th CL) 
  (31 gp); Arcane Scroll of Solid Fog (7th CL)  (58 gp); 
  Arcane Scroll of Summon Monster 7 (13th CL) (190 gp); 
  Arcane Scroll of Wall of Force (9th CL) (94 gp); Arcane 
  Scroll of Waves of Exhaustion (13th CL) (190 gp); Bag of 
  
  SHE6-02 Brooding Boughs 
   
  Page 21 
  Tricks (rust) (250 gp); Bag of Tricks (tan) x2 (1050 gp); 
  Bead of Force (250 gp); Belt of One Mighty Blow (125 
  gp); Boots of Speed (1000 gp); Brooch of Shielding x2 (250 
  gp); Cloak of Arachnida (1167 gp); Cloak of Charisma +2 
  x8 (2667 gp); Divine Scroll of Faerie Fire (1st CL) x2 (4 
  gp); Divine Scroll of Bless (1st CL) (2 gp); Divine Scroll of 
  Calm Emotions (4th CL) (17 gp); Divine Scroll of 
  Entangle (2nd CL) (4 gp); Divine Scroll of Resurgence (1st 
  CL) x2 (4 gp); Divine Scroll of Silence (3rd CL)x6 (75 
  gp); Divine Scroll of Speak with Animals (1st CL) x2 (4 
  gp); Elixir of Hiding x4 (83 gp); Elixir of Sneaking x4 (83 
  gp); Gloves of Dexterity +2 (333 gp); Gloves of Fortunate 
  Striking (167 gp); Headband of Intellect +2 (333 gp);  
  Heward’s Handy Haversack (167 gp); Javelin of 
  Lightning x3 (375 gp); Lesser Rod of Enlarge x3 (750 gp); 
  Lesser Rod of Silence (250 gp); Oil of Bless Weapon (2nd 
  CL) (8 gp); Pearl of Power 1st  (83 gp); Potion of Barkskin 
  +3 (6th CL) (50 gp); Potion of Cure Light Wounds (1st 
  CL) x3 (13 gp); Potion of Heroism (5th CL) (63 gp); 
  Potion of Invisibility (3rd CL) x8 (200 gp); Potion of 
  Lesser Restoration (3rd CL) (25 gp); Potion of Mage 
  Armor (1st CL) x4 (16 gp); Potion Shield of Faith +4 
  (12th CL) (50 gp); Quaal’s Feather Token (Tree) x5 (167 
  gp); Quaal’s Feather Token (Whip) x4 (167 gp); Ring of 
  Counterspells (Faerie Fire) (333 gp); Ring of Counterspells 
  (Glitterdust) (333 gp); Vest of Resistance +3 (750 gp); 
  Wand of Cure Light Wounds (50 ch, 1st CL) (63 gp); 
  Wand of Greater Invisibility (10 charges, 7th CL)  (350 
  gp); Wand of Shield (10 charges, 5th CL) (63 gp); Wand 
  of Silence (10ch, 3rd CL) (75 gp). 
  Encounter 8: 
  APL 10: L: 80 gp; C: 60 gp; M: +1 Spiked Chain x3 
  (581 gp); Amulet of Health +2 (233 gp); Arcane Scroll 
  of Dispel Magic (9th CL) (40 gp); Arcane Scroll of 
  Transdimensional Solid Fog (9th CL) (66 gp); Arcane 
  Scroll of Transdimensional Web (5th CL) (22 gp); 
  Cloak of Resistance +1 x3 (250 gp); Divine Scroll of 
  Entangle (1st CL) (2 gp); Divine Scroll of Tree Shape 
  (3rd CL) (13 gp); Eyes of the Eagle (146 gp); Gloves 
  of Ogre Power (+2) x3 (1000 gp); Headband of 
  Intellect +2 (233 gp); Lesser Rod of Extend (250 gp); 
  Oil of Magic Weapon (1st CL)x3 (13 gp); Pearl of 
  Power 1st x3 (250 gp); Periapt of Wisdom +2 (333 
  gp); Potion of Cure light wounds (1st CL) x3 (13 gp); 
  Potion of Enlarge Person (5th CL) x3 (63 gp); Potion 
  of Fly (5th CL)x3 (188 gp); Potion of Invisibility (3rd 
  CL) x3 (75 gp); Potion of Lesser Restoration (3rd CL) 
  x3 (75 gp). 
  APL 12: L: 195 gp; C: 238 gp; M: +1 Spiked Chain x6 
  (1163 gp); Amulet of Health +2 (233 gp); Arcane 
  Scroll of Command Undead (3rd CL) (9 gp); Arcane 
  Scroll of Transdimensional Solid Fog (9th CL) (66 
  gp); Arcane Scroll of Transdimensional Web (5th 
  CL) (22 gp); Arcane Scroll of Web (3rd CL) (9 gp); 
  Cloak of Resistance +1 x7 (583 gp); Divine Scroll of 
  Entangle (1st CL) (2 gp); Divine Scroll of Reduce 
  Animal (3rd CL) (13 gp);Divine Scroll of Summon 
  Nature’s Ally 6 (11th CL)(138 gp); Divine Scroll of 
  Tree Shape (3rd CL) (13 gp); Eyes of the Eagle (146 
  gp); Gauntlets of Ogre Power (+2) x6 (2000 gp); 
  Headband of Intellect +4 (933 gp); Lesser Rod of 
  Extend x2 (500 gp); Oil of Magic Weapon (1st CL)x6 
  (26 gp); Pearl of Power 1st x3 (250 gp); Periapt of 
  Wisdom +2 (333 gp); Potion of Cure light wounds 
  (1st CL) x6 (26 gp); Potion of Enlarge Person (5th 
  CL) x6 (125 gp); Potion of Fly (5th CL)x6 (375 gp); 
  Potion of Invisibility (3rd CL) x6 (150 gp); Potion of 
  Lesser Restoration (3rd CL) x6 (150 gp). 
  APL 14: L: 194 gp; C: 1138 gp; M: +1 Spiked Chain x6 
  (1163 gp); Amulet of Health +2 (233 gp); Arcane 
  Scroll of Command Undead (3rd CL) (9 gp); Arcane 
  Scroll of Transdimensional Solid Fog (9th CL) (66 
  gp); Arcane Scroll of Transdimensional Web (5th 
  CL) (22 gp); Arcane Scroll of Web (3rd CL) (9 gp); 
  Cloak of Resistance +1 x7 (583 gp); Divine Scroll of 
  Entangle (1st CL) (2 gp); Divine Scroll of Reduce 
  Animal (3rd CL) (13 gp);Divine Scroll of Summon 
  Nature’s Ally 6 (11th CL)(138 gp); Divine Scroll of 
  Tree Shape (3rd CL) (13 gp); Eyes of the Eagle (146 
  gp); Flask of Curses (175 gp); Gauntlets of Ogre 
  Power (+2) x6 (2000 gp); Headband of Intellect +6 
  (2100 gp); Lesser Rod of Extend x2 (500 gp); Oil of 
  Magic Weapon (1st CL)x6 (26 gp); Pearl of Power 1st 
  x5 (417 gp); Pearl of Power 2nd (333 gp); Periapt of 
  Wisdom +4 (1333 gp); Potion of Cure light wounds 
  (1st CL) x6 (26 gp); Potion of Enlarge Person (5th 
  CL) x6 (125 gp); Potion of Fly (5th CL)x6 (375 gp); 
  Potion of Invisibility (3rd CL) x6 (150 gp); Potion of 
  Lesser Restoration (3rd CL) x6 (150 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 10: L: 232 gp; C: 60 gp; M: 11,470 gp – Total: 
  11,762 gp (2,300 gp). 
  APL 12: L: 379 gp; C: 288 gp; M: 19,994 gp – Total: 
  20,661 gp (3,300 gp). 
  APL 14: L: 349 gp; C: 2,388 gp; M: 31,097 gp – Total: 
  33,834 gp (6,600 gp). 
  
  SHE6-02 Brooding Boughs 
   
  Page 22 
  Items for the Adventure Record 
  Special 
  � Gratitude of Amerayne: You gain access (Frequency: 
  Metaregional) to purchase any of the following, even 
  though you are an outlander. Items may be masterwork 
  quality and of any material to which the PC has access: 
  upgrade an existing pair of magical boots with the 
  additional benefits of the abilities of a pair of boots of 
  elvenkind (upgrade costs 5,000 gp, item becomes non-
  standard), upgrade an existing magical cloak with the 
  additional benefits of the abilities of a cloak of elvenkind 
  (upgrade costs 5,000 gp, item becomes non-standard), 
  elven thinblade (RotW), elven rope (A&EG), elven chain, 
  oathbow, bowstaff (A&EG), forestwarden shroud armor 
  modification (RotW), wand of woodland veil (CL 3rd; RotW), 
  wand of easy trail (CL 3rd; SC), survival pouch (RotW). You 
  must expend 1 additional TU in travel time to Celene 
  each time you want to make purchases via this gratitude. 
  � Favor of Amerayne: You gain access (Frequency: 
  Metaregional) to purchase any of the following, even 
  though you are an outlander. Items may be masterwork 
  quality and of any material to which the PC has access: 
  elven lightblade (RotW), elven courtblade (RotW), 
  swordbow (RotW), leafweave armor special material 
  (RotW), elven leaf arrow (A&EG; Limit 5), boots of striding 
  and springing, ring of freedom of movement, woodwalk armor 
  special ability upgrade (RotW), wand of mass lesser vigor (CL 
  5th; SC).  You must expend 1 additional TU in travel time 
  to Celene each time you want to make purchases via this 
  gratitude. Amerayne also gifts you with a small token, a 
  polished opalescent sphere carved into a replica of the 
  moon Celene. If checked, it radiates faint auras of 
  divination and conjuration magic. 
  � Elbron’s Spellbooks: You have found the spellbooks 
  of Elbron. There are a total of four spellbooks; each 
  volume is available at a certain APL and above. They 
  contain the following (SCSpell Compendium, RoDRaces of 
  Destiny): 
  Spellbook I: 1st – charm person, distract assailantSC, 
  identify, grease, locate cityRoD; 2nd – augury, bear’s 
  endurance, detect thoughts, false life, fox’s cunning; 3rd – 
  dispel magic, divination, haste, stinking cloud; 4th – arcane 
  eye, greater invisibility, scrying; 5th – commune, teleport.  
  Price: 2,450 gp; Weight: 3 lbs. 
  Spellbook II: 1st – mage armor, protection from good, ray 
  of enfeeblement, shield, scholar’s touchRoD; 2nd – glitterdust, 
  see invisible, Tasha’s hideous laughter, touch of idiocy, web; 
  3rd 
  – 
  arcane 
  sight, 
  bands 
  of 
  steelSC, 
  clairvoyance/clairaudience; 4th – detect scrying, Evard’s 
  black tentacles, solid fog; 5th – telekinesis, Rary’s telepathic 
  bond.  Price: 2,300 gp; Weight: 3 lbs. 
  Spellbook III: 2nd – command undead; 5th – dominate 
  person, refusalSC; 6th – legend lore, true seeing.  Price: 1,200 
  gp; Weight: 3 lbs. 
  Spellbook IV: 3rd – fly, shadow bindingSC; 4th – burning 
  bloodSC, polymorph; 6th – repulsion, summon monster VI; 
  7th – greater arcane sight, limited wish, reverse gravity.  
  Price: 2,350 gp; Weight: 3 lbs. 
  � Contact with the Tree Dwellers: This PC ended this 
  adventure with the following relations with the araneas 
  of the Suss Forest (circle one): Hostile, Unfriendly, 
  Indifferent, Friendly, Helpful. 
  � Commendation of the Knights of Luna: This elven 
  or half-elven PC has been formally commended by 
  Knight Laith Filiadir.  He recommends to his peers that 
  you be contacted when they have an opening for squires. 
  � Captured!: You have been enthralled or rendered 
  unconscious and taken to a Pomarj encampment as slave 
  labor. All items you carried have been stolen and 
  distributed to troops in the humanoid forces. After a 
  couple of months, your wits clear and you plot your 
  escape from the slave pits. 
   
  Spend 8 additional TUs and mark all carried items as 
  Stolen AR# ___ on the MIL sheet. The loss of all items 
  allows the PC to use the Charity of Friends clause from 
  the LGCS. The market price of any items the PC “left at 
  home” should be deducted from the gold piece value of 
  the Charity calculation. 
   
  During captivity, this PC acquires a smattering of 
  orcish language (can use and understand simple phrases 
  with a DC 10 Int check), gains access to the Badge of 
  Bondage feat (Dragon, January 2004), and earns a +2 
  circumstance bonus for any interactions with slaves 
  anywhere. 
   
  Items stolen during play of the Mysteries of the Suss 
  series can be recovered, if desired, via both of the 
  following means.  A set of PC-scribed spellbooks are 
  treated as one item valued at 50 gp per completed page. 
  Any captured/purchased spellbooks are treated as 
  individual items (also 50 gp per completed page).  Items 
  can be recovered by: 
  1. 
  The Pomarj troops use the stolen items, so when 
  they are slain by the PC in future engagements, 
  some items may be recovered. The PC will have 
  some opportunities to recover Stolen items each 
  time he plays a sequel in the Mysteries of the Suss 
  series. 
  2. 
  The 
  Pomarjian 
  warbands 
  are 
  rife 
  with 
  corruption. With some effort and travel, you can 
  contact an enterprising agent of your former 
  captors who offers to ransom back some of your 
  former 
  belongings 
  for 
  gold.  
  After 
  any 
  adventure, you may spend 2 additional TUs to 
  recover up to three Stolen items by paying 
  half of their market value.  Note any item 
  
  SHE6-02 Brooding Boughs 
   
  Page 23 
  ransomed in the play notes of the AR on 
  which the TUs and gold are deducted and write 
  Ransomed AR # ___ on your MIL next to the 
  recovered item. This ransom option expires at 
  the end of 2007. 
  � Hunted!: This PC chose to retain the rod of mastery 
  (elf) that was recovered from the orc slavers.  The elf-
  mages of Celene send word of your actions to others, 
  including the Seekers and the Silent Ones.  The Pomarj 
  also gains knowledge of your choice.  You are forever 
  hunted while you possess the rod. 
   
  Every adventure you play until you turn the rod over 
  to someone else costs 2 additional TUs, representing time 
  you spend avoiding those who hunt you.  In addition, the 
  DM rolls a 1d6 before each adventure you play; on a 1, 
  you are attacked by forces of the Pomarj before play 
  begins and start the adventure with 20% of your hp 
  already lost. 
   
  Also, you may not play any adventure set in the 
  Sheldomar Valley, the Pomarj, or Celene until you turn 
  the rod over to a non-evil organization or lose the rod via 
  death.  Any attempt to use the rod is an evil act; the PC is 
  removed from play, and please notify Steven Conforti 
  (scon40@aol.com) with details. 
  Item Access 
  APL 10: 
  � +1 
  Large 
  Glamered 
  Dragonhide 
  Breastplate 
  (Adventure; Dungeon Master’s Guide) 
  � Arcane Scroll of Dispel Magic (CL 9th; Adventure; 
  Dungeon Master’s Guide) 
  � Arcane Scroll of Transdimensional Solid Fog (CL 9th; 
  Adventure; Complete Divine) 
  � Arcane Scroll of Transdimensional Web (CL 5th; 
  Adventure; Complete Divine) 
  � Bag of Holding, Type I (Adventure; Dungeon Master’s 
  Guide) 
  � Elbron’s Spellbook I (Adventure; See Above) 
  � Elbron’s Spellbook II (Adventure; See Above) 
  � Divine Scroll of Chain of Eyes (CL 5th; Adventure; 
  Spell Compendium) 
  � Divine Scroll of Commune with Nature (CL 10th; 
  Adventure; DMG) 
  � Divine Scroll of Summon Nature’s Ally VI (CL 11th; 
  Adventure; DMG) 
  � Eyes of the Eagle (Adventure; Dungeon Master’s 
  Guide) 
  � Metamagic Rod, Extend, Lesser (Adventure; Dungeon 
  Master’s Guide) 
  � Pearl of Power, 1st Level Spell (Adventure; Dungeon 
  Master’s Guide) 
  � Quaal’s Feather Token, Bird (Adventure; Dungeon 
  Master’s Guide) 
   
  APL 12 (all of APL 10 plus the following): 
  � Bag of Tricks, Tan (Adventure; Dungeon Master’s 
  Guide) 
  � Elbron’s Spellbook III (Adventure; See Above) 
  � Headband of Intellect +4 (Adventure; Dungeon 
  Master’s Guide) 
  � Quaal’s Feather Token, Whip (Adventure; Dungeon 
  Master’s Guide) 
   
  APL 14 (all of APLs 10, 12 plus the following): 
  � Elbron’s Spellbook IV (Adventure; See Above) 
  � Flask of Curses (Adventure; Dungeon Master’s Guide) 
  � Headband of Intellect +6 (Adventure; Dungeon 
  Master’s Guide) 
  � Pearl of Power, 2nd Level Spell (Adventure; Dungeon 
  Master’s Guide) 
  � Pearl of Power, 3rd Level Spell (Adventure; Dungeon 
  Master’s Guide) 
  � Periapt of Wisdom +4 (Adventure; Dungeon Master’s 
  Guide) 
  � Wand of Cure Moderate Wounds (CL 3rd; 
  Adventure; Dungeon Master’s Guide) 
  Special – Araneas 
  � Favor of the Tree Dwellers: In appreciation for your 
  actions against the orcs plaguing their tribal lands, the 
  araneas honor you will their friendship, their trade, and 
  with some of their wisdom of the deep forest (these 
  effects are immediate). 
   
  You have a +3 circumstance modifier to any 
  interactions with aranea from the Suss Forest (unless this 
  Favor is withdrawn in a future event). 
   
  You gain access (Frequency: Adventure), via trade, to 
  their possessions, as listed in ITEMS FOUND DURING THE 
  ADVENTURE below. 
   
  You gain access (Frequency: Metaregional) to 
  purchase charms of the tree dwellers after any adventure that 
  takes place in, or on the border of, the Suss Forest.  You 
  may only purchase a total of three of these charms over 
  the lifetime of this reward. 
   
  A PC with the summon familiar ability adds a tiny 
  monstrous hunting spider (Monster Manual, page 288) to 
  
  SHE6-02 Brooding Boughs 
   
  Page 24 
  his list of standard familiars.  The special ability for these 
  spiders is “Master gains a +3 bonus on Climb checks”. 
  � Charm of the Tree Dwellers 
   
  This carved wooden charm can be carried or worn as 
  a brooch (does not take a body slot). When the charm is 
  grasped and a command word is spoken, the wearer is 
  imbued with the ability to move through difficult terrain, 
  as per the surefooted stride spell. The effect lasts ten 
  minutes, after which the charm crumbles to dust. 
   
  Moderate transmutation; CL 10th; Prerequisites: Craft 
  Wondrous Item, surefooted stride (Spell Compendium); Price: 
  1,000 gp; Weight: 0 lbs. 
  � Defeated the Tree Dwellers: You successfully 
  defeated a superior force of araneas.  Your reward is 
  access (Frequency: Adventure) to their surviving 
  possessions, as listed in ITEMS FOUND DURING THE 
  ADVENTURE below. 
  Item Access – Araneas 
  APL 10: 
  � +1 
  Merciful 
  Adamantine 
  Elven 
  Courtblade 
  (Adventure; Races of the Wild) 
  � +1 Mithral Chain Shirt (Adventure; Dungeon 
  Master’s Guide) 
  � Arcane Scrolls: Dispel Magic (CL 9th) or Shield (CL 
  5th) (Adventure; DMG) 
  � Bag of Tricks, Grey (Adventure; Dungeon Master’s 
  Guide; Limit 1) 
  � Boots of Speed (Adventure; Dungeon Master’s Guide) 
  � Brooch of Shielding (Adventure; Dungeon Master’s 
  Guide) 
  � Divine Scrolls: Calm Emotions (CL 4th), Entangle 
  (CL 2nd), ResurgenceSC (CL 1st) (Adventure; 
  Dungeon Master’s Guide and SCSpell Compendium) 
  � Elixirs: Hiding or Sneaking (Adventure; Dungeon 
  Master’s Guide) 
  � Heward’s Handy Haversack (Adventure; Dungeon 
  Master’s Guide) 
  � Metamagic 
  Rods, 
  Lesser: 
  Enlarge 
  or 
  Silent 
  (Adventure; Dungeon Master’s Guide) 
  � Quaal’s Feather Tokens: Tree or Whip (Adventure; 
  Dungeon Master’s Guide) 
  � Wand of Cure Light Wounds (CL 1st; Adventure; 
  Dungeon Master’s Guide) 
   
  APL 12 (all of APL 10 plus the following): 
  � +1 Spell Resistance 13 Mithral Chain Shirt 
  (Adventure; Dungeon Master’s Guide) 
  � Bag of Tricks, Rust (Adventure; Dungeon Master’s 
  Guide; Limit 1) 
  � Bead of Force (Adventure; Dungeon Master’s Guide) 
  � Cloak of Resistance +3 (Adventure; Dungeon Master’s 
  Guide) 
  � Javelin of Lightning (Adventure; Dungeon Master’s 
  Guide) 
  � Ring of Counterspells (Adventure; Dungeon Master’s 
  Guide) 
   
  APL 14 (all of APLs 10, 12 plus the following): 
  � Amulet of Health +4 (Adventure; Dungeon Master’s 
  Guide) 
  � Arcane Scrolls: Greater BlinkSC (CL 9th), Summon 
  Monster VII (CL 13th), Wall of Force (CL 9th), 
  Waves of Exhaustion (CL 13th) (Adventure; DMG 
  and SC) 
  � Bag of Tricks, Tan (Adventure; Dungeon Master’s 
  Guide; Limit 1) 
  � Belt of One Mighty Blow (Adventure; Miniatures 
  Handbook) 
  � Cloak of Arachnida (Adventure; Dungeon Master’s 
  Guide) 
  � Gloves of Fortunate Striking (Adventure; Miniatures 
  Handbook) 
  � Vest of Resistance +3 (Adventure; Complete Arcane) 
  � Wand of Greater Invisibility (CL 7th; Adventure; 
  Dungeon Master’s Guide) 
  � Wand of Shield (CL 5th; Adventure; Dungeon 
  Master’s Guide) 
  � Wand of Silence (CL 3rd; Adventure; Dungeon 
  Master’s Guide) 
   
   
   
  
  SHE6-02 Brooding Boughs 
   
  Page 25 
  Appendix 1: NPC Stats 
  Narwain Filiadir, Squire to Knight of Luna 
  Talmarin 
  Shae, 
  Male 
  High 
  Elf 
  Ftr1/Wiz5 
  (transmuter); medium humanoid (elf); CR 6; HD 
  1d10+5d4+6; hp 31; Init +3; Spd 30 ft.; AC 20, touch 13, 
  flat-footed 17(+3 Dex, +5 chain shirt, +2 buckler); Base 
  Atk +3; Grp +5; Atk +6 melee (1d8+3/19-20, longsword) 
  or +7 ranged (1d8+2/x3, longbow); Full Atk +6 melee 
  (1d8+3/19-20, longsword) or +7 ranged (1d8+2/x3, 
  longbow); SA None; SQ None; AL CG; SV Fort +5, Ref 
  +4, Will +2; Str 14, Dex 16, Con 12, Int 16, Wis 8, Cha 
  10. 
   
  Skills and Feats: Balance +5, Concentration +6, 
  Knowledge (arcana) +8, Knowledge (nobility) +8, Move 
  Silently +6*, Perform (Sing) +1, Perform (Dance) +2, 
  Ride +7, Spellcraft +10, Tumble +5; Alertness*, Scribe 
  Scroll, Combat Casting, Combat Expertise Craft Arms 
  and Armor, Dodge, Weapon Focus (longsword). 
  *Bestowed by familiar. 
   
  Languages:  Elvish, Celestial, Common, Dwarven, 
  Gnome, Orc. 
   
  Wizard Spells Prepared (4/5/4/3; save DC 13 + spell 
  level, 5th CL, 10% ASF, spec transmute- banned evoc & 
  necro): 0 - detect magic, ghost sound, message, 
  prestidigitation; 1st - color spray, enlarge person*, expeditious 
  retreat, obscuring mist, true strike; 2nd - bear's  endurance*, 
  blur, mirror image, see invisibility; 3rd – fly*, haste, heroism. 
  *Specialization school bonus spell. 
   
  Spell book: 0 - acid splash, arcane mark, detect magic, 
  detect poison, ghost sound, mage hand, mending, message, 
  prestidigitation, read magic, resistance; 1st - alarm, color 
  spray, endure elements, enlarge person, expeditious retreat, 
  feather fall, identify, mount, obscuring mist, shield, true strike, 
  unseen servant; 2nd - bear's endurance, blur, bull's strength, 
  cat's grace, invisibility, minor image, mirror image, see 
  invisibility; 3rd - fly, haste, heroism, slow. 
   
  Possessions: masterwork composite longbow (Str 
  +2), +1 mithral chain shirt, +1 mithral buckler, +1 
  longsword, arrows (20). 
   
  Description: Narwain is a high elf, off amongst the 
  Knights of Luna. He is youthful and fair of skin and 
  hair, but his eyes are hooded. Narwain understands in 
  theory his knightly duty to treat well with outsiders, 
  but he is still uneasy around folk not native to Celene. 
  In addition, he is currently angered and saddened by 
  the apparent loss of Knight Talmarin, his mentor. 
  Amerayne, 
  Female 
  Grey 
  Elf 
  Ari3: 
  medium 
  humanoid; CR 2: HD 3d8-3; hp 16; Init +1; Spd 30 ft; 
  AC 11 (+1 Dex), touch 11, flat-footed 10; Base Atk +2; 
  Grp +1; Full Atk dagger +1 melee (1d4-1;19-20); AL CG; 
  SV Fort +0, Ref +2, Will +5; Str 8, Dex 12, Con 8, Int 16, 
  Wis 14, Cha 16.  
   
  Skills & Feats: Bluff +9, Diplomacy +15, Disguise 
  +11, 
  Gather 
  Information 
  +9, 
  Intimidate 
  +11, 
  Knowledge (history) +5, Knowledge (local - Core) +5, 
  Knowledge 
  (nobility) 
  +9, Speak Language +2; 
  Deceitful, Negotiator. 
         Languages: Elven, Common, Sylvan, Celestial, 
  Gnome  
   
  Possessions: Dagger, Ring of Nondetection. 
   
  Description: Amerayne is a stately and elegant grey 
  elf maiden attired in a diaphanous white and pastel 
  dress. Her hair is long, with lilies braided within her 
  delicate auburn tresses. Although she is very charming, 
  there is steel behind her smile and ice in her gaze. 
  Caedrus Uel, Male High Elf Ari7; Medium 
  humanoid (elf); CR 7; HD 7d8; hp 38; Init +3; Spd 30 
  ft.; AC 14, touch 13, flat-footed 11 (+1 bracers of armor 
  +1, +3 Dex); Base Atk +5; Grp +5; Atk +6 melee (1d6, 
  Elvencraft longbow) or +9 ranged (1d8/x3, Elvencraft 
  longbow); Full Atk: +6 melee (1d6, Elvencraft 
  longbow) or +9 ranged (1d8/x3, Elvencraft longbow); 
  Space/Reach 5 ft./5 ft.; SA None; SQ Elf Traits; AL CG; 
  SV Fort +2, Ref +5, Will +5; Str 10, Dex 16, Con 10, Int 
  17, Wis 10, Cha 9.   
   
  Skills and Feats: Appraise +8, Diplomacy +3, 
  Forgery +13, Gather Information +13, Hide +8, 
  Knowledge (Nobility) +8, Knowledge (Nature) +10, 
  Knowledge (Geography) +8, Knowledge (architecture 
  and engineering) +8, Knowledge (local - Sheldomar) 
  +8, Knowledge (local - Core) +8, Listen +2, Move 
  Silently 
  +8, 
  Search 
  +5/+7 
  vs. 
  secret 
  doors/compartments, Sense Motive +10, Spot +2, 
  Survival +5 (+2 avoid getting lost/hazards and +2 
  outdoors); Inside Connections (Court of Celene) RD, 
  Urban TrackingRD, Track. 
   
  Languages: Elven, Common, Sylvan, Auran, 
  Celestial.  
   
  Possessions: Bracers of armor +1, cloak of elvenkind, 
  boots of elvenkind, Safewing emblem, masterwork 
  elvencraft longbow, quiver with 20 cold iron arrows, 
  quiver with 20 blunt arrows, specially tailored traveler’s 
  outfits. 
   
  Description: 
  Caedrus 
  is 
  headstrong 
  and 
  opinionated, and believes in the natural superiority of 
  the elven race. He treats other races, and indeed non-
  Celene elves with disdain when he can do so. He has 
  some skill in the wild, but he is overconfident there as 
  well. At heart he is unused to danger and will quail 
  from any real threats to his person.  
  Ssilak, Female Aranea Elder (Gnoll Alternate 
  Form) Aranea Sor1/Drd3/Arcane Hierophant 
  10/Mystic Theurge2; Medium Magical Beast 
  (Shapechanger): CR 20; HD 3d10+1d4+3d8+12d6+95; 
  
  SHE6-02 Brooding Boughs 
   
  Page 26 
  hp 183 (88+95); Init +1; Spd 50 ft./Climb 25ft.; AC 18, 
  touch 11, flat-footed 17 (+6 armor – greater mage armor 
  19th CL, +1 Dex, +1 natural); Base Atk +13; Grp +12; 
  Atk +12 melee (d6-1+poison, bite) or +14 ranged (web); 
  Full Atk +12 melee (d6-1+poison, bite) or +14 ranged 
  (web); SA poison, web, channel animal (4/day), 
  channel plant (2/day); SQ Change shape, darkvision 60 
  ft., low-light vision, companion familiar, nature sense, 
  wild empathy, woodland stride, trackless step, ignore 
  arcane spell failure (AH), wildshape (Large/Tiny, 
  4/day); AL N; SV Fort +22, Ref +14, Will +32 (+6 
  resistance Extended Superior Resistance spell 19th 
  CL); Str 8, Dex 12, Con 18(20), Int 18, Wis 20(26), Cha 
  22(28). 
        Skills and Feats: Climb +13 (Can always take 10) 
  Concentration +27, Knowledge (religion) +10, Jump 
  +15, Listen +32*, Spot +32*, Knowledge (arcana) +17, 
  Spellcraft +12, Knowledge Nature +19, Survival +10^, 
  Sense Motive +20, Diplomacy +33; Alertness (f), Iron 
  Will (B), Arcane MasteryCA, Practiced CasterCD 
  (Sorcerer), Practiced CasterCD (Druid), Natural Spell, 
  Natural BondCV, Arcane PreparationCA, Quicken Spell. 
  * add +2 when familiar within 5 ft.  
  ^ add +2 in natural environments. 
        Poison (Ex): Injury, Fortitude DC 13, initial 
  Damage 1d6 Str, secondary damage 2d6 Str. The save 
  DC is constitution based. 
        Web (Ex): In spider or Hybrid form, an aranea can 
  throw a web up to six times per day. This is similar to 
  an attack with a net but has a maximum range of 50 
  feet, with a range increment of 10 feet, and is effective 
  against targets of up to large size. The web anchors the 
  target in place, allowing no movement. 
        Languages: Common, Sylvan, Orcish, Draconic, 
  Gnoll, Ancient Suloise. 
  Note: Ssilak is untiered, as the PCs are not supposed to 
  fight her. We have refrained from adding her many 
  non-Core spells to the appendices in order to save 
  pages of wasteful printing. All non-Core spells below 
  are from the Spell Compendium, and each has the 
  reference page for quick perusal if needed.  
        Sorcerer Spells (Known 9/5/5/4/4/4/3/2/1; Per Day 
  6/9/8/8/8/8/7/6/4; base DC = 19 + spell level; CL19): 
  0—message, dancing lights, detect magic, ghost sound, 
  open/close, 
  mending, 
  arcane 
  mark, 
  mage 
  hand, 
  prestidigitation; 1st- feather fall, benign transposition SC p271, 
  chill touch, critical strike SC p50, shield; 2nd- alter self, fearsome 
  grapple SC p90, augment familiarSC p17, bladeweave SC p31, 
  heroicsSC p113; 3rd – haste, greater mage armor SCp136, enhance 
  familiarSCp82, fly; 4th – polymorph, assay spell resistance SCp17, 
  translocation trickSCp222, Tenser's greater floating discSCp96; 5th 
  - greater dimension doorSCp64, greater blinkSCp32, nightstalker 
  transformation SC p148, telekinesis; 6th - greater dispel magic, 
  fires of puritySCp94, mislead; 7th - limited wish, ironguard 
  SCp125; 8th - avascular mass SCp19. 
          Sorcerer Spells Prepared for the day: 
  1st- feather fall, chill touch 
  2nd- alter self, bladeweaveSC p31 
  3rd- greater mage armorSC p136 
  5th- 
  Quickened 
  shield, 
  Quickened 
  chill 
  touch, 
  Quickened benign transposition SC p271 
  6th- Quickened augment familiar SC p17 
  7th- Quickened fly, Quickened haste 
  8th- Quickened translocation trick SC p222 
          Druid Spells (Per Day: 6/7/7/7/6/5/4/3/2; base DC 
  = 18 + spell level; CL 19): 0- read magic x2, create water x2, 
  detect poison, cure minor wounds; 1st- camouflageSC p43, faerie 
  fire, branch to branch SC p38, omen of peril SC p149, snake's 
  swiftness SC p193, entangle, speak with animals; 2nd - barkskin, 
  gust of wind, warp wood, blinding spittle SC p32, easy trail SC p76, 
  nature's favor SC p146 x2; 3rd - daylight, greater magic fang, 
  wind wall, mass align fang SC p9, swift fly SC p96 x2, lion's charge 
  SC p133; 4th – flame strike, freedom of movement x2, spike 
  stones, arc of lightning SC p15, greater blindsight SC p32t; 5th - 
  animal growth, baleful polymorph, death ward, stoneskin, 
  wall of thorns; 6th - antilife shell, superior resistance SC p174, 
  energy immunity SC p80; 7th - heal, greater scrying, word of 
  balance SC p242; 8th - reverse gravity, brilliant aura SC p39. 
   
  Spells Active:  Control Weather (49 hr duration, CL 19), 
  limited wish (for contingency: greater blink when an attack is 
  attempted on her, CL 19) limited wish (for permanency: 
  arcane sight, CL 23), limited wish (for permanency: see 
  invisibility, CL 23), limited wish (for permanency: tongues, 
  CL 23), limited wish (for permanency: Rary's telepathic bond 
  with another aranea leader elsewhere, CL 23), Extended 
  energy immunity (electricity, CL 19), Extended energy 
  immunity (cold, CL 19), Extended superior resistance (CL 
  19), greater floating disc (CL 19), Extended greater mage 
  armor (CL 19, 14hr duration), Extended Barkskin (CL 19, 
  5hr duration). 
        Possessions: Spell staff (Brilliant Aura), periapt of wisdom 
  +6, cloak of charisma +6, belt of endurance, pearls of power 
  {1st (25), 2nd (5), 3rd (2), 6th (1)}, lesser rod of Extend x4, 
  rod of Extend, spell component pouch x4.  
   
  Description: Ssilak appears as an elderly but hale 
  gnoll woman wearing a mottled green shawl over black 
  breeches. Her fur is a rich chestnut brown, with some 
  gray highlights around her eyes and ears. As the 
  matriarch of the tribe, she has a proud demeanor and is 
  easily offended. Ssilak has grown increasingly 
  desperate to stem the tide of orcish incursions and is 
  open to accepting help from any quarter. She makes an 
  implacable enemy or a stout friend. 
  Companion Familiar Advanced Giant Crocodile, 
  Male Lizard; Huge Magical Beast (augmented 
  Animal); CR --; HD 13d8+78; hp 143; Init +2; Spd 30 
  ft.(10ft enhancement, Extended Longstrider, CL 
  19)/Swim 30ft.; AC 35, touch 12, flat-footed 31 (-2 size, 
  
  SHE6-02 Brooding Boughs 
   
  Page 27 
  +6 armor (extended greater mage armor, CL 19), +2 Dex, 
  +18 natural (extended barkskin CL 19), +2 dodge 
  (extended enhance familiar, CL 19)); Base Atk +9; Grp 
  +31; Atk +24 melee (2d8+22, bite, (greater magic fang, CL 
  23), +2 competence Hit/dam, extended enhance familiar, 
  CL 19)) or +24 melee (1d12+22, tail slap (greater magic 
  fang, CL 23), +2 competence Hit/dam, extended 
  enhance familiar, CL 19)); Full Atk +24/+19 melee 
  (2d8+22, bite, +5 greater magic fang, +2 comp enhance 
  familiar) or +24/+19 (1d12+22, tail slap, +5 greater magic 
  fang, +2 comp enhance familiar); SA Improved Grab; SQ 
  Hold Breath, Link, Share Spells, Improved Evasion, 
  Devotion, Multiattack*, Impart Alertness, Empathic 
  Link, deliver touch spells, speak with master, speak 
  with animals of its kind, SR 16, Low-light vision; AL N; 
  SV Fort +23, Ref +17, Will +25 (+6 resistance Extended 
  Superior Resistance CL 19, +2 competence Extended 
  Enhance Familiar); Str 30, Dex 15, Con 19 (23), Int 11, 
  Wis 12, Cha 2.  
        Skills and Feats: Hide +24 16ranks (+10 competence 
  Ex Camouflage CL 19, +4 to this in the water), Listen 
  +5, Spot +5, Swim +20 (can take 10), Tumble +9. 
   
  Master's Skills: Climb +23 6ranks (+10 competence, 
  branch to branch CL 19) Concentration +28, Knowledge 
  (religion) 
  +6, 
  Jump 
  +16 
  (augmented 
  via 
  Longstrider/Branch), Listen +25, Spot +25, Knowledge 
  (arcane) +13, Spellcraft +4, Knowledge (nature) +13 
  Survival +1^, Sense Motive +13, Diplomacy +18.  
   
  Feats: Alertness, Endurance, Skill Focus (hide), 
  Improved Unarmed Strike, Improved Grapple. 
  Spells Active: Limited wish (contingency, heal when 
  familiar speaks special word (via speak with animals of 
  its own kind), CL 19), limited wish (stalwart pact SC p204, CL 
  19), Extended greater magic fang (bite), CL 23), Extended 
  greater magic fang (tail slap), CL 23) Extended superior 
  resistanceSC p174, CL 19 (14hr duration), Extended energy 
  immunity SC p80 x2 (shared via master, CL 19), Extended 
  energy immunity SC p80 x2 (the other 2, CL 19, 14hr duration), 
  Extended greater magic fang, CL 19 (all natural 
  weapons), Extended greater mage armor SC p136, CL 19 
  Extended enhance familiar SCp82, CL 19 Extended barkskin, 
  CL 19 (5hr duration) Extended branch to branchSC p38, CL 
  19 Extended longstrider, CL 19 (14hrs duration) Extended 
  camouflageSC p43, CL 19 (5hr duration). 
        Possessions: Cloak of displacement (minor), amulet of 
  health +4. 
  
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  Appendix 2: Overview Map 
   
   
   
  
  SHE6-02 Brooding Boughs 
   
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  Appendix 3: Adventure Map 
   
  
  SHE6-02 Brooding Boughs 
   
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  Appendix 4: Encounter Maps  
    
   
  
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  SHE6-02 Brooding Boughs 
   
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  Appendix 5: APL 10 Encounters 
  Encounter 2  
   
   
   
  Kalor, Male Orc Drd8: Medium humanoid; CR 8; HD 
  8d8+16; hp 59; Init -1; Spd 30 ft.; AC 15, touch 9, flat-
  footed 15 ((+6 +1 glamered dragonhide breastplate, -1 Dex); 
  Base Atk +6; Grp +8; Atk +8 melee (1d6+3, club); Full 
  Atk +8/+3 melee (1d6+3, club); SA Wildshape* (3/day, 
  8 hours each); SQ Darkvision 60 ft, Orc-blood, Druid 
  Special abilities; AL NE; SV Fort +8, Ref +1, Will +9; Str 
  14, Dex 8, Con 14, Int 12, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +13, Handle Animal 
  +9, Knowledge (nature) +13, Listen +14, Spot +19, 
  Survival +11; Augment Summoning, Natural Spell, 
  Spell Focus (Conjuration). 
   
  Languages: Orc, Common. 
   
  Druid Spells Prepared (6/5/4/4/2; base DC = 13 + 
  spell level, Conjuration spells 14 + spell level; CL 8): 0 - 
  create water, detect magic, know direction, cure minor 
  wounds x2, guidance; 1st - camouflageSC, branch to 
  branchSC, speak with animals, entangle, produce flame; 
  2nd - barkskin, nature’s favorSC, summon dire hawkRW 
  x2; 3rd - poison, thornskinSC, greater magic fang, sleet 
  storm; 4th - arc of lightningSC x2. 
   
  Possessions: Divine scroll of chain of eyes (5th CL), +1 
  large glamered dragonhide breastplate, potion of mage armor 
  (1st CL) x2, divine scroll of summon nature’s ally 6 (11th 
  CL), potion of darkvision (3rd CL) x2, divine scroll of 
  entangle (1st CL), divine scroll of commune with nature 
  (10th CL), divine scroll of faerie fire (1st CL) x4, Quaal’s 
  feather token (bird), scroll organizer, goodberry x6. 
   
  *Kalor DIRE APE-form, Male Orc Drd8; Large 
  Animal; CR 8; HD 8d8+16; hp 59; Init +2; Spd 30 
  ft./Climb 15ft.; AC 21, touch 11, flat-footed 19 (+6 +1 
  glamered dragonhide breastplate, +2 Dex, +4 natural, -1 
  size); Base Atk +6; Grp +16; Atk +11 melee (1d6+6, 
  claw); Full Atk +11/+11 melee (1d6+6, claw) and +6 
  (1d8+3/x2, bite); SA Rend (2d6+9), Wildshape (3/day, 8 
  hours each); SQ Darkvision 60 ft, Orc-blood, Druid 
  Special abilities; AL NE; SV Fort +8, Ref +4, Will +9; Str 
  22, Dex 15, Con 14, Int 12, Wis 16, Cha 10.  
  Dire Ape Companion 1, Male Ape; Large Animal; CR --; 
  HD 5d8+13; hp 35; Init +2; Spd 30 ft./Climb 15ft.; AC 
  15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1size); 
  Base Atk +3; Grp +13; Atk +9 melee (1d6+7, claw, +1 
  greater magic fang); Full Atk +9/+9 melee (1d6+7, claw, 
  +1 greater magic fang) and +4 (1d8+4, bite, +1 GMF); SA 
  Rend (2d6+9); SQ Low-light vision; AL N; SV Fort +6, 
  Ref +6, Will +5; Str 22, Dex 15, Con 14, Int 2, Wis 12, 
  Cha 7.  
   
  Skills and Feats: Climb +14, Listen +5, Move 
  Silently +4, Spot +6; Alertness, Toughness. 
  Rracke, Male Orc Drd8; Medium humanoid; CR 8; 
  HD 8d8+16; hp 59; Init -1; Spd 30 ft.; AC 9, touch 9, 
  flat-footed 9 ((+6 +1 glamered dragonhide breastplate, -1 
  Dex); Base Atk/Grp: +6/+8; Atk: +8 melee (1d6+3, club); 
  Full Atk +8/+3 melee (1d6+3, club; Space/Reach 5 ft./5 
  ft.; SA Wildshape* (3/day, 8 hours each); SQ 
  Darkvision 60 ft, Orc-blood, Druid Special abilities; AL 
  NE; SV Fort +8, Ref +1,Will +9; Str 14, Dex 8, Con 14, 
  Int 12, Wis 16, Cha 10.   
   
  Skills and Feats: Concentration +13, Handle Animal 
  +9, Knowledge (Nature) +7, Listen +13, Spot +14, 
  Survival +18; Eschew Materials, Natural Spell, Track. 
   
  Languages: Orc, Common. 
   
  Druid Spells Prepared (6/5/4/4/2; base DC = 13 + 
  spell level; CL 8): 0— Create Water, Detect Magic, 
  Know Direction, Cure Minor wounds x2, Guidance; 
  1st—CamouflageSC, Entangle, Faerie Fire, Omen of 
  PerilSC, Branch to BranchSC; 2nd— Barkskin, Easy 
  TrailSC , Nature’s FavorSC, Woodland VeilRW; 3rd— 
  Greater Magic Fang, Call Lightning, Spike Growth, 
  ThornskinSC; 4th— LanguorSC, Flame Strike. 
   
  Possessions: +1 large glamered dragonhide breastplate, 
  potion of mage armor (1st CL) x6, pearl of power (1st), bag 
  of holding (I), potions of darkvision (3rd CL) x2, goodberry 
  x6. 
   
  Rracke DIRE APE-form, Male Orc Drd8; Large 
  Animal; CR 8; HD 8d8+16; hp 59; Init +2; Spd 30 
  ft./Climb 15ft.; AC 21, touch 11, flat-footed 19 (+6 +1 
  glamered dragonhide breastplate, +2 Dex, +4 natural, -1 
  size); Base Atk +6; Grp +16; Atk +11 melee (1d6+6, 
  claw); Full Atk +11/+11 melee (1d6+6, claw) and +6 
  (d8+3/x2, bite); SA Rend (2d6+9), Wildshape (3/day, 8 
  hours each); SQ Darkvision 60 ft, Orc-blood, Druid 
  Special abilities; AL NE; SV Fort +8, Ref +4, Will +9; Str 
  22, Dex 15, Con 14, Int 12, Wis 16, Cha 10.   
  Dire Ape Companion 2, Male Ape; Large Animal; CR 
  --; HD 5d8+13; hp 35; Init +2; Spd 30 ft./Climb 15ft.; 
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -
  1size); Base Atk +3; Grp +13; Atk +9 melee (1d6+7, claw, 
  +1 greater magic fang); Full Atk +9/+9 melee (1d6+7, 
  claw, +1 greater magic fang) and +4 (1d8+4, bite, +1 
  greater magic fang); SA Rend (2d6+9); SQ Low-light 
  vision; AL N; SV Fort +6, Ref +6, Will +5; Str 22, Dex 
  15, Con 14, Int 2, Wis 12, Cha 7.  
   
  Skills and Feats: Climb +14, Listen +5, Move 
  Silently +4, Spot +6; Alertness, Toughness. 
  Encounter 6  
   
   
   
  DM Note: All the Trappers have the same Poison and 
  Web special abilities and the same spider familiar. 
  These are only listed under Trapper #1 to save space in 
  this section. 
  
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  Queeg Dubbin: Shadowdancer,  Male Aranea 
  (Skulk alternate form) Rog3/Ftr2/ShD3/Der1; 
  Medium Magical Beast (Shapechanger); CR 13; HD 
  6d10+3d6+3d8+72; hp 135; Init +6; Spd 50 ft./Climb 
  25ft.; AC 23, touch 17, flat-footed 23 (+5 +1 mithral 
  chainshirt,+6 Dex, +1 natural, +1 dodge); Base Atk +10; 
  Grp +12;  Atk +13 melee (1d10+4/18-20+d6, +1 merciful 
  adamantine elven courtbladeRW) or +13 melee 
  (1d6+2/18-20, cold iron scimitar) or +12 melee (1d6+2 
  +poison, bite) or +16 ranged (web) or +17 ranged 
  (1d8+2/x3, longbow); Full Atk +13/+8 (1d10+4/18-
  20+d6, courtblade) and +7 melee (1d6+1+poison, bite) 
  or +13/+8 melee (1d6+2/18-20, scimitar) and +7 melee 
  (d6+1+poison, bite) or +16 ranged (web) or +17/+12 
  ranged (1d8+2/x3, longbow); SA poison, web; SQ 
  Change shape, darkvision 60 ft., low-light vision; AL N; 
  SV Fort +15, Ref +18, Will +8; Str 14, Dex 20(22), Con 
  22, Int 16, Wis 10, Cha 12. Dervish, Complete Warrior, 
  page 25; Skulk, Races of Destiny, page 104. 
   
  Skills and Feats: Balance +12, Climb +25(Can 
  always take 10), Concentration +12, Hide +20, Jump 
  +24, Listen +8, Move Silently +20, Perform (dance) +13, 
  Spot +14, Tumble +22; Combat Expertise, Combat 
  Reflexes, Dodge, Iron Will, Mobility, Spring Attack, 
  Weapon Focus: Scimitar,  Whirlwind Attack. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  Damage 1d6 Str, secondary damage 2d6 Str.  The save 
  DC is constitution based. 
   
  Web (Ex): In spider or Hybrid form, an aranea can 
  throw a web up to six times per day.  This is similar to 
  an attack with a net but has a maximum range of 50 
  feet, with a range increment of 10 feet, and is effective 
  against targets of up to large size.  The web anchors the 
  target in place, allowing no movement. 
   
  Languages: Common, Sylvan, Orcish, Draconic. 
   
  Sorcerer Spells (Known 5/3; 6/6 per day; base DC = 
  11 +spell level; CL 3; Arcane Failure 10%): 0—acid 
  splash, dancing lights, daze, detect magic, message; 1st- 
  fist of stoneSC, master’s touchSC, sniper’s shotSC. 
   
  Possessions: 
  +1 
  merciful 
  adamantine 
  elven 
  courtbladeRW, masterwork silver spiked gauntlet, cold 
  iron scimitar, masterwork composite longbow (Str +2), 
  20 cold iron arrows, 20 silver arrows, masterwork sap, 
  +1 mithral chain shirt, boots of speed, gloves of 
  dexterity +2, cloak of resistance +1, brooch of 
  shielding, arcane scroll of expeditious retreat (1st CL), 
  arcane scroll of shield (5th CL) x2, arcane scroll of 
  greater invisibility (7th CL) x2, potion of lesser 
  restoration (3rd CL), potion of cure moderate wounds 
  (3rd CL), potion of shield of faith +3 (6th CL), potion of 
  barkskin +2 (3rd CL), elixir of sneaking x4, elixir of 
  hiding x4, tanglefoot bag x2, vial of holy Water, charm 
  of the tree dwellers. 
  Aranea Trapper #1, Male Aranea (Orc Alternate 
  Form) 
  Aranea/Sorc1; 
  Medium 
  Magical 
  Beast 
  (Shapechanger); CR 5; HD 3d10+1d4+16; hp 34; Init 
  +5; Spd 50 ft./Climb 25ft.; AC 20, touch 15, flat-footed 
  15 (+4 mage armor, +5 Dex, +1 natural); Base Atk +3; 
  Grp +2; Atk +8 melee (1d6-1+poison, bite) or +8(+9*) 
  ranged (web); Full Atk +8 melee (1d6-1+poison, bite) or 
  +8(+9*) ranged (web); SA poison, web; SQ Change 
  shape, darkvision 60 ft., low-light vision; AL N; SV Fort 
  +7, Ref +8, Will +6; Str 8, Dex 20, Con 18, Int 14, Wis 
  12, Cha 20. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen 
  +8, Spellcraft +4, Spot +8, Use Magic Device +6; 
  Alertness, Iron Will, Point Blank Shot*, Precise Shot. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  Damage 1d6 Str, secondary damage 2d6 Str.  The save 
  DC is constitution based. 
   
  Web (Ex): In spider or Hybrid form, an aranea can 
  throw a web up to six times per day.  This is similar to 
  an attack with a net but has a maximum range of 50 
  feet, with a range increment of 10 feet, and is effective 
  against targets of up to large size.  The web anchors the 
  target in place, allowing no movement. 
   
  Languages: Common, Sylvan, Orcish, Draconic. 
   
  Sorcerer Spells (Known 6/3/1; Per Day 6/8/4; base 
  DC = 15 + spell level; CL 4): 0— acid splash, daze, 
  dancing lights, disrupt undead, detect magic, message; 
  1st- ray of enfeeblement, guided shotSC, orb of 
  electricity, lesserSC ;2nd – phantasmal assailantsSC. 
   
  Possessions: Heward’s handy haversack, brooch of 
  shielding, Quaal’s feather token (tree), acid flasks (8), 
  tanglefoot bags (4), falchion, spiked gauntlet - cold 
  iron, spiked gauntlet, - silver, spell component pouch, 
  charm of the tree dwellers. 
  Hunting Spider Familiar, Male Spider; Tiny 
  Vermin; CR --; HD 4; hp 17 (½ masters hp); Init+3; Spd 
  20ft., climb 10ft.; AC 17, touch 15, flat-footed 14 (+2 
  size, +3 Dex, +2 natural); Base Atk +3; Grp -12; Atk +6 
  melee (1d3-4+poison, bite); Full Atk+6 melee (1d3-
  4+poison bite); SA Poison; SQ Darkvision 60 ft., 
  tremorsense 60 ft., vermin traits, deliver touch spells, 
  Improved Evasion, share spells, empathic link, granted 
  abilities; AL N; SV Fort +3, Ref +6, Will +5; Str 3, Dex 
  17, Con 10, Int 7, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +13 (Can always take 10), 
  Concentration 10, Escape Artist +6, Hide +15, Jump +8, 
  Listen +5, Spellcraft +8, Spot +16, Use Magic Device -5; 
  Weapon Finesse 
   
  Poison (Ex): Injury, Fortitude DC 10, initial 
  damage 1d2 Str, secondary damage 1d2 Str. The save 
  DC is Constitution-based. 
   
  Tremorsense (Ex): A monstrous spider can 
  detect and pinpoint any creature or object within 60 
  feet in contact with the ground, or within any range in 
  contact with the spider’s webs. 
  
  SHE6-02 Brooding Boughs 
   
  Page 34 
  Aranea Trapper #2, Male Aranea (Orc Alternate 
  Form) Sor1; Medium Magical Beast (Shapechanger); 
  CR 5; HD 3d10+1d4+16; hp 34; Init +5; Spd 50 
  ft./Climb 25ft.; AC 20, touch 15, flat-footed 15 (+4 
  mage armor, +5 Dex, +1 natural); Base Atk +3; Grp +2;  
  Atk +8 melee (1d6-1+poison, bite) or +8 ranged (web); 
  Full Atk +8 melee (1d6-1+poison, bite) or +8 ranged 
  (web); SA poison, web; SQ Change shape, darkvision 
  60 ft., low-light vision; AL N; SV Fort +7, Ref +8, Will 
  +6; Str 8, Dex 20, Con 18, Int 14, Wis 12, Cha 22. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen 
  +8, Spellcraft +4, Spot +8, Use Magic Device +7; 
  Alertness, Iron Will, Spell Focus (Enchantment), 
  Greater Spell Focus (Enchantment). 
   
  Languages: Common, Sylvan, Orcish, Draconic. 
   
  Sorcerer Spells (Known 6/3/1; Per Day 6/8/5; base 
  DC =16 + spell level, 18+ spell level for enchantment 
  spells; CL 4): 0—acid splash, daze, mage hand, message, 
  open/close, ghost sound; 1st- ray of enfeeblement, 
  distract assailantsSC, charm person; 2nd- Tasha’s hideous 
  laughter. 
   
  Possessions: Cloak of charisma +2, falchion, arcane 
  scroll of invisibility (3rd CL), tanglefoot bags x2, spell 
  component pouch, charm of the tree dwellers. 
  Aranea Trappers  #3, Female Aranea (Half-Orc 
  Alternate Form) Sor1; Medium Magical Beast 
  (Shapechanger); CR 5; HD 3d10+1d4+16; hp 34; Init 
  +5; Spd 50 ft./Climb 25ft.; AC 20, touch 15, flat-footed 
  15 (+4 mage armor), +5 Dex, +1 natural); Base Atk +3; 
  Grp +2;  Atk +8 melee (1d6-1/x2+poison, bite) or +8 
  ranged (web); Full Atk +8 melee (1d6-1+poison, bite) or 
  +8 ranged (web); SA poison, web; SQ Change shape, 
  darkvision 60 ft., low-light vision; AL N; SV Fort +7, 
  Ref +8, Will +6; Str 8, Dex 20, Con 18, Int 14, Wis 12, 
  Cha 22. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen 
  +8, Spellcraft +4, Spot +8, Use Magic Device +7; 
  Alertness, Iron Will, Extend Spell, Sculpt SpellCA. 
   
  Languages: Common, Sylvan, Orcish, Draconic. 
   
  Sorcerer Spells (Known 6/3/1; Per Day 6/8/5; base 
  DC = 16 + spell level; CL 4): 0—daze, dancing lights, 
  detect magic, mage hand, message, prestidigitation; 1st- 
  grease, guided shotSC, ray of enfeeblement; 2nd – glitterdust. 
   
  Possessions: Cloak of charisma +2, falchion, divine 
  scroll of silence (3rd CL), potion of cure light wounds (1st 
  CL), spell component pouch, charm of the tree dwellers. 
  Aranea Trapper #4, Female Aranea (Half-Orc 
  Alternate Form) Sor1; Medium Magical Beast 
  (Shapechanger); CR 5; HD 3d10+1d4+16; hp 34; Init 
  +5; Spd 50 ft./Climb 25ft.; AC 20, touch 15, flat-footed 
  15 (+4 mage armor), +5 Dex, +1 natural); Base Atk +3; 
  Grp +2;  Atk +8 melee (1d6-1+poison, bite) or +8 ranged 
  (web); Full Atk +8 melee (1d6-1+poison, bite) or +8 
  ranged (web); SA poison, web; SQ Change shape, 
  darkvision 60 ft., low-light vision; AL N; SV Fort +7, 
  Ref +8, Will +6; Str 8, Dex 20, Con 18, Int 14, Wis 12, 
  Cha 22. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen 
  +8, Spellcraft +4, Spot +8, Use Magic Device +7; 
  Alertness, Iron Will, Extend Spell, Sculpt SpellCA. 
   
  Languages: Common, Sylvan, Orcish, Draconic. 
   
  Sorcerer Spells (Known 6/3/1; Per Day 6/8/5; base 
  DC = 16 + spell level; CL 4): 0— dancing lights, daze, 
  detect magic, mage hand, message, prestidigitation; 1st-, 
  grease, guided shotSC, ray of enfeeblement; 2nd – glitterdust. 
   
  Possessions: Cloak of charisma +2, falchion, divine 
  scroll of silence (3rd CL), potion of cure light wounds 
  (1st CL), spell component pouch, charm of the tree 
  dwellers. 
  Aranea Trapper  #5, Female Aranea (Goblin 
  Alternate Form) Sor1; Medium Magical Beast 
  (Shapechanger); CR 5; HD 3d10+1d4+16; hp 34; Init 
  +5; Spd 50 ft./Climb 25ft.; AC 20, touch 15, flat-footed 
  15 (+4 mage armor), +5 Dex, +1 natural); Base Atk +3; 
  Grp +2;  Atk +8 melee (1d6-1+poison, bite) or +8 ranged 
  (web); Full Atk +8 melee (1d6-1+poison, bite) or +8 
  ranged (web); SA poison, web; SQ Change shape, 
  darkvision 60 ft., low-light vision; AL N; SV Fort +7, 
  Ref +8, Will +6; Str 8, Dex 20, Con 18, Int 14, Wis 12, 
  Cha 20. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen 
  +8, Spellcraft +4, Spot +8, Use Magic Device +6; 
  Alertness, Iron Will, Silent Spell, Brew Potion. 
   
  Languages: Common, Sylvan, Orcish, Goblin. 
   
  Sorcerer Spells (Known 6/3/1; Per Day 6/8/4; base 
  DC = 15 + spell level; CL 4): 0—daze, detect magic, ghost 
  sound, mending, message, resistance; 1st- grease, mage armor, 
  obscuring mist; 2nd- invisibility. 
   
  Possessions: wand of cure light wounds (50 charges, 
  1st CL), lesser rod of silence, divine scroll of resurgence 
  (1st CL) x2, potion of invisibility (3rd CL) x2, potion of 
  mage armor (1st CL) x2, spell component pouch, 
  charm of the tree dwellers. 
  Aranea Trapper  #6, Male Aranea (Dwarf Alternate 
  Form) Sor1; Medium Magical Beast (Shapechanger); 
  CR 5; HD 3d10+1d4+16; hp 34; Init +5; Spd 50 
  ft./Climb 25ft.; AC 20, touch 15, flat-footed 15 (+4 
  mage armor), +5 Dex, +1 natural); Base Atk +3; Grp +2;  
  Atk +8 melee (1d6-1+poison, bite) or +8 ranged (web); 
  Full Atk +8 melee (1d6-1+poison, bite) or +8 ranged 
  (web); SA poison, web; SQ Change shape, darkvision 
  60 ft., low-light vision; AL N; SV Fort +7, Ref +8, Will 
  +6; Str 8, Dex 20, Con 18, Int 14, Wis 12, Cha 20. 
  
  SHE6-02 Brooding Boughs 
   
  Page 35 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen 
  +8, Spellcraft +4, Spot +8, Use Magic Device +6; 
  Alertness, Iron Will, Sudden SilentCA, Sudden 
  EmpowerCA. 
   
  Languages: Common, Sylvan, Orcish, Dwarven. 
   
  Sorcerer Spells (Known 6/3/1; Per Day 6/8/4; base 
  DC =15 + spell level; CL 4): 0—daze, disrupt undead, 
  message, open/close, read magic, touch of fatigue; 1st- mage 
  armor, magic missile, ray of enfeeblement; 2nd-- web. 
   
  Possessions: Arcane scroll of solid fog (7th CL), arcane 
  scroll of Evard’s black tentacles (7th CL), arcane scroll of slow 
  (5th CL), arcane scroll of sleet storm (5th CL), divine scroll 
  faerie fire (1st CL) x2, scroll of greater invisibility (7th CL), 
  potion of invisibility (3rd CL), arcane scroll of Otiluke’s 
  resilient sphere (7th CL), divine scroll of calm emotions (4th 
  CL), divine scroll of bless (1st CL), divine scroll of silence 
  (3rd CL), scroll organizers x2, spell component pouch, 
  charm of the tree dwellers. 
  Aranea Trapper  #7, Male Aranea (Elf Alternate 
  Form) 
  Aranea/Sorc1; 
  Medium 
  Magical 
  Beast 
  (Shapechanger); CR 5; HD 3d10+1d4+16; hp 34; Init 
  +5; Spd 50 ft./Climb 25ft.; AC 20, touch 15, flat-footed 
  15 (+4 mage armor), +5 Dex, +1 natural); Base Atk +3; 
  Grp +2; Atk +8 melee (1d6-1+poison, bite) or +8 ranged 
  (web); Full Atk +8 melee (1d6-1+poison, bite) or +8 
  ranged (web); SA poison, web; SQ Change shape, 
  darkvision 60 ft., low-light vision; AL N; SV Fort +7, 
  Ref +8, Will +6; Str 8, Dex 20, Con 18, Int 14, Wis 12, 
  Cha 20. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen 
  +8, Spellcraft +4, Spot +8, Use Magic Device +6; 
  Alertness (f), Iron Will, Sudden SilentCA, Sudden 
  EmpowerCA. 
   
  Languages: Common, Sylvan, Orcish, Elven. 
   
  Sorcerer Spells (Known 6/3/1; Per Day 6/8/4; base 
  DC =15 + spell level; CL 4): 0 - daze, detect magic detect 
  poison, message, read magic, touch of fatigue; 1st -, feather fall, 
  guided shotSC, ray of enfeeblement; 2nd - earthen 
  graspSC. 
   
  Possessions: Lesser rod of enlarge, potion of invisibility 
  (3rd CL), bag of tricks (grey), divine scroll of speak with 
  animals (1st CL) x2, potion of cure light wounds (1st CL), 
  spell component pouch, charm of the tree dwellers. 
  Aranea Trapper  #8, Male Aranea (Skulk Alternate 
  Form) 
  Aranea/Sorc1; 
  Medium 
  Magical 
  Beast 
  (Shapechanger); CR 5; HD 3d10+1d4+16; hp 34; Init 
  +5; Spd 50 ft./Climb 25ft.; AC 20, touch 15, flat-footed 
  15 (+4 mage armor, +5 Dex, +1 natural); Base Atk +3; 
  Grp +2; Atk +8 melee (1d6-1+poison, bite) or +8 ranged 
  (web); Full Atk +8 melee (1d6-1+poison, bite) or +8 
  ranged (web); SA poison, web; SQ Change shape, 
  darkvision 60 ft., low-light vision; AL N; SV Fort +7, 
  Ref +8, Will +6; Str 8, Dex 20, Con 18, Int 14, Wis 12, 
  Cha 20. Skulk, Races of Destiny, page 104. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen 
  +8, Spellcraft +4, Spot +8, Use Magic Device +6; 
  Alertness, Iron Will, Sudden SilentCA, Sculpt SpellCA. 
   
  Languages: Common, Sylvan, Orcish, Draconic. 
   
  Sorcerer Spells (Known 6/3/1; Per Day 6/8/4; base 
  DC = 15 + spell level; CL 4): 0—acid splash, daze, disrupt 
  undead, message, prestidigitation, read magic; 1st- distract 
  assailantsSC, grease, ray of enfeeblement; 2nd- see invisibility. 
   
  Possessions: Lesser rod of enlarge, Quaal’s feather token 
  (whip), arcane scroll of dispel magic (9th CL), divine scroll of 
  entangle (2nd CL), spell component pouch, charm of 
  the tree dwellers. 
  Encounter 8  
   
   
   
  Elbron, 
  Male 
  Orc 
  Wiz6/DO2/LM1: Medium 
  Humanoid; CR 9; HD 7d4+2d6+36 +13 false life); hp 79; 
  Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Base 
  Atk +4; Grp +5; Atk +5 melee (1d4+1/19-20, cold iron 
  dagger) or +4 ranged (1d4+1/19-20, cold iron dagger); 
  Full Atk +5 melee (1d4+1/19-20, cold iron dagger) or 
  +4 ranged (1d4+1/19-20, cold iron dagger); SA none; 
  SQ Prescient Sense, Darkvision 60’; AL NE; SV Fort +6, 
  Ref +9, Will +8; Str 12, Dex 10, Con 16(18), Int 18(20), 
  Wis 6, Cha 6.  Divine Oracle, Complete Divine, page 34. 
   
  Skills & Feats: Concentration +15, Craft (Alchemy) 
  +6, Knowledge (Arcana) +15,  Knowledge (Local: Core) 
  +6, Knowledge (Nature) +10,  Knowledge (Planes) +10, 
   Knowledge (Religion) +18,  Spellcraft +19,  Spot +5; 
  Scribe Scroll(w), Skill Focus: Knowledge (religion), 
  Insightful ReflexesCV, Transdimensional SpellCD, Craft 
  Wondrous Items, Improved Familiar CW.   
   
  Languages: Common, Orcish, Draconic, Infernal, 
  Abyssal, Ignan, Auran, Aquan, Terran, Elvish, Goblin, 
  Celestial. 
   
  Wizard Spells Prepared (4/6/5/4/3/2; base DC = 15 + 
  spell level; CL 9 (11 for divination spells), specialist 
  Divination banned Evocation): 0- dancing lights, detect 
  magic, message, prestidigitation; 1st- distract assailantSC, 
  protection from good, greasex2, mage armor, shield, scholar’s 
  touchRD; 2nd- false life x2, glitterdust, see invisible, Tasha’s 
  hideous laughter, touch of idiocy; 3rd - arcane sight, bands of 
  steelSC, dispel magic, haste, stinking cloud; 4th - detect scrying*, 
  Evard’s black tentacles, greater invisibility, solid fog; 5th - 
  telekinesis, teleport, Rary’s telepathic bond. 
  * This slot is currently empty, as Elbron keeps this slot 
  open during the day in case he wishes to use Arcane 
  Eye to scout. If he doesn’t use it by nighttime he fills 
  the slot with Detect Scrying and casts it to cover the 
  next day. 
  Spell book: 0 – dancing lights, detect magic, message, 
  prestidigitation; 1st – charm person, distract assailantSC, 
  
  SHE6-02 Brooding Boughs 
   
  Page 36 
  grease, identify, locate cityRD, mage armor, protection from 
  good, ray of enfeeblement, shield, scholar’s touchRD; 2nd- 
  augury, bear’s endurance, detect thoughts, false life, fox’s 
  cunning, glitterdust, see invisible, Tasha’s hideous laughter, 
  touch of idiocy, web; 3rd - arcane sight, bands of steelSC, 
  clairvoyance/clairaudience, dispel magic, haste, stinking 
  cloud; 4th – arcane eye, detect scrying, divination, Evard’s 
  black tentacles, greater invisibility, solid fog; 5th -  commune, 
  telekinesis, teleport, Rary’s telepathic bond, scrying. 
   
  Possessions: Headband of intellect +2, amulet of health 
  +2, lesser rod of extend, eyes of the eagle, arcane scroll of 
  transdimensional web (5th CL) CD, arcane scroll of dispel 
  magic (9th CL), arcane scroll of transdimensional solid fog 
  (9th CL) CD, rod of mastery: elf, spell component pouches, 
  cold iron daggers x2, alchemist’s fire, tanglefoot bag. 
   
  Imp Familiar, Male Imp; Tiny Outsider (Evil, 
  Lawful, extraplanar); CR --; HD 9; hp 46 (½ masters 
  hp+ 13 false life); Init+3; Spd 20 ft., fly 50ft. (perfect); AC 
  28, touch 15, flat-footed 25 (+4 mage armor, +2 size, +3 
  Dex, +5 natural); Base Atk +3; Grp -5; Atk +8 melee (1d4 
  +poison, sting); Full Atk+8 melee (1d4 +poison, sting); 
  SA Poison, Spell-like abilities; SQ Alternate forms*, 
  darkvision 60 ft, deliver touch spells, DR 5/good or 
  silver, fast healing 2, immunity to poison, resistance to 
  fire 5, speak with master, Improved Evasion, granted 
  abilities; AL LE; SV Fort +2, Ref +5, Will +11; Str 10, 
  Dex 17, Con 10, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Diplomacy +8, Hide +17, 
  Knowledge (Dungeoneering) +6, Listen +7, Move 
  Silently +9, Search +6, Spellcraft* +6 {this is subsumed 
  by the Master’s Granted Skill Ranks), Spot +7, Survival 
  +1 (+3 following tracks); Granted Skills: Concentration 
  +12, Craft (alchemy) +1, Knowledge (arcana) +10, 
  Knowledge (Local: Core) +1, Knowledge (Local: 
  Sheldomar) +1, Knowledge (nature) +5, Knowledge 
  (planes) +5, Knowledge (religion) +10, Spellcraft +14; 
  Dodge, Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. The save 
  DC is Constitution-based and includes a +2 racial 
  bonus. 
   
  Spell-Like Abilities (Sp): At will—detect good, 
  detect magic, invisibility (self only); 1/day—suggestion 
  (DC 15). Caster level 6th. The save DC is Charisma-
  based.  Once per week an imp can use commune to ask 
  six questions. The ability otherwise works as the spell 
  (caster level 12th). 
   
  *Imp Familiar Will-o-Wisp Form: Male Imp; 
  Small Aberration (Air); CR --; HD 9; hp 46 (½ masters 
  hp+ 13 false life); Init +9; Spd fly 50 ft. (perfect); AC 33, 
  touch 29, flat-footed 24 (+4 mage armor, +1 size, +9 Dex, 
  +9 deflection); Base Atk +3; Grp -6; Atk +13 melee 
  touch (2d8 electricity, shock); Full Atk +13 melee 
  touch (2d8 electricity, shock); SA Spell-like abilities; 
  SQ Alternate forms (see below), darkvision 60 ft, 
  deliver touch spells, speak with master, Improved 
  Evasion, granted abilities; AL LE; SV Fort +2, Ref +11, 
  Will +11; Str 1, Dex 29, Con 10, Int 10, Wis 12, Cha 14. 
   
  *Imp Familiar Rust Monster Form: Male Imp; 
  Medium Aberration; CR --;HD 9; 46 (½ masters hp+ 13 
  false life); Init +3; Spd 40 ft.; AC 22, touch 13, flat-footed 
  19 (+4 armor- mage armor, +3 Dex, +5 natural); Base Atk 
  +3; Grp +3; Atk: +3 melee touch (rust, antennae); Full 
  Atk +3 melee touch (rust,  antennae); SA Poison, Spell-
  like abilities; SQ Alternate forms (see below), 
  darkvision 60’, deliver touch spells, speak with master, 
  Improved Evasion, granted abilities; AL LE; SV Fort +3, 
  Ref +5, Will +11; Str 10, Dex 17, Con 13, Int 10, Wis 12, 
  Cha 14 
   
  Rust (Ex): A rust monster that makes a successful 
  touch attack with its antennae causes the target metal 
  to corrode, falling to pieces and becoming useless 
  immediately. The touch can destroy up to a 10-foot 
  cube of metal instantly. Magic armor and weapons, and 
  other magic items made of metal, must succeed on a 
  DC 17 Reflex save or be dissolved. The save DC is 
  Constitution-based and includes a +4 racial bonus. A 
  metal weapon that deals damage to a rust monster 
  corrodes immediately. Wooden, stone, and other 
  nonmetallic weapons are unaffected. 
  Wyneck: Female ½Orc Drd7; Medium Humanoid; 
  CR 7; HD7d8+14; hp 52; Init -1; Spd 30 ft.; AC 11,touch 
  9, flat-footed 11 (+2 leather armor,-1 Dex); Base Atk +5; 
  Grp +6; Atk +6 melee (1d6+1, staff); Full Atk +6 melee 
  (1d6+1, staff); SA none; SQ Wildshape* (3day for 7 
  hours), Darkvision 60 ft.; AL NE; SV Fort +7, Ref +1, 
  Will +10; Str 12, Dex 8, Con 14, Int 10, Wis 19(21), Cha 
  6. 
   
  Skills and Feats: Handle Animal +10, Listen +15, 
  Spot* +15 {*+23 in eagle form}, Survival +17; Track, 
  Spell Focus: Conjuration, Natural Spell, (Weapon 
  Finesse in Eagle Form) 
   
  Languages: Common, Orcish. 
   
  Druid Spells Prepared (6/6/4/3/2; base DC = 15 + 
  spell level, 16 + spell level for conjuration spells; CL 7): 
  0 - create water, cure minor wounds x3, guidance, resistance; 
  1st – entangle x2, faerie fire, vigor, lesserSC x2, pass without 
  trace; 2nd -barkskin, camouflage, massSC, warp wood, 
  woodland veilRW; 3rd - greater magic fang, mass lesser vigorSC, 
  spike growth; 4th – arc of lightningSC, freedom of movement,. 
   
  Possessions: Necklace of wisdom +2, pearl of power 1st 
  x3, divine scroll of entangle (1st CL), divine scroll of tree 
  shape (3rd CL), leather armor, staff, club, spell 
  component pouches, 5gp. 
   
  *Druid Deinonychus (Raptor) Form^: Female 
  Half-Orc Drd7; Medium Animal; CR 7; HD 7d8+28; 
  hp 66; Init +2; Spd 60 ft.; AC 17, touch 12, flat-footed 15 
  (+2 Dex, +5 natural); Base Atk +5; Grp +9; Atk +10 
  melee (1d8+7, talons, +1 greater magic fang); Full Atk +10 
  melee (1d8+5,  talons, +1 greater magic fang) and +5/+5 
  melee (1d3+3, foreclaws, +1 greater magic fang) and +5 
  
  SHE6-02 Brooding Boughs 
   
  Page 37 
  melee (2d4+3, bite, +1 greater magic fang); SA Pounce; 
  SQ Low-light vision; AL NE; SV Fort +9, Ref +4, Will 
  +10; Str 19, Dex 15, Con 19, Int 10, Wis 19(21), Cha 6. 
  ^courtesy of MM errata 
   
  *Druid Eagle Form: Female Half-Orc Drd7; 
  Small Animal; CR 7; HD 7d8+7; hp 45; Init +2; Spd 10 
  ft., fly 80 ft. (average); AC 14, touch 13, flat-footed 12 
  (+1 size, +2 Dex, +1 natural); Base Atk +5; Grp +1; Atk 
  +8 melee (1d4, talons); Full Atk +8 melee (1d4,  talons); 
  SA Weapon Finesse (racial bonus feat); SQ Low-light 
  vision; AL NE; SV Fort +5+1, Ref +2+2, Will +5+5; Str 
  10, Dex 15, Con 12, Int 10, Wis 19(21), Cha 6 
  Dire Ape Companion, Male Ape; Large Animal; CR -
  -; HD 5d8+13; hp 35; Init +2; Spd 30 ft./Climb 15ft.; AC 
  15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1size); 
  Base Atk +3; Grp +13; Atk +8 melee (1d6+6, claw); Full 
  Atk +8/+8 melee (1d6+6, claw) and +3 melee (1d8+3, 
  bite); SA Rend (2d6+9); SQ Low-light vision; AL N; SV 
  Fort +6, Ref +6, Will +5; Str 22, Dex 15, Con 14, Int 2, 
  Wis 12, Cha 7.  
   
  Skills and Feats: Climb +14, Listen +5, Move 
  Silently +4, Spot +6; Alertness, Toughness. 
  Chain Thugs (2): Male Orc Bar1/Ftr6/EWM1; 
  Medium Humanoid; CR 8; HD 1d12+7d10+16; hp 70; 
  Init +0; Spd 40 ft.; AC 15, touch 12, flat-footed 13 (+3 
  studded leather, +2 Dex); Base Atk +8; Grp +5; Atk +18 
  melee (2d4+13, +1 spiked chain); Full Atk +16/+16/+11 
  (2d4+13, +1 spiked chain); SA Flurry of Strikes (with 
  spiked chain), Reckless rage; SQ darkvision 60 ft.; AL 
  NE; SV Fort+12, Ref +5, Will +1; Str 24 (26), Dex 14, 
  Con 14, Int 6, Wis 6, Cha 6. Exotic Weapon Master, 
  Complete Warrior, page 30. 
   
  Skills and Feats: Craft Weaponsmith +2, Jump +18, 
  Listen +2; Exotic Weapon Proficiency (Spiked Chain), 
  Weapon Focus (Spiked Chain) , Combat Reflexes, 
  Reckless RageRS, Power Attack, Extra RageCW, Close 
  Quarters FightingCW. 
   
  Exotic Weapon Stunt (Ex): Flurry of Strikes: 
  When wielding an exotic double weapon or spiked 
  chain with both hands, the character can elect to use a 
  full attack action to make a flurry of strikes.  When 
  doing so, he may make one extra attack in the round at 
  his full base attack bonus, but this attack takes a -2 
  penalty, as does each other attack made in that round 
  and until the exotic weapon master’s next turn.  The 
  extra attack may be with either end of the double 
  weapon. 
   
  Languages: Common, Orcish. 
   
  Possessions: Gloves of ogre power +2, +1 spiked chain, 
  cold iron spiked chain, cloak of resistance +1, potion of fly 
  (5th CL), potion of enlarge person (5th CL), potion of 
  invisibility (3rd CL), potion of lesser restoration (3rd CL), oil 
  of magic weapon (1st CL), potion of cure light wounds (1st 
  CL), masterwork studded leather armor, cold iron 
  spiked gauntlet, silvered spiked gauntlet, club, 
  tanglefoot bag x2, acid flask, thunderstone x2, 5gp. 
  
  SHE6-02 Brooding Boughs 
   
  Page 38 
  Appendix 6: APL 12 Encounters
  Encounter 2  
   
   
   
  Kalor, Male Orc Drd11: Medium humanoid; CR 11; 
  HD 11d8+22; hp 80; Init -1; Spd 30 ft.; AC 15, touch 9, 
  flat-footed 15 (-1 Dex, (+6 +1 glamered dragonhide 
  breastplate); Base Atk +8; Grp +10 Atk: +10 melee 
  (1d6+3, club); Full Atk +10/+5 melee (1d6+3, club); SA 
  Wildshape* (4/day, 11 hours each); SQ Darkvision 60 
  ft, Orc-blood, Druid Special abilities; AL NE; SV Fort 
  +9, Ref +2, Will +10; Str 14, Dex 8, Con 14, Int 12, Wis 
  16, Cha 10. 
   
  Skills and Feats: Concentration +16, Handle Animal 
  +9, Knowledge (Nature) +19, Listen +17, Spot +22, 
  Survival +11.; Augment Summoning, Natural Spell, 
  Spell Focus (Conjuration), Rapid SpellCD. 
   
  Languages: Orc, Common. 
   
  Druid Spells Prepared (6/6/5/5/3/2/1; base DC = 
  13 + spell level, Conjuration spells 14 + spell level; CL 
  11): 0 - create water, detect magic, know direction, cure 
  minor wounds x2, guidance; 1st – camouflageSC, 
  branch to branchSC, speak with animals, entangle x2, 
  produce flame; 2nd - barkskin, easy trailSC, nature’s 
  favorSC, summon dire hawkRW x2; 3rd - poison, 
  thornskinSC, greater magic fang, rapid summon dire 
  hawkRW, sleet storm; 4th - arc of lightningSC x2, chain of 
  eyesSC; 5th – commune with nature, wall of thorns; 6th 
  – rapid summon nature’s ally V. 
   
  Possessions: +1 large glamered dragonhide breastplate, 
  bag of tricks (tan) (4 animals used this week), pearl of 
  power (1st) x2, spell staff (fires of purity CL 11th), potion of 
  mage armor (1st CL) x2, divine scroll of summon nature’s 
  ally 6 (11th CL) x2, divine scroll of freedom of 
  movement (7th CL), divine scroll of chain of eyes (5th 
  CL) x2, potion of darkvision (3rd CL) x2, divine scroll 
  of entangle (1st CL), divine scroll of commune with 
  nature (10th CL), divine scroll of faerie fire (1st CL), 
  divine scroll of tree shape (3rd CL), Quaal’s feather token 
  (bird), Quaal’s feather token (whip), scroll organizer, 
  goodberry x6. 
   
  *Kalor DIRE APE-form, Male Orc Drd11; Large 
  Animal; CR 11; HD 11d8+22; hp 80; Init +2; Spd 30 
  ft./Climb 15 ft.; AC 21, touch 11, flat-footed 19 (+6 +1 
  glamered dragonhide breastplate, +2 Dex, +4 natural, -1 
  size); Base Atk +8; Grp +18; Atk: +13 melee (1d6+6, 
  claw); Full Atk +13+13 melee (1d6+6, claw) and +8 
  melee (1d8+3, bite); SA Rend (2d6+9), Wildshape 
  (3/day, 11 hours each); SQ Darkvision 60 ft, Orc-blood, 
  Druid Special abilities; AL NE; SV Fort +9, Ref +5, Will 
  +10; Str 22, Dex 15, Con 14, Int 12, Wis 16, Cha 10.  
  Advanced Dire Ape Companion 1, Male Ape; Large 
  Animal; CR --; HD 78+17; hp 49; Init +3; Spd 30 
  ft./Climb 15 ft.; AC 18, touch 12, flat-footed 15 (+3 Dex, 
  +6 natural, -1size); Base Atk +5; Grp +15; Atk +11 melee 
  (1d6+7, claw, +1 greater magic fang); Full Atk +11/+11 
  melee (1d6+7, claw, +1 greater magic fang) and +6 
  (1d8+4, bite, +1 greater magic fang); SA Rend (2d6+9); 
  SQ Low-light vision; AL N; SV Fort +7, Ref +7, Will +6; 
  Str 23, Dex 16, Con 14, Int 2, Wis 12, Cha 7.  
   
  Skills and Feats: Climb +14, Listen +5, Move 
  Silently +5, Spot +6, Tumble +4; Alertness, Toughness, 
  Combat Reflexes. 
  Rracke, Male Orc Drd9; Medium humanoid; CR 9; 
  HD 9d8+18; hp 66; Init -1; Spd 30 ft.; AC 15, touch 9, 
  flat-footed 15 (-1 Dex, (+6 +1 glamered dragonhide 
  breastplate,); Base Atk +6; Grp +8; Atk: +8 melee 
  (1d6+3, club); Full Atk +8/+3 melee (1d6+3, club); SA 
  Wildshape* (3/day, 9 hours each); SQ Darkvision 60 ft, 
  Orc-blood, Druid Special abilities; AL NE; SV Fort +8, 
  Ref +2, Will +9; Str 14, Dex 8, Con 14, Int 12, Wis 16, 
  Cha 10. 
   
  Skills and Feats: Concentration +14, Handle Animal 
  +9, Knowledge (Nature) +7, Listen +15, Spot +20, 
  Survival +19; Natural Spell, Steady Concentration RS, 
  Transdimensional Spell CD, Track. 
   
  Languages: Orc, Common. 
   
  Druid Spells Prepared (6/5/5/4/2/1; base DC = 13 
  + spell level; CL 9): 0— create water, detect magic, 
  know direction, cure minor wounds x2, guidance; 
  1st—CamouflageSC, Entangle, Faerie Fire, Omen of 
  PerilSC, Branch to BranchSC; 2nd— Barkskin, Nature’s 
  FavorSC, Woodland VeilRW, Warp Wood, Listening 
  Lorecall SC;  3rd— Greater Magic Fang, Call Lightning, 
  Spike Growth, ThornskinSC; 4th— LanguorSC, Flame 
  Strike; 5th – Animal Growth. 
   
  Possessions: 
  +1 
  large 
  glamered 
  dragonhide 
  breastplate, potion of mage armor (1st CL) x6, pearl of 
  power (1st), eyes of the eagle, bag of holding (I), 
  potions of darkvision (3rd CL) x2, tanglefoot bag, 
  goodberry x6, 50gp. 
   
  *Rracke DIRE APE-form, Male Orc Drd9; Large 
  Animal; CR 9; HD 9d8+18; hp 66; Init +2; Spd 30 
  ft./Climb 15 ft.; AC 21, touch 11, flat-footed 19 (+6 +1 
  glamered dragonhide breastplate, +2 Dex, +4 natural, -1 
  size); Base Atk +6; Grp +16; Atk +11 melee (1d6+6, 
  claw); Full Atk +11/+11 melee (1d6+6, claw) and +6 
  (1d8+3, bite); SA Rend (2d6+9), Wildshape (3/day, 9 
  hours each); SQ Darkvision 60 ft, Orc-blood, Druid 
  Special abilities; AL NE; SV Fort +8, Ref +5, Will +9; Str 
  22, Dex 15, Con 14, Int 12, Wis 16, Cha 10.   
  Advanced Dire Ape Companion 2, Male Ape; Large 
  Animal; CR --; HD 7d8+17; hp 49; Init +3; Spd 30 
  ft./Climb 15 ft.; AC 18, touch 12, flat-footed 15 (+3 Dex, 
  +6 natural, -1size); Base Atk +5; Grp +15; Atk +11 melee 
  (1d6+7, claw, +1 greater magic fang); Full Atk +11/+11 
  melee (1d6+7, claw, +1 greater magic fang) and +6 
  
  SHE6-02 Brooding Boughs 
   
  Page 39 
  (1d8+4, bite, +1 greater magic fang); SA Rend (2d6+9); SQ 
  Low-light vision; AL N; SV Fort +7, Ref +7, Will +6; Str 
  23, Dex 16, Con 14, Int 2, Wis 12, Cha 7.  
   
  Skills and Feats: Climb +14, Listen +5, Move 
  Silently +5, Spot +6, Tumble +4; Alertness, Toughness, 
  Combat Reflexes. 
  Encounter 6  
   
   
   
  Note: All the Trappers have the same Poison and Web 
  special abilities and the same spider familiar. These are 
  only listed under Trapper #1 to save space in this 
  section. 
  Queeg Dubbin: Shadowdancer,  Male Aranea 
  (Skulk alternate form) Rog3/Ftr2/ShD3/Der3; 
  Medium Magical Beast (Shapechanger); CR 15; HD 
  8d10+3d6+3d8+72; hp 159; Init +6; Spd 55 ft./Climb 30 
  ft.; AC 23, touch 17, flat-footed 23 (+5 armor,+6 Dex, +1 
  natural, +1 dodge); Base Atk +12; Grp +14;  Atk +19 
  melee (d10+4/18-20+1d6, +1 merciful adamantine 
  elven courtblade) or +19 melee (1d6+2/18-20, cold iron 
  scimitar) or +18 melee (1d6+2+poison, bite) or +18 
  ranged (web) or +19 ranged (1d8+2/x3, composite 
  longbow (Str +2)); Full Atk +19/+14/+9 melee 
  (1d10+4/18-20+d6, +1 merciful adamantine elven 
  courtblade) and +13 melee (1d6+1+poison, bite) or 
  +19/+14/+9 melee (1d6+2/18-20, cold iron scimitar) 
  and +13 melee (1d6+1+poison, bite) or +18 ranged 
  (web) or +19/+14/+9 ranged (1d8+2/x3, composite 
  longbow (Str +2)); SA Dervish Dance 2/day, poison, 
  web; SQ Evasion, Uncanny Dodge, Hide In Plain 
  Sight, Change shape, darkvision 60 ft., low-light vision; 
  AL N; SV Fort +18, Ref +21, Will +11; Str 14, Dex 22, 
  Con 22, Int 16, Wis 10, Cha 12. Dervish, Complete 
  Warrior, page 25; Skulk, Races of Destiny, page 104. 
   
  Skills and Feats: Balance +12, Climb +25(Can 
  always take 10), Concentration +12, Hide +21, Jump 
  +24, Listen +14, Move Silently +21, Perform (dance) 
  +17, Spot +14, Tumble +24; Combat Expertise, Combat 
  Reflexes, Dodge, Iron Will, Mobility, Spring Attack, 
  Weapon Finesse, Weapon Focus: Scimitar,  Whirlwind 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  Damage 1d6 Str, secondary damage 2d6 Str.  The save 
  DC is constitution based. 
   
  Web (Ex): In spider or Hybrid form, an aranea can 
  throw a web up to six times per day.  This is similar to 
  an attack with a net but has a maximum range of 50 
  feet, with a range increment of 10 feet, and is effective 
  against targets of up to large size.  The web anchors the 
  target in place, allowing no movement. 
   
  Languages: Common, Sylvan, Orcish, Draconic. 
   
  Sorcerer Spells (Known 5/3; 6/6 per day; base DC = 
  11 +spell level; CL 3; Arcane Failure 10%): 0— acid 
  splash, dancing lights, daze, detect magic, message; 1st- 
  fist of stoneSC, master’s touchSC, sniper’s shotSC. 
   
  Possessions: +1 merciful adamantine elven courtblade, 
  masterwork silver spiked gauntlet, cold iron scimitar, 
  masterwork composite longbow (Str +2), 20 cold iron 
  arrows, 20 silver arrows, masterwork sap, +1 SR13 
  mithral chain shirt, potion of flying, boots of speed, 
  gloves of dexterity +2, cloak of resistance +3, brooch of 
  shielding, ring of counter spells (glitterdust), ring of 
  counter spells (faerie fire), arcane scroll of expeditious 
  retreat (1st CL), arcane scroll of shield (5th CL) x2, 
  arcane scroll of greater invisibility (7th CL) x2, potion 
  of lesser restoration (3rd CL), potion of cure moderate 
  wounds (3rd CL), potion of shield of faith +3 (6th CL), 
  potion of barkskin +2 (3rd CL), elixir of sneaking x4, elixir 
  of hiding x4, tanglefoot bag, vial of holy water, charm of 
  the tree dwellers. 
  Aranea Trapper #1, Male Aranea (Orc Alternate 
  Form) 
  Aranea/Sorc3; 
  Medium 
  Magical 
  Beast 
  (Shapechanger); CR 7; HD 3d10+3d4+24+12 false life; 
  hp 67; Init +5; Spd 50 ft./Climb 25 ft.; AC 20, touch 15, 
  flat-footed 15 (+4 mage armor, +5 Dex, +1 natural); Base 
  Atk +4; Grp +3;  Atk +9 melee (1d6-1+poison, bite) or +9 
  (+10*) ranged (web); Full Atk: +9 melee (1d6-1+poison, 
  bite) or +9 (+10*) ranged (web); SA poison, web; SQ 
  Change shape, darkvision 60 ft., low-light vision; AL N; 
  SV Fort +8, Ref +9, Will +7; Str 8, Dex 20, Con 18, Int 
  14, Wis 12, Cha 22. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen 
  +8, Spellcraft +10, Spot +8, Use Magic Device +8; 
  Alertness (f), Iron Will, Point Blank Shot*, Precise 
  Shot. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  Damage 1d6 Str, secondary damage 2d6 Str.  The save 
  DC is constitution based. 
   
  Web (Ex): In spider or Hybrid form, an aranea can 
  throw a web up to six times per day.  This is similar to 
  an attack with a net but has a maximum range of 50 
  feet, with a range increment of 10 feet, and is effective 
  against targets of up to large size.  The web anchors the 
  target in place, allowing no movement. 
   
  Languages: Common, Sylvan, Orcish, Draconic. 
   
  Sorcerer Spells (Known 7/4/2/1; Per Day 6/8/7/4; 
  base DC = 16 + spell level; CL 6): 0— acid splash, dancing 
  lights, daze, detect magic, disrupt undead, message, 
  prestidigitation; 1st- guided shotSC, orb of electricity, 
  lesserSC, ray of enfeeblement, shield; 2nd – false life, 
  phantasmal assailantsSC,; 3rd – ray of exhaustion. 
   
  Possessions: Heward’s handy haversack, cloak of 
  charisma +2, Quaal’s feather token (tree) x2, acid flasks (8), 
  tanglefoot bags (4), falchion, spiked gauntlet - cold 
  iron, spiked gauntlet, - silver, spell component pouch, 
  charm of the tree dwellers. 
  Hunting Spider Familiar, Male Spider; Tiny 
  Vermin; CR --; HD 6; hp 27 (½ masters hp); Init+3; Spd 
  20ft., climb 10 ft.; AC 18, touch 15, flat-footed 15 (+2 
  
  SHE6-02 Brooding Boughs 
   
  Page 40 
  size, +3 Dex, +3 natural); Base Atk +4; Grp -12; Atk +7 
  melee (1d3-4 bite +poison); Full Atk+7 melee (1d3-4 
  bite +poison); SA Poison; SQ Darkvision 60 ft., 
  tremorsense 60 ft., vermin traits, deliver touch spells, 
  Improved Evasion, share spells, speak with master, 
  empathic link, granted abilities; AL N; SV Fort +4, Ref 
  +7, Will +6; Str 3, Dex 17, Con 10, Int 8, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +13 (Can always take 10), 
  Concentration 10, Escape Artist +6, Hide +15, Jump +8, 
  Listen +5, Spellcraft +9, Spot +16, Use Magic Device -3; 
  Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 10, initial 
  damage 1d2 Str, secondary damage 1d2 Str. The save 
  DC is Constitution-based. 
   
  Tremorsense (Ex): A monstrous spider can 
  detect and pinpoint any creature or object within 60 
  feet in contact with the ground, or within any range in 
  contact with the spider’s webs. 
  Aranea Trapper #2, Male Aranea (Orc Alternate Form) 
  Sorc3; Medium Magical Beast (Shapechanger); CR 7; 
  HD 3d10+3d4+24; hp 55; Init +5; Spd 50 ft./Climb 25 
  ft.; AC 20, touch 15, flat-footed 15 (+4 mage armor, +5 
  Dex, +1 natural); Base Atk +4; Grp: +3;  Atk +9 melee 
  (1d6-1+poison, bite) or +9 ranged (web); Full Atk +9 
  melee (d6-1+poison, bite) or +9 ranged (web); SA 
  poison, web; SQ Change shape, darkvision 60 ft., low-
  light vision; AL N; SV Fort +8, Ref +9, Will +7; Str 8, 
  Dex 20, Con 18, Int 14, Wis 12, Cha 22. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen 
  +8, Spellcraft +10, Spot +8, Use Magic Device +8; 
  Alertness, Iron Will, Spell Focus (Enchantment), 
  Greater Spell Focus (Enchantment), Enlarge Spell. 
   
  Languages: Common, Sylvan, Orcish, Draconic. 
   
  Sorcerer Spells (Known 7/4/2/1; Per Day 6/8/7/4; 
  base DC =16 + spell level, 18+ spell level for 
  enchantment spells; CL 6): 0— acid splash, daze, ghost 
  sound, 
  mage 
  hand, 
  message, 
  open/close, 
  prestidigitation; 
  1st 
  – 
  charm 
  person, 
  distract 
  assailantsSC, magic missile, ray of enfeeblement; 2nd – 
  mirror image, Tasha’s hideous laughter,; 3rd – suggestion. 
   
  Possessions: Cloak of charisma +2, brooch of shielding, 
  falchion, arcane scroll of invisibility (3rd CL), javelin of 
  lightning, spell component pouch, charm of the tree 
  dwellers. 
  Aranea Trappers  #3, Female Aranea (Half-Orc 
  Alternate Form) Aranea/Sorc3; Medium Magical 
  Beast (Shapechanger); CR 7; HD 3d10+3d4+24; hp 55; 
  Init +5; Spd 50 ft./Climb 25 ft.; AC 20, touch 15, flat-
  footed 15 (+4 mage armor, +5 Dex, +1 natural); Base Atk 
  +4; Grp +3;  Atk +9 melee (1d6-1+poison, bite) or +9 
  ranged (web); Full Atk +9 melee (1d6−1+poison, bite) 
  or +9 ranged (web); SA poison, web; SQ Change shape, 
  darkvision 60 ft., low-light vision; AL N; SV Fort +8, 
  Ref +9, Will +7; Str 8, Dex 20, Con 18, Int 14, Wis 12, 
  Cha 22. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen 
  +8, Spellcraft +10, Spot +8, Use Magic Device +8; 
  Alertness (f), Iron Will, Extend Spell, Sculpt SpellCA, 
  Spell Focus (Conjuration). 
   
  Languages: Common, Sylvan, Orcish, Draconic. 
   
  Sorcerer Spells (Known 7/4/2/1; Per Day 6/8/7/4; 
  base DC = 16 + spell level, 17 + spell level for 
  Conjuration spells; CL 6): 0 − dancing lights, daze, 
  detect magic, mage hand, message, open/close, 
  prestidigitation; 1st − backbiterSC, grease, guided shotSC, 
  ray of enfeeblement; 2nd − glitterdust, web; 3rd – stinking 
  cloud. 
   
  Possessions: Cloak of charisma +2, javelin of lightning, 
  pearl of power (1st) (loaned to #5), tanglefoot bag x2, 
  falchion, divine scroll of silence (3rd CL), potion of cure light 
  wounds (1st CL), spell component pouch, charm of the 
  tree dwellers. 
  Aranea Trapper #4, Female Aranea (Half-Orc 
  Alternate Form) Sor3; Medium Magical Beast 
  (Shapechanger); CR 7; HD 3d10+3d4+24; hp 55; Init 
  +5; Spd 50 ft./Climb 25 ft.; AC 20, touch 15, flat-footed 
  15 (+4 mage armor, +5 Dex, +1 natural); Base Atk +4; 
  Grp +3;  Atk +9 melee (1d6–1+poison, bite) or +9 
  ranged (web); Full Atk +9 melee (1d6–1+poison, bite) 
  or +9 ranged (web); SA poison, web; SQ Change shape, 
  darkvision 60 ft., low-light vision; AL N; SV Fort +8, 
  Ref +9, Will +7; Str 8, Dex 20, Con 18, Int 14, Wis 12, 
  Cha 22. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen 
  +8, Spellcraft +10, Spot +8, Use Magic Device +8; 
  Alertness (f), Iron Will, Extend Spell, Sculpt SpellCA, 
  Spell Focus (Conjuration). 
   
  Languages: Common, Sylvan, Orcish, Draconic. 
   
  Sorcerer Spells (Known 7/4/2/1; Per Day 6/8/7/4; 
  base DC = 16 + spell level, 17 + spell level for 
  Conjuration spells; CL 6): 0 − dancing lights, daze, detect 
  magic, mage hand, message, open/close, prestidigitation; 1st − 
  backbiterSC, grease, guided shotSC, ray of enfeeblement; 2nd 
  − glitterdust, web; 3rd – stinking cloud. 
   
  Possessions: Cloak of charisma +2, javelin of lightning, 
  pearl of power (1st) (loaned to #5), tanglefoot bag x2, 
  falchion, divine scroll of silence (3rd CL), potion of cure light 
  wounds (1st CL), spell component pouch, charm of the 
  tree dwellers. 
  Aranea Trapper  #5, Female Aranea (Goblin 
  Alternate Form) Sor3; Medium Magical Beast 
  (Shapechanger); CR 7; HD 3d10+3d4+24; hp 55; Init 
  +5; Spd 50 ft./Climb 25 ft.; AC 20, touch 15, flat-footed 
  15 (+4 mage armor, +5 Dex, +1 natural); Base Atk +4; Grp 
  +3;  Atk +9 melee (1d6−1 +poison, bite) or +9 ranged 
  
  SHE6-02 Brooding Boughs 
   
  Page 41 
  (web); Full Atk +9 melee (1d6−1+poison, bite) or +9 
  ranged (web); SA poison, web; SQ Change shape, 
  darkvision 60 ft., low-light vision; AL N; SV Fort +8, 
  Ref +9, Will +7; Str 8, Dex 20, Con 18, Int 14, Wis 12, 
  Cha 20. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen 
  +8, Spellcraft +10, Spot +8, Use Magic Device +7; 
  Alertness (f), Iron Will, Silent Spell, Brew Potion, 
  Arcane PreparationCA. 
   
  Languages: Common, Sylvan, Orcish, Goblin. 
   
  Sorcerer Spells (Known 7/4/2/1; Per Day 6/8/6/4; 
  base DC = 15 + spell level; CL 6): 0— daze, detect magic, 
  ghost sound, mending, message, prestidigitation, resistance; 1st 
  − feather fall, grease, mage armor, obscuring mist; 2nd − 
  invisibility, wall of gloomSC; 3rd – summon monster III. 
   
  Possessions: Pearl of power (1st), wand of cure light 
  wounds (50 charges, 1st CL), lesser rod of silence, divine 
  scroll of resurgence (1st CL) x2, potion of invisibility (3rd 
  CL) x2, potion of mage armor (1st CL) x2, Quaal’s feather 
  token (whip) x2, Quaal’s feather token (tree), spell 
  component pouch, charm of the tree dwellers. 
  Aranea Trapper  #6, Male Aranea (Dwarf Alternate 
  Form) 
  Aranea/Sorc3; 
  Medium 
  Magical 
  Beast 
  (Shapechanger); CR 7; HD 3d10+3d4+24; hp 55; Init 
  +5; Spd 50 ft./Climb 25 ft.; AC 20, touch 15, flat-footed 
  15 (+4 mage armor, +5 Dex, +1 natural); Base Atk +4; Grp 
  +3;  Atk +9 melee (1d6−1+poison, bite) or +9 ranged 
  (web); Full Atk +9 melee (1d6−1+poison, bite) or +9 
  ranged (web); SA poison, web; SQ Change shape, 
  darkvision 60 ft., low-light vision; AL N; SV Fort +8, 
  Ref +9, Will +7; Str 8, Dex 20, Con 18, Int 14, Wis 12, 
  Cha 20. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen 
  +8, Spellcraft +10, Spot +8, Use Magic Device +7; 
  Alertness (f), Iron Will, Sudden Silent, Sudden 
  Empower, Arcane MasteryCA. 
   
  Languages: Common, Sylvan, Orcish, Dwarven. 
   
  Sorcerer Spells (Known 7/4/2/1; Per Day 6/8/6/4; 
  base DC =15 + spell level; CL 6): 0— daze, disrupt 
  undead, message, open/close, prestidigitation, read 
  magic, touch of fatigue; 1st − guided shotSC, mage armor, 
  magic missile, ray of enfeeblement; 2nd – blindness/deafness, 
  web; 3rd – dispel magic 
   
  Possessions: Lesser rod of enlarge, arcane scroll of solid fog 
  (7th CL), arcane scroll of Evard’s black tentacles (7th CL), 
  arcane scroll of slow (5th CL), arcane scroll of sleet storm 
  (5th CL), divine scroll faerie fire (1st CL) x2 , scroll of 
  greater invisibility (7th CL), potion of invisibility (3rd CL), 
  arcane scroll of Otiluke’s resilient sphere (7th CL), divine 
  scroll of calm emotions (4th CL), divine scroll of bless (1st 
  CL), tanglefoot bag, scroll organizers x2, spell 
  component pouch, charm of the tree dwellers. 
  Aranea Trapper  #7, Male Aranea (Elf Alternate 
  Form) Sor3; Medium Magical Beast (Shapechanger); 
  CR 7; HD 3d10+3d4+24; hp 55; Init +5; Spd 50 
  ft./Climb 25 ft.; AC 20, touch 15, flat-footed 15 (+4 mage 
  armor, +5 Dex, +1 natural); Base Atk +4; Grp +3;  Atk +9 
  melee (1d6−1 +poison, bite) or +9 ranged (web); Full 
  Atk +9 melee (1d6−1+poison, bite) or +9 ranged (web); 
  SA poison, web; SQ Change shape, darkvision 60 ft., 
  low-light vision; AL N; SV Fort +8, Ref +9, Will +7; Str 
  8, Dex 20, Con 18, Int 14, Wis 12, Cha 20. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen 
  +8, Spellcraft +10, Spot +8, Use Magic Device +7; 
  Alertness, Iron Will, Sudden SilentCA, Sudden 
  EmpowerCA, Empower Spell. 
   
  Languages: Common, Sylvan, Orcish, Elven. 
   
  Sorcerer Spells (Known 7/4/2/1; Per Day 6/8/6/4; 
  base DC =15 + spell level; CL 4): 0 − daze, detect magic, 
  detect poison, message, prestidigitation, read magic, touch of 
  fatigue; 1st − feather fall, guided shotSC, orb of acid, lesserSC, 
  ray of enfeeblement,; 2nd − earthen graspSC, fly, swiftSC; 
  3rd – bands of steelSC. 
   
  Possessions: Lesser rod of enlarge, potion of 
  invisibility (3rd CL), bag of tricks (rust), Divine scroll 
  of Speak with animals (1st CL) x2, potion of cure light 
  wounds (1st CL), spell component pouch, charm of the 
  tree dwellers. 
  Aranea Trapper  #8, Male Aranea (Skulk Alternate 
  Form) 
  Aranea/Sorc3; 
  Medium 
  Magical 
  Beast 
  (Shapechanger); CR 7; HD 3d10+3d4+24; hp 55; Init 
  +5; Spd 50 ft./Climb 25 ft.; AC 20, touch 15, flat-footed 
  15 (+4 mage armor, +5 Dex, +1 natural); Base Atk/Grp: 
  +4/+3;  Atk: +9 melee (d6−1+poison, bite) or +9 ranged 
  (web); Full Atk +9 melee (d6−1+poison, bite) or +9 
  ranged (web); SA poison, web; SQ Change shape, 
  darkvision 60 ft., low-light vision; AL N; SV Fort +8, 
  Ref +9, Will +7; Str 8, Dex 20, Con 18, Int 14, Wis 12, 
  Cha 20. Skulk, Races of Destiny, page 104. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen 
  +8, Spellcraft +10, Spot +8, Use Magic Device +7; 
  Alertness (f), Iron Will, Sudden SilentCA, Sculpt 
  SpellCA, Spell Focus: Illusion. 
   
  Languages: Common, Sylvan, Orcish, Draconic. 
   
  Sorcerer Spells (Known 7/4/2/1; Per Day 6/8/7/4; 
  base DC = 15 + spell level, 16 + spell level for Illusions; 
  CL 6): 0— acid splash, daze, detect magic, disrupt undead, 
  message, prestidigitation, read magic; 1st − color spray, distract 
  assailantsSC, grease, ray of enfeeblement; 2nd − see 
  invisibility, web; 3rd – shadow bindingSC. 
   
   
  Possessions: Lesser rod of enlarge, bead of force, Quaal’s 
  feather token (tree), arcane scroll of dispel magic (9th CL), 
  divine scroll of entangle (2nd CL), spell component pouch, 
  charm of the tree dwellers. 
  
  SHE6-02 Brooding Boughs 
   
  Page 42 
  Encounter 8  
   
   
   
  Elbron: Male Orc Wiz6/DO2/LM3: Medium 
  Humanoid; CR 11; HD 9d4+2d6+36+16 false life; hp 96; 
  Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Base 
  Atk +5; Grp +6; Atk +6 melee (1d4+1/19-20, cold iron 
  dagger) or +5 ranged (1d4+1/19-20, cold iron dagger); 
  Full Atk +6 melee (1d4+1/19-20, cold iron dagger) or 
  +5 ranged (1d4+1/19-20, cold iron dagger); SA none; 
  SQ Prescient Sense, Darkvision 60’; AL NE; SV Fort +8, 
  Ref +12, Will +10; Str 12, Dex 10, Con 16(18), Int 
  18(22), Wis 6, Cha 6.  Divine Oracle, Complete Divine, 
  page 34. 
   
  Skills & Feats: Concentration +17, Craft (alchemy) 
  +7, Knowledge (arcana) +19,  Knowledge (Local: Core) 
  +11, Knowledge (nature) +11,  Knowledge (planes) +11, 
   Knowledge (religion) +19,  Spellcraft +22,  Spot +5; 
  Scribe Scroll, Skill Focus: Knowledge (religion), 
  Insightful ReflexesCV, Transdimensional SpellCD, Craft 
  Wondrous Items, Improved Familiar CW, Chain Spell CA. 
   
  Languages: Common, Orcish, Draconic, Infernal, 
  Abyssal, Ignan, Auran, Aquan, Terran, Elvish, Goblin, 
  Celestial. 
   
  Wizard Spells Prepared (4/6/5/5/4/3/2; base DC = 16 
  + spell level; CL 11 (13 for divination spells), specialist 
  Divination banned Evocation): 0 − dancing lights, detect 
  magic, message, prestidigitation; 1st − distract assailantSC x2, 
  grease x2, mage armor, shield, scholar’s touch; 2nd − false life 
  x2, glitterdust, see invisible, Tasha’s hideous laughter, touch of 
  idiocy; 3rd − arcane sight, bands of steelSC, dispel magic, haste, 
  magic circle against good, stinking cloud; 4th − detect scrying*, 
  chain grease, Evard’s black tentacles, greater invisibility, solid 
  fog; 5th −  refusalSC, telekinesis, teleport, Rary’s telepathic bond; 
  6th – chain dispel magic, chain bands of steelSC, true seeing. 
  * This slot is currently empty, as Elbron keeps this slot 
  open during the day in case he wishes to use arcane eye 
  to scout. If he doesn’t use it by nighttime he fills the 
  slot with detect scrying and casts it to cover the next day. 
  Spell book: 0 − dancing lights, detect magic, message, 
  prestidigitation; 1st − charm person, distract assailantSC, 
  identify, grease, locate cityRD, mage armor, protection from 
  good, ray of enfeeblement, shield, scholar’s touchRD; 2nd − 
  augury, bear’s endurance, command undead, detect thoughts, 
  false life, fox’s cunning, glitterdust, see invisible, Tasha’s 
  hideous laughter, touch of idiocy, web; 3rd − arcane sight, 
  bands of steelSC, clairvoyance/clairaudience, dispel magic, 
  haste, stinking cloud; 4th – arcane eye, detect scrying, 
  divination, Evard’s black tentacles, greater invisibility, solid 
  fog; 5th −  commune, dominate person, refusalSC, telekinesis, 
  teleport, Rary’s telepathic bond, scrying.6th – legend lore, true 
  seeing. 
   
  Possessions: Headband of intellect +4, amulet of 
  health +2, lesser rod of extend, eyes of the eagle, cloak 
  of resistance +1, arcane scroll of transdimensional web 
  (5th CL) CD, arcane scroll of command undead (3rd CL), 
  arcane scroll of transdimensional solid fog (9th CL) CD, 
  rod of mastery: elf, spell component pouches, cold iron 
  daggers x2, alchemist’s fire, tanglefoot bag, 203 gp..   
   
  Imp Familiar, Male Imp; Tiny Outsider (Evil, 
  Lawful, extraplanar); CR __; HD 11; hp 56 (½ masters 
  hp+16 false life); Init+3; Spd 20ft., fly 50ft. (perfect); AC 
  28, touch 15, flat-footed 25 (+4 mage armor, +2 size, +3 
  Dex, +5 natural); Base Atk +3; Grp –5; Atk +8 melee 
  (1d4 +poison, sting); Full Atk+8 melee (1d4 +poison, 
  sting); SA Poison, Spell-like abilities; SQ Alternate 
  forms*, darkvision 60 ft, deliver touch spells, DR 
  5/good or silver, fast healing 2, immunity to poison, 
  fire resist 5, speak with master, Improved Evasion, 
  granted abilities; AL LE; SV Fort +3, Ref +6, Will +12; 
  Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14. 
   
  Skills 
  and 
  Feats: 
  Diplomacy 
  +8, 
  Hide 
  +17,Knowledge (dungeoneering) +6, Listen +7, Move 
  Silently +9, Search +6, Spellcraft* +6 {this is subsumed 
  by the Master’s Granted Skill Ranks), Spot +7, Survival 
  +1 (+3 following tracks); Granted Skills: Concentration 
  +14, Craft (alchemy) +1, Knowledge (arcana) +13, 
  Knowledge (geography) +5, Knowledge (Local: Core) 
  +5, Knowledge (Local: Sheldomar) +1 , Knowledge 
  (nature) +5, Knowledge (planes) +5, Knowledge 
  (religion) +10, Spellcraft +16,; Dodge, Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. The save 
  DC is Constitution-based and includes a +2 racial 
  bonus. 
   
  Spell-Like Abilities (Sp): At will—detect good, 
  detect magic, invisibility (self only); 1/day—suggestion 
  (DC 15). Caster level 6th. The save DC is Charisma-
  based.  Once per week an imp can use commune to ask 
  six questions. The ability otherwise works as the spell 
  (caster level 12th). 
   
  *Imp Familiar Will-o-Wisp Form: Male Imp; 
  Small Aberration (Air); CR __; HD 11; hp 56 (½ master’s 
  hp+16 false life); Init +9; Spd fly 50ft. (perfect); AC 33, 
  touch 29, flat-footed 24 (+4 mage armor, +1 size, +9 Dex, 
  +9 deflection); Base Atk +3; Grp –6; Atk +13 melee 
  touch (2d8 electricity, shock); Full Atk +13 melee 
  touch (2d8 electricity, shock); SA Spell-like abilities; 
  SQ Alternate forms (see below), darkvision 60 ft, 
  deliver touch spells, speak with master, Improved 
  Evasion, granted abilities; AL LE; SV Fort +3, Ref +12, 
  Will +12; Str 1, Dex 29, Con 10, Int 10, Wis 12, Cha 14. 
   
  *Imp Familiar Rust Monster Form: Male Imp; 
  Medium Aberration; CR –; HD 11; hp 56 (½ masters 
  hp+16 false life); Init +3; Spd 40 ft.; AC 22, touch 13, flat-
  footed 19 (+4 mage armor, +3 Dex, +5 natural); Base Atk 
  +3; Grp +3; Atk +3 melee touch (rust, antennae); Full 
  Atk +3 melee touch (rust, antennae); SA Poison, Spell-
  like abilities; SQ Alternate forms (see below), 
  darkvision 60’, deliver touch spells, speak with master, 
  Improved Evasion, granted abilities; AL LE; SV Fort +4, 
  Ref +6, Will +12; Str 10, Dex 17, Con 13, Int 10, Wis 12, 
  Cha 14. 
  
  SHE6-02 Brooding Boughs 
   
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  Rust (Ex): A rust monster that makes a successful 
  touch attack with its antennae causes the target metal 
  to corrode, falling to pieces and becoming useless 
  immediately. The touch can destroy up to a 10-foot 
  cube of metal instantly. Magic armor and weapons, and 
  other magic items made of metal, must succeed on a 
  DC 17 Reflex save or be dissolved. The save DC is 
  Constitution-based and includes a +4 racial bonus. A 
  metal weapon that deals damage to a rust monster 
  corrodes immediately. Wooden, stone, and other 
  nonmetallic weapons are unaffected. 
  Wyneck: 
  Female 
  Half-Orc 
  Drd9; 
  Medium 
  Humanoid; CR 9; HD9d8+18; hp 66; Init –1; Spd 30 ft.; 
  AC 11,touch 9, flat-footed 11 (+2 leather armor, –1dex); 
  Base Atk +6; Grp +7; Atk +7 melee (1d6+1, staff); Full 
  Atk 
  +7/+2 
  (1d6+1, 
  staff); 
  SA 
  none; 
  SQ 
  Wildshape*(3/day, 9 hours), Darkvision 60 ft.; AL NE; 
  SV Fort +8, Ref +2, Will +12; Str 12, Dex 8, Con 14, Int 
  10, Wis 20(22), Cha 6. 
   
  Skills and Feats: Handle Animal +12, Listen +18, 
  Spot* +18 {*+26 in eagle form}, Survival +20; Track, 
  Spell Focus: Conjuration, Natural Spell, Augment 
  Summoning, (Weapon Finesse in Eagle Form). 
   
  Languages: Common, Orcish. 
   
  Druid Spells Prepared (6/6/6/4/3/2; base DC = 16 + 
  spell level, 17 + spell level for conjuration spells; CL 
  9):0 – create water, cure minor wounds x3, guidance, 
  resistance; 1st – entangle x2, faerie fire, vigor, lesserSC x2, pass 
  without trace; 2nd – barkskin, camouflage, massSC, nature’s 
  favorSC, summon dire hawkRW, warp wood, woodland veilRW; 
  3rd - greater magic fang, vigor, mass lesserSC, spike growth, 
  spikesSC; 4th – arc of lightningSC, freedom of movement x2; 5th 
  – animal growth, wall of thorns. 
   
  Possessions: Necklace of wisdom +2, pearl of power 
  1st x3, lesser rod of extend,  divine scroll of summon 
  nature’s ally 6 (CL11), divine scroll of entangle (1st CL), 
  divine scroll of reduce animal (CL 3) divine scroll of 
  tree shape (3rd CL), leather armor, staff, club, spell 
  component pouches, 5gp. 
   
  *Druid Deinonychus (Raptor) Form^: Female 
  Half-Orc Drd9; Medium Animal; CR 9; HD 9d8+36; 
  hp 84; Init +2; Spd 60 ft.; AC 17, touch 12, flat-footed 15 
  (+2 Dex, +5 natural); Base Atk +6; Grp +10; Atk +11 
  melee (1d8+5, talons, +1 greater magic fang); Full Atk +11 
  melee (1d8+5,  talons, +1 greater magic fang) and +6/+6 
  melee (1d3+3, foreclaws, +1 greater magic fang) and +6 
  melee (2d4+3, bite, +1 greater magic fang); SA Pounce; 
  SQ Low-light vision; AL NE; SV Fort +10, Ref +5, Will 
  +12; Str 19, Dex 15, Con 19, Int 10, Wis 20(22), Cha 6. 
  ^courtesy of MM errata 
   
  *Druid Eagle Form: Female Half-Orc Druid9; 
  Small Animal; CR 9; HD 9d8+9; hp 52; Init +2; Spd 
  10ft., fly 80 ft. (average); AC 14, touch 13, flat-footed 12 
  (+1 size, +2 Dex, +1 natural); Base Atk +6; Grp +2; Atk 
  +9 melee (1d4, talons); Full Atk +9 melee (1d4,,talons).; 
  SA Weapon Finesse (racial bonus feat); SQ Low-light 
  vision; AL NE; SV Fort +7, Ref +5, Will +12; Str 10, Dex 
  15, Con 12, Int 10, Wis 20(22), Cha 6. 
  Advanced Dire Ape Companion, Male Ape; Large 
  Animal; CR –; HD 7d8+17; hp 49; Init +3; Spd 30 
  ft./Climb 15ft.; AC 18, touch 12, flat-footed 15 (+3 Dex, 
  +6 natural, –1size); Base Atk +5; Grp +15; Atk +10 melee 
  (1d6+6, claw); Full Atk +10/+10 melee (1d6+6, claw) 
  and +5 (1d8+3, bite); SA Rend (2d6+9); SQ Low-light 
  vision; AL N; SV Fort +7, Ref +7, Will +6; Str 23, Dex 
  16, Con 14, Int 2, Wis 12, Cha 7.  
   
  Skills and Feats: Climb +14, Listen +5, Move 
  Silently +4, Spot +6, Tumble +4; Alertness, Toughness, 
  Combat Reflexes 
  Chain Thugs (4): Male Orc Barb1/Ftr6/Exotic 
  Weapon Master 1; Medium Humanoid; CR 8; HD 
  1d12+7d10+16; hp 70; Init +0; Spd 40 ft.; AC 15, touch 
  12, flat-footed 13 (+3 studded leather armor, +2 Dex); 
  Base Atk +8; Grp +5; Atk +18 melee (2d4+13, +1 spiked 
  chain); Full Atk +16/+16/+11 (2d4+13, +1 spiked chain); 
  SA Flurry of Strikes (with spiked chain), Reckless rage; 
  SQ darkvision 60 ft.; AL NE; SV Fort +12, Ref +5, Will 
  +1; Str 24 (26), Dex 14, Con 14, Int 6, Wis 6, Cha 6. 
  Exotic Weapon Master, Complete Warrior, page 30. 
   
  Skills and Feats: Craft Weaponsmith +2, Jump +18, 
  Listen +2; Exotic Weapon Proficiency (Spiked Chain), 
  Weapon Focus (Spiked Chain), Combat Reflexes, 
  Reckless RageRS, Power Attack, Extra RageCW, Close 
  Quarters FightingCW. 
   
  Exotic Weapon Stunt (Ex): Flurry of Strikes: 
  When wielding an exotic double weapon or spiked 
  chain with both hands, the character can elect to use a 
  full attack action to make a flurry of strikes.  When 
  doing so, he may make one extra attack in the round at 
  his full base attack bonus, but this attack takes a –2 
  penalty, as does each other attack made in that round 
  and until the exotic weapon master’s next turn.  The 
  extra attack may be with either end of the double 
  weapon. 
   
  Languages: Common, Orcish. 
   
  Possessions: Gloves of ogre power +2, +1 spiked chain, 
  cold iron spiked chain, cloak of resistance +1, potion of fly 
  (5th CL), potion of enlarge person (5th CL), potion of 
  invisibility (3rd CL), potion of lesser restoration (3rd CL), oil 
  of magic weapon (1st CL), potion of cure light wounds (1st 
  CL), masterwork studded leather armor, cold iron 
  spiked gauntlet, silvered spiked gauntlet, club, 
  tanglefoot bags (2), acid flask, thunderstone (2), 5gp.
  
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  SHE6-02 Brooding Boughs 
   
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  Appendix 7: APL 14 Encounters 
  Encounter 2  
   
   
   
  Kalor, Male Orc Drd13: Medium humanoid; CR 13; HD 
  13d8+39; hp 107; Init -1; Spd 30 ft.; AC 9, touch 9, flat-
  footed 9 (-1 Dex); Base Atk +9; Grp +11; Atk: +11 melee 
  (1d6+3, club); Full Atk +11/+6 melee (1d6+3, club); SA 
  Wildshape* (4/day, 13 hours each); SQ Darkvision 60 ft, 
  Orc-blood, Druid Special abilities; AL NE; SV Fort +10, 
  Ref +3, Will +11; Str 14, Dex 8, Con 14, Int 12, Wis 17, 
  Cha 10. 
   
  Skills and Feats: Concentration +18, Handle Animal 
  +9, Knowledge (Nature) +23, Listen +19, Spot +24, 
  Survival +11; Augment Summoning, Natural Spell, Spell 
  Focus: Conjuration, Rapid SpellCD, Improved Toughness. 
   
  Languages: Orc, Common. 
   
  Druid Spells Prepared (6/6/6/5/4/3/2/1; base DC = 
  13 + spell level, Conjuration spells 14 + spell level; CL 13): 
  0 - create water, detect magic, know direction, cure minor 
  wounds x2, guidance; 1st – camouflageSC, branch to 
  branchSC, speak with animals, entangle x2, produce flame; 
  2nd – barkskin x2, easy trailSC, nature’s favorSC, summon 
  dire hawkRW x2; 3rd - poison, thornskinSC, greater magic 
  fang, rapid summon dire hawkRW, sleet storm; 4th - arc of 
  lightningSC x2, chain of eyesSC, ice storm; 5th – commune 
  with nature, phantom stagSC, animal growth; 6th – anti-
  life shell, fires of puritySC; 7th – rapid summon nature’s ally 
  6. 
   
  Possessions: +1 large glamered dragonhide breastplate, bag 
  of tricks (tan) (4 animals used this week), pearl of power (1st) 
  x3, pearl of power (2nd), pearl of power (3rd), spell staff 
  (brilliant aura CL 13th), potion of mage armor (1st CL) x2, 
  divine scroll of summon nature’s ally 6 (11th CL) x2, 
  divine scroll of freedom of movement (7th CL), divine 
  scroll chain of eyes (5th CL) x2, potion of darkvision (3rd 
  CL) x2, divine scroll of entangle (1st CL), divine scroll of 
  commune with nature (10th CL), divine scroll of faerie fire (1st 
  CL), divine scroll of tree shape (3rd CL), Quaal’s feather token 
  (bird), Quaal’s feather token (whip), scroll organizer, 
  goodberry x6. 
   
  *Kalor DIRE APE-form, Male Orc Drd13; Large 
  Animal; CR 13; HD 13d8+39; hp 107; Init +2; Spd 30 
  ft./Climb 15 ft.; AC 21, touch 11, flat-footed 19 (+6 +1 
  glamered dragonhide breastplate, +2 Dex, +4 natural, -1 
  size); Base Atk +9; Grp +19; Atk +14 melee (1d6+6, claw); 
  Full Atk +14/+14 melee (1d6+6, claw) and +9 melee 
  (1d8+3, bite); SA Rend (2d6+9), Wildshape (4/day, 13 
  hours each); SQ Darkvision 60’, Orc-blood, Druid Special 
  abilities; AL NE; SV Fort +10, Ref +6, Will +11; Str 22, 
  Dex 15, Con 14, Int 12, Wis 17, Cha 10.  
  Advanced Dire Ape Companion 1, Male Ape; Large 
  Animal; CR --; HD 9d8+17; hp 63; Init +3; Spd 30 
  ft./Climb 15 ft.; AC 20, touch 12, flat-footed 17 (+3 Dex, 
  +8 natural, -1size); Base Atk +6; Grp +21; Atk +13 melee 
  (1d6+8, claw, +1 greater magic fang); Full Atk +13/+13 
  melee (1d6+8, claw, +1 greater magic fang) and +8 melee 
  (1d8+4, bite, +1 greater magic fang); SA Rend (2d6+10); SQ 
  Low-light vision; AL N; SV Fort +7, Ref +7, Will +6; Str 
  24, Dex 17, Con 14, Int 2, Wis 12, Cha 7.  
   
  Skills and Feats: Climb +14, Listen +5, Move Silently 
  +5, Spot +6, Tumble +6; Alertness, Toughness, Improved 
  Unarmed Strike, Improved Grapple. 
  Rracke, Male Orc Drd11; Medium humanoid; CR 11; 
  HD 11d8+18; hp 80; Init -1; Spd 30 ft.; AC 9, touch 9, flat-
  footed 9 (-1); Base Atk +8; Grp +10; Atk: +10 melee 
  (1d6+3, club); Full Atk +10/+5 melee (1d6+3, club); SA 
  Wildshape* (4/day, 11 hours each); SQ Darkvision 60 ft, 
  Orc-blood, Druid Special abilities; AL NE; SV Fort +9, Ref 
  +2,Will +10; Str 14, Dex 8, Con 14, Int 12, Wis 16, Cha 10. 
    
   
  Skills and Feats: Concentration +16, Handle Animal 
  +9, Knowledge (Nature) +7, Listen +17, Spot +22, Survival 
  +21; 
  Natural 
  Spell, 
  Steady 
  Concentration 
  RS, 
  Transdimensional Spell CD, Track. 
   
  Languages: Orc, Common. 
   
  Druid Spells Prepared (6/6/5/5/3/2/1; base DC = 13 
  + spell level; CL 11): 0— create water, detect magic, know 
  direction, cure minor wounds x2, guidance; 1st—
  camouflageSC, entangle, faerie fire, obscuring mist, omen 
  of perilSC, branch to branchSC; 2nd— barkskin, nature’s 
  favorSC, woodland veilRW, warp wood, tree shape;  3rd— 
  greater magic fang, call lightning, spike growth, 
  thornskinSC, sleet storm; 4th— languorSC, flame strike, 
  freedom of movement; 5th – animal growth, stoneskin; 6th – 
  transdimensional wall of thorns. 
   
  Possessions: +1 large glamered dragonhide breastplate, 
  spell staff (transport via plants CL 11th), potion of mage 
  armor (1st CL) x6, pearl of power (1st), pearl of power 
  (2nd), eyes of the eagle, bag of holding(I), wand of cure 
  moderate wounds (3rd CL, 50 charges), potions of 
  darkvision (3rd CL) x2, tanglefoot bags (2), goodberry x6, 
  500gp. 
   
  *Rracke DIRE APE-form, Male Orc Drd11; Large 
  Animal; CR 11; HD 11d8+22; hp 80; Init +2; Spd 30 
  ft./Climb 15 ft.; AC 21, touch 11, flat-footed 19 (+6 +1 
  glamered dragonhide breastplate, +2 Dex, +4 natural, -1 size); 
  Base Atk +8; Grp +18; Atk +13 melee (1d6+6, claw); Full 
  Atk +13/+13 melee (1d6+6, claw) and +8 melee (1d8+3, 
  bite); SA Rend (2d6+9), Wildshape (4/day, 11 hours 
  each); SQ Darkvision 60 ft, Orc-blood, Druid Special 
  abilities; AL NE; SV Fort +9, Ref +5, Will +10; Str 22, Dex 
  15, Con 14, Int 12, Wis 16, Cha 10.   
  Advanced Dire Ape Companion 2, Male Ape; Large 
  Animal; CR --; HD 9d8+17; hp 63; Init +3; Spd 30 
  ft./Climb 15 ft.; AC 20, touch 12, flat-footed 17 (+3 Dex, 
  +8 natural, -1size); Base Atk +6; Grp +21; Atk +13 melee 
  
  SHE6-02 Brooding Boughs 
   
  Page 46 
  (1d6+8, claw, +1 greater magic fang); Full Atk: +13/+13 
  melee (1d6+8, claw, +1 greater magic fang) and +8 (1d8+4, 
  bite, +1 greater magic fang); SA Rend (2d6+10); SQ Low-
  light vision; AL N; SV Fort +7, Ref +7, Will +6; Str 24, Dex 
  17, Con 14, Int 2, Wis 12, Cha 7.  
   
  Skills and Feats: Climb +14, Listen +5, Move Silently 
  +5, Spot +6, Tumble +6; Alertness, Toughness, Improved 
  Unarmed Strike, Improved Grapple. 
  Encounter 6   
   
   
  Note: All the Trappers have the same Poison and Web 
  special abilities and the same spider familiar. These are 
  only listed under Trapper #1 to save space in this section. 
  Queeg Dubbin: Shadowdancer,  Male Aranea (Skulk 
  alternate 
  form) 
  Rog3/Ftr1/Swb3/ShD3/Der3; 
  Medium Magical Beast (Shapechanger); CR 17; HD 
  10d10+3d6+3d8+128; hp 215; Init +6; Spd 55 ft./Climb 30 
  ft.; AC 23, touch 17, flat-footed 23 (+5 armor, +6 Dex, +1 
  natural, +1 dodge); Base Atk +14; Grp +16;  Atk +21 melee 
  (1d10+4/18-20+1d6, +1 merciful adamantine elven 
  courtblade) or +21 melee (1d6+2/18-20, cold iron 
  scimitar) or +20 melee (1d6+2 +poison, bite) or +20 
  ranged (web) or +21 ranged (1d8+3/x3, composite 
  longbow (Str +2)); Full Atk +21/+16/+11 melee 
  (1d10+4/18-20+d6, 
  +1 
  merciful 
  adamantine 
  elven 
  courtblade) and +15 melee (1d6+1+poison, bite) or 
  +21/+16/+11 melee (1d6+2/18-20, scimitar) and +15 
  melee (1d6+1+poison, bite) or +20 ranged (web) or 
  +21/+16/+11 ranged (1d8+3/x3, composite longbow (Str 
  +2)); SA dervish dance 2/day, Insightful Strike (+4), 
  poison, web; SQ Evasion, Uncanny dodge, hide in plain 
  sight, Change shape, darkvision 60 ft., low-light vision; 
  AL N; SV Fort +22, Ref +23, Will +12; Str 14, Dex 22, Con 
  27, Int 18, Wis 10, Cha 12.  Swashbuckler, Complete 
  Warrior, page 11; Dervish, Complete Warrior, page 25; 
  Skulk, Races of Destiny, page 104. 
   
  Skills and Feats: Balance +15, Climb +25 (Can always 
  take 10), Concentration +14, Hide +25, Jump +24, Listen 
  +14, Move Silently +25, Perform (dance) +19, Spot +14, 
  Tumble +27; Iron Will, Dodge, Mobility, Combat 
  Reflexes, Weapon Finesse, Weapon Focus (Scimitar), 
  Combat Expertise, Spring Attack, Whirlwind, Staggering 
  StrikeCV. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  Damage 1d6 Str, secondary damage 2d6 Str.  The save DC 
  is constitution based. 
   
  Web (Ex): In spider or Hybrid form, an aranea can 
  throw a web up to six times per day.  This is similar to an 
  attack with a net but has a maximum range of 50 feet, 
  with a range increment of 10 feet, and is effective against 
  targets of up to large size.  The web anchors the target in 
  place, allowing no movement. 
   
  Languages: Common, Sylvan, Orcish, Draconic. 
   
  Sorcerer Spells (Known 5/3; 6/6 per day; base DC = 
  11+ spell level; CL 3; Arcane Failure 10%): 0—acid splash, 
  dancing lights, daze, detect magic, message; 1st- fist of stoneSC, 
  master’s touchSC, sniper’s shotSC. 
   
  Possessions: +1 merciful adamantine elven courtblade, 
  masterwork silver spiked gauntlet, cold iron scimitar, +1 
  composite longbow (Str +2), 20 cold iron arrows, 20 silver 
  arrows, masterwork sap, +1 SR13 mithral chain shirt, 
  potion of flying, boots of speed, headband of intellect +2, gloves of 
  dexterity +2, amulet of health +4, cloak of arachnida, vest of 
  resistance +3, ring of counter spells (glitterdust), ring of counter 
  spells (faerie fire), belt of one mighty blowMH, Quaal’s feather 
  token (tree), arcane scroll of expeditious retreat (1st CL), 
  wand of shield (10 charges, 5th CL), wand of greater 
  invisibility (10 charges, 7th CL), potion of heroism (5th 
  CL), potion of lesser restoration (3rd CL), potion shield of 
  faith +4 (12th CL), potion of barkskin +3 (6th CL), elixir of 
  sneaking x4, elixir of hiding x4, oil of bless weapon (2nd CL), 
  tanglefoot bags x4, vial of holy water, charm of the tree dwellers.  
  Aranea Trapper #1: Male Aranea (Orc Alternate 
  Form) Sor5; Medium Magical Beast (Shapechanger); CR 
  9; HD 3d10+5d4+32+14 false life; hp 83; Init +5; Spd 50 
  ft./Climb 25 ft.; AC 20, touch 15, flat-footed 15 (+4 mage 
  armor, +5 Dex, +1 natural); Base Atk +5; Grp +4;  Atk +10 
  melee (1d6-1+poison, bite) or +10 (+11*) ranged (web); 
  Full Atk +10 melee (1d6-1+poison, bite) or +10 (+11*) 
  ranged (web); SA poison, web; SQ Change shape, 
  darkvision 60 ft., low-light vision; AL N; SV Fort +8, Ref 
  +9, Will +8; Str 8, Dex 20, Con 18, Int 14, Wis 12, Cha 23. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen +8, 
  Spellcraft +12, Spot +8, Use Magic Device +11; Alertness, 
  Iron Will, Point Blank Shot*, Precise Shot, Empower 
  Spell 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  Damage 1d6 Str, secondary damage 2d6 Str.  The save DC 
  is constitution based. 
   
  Web (Ex): In spider or Hybrid form, an aranea can 
  throw a web up to six times per day.  This is similar to an 
  attack with a net but has a maximum range of 50 feet, 
  with a range increment of 10 feet, and is effective against 
  targets of up to large size.  The web anchors the target in 
  place, allowing no movement. 
   
  Languages: Common, Sylvan, Orcish, Draconic. 
   
  Sorcerer Spells (Known 8/5/3/2/1; Per Day 6/8/8/6/4; 
  base DC = 16 + spell level; CL 8): 0— acid splash, daze, 
  dancing lights, disrupt undead, detect magic, message, 
  prestidigitation; 1st- grease, guided shotCV, orb of 
  electricity, lesserSC, ray of enfeeblement, shield;  2nd – 
  false life, glitterdust,  phantasmal assailantsSC,; 3rd – fly, ray 
  of exhaustion,; 4th – enervation. 
   
  Possessions: Heward’s handy haversack, gloves of 
  fortunate strikingMH, cloak of charisma +2, brooch of 
  shielding, Quaal’s feather token (whip) x2, Quaal’s feather 
  token (tree) x2, arcane scroll of Leomund’s tiny hut (5th CL), 
  arcane scroll of protection from evil (1st CL), acid flasks (8), 
  tanglefoot bags (2), falchion, spiked gauntlet - cold iron, 
  
  SHE6-02 Brooding Boughs 
   
  Page 47 
  spiked gauntlet - silver, spell component pouch, charm of 
  the tree dwellers. 
  Hunting Spider Familiar, Male Spider; Tiny Vermin; 
  CR --; HD 8; hp 34 (½ masters hp); Init+3; Spd 20ft., 
  climb 10 ft.; AC 19, touch 15, flat-footed 16 (+2 size, +3 
  Dex, +4 natural); Base Atk +5; Grp -12; Atk +8 melee (1d3-
  4+poison , bite); Full Atk+8 melee (1d3-4+poison, bite); 
  SA Poison; SQ Darkvision 60 ft., tremorsense 60 ft., 
  vermin traits, deliver touch spells, Improved Evasion, 
  share spells, speak with master, speak with animals of its 
  kind, empathic link, granted abilities; AL N; SV Fort +4, 
  Ref +7, Will +7; Str 3, Dex 17, Con 10, Int 9, Wis 10, Cha 
  2. 
   
  Skills and Feats: Climb +13 (Can always take 10), 
  Concentration 10, Escape Artist +6, Hide +15, Jump +8, 
  Listen +5, Spellcraft +9, Spot +16, Use Magic Device +0; 
  Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 10, initial damage 
  1d2 Str, secondary damage 1d2 Str. The save DC is 
  Constitution-based. 
   
  Tremorsense (Ex): A monstrous spider can detect 
  and pinpoint any creature or object within 60 feet in 
  contact with the ground, or within any range in contact 
  with the spider’s webs. 
  Aranea Trapper #2: Male Aranea (Orc Alternate 
  Form) Sor5; Medium Magical Beast (Shapechanger); CR 
  9; HD 3d10+5d4+32+14 false life; hp 83; Init +5; Spd 50 
  ft./Climb 25 ft.; AC 20, touch 15, flat-footed 15 (+4 mage 
  armor, +5 Dex, +1 natural); Base Atk +5; Grp +4;  Atk: +10 
  melee (1d6-1+poison, bite) or +10 ranged (web); Full Atk 
  +10 melee (1d6-1+poison, bite) or +10 ranged (web); SA 
  poison, web; SQ Change shape, darkvision 60 ft., low-
  light vision; AL N; SV Fort +8, Ref +9, Will +8; Str 8, Dex 
  20, Con 18, Int 14, Wis 12, Cha 23. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen +8, 
  Spellcraft +12, Spot +8, Use Magic Device +11; Alertness 
  (f), Iron Will, Spell Focus: Enchantment, Greater Spell 
  Focus: Enchantment, Enlarge Spell. 
   
  Languages: Common, Sylvan, Orcish, Draconic. 
   
  Sorcerer Spells (Known 8/5/3/2/1; Per Day 
  6/8/8/6/4; base DC = 16 + spell level; CL 8): 0— acid 
  splash, dancing lights,  daze, ghost sound, mage hand, 
  message, open/close,  prestidigitation; 1st- backbiterSC, 
  charm person, distract assailantsSC, magic missile, ray of 
  enfeeblement,; 2nd- false life, mirror image, Tasha’s 
  hideous laughter, ; 3rd – bands of steelSC, suggestion; 4th – 
  greater invisibility. 
   
  Possessions: Cloak of charisma +2, brooch of shielding, 
  falchion, potion of invisibility (3rd CL), arcane scroll of 
  waves of exhaustion (13th CL), arcane scroll of summon 
  monster 7 (13th CL) (loaned to trapper #6), javelin of 
  lightning, tanglefoot bag (2), spell component pouch, 
  charm of the tree dwellers. 
  Aranea Trapper #3: Female Aranea (Half-Orc 
  Alternate Form) Sor5; Medium Magical Beast 
  (Shapechanger); CR 9; HD 3d10+5d4+32+14 false life; hp 
  83; Init +5; Spd 50 ft./Climb 25 ft.; AC 20, touch 15, flat-
  footed 15 (+4 mage armor, +5 Dex, +1 natural); Base Atk 
  +5; Grp +4;  Atk +10 melee (1d6-1+poison, bite) or +10 
  ranged (web); Full Atk +10 melee (1d6-1+poison, bite) or 
  +10 ranged (web); SA poison, web; SQ Change shape, 
  darkvision 60 ft., low-light vision; AL N; SV Fort +8, Ref 
  +9, Will +8; Str 8, Dex 20, Con 18, Int 14, Wis 12, Cha 23. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen +8, 
  Spellcraft +12, Spot +8, Use Magic Device +11; Alertness, 
  Iron Will, Extend Spell, Sculpt SpellCA, Spell Focus: 
  Conjuration. 
   
  Languages: Common, Sylvan, Orcish, Draconic. 
   
  Sorcerer Spells (Known 8/5/3/2/1; Per Day 
  6/8/8/6/4; base DC = 16 + spell level; CL 8): 0—dancing 
  lights, daze, detect magic, ghost sound, mage hand, 
  message, open/close, prestidigitation; 1st- backbiterSC, , 
  grease, guided shotSC, magic missile, ray of enfeeblement; 
  2nd- false life, glitterdust, web,; 3rd – slow, stinking cloud; 4th - 
  Evard’s black tentacles. 
   
  Possessions: Cloak of charisma +2, bag of tricks (tan), 
  javelin of lightning, tanglefoot bags (2), falchion, spell 
  component pouch, charm of the tree dwellers. 
  Aranea Trapper #4: Female Aranea (Half-Orc 
  Alternate Form) Sor5; Medium Magical Beast 
  (Shapechanger); CR 9; HD 3d10+5d4+32+14 false life; hp 
  83; Init +5; Spd 50 ft./Climb 25 ft.; AC 20, touch 15, flat-
  footed 15 (+4 mage armor, +5 Dex, +1 natural); Base Atk 
  +5; Grp +4;  Atk +10 melee (1d6-1+poison, bite) or +10 
  ranged (web); Full Atk +10 melee (1d6-1+poison, bite) or 
  +10 ranged (web); SA poison, web; SQ Change shape, 
  darkvision 60 ft., low-light vision; AL N; SV Fort +8, Ref 
  +9, Will +8; Str 8, Dex 20, Con 18, Int 14, Wis 12, Cha 23. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen +8, 
  Spellcraft +12, Spot +8, Use Magic Device +11; Alertness, 
  Iron Will, Extend Spell, Sculpt SpellCA, Spell Focus 
  (Conjuration). 
   
  Languages: Common, Sylvan, Orcish, Draconic. 
   
  Sorcerer Spells (Known 8/5/3/2/1; Per Day 6/8/8/6/4; 
  base DC = 16 + spell level; CL 8): 0— dancing lights, daze, 
  detect magic, ghost sound, mage hand, message, open/close, 
  prestidigitation; 1st-, backbiterSC, grease, guided shotSC, 
  magic missile, ray of enfeeblement; 2nd- false life , glitterdust, 
  web,; 3rd –slow, stinking cloud; 4th - Evard’s black tentacles. 
   
  Possessions: Cloak of charisma +2, bag of tricks (tan), 
  javelin of lightning, tanglefoot bags (2), falchion, spell 
  component pouch, charm of the tree dwellers. 
  Aranea Trapper  #5, Female Aranea (Goblin Alternate 
  Form) Sor5; Medium Magical Beast (Shapechanger); CR 
  9; HD 3d10+5d4+32; hp 69; Init +5; Spd 50 ft./Climb 25 
  
  SHE6-02 Brooding Boughs 
   
  Page 48 
  ft.; AC 20, touch 15, flat-footed 15 (+4 mage armor, +5 
  Dex, +1 natural); Base Atk +5; Grp +4;  Atk +10 melee 
  (1d6-1+poison, bite) or +10 ranged (web); Full Atk +10 
  melee (1d6-1+poison, bite) or +10 ranged (web); SA 
  poison, web; SQ Change shape, darkvision 60 ft., low-
  light vision; AL N; SV Fort +8, Ref +9, Will +8; Str 8, Dex 
  20, Con 18, Int 14, Wis 12, Cha 23. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen +8, 
  Spellcraft +12, Spot +8, Use Magic Device +11; Alertness 
  (f), Iron Will, Iron Will, Silent Spell, Brew Potion, 
  Arcane PreparationCA. 
   
  Languages: Common, Sylvan, Orcish, Goblin. 
   
  Sorcerer Spells (Known 8/5/3/2/1; Per Day 6/8/8/6/4; 
  base DC = 16 + spell level; CL 8): 0— dancing lights ,daze, 
  detect magic, ghost sound, mending, message, resistance, 
  prestidigitation,; 1st- feather fall, grease, mage armor, 
  obscuring mist, unseen servant; 2nd- invisibility, wall Of 
  gloomSC, rope trick; 3rd – haste, summon monster III; 4th – 
  greater invisibility. 
   
  Possessions: Cloak of charisma +2, pearl of power (1st), 
  wand of cure light wounds (50 charges, 1st CL), wand of 
  silence (10ch, 3rd CL), lesser rod of silence, Quaal’s feather 
  token (whip) x2, Quaal’s feather token (tree), divine scroll of 
  resurgence (1st CL) x2, potion of invisibility (3rd CL) x4, 
  potion of mage armor (1st CL) x4, spell component pouch, 
  charm of the tree dwellers. 
  Aranea Trapper  #6, Male Aranea (Dwarf Alternate 
  Form) 
  Aranea/Sorc5; 
  Medium 
  Magical 
  Beast 
  (Shapechanger); CR 9; HD 3d10+5d4+32+14 false life; hp 
  83; Init +5; Spd 50 ft./Climb 25 ft.; AC 20, touch 15, flat-
  footed 15 (+4 mage armor, +5 Dex, +1 natural); Base Atk 
  +5; Grp +4;  Atk +10 melee (1d6-1+poison, bite) or +10 
  ranged (web); Full Atk +10 melee (1d6-1+poison, bite) or 
  +10 ranged (web); SA poison, web; SQ Change shape, 
  darkvision 60 ft., low-light vision; AL N; SV Fort +8, Ref 
  +9, Will +8; Str 8, Dex 20, Con 18, Int 14, Wis 12, Cha 23. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen +8, 
  Spellcraft +12, Spot +8, Use Magic Device +11; Alertness 
  (f), Iron Will, Sudden SilentCA, Sudden EmpowerCA, 
  Arcane MasteryCA 
   
  Languages: Common, Sylvan, Orcish, Dwarven. 
   
  Sorcerer Spells (Known 8/5/3/2/1; Per Day 6/8/8/6/4; 
  base DC = 16 + spell level; CL 8): 0—daze, disrupt undead, 
  ghost sound, message, open/close, prestidigitation, read magic, 
  touch of fatigue; 1st – guided shotSC,  magic missile, mage 
  armor, 
  ray 
  of 
  enfeeblement, 
  shield; 
  2nd- 
  blindness/deafness, false life, web; 3rd – arcane sight, 
  dispel magic; 4th – orb of forceSC. 
   
  Possessions: Cloak of charisma +2, lesser rod of enlarge, 
  arcane scroll of wall of force (9th CL), arcane scroll of greater 
  blink (9th CL), arcane scroll of slow (5th CL), arcane scroll of 
  sleet storm (5th CL), divine scroll of faerie fire (1st CL) x2, 
  arcane scroll of greater invisibility (7th CL), potion of 
  invisibility (3rd CL), arcane scroll of Otiluke’s resilient 
  sphere (7th CL), divine scroll of calm emotions (4th CL), 
  divine scroll of bless (1st CL), scroll organizers x2, spell 
  component pouch, charm of the tree dwellers. 
  Aranea Trapper  #7, Male Aranea (Elf Alternate 
  Form) 
  Aranea/Sorc5; 
  Medium 
  Magical 
  Beast 
  (Shapechanger); CR 9; HD 3d10+5d4+32+14 false life; hp 
  83; Init +5; Spd 50 ft./Climb 25 ft.; AC 20, touch 15, flat-
  footed 15 (+4 mage armor, +5 Dex, +1 natural); Base Atk 
  +5; Grp +4;  Atk +10 melee (1d6-1+poison, bite) or +10 
  ranged (web); Full Atk +10 melee (1d6-1+poison, bite) or 
  +10 ranged (web); SA poison, web; SQ Change shape, 
  darkvision 60 ft., low-light vision; AL N; SV Fort +8, Ref 
  +9, Will +8; Str 8, Dex 20, Con 18, Int 14, Wis 12, Cha 23. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen +8, 
  Spellcraft +12, Spot +8, Use Magic Device +11; Alertness, 
  Iron Will, Sudden SilentCA, Sudden EmpowerCA, 
  Empower Spell. 
   
  Languages: Common, Sylvan, Orcish, Elven. 
   
  Sorcerer Spells (Known 8/5/3/2/1; Per Day 6/8/8/6/4; 
  base DC = 16 + spell level; CL 8): 0 - daze, detect magic, detect 
  poison, ghost sound, message, prestidigitation, read magic, 
  touch of fatigue; 1st- alarm, feather fall, guided shotSC, orb 
  of acid, lesserSC, ray of enfeeblement; 2nd- earthen 
  graspSC, fly, swiftSC, false life; 3rd – bands of steelSC, dispel 
  magic,; 4th – stoneskin. 
   
  Possessions: Cloak of charisma +2, lesser rod of enlarge, 
  potion of invisibility (3rd CL), bag of tricks (rust), arcane 
  scroll of solid fog (7th CL), divine scroll of speak with 
  animals (1st CL) x2, potion of cure light wounds (1st CL) 
  x3, tanglefoot bag, spell component pouch. 750gp (spell 
  components), charm of the tree dwellers. 
  Aranea Trapper  #8, Male Aranea (Skulk Alternate 
  Form) Sor5; Medium Magical Beast (Shapechanger); CR 
  9; HD 3d10+5d4+32+14 false life; hp 83; Init +5; Spd 50 
  ft./Climb 25 ft.; AC 20, touch 15, flat-footed 15 (+4 mage 
  armor, +5 Dex, +1 natural); Base Atk +5; Grp +4;  Atk +10 
  melee (1d6-1+poison, bite) or +10 ranged (web); Full Atk 
  +10 melee (1d6-1+poison, bite) or +10 ranged (web); SA 
  poison, web; SQ Change shape, darkvision 60 ft., low-
  light vision; AL N; SV Fort +8, Ref +9, Will +8; Str 8, Dex 
  20, Con 18, Int 14, Wis 12, Cha 23. Skulk, Races of Destiny, 
  page 104. 
   
  Skills and Feats: Climb +16 (Can always take 10), 
  Concentration +10, Escape Artist +8, Jump +12, Listen +8, 
  Spellcraft +12, Spot +8, Use Magic Device +11; Alertness 
  (f), Iron Will, Sudden SilentCA, Sculpt SpellCA, Spell Focus 
  (Illusion). 
   
  Languages: Common, Sylvan, Orcish, Draconic. 
   
  Sorcerer Spells (Known 8/5/3/2/1; Per Day 6/8/8/6/4; 
  base DC = 16 + spell level; CL 8): 0— acid splash, daze, 
  detect magic, disrupt undead, ghost sound, message, 
  prestidigitation, read magic; 1st- color spray, distract 
  
  SHE6-02 Brooding Boughs 
   
  Page 49 
  assailantsSC, grease, Nystul’s magic aura, ray of 
  enfeeblement; 2nd- false life, see invisibility, web,; 3rd – 
  phantom guardiansRD, shadow bindingSC; 4th – solid fog.   
   
  Possessions: Cloak of charisma +2, lesser rod of enlarge, 
  bead of force, Quaal’s feather token (tree), arcane scroll of dispel 
  magic (9th CL) x2, divine scroll of entangle (2nd CL), 
  Tanglefoot bag, Spell component pouch, charm of the tree 
  dwellers. 
  Encounter 8  
          
   
  Elbron, 
  Male 
  Orc 
  Wiz6/DO2/LM5: 
  Medium 
  Humanoid; CR 13; HD 11d4+2d6+52+16 false life; hp 110; 
  Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Base 
  Atk +6; Grp +7; Atk +7 melee (1d4+1/19-20, cold iron 
  dagger) or +6 ranged (1d4+1/19-20, cold iron dagger); 
  Full Atk +7 melee (1d4+1/19-20, cold iron dagger) or +6 
  ranged (1d4+1/19-20, cold iron dagger); SA none; SQ 
  Prescient Sense, Darkvision 60 ft; AL NE; SV Fort +8, Ref 
  +12, Will +10; Str 12, Dex 10, Con 16(18), Int 19(25), Wis 
  6, Cha 6.  Divine Oracle, Complete Divine, page 34. 
   
  Skills & Feats: Concentration +19, Craft (alchemy) +8, 
  Knowledge (arcana) +23,  Knowledge (Local: Core) +12, 
  Knowledge (Local: Sheldomar) +12, Knowledge (nature) 
  +12,  Knowledge (geography) +12, Knowledge (planes) 
  +12,  Knowledge (religion) +25,  Spellcraft +25,  Spot +5; 
  Scribe Scroll, Skill Focus: Knowledge (religion), 
  Insightful ReflexesCV, Transdimensional SpellCD, Craft 
  Wondrous Items, Improved Familiar CW, Chain Spell CA, 
  Arcane MasteryCA. 
   
  Languages: Common, Orcish, Draconic, Infernal, 
  Abyssal, Ignan, Auran, Aquan, Terran, Elvish, Goblin, 
  Celestial. 
   
  Wizard Spells Prepared (4/6/6/6/5/4/3/2; base DC = 17 
  + spell level; CL 13 (15 for divination spells), specialist 
  Divination banned Evocation): 0-dancing lights, detect 
  magic, message, prestidigitation; 1st- distract assailantSC x2, 
  grease x2, mage armor, shield, scholar’s touch; 2nd- false life x2, 
  glitterdust, see invisible, Tasha’s hideous laughter, touch of 
  idiocy; 3rd - divination, bands of steelSC, fly, haste, magic circle 
  against good, shadow bindingSC, stinking cloud; 4th - detect 
  scrying*, burning bloodSC, chain grease, Evard’s black tentacles, 
  greater invisibility, polymorph; 5th -  refusalSC, telekinesis, 
  teleport, transdimensional solid fog, Rary’s telepathic bond; 6th – 
  chain dispel magic, chain bands of steelSC, repulsion, true seeing; 
  7th – limited wish, reverse gravity, greater arcane sight. 
  * This slot is currently empty, as Elbron keeps this slot 
  open during the day in case he wishes to use arcane eye to 
  scout. If he doesn’t use it by nighttime he fills the slot 
  with detect scrying and casts it to cover the next day. 
  Spell book: 0 - dancing lights, detect magic, message, 
  prestidigitation; 1st- charm person, distract assailantSC, identify, 
  grease, locate cityRD, mage armor, protection from good, ray of 
  enfeeblement, shield, scholar’s touchRD; 2nd- augury, bear’s 
  endurance, command undead, detect thoughts, false life, fox’s 
  cunning, glitterdust, see invisible, Tasha’s hideous laughter, 
  touch of idiocy, web; 3rd - arcane sight, bands of steelSC, 
  clairvoyance/clairaudience, dispel magic, divination, fly, haste, 
  shadow bindingSC, stinking cloud; 4th – arcane eye, burning 
  bloodSC, detect scrying, divination, Evard’s black tentacles, 
  greater invisibility, polymorph,  solid fog; 5th -  commune, 
  dominate person, refusalSC, telekinesis, teleport, Rary’s telepathic 
  bond, scrying.6th – legend lore, repulsion, summon monster 6, 
  true seeing; 7th –limited wish, reverse gravity, greater arcane 
  sight.  
   
  Possessions: Headband of intellect +6, amulet of health +2, 
  lesser rod of extend, eyes of the eagle, cloak of resistance +1, 
  arcane scroll of transdimensional web (5th CL) CD, arcane scroll 
  of 
  command 
  undead 
  (3rd 
  CL), 
  arcane 
  scroll 
  of 
  transdimensional solid fog (9th CL)CD, rod of mastery: elf, spell 
  component pouches (2) (10), cold iron daggers (2) (8), 
  alchemist’s fire (20), tanglefoot bag (50), 203 gp.   
   
  Imp Familiar, Male Imp; Tiny Outsider (Evil, 
  Lawful, extraplanar); CR __; HD 13; hp 63 (½ masters 
  hp+16 false life); Init+3; Spd 20ft., fly 50 ft. (perfect); AC 
  28, touch 15, flat-footed 25 (+4  mage armor, +2 size, +3 
  Dex, +5 natural); Base Atk +3; Grp -5; Atk: +8 melee (1d4 
  +poison, sting); Full Atk +8 melee (1d4 +poison, sting); 
  SA Poison, Spell-like abilities; SQ Alternate forms*, 
  darkvision 60 ft, deliver touch spells, DR 5/good or silver, 
  fast healing 2, immunity to poison, fire resist 5, speak 
  with master, Improved Evasion, granted abilities; AL LE; 
  SV Fort +3, Ref +6, Will +13; Str 10, Dex 17, Con 10, Int 
  10, Wis 12, Cha 14. 
   
  Skills and Feats: Diplomacy +8, Hide +17, Knowledge 
  (dungeoneering) +6, Listen +7, Move Silently +9, Search 
  +6, Spellcraft* +6 {this is subsumed by the Master’s 
  Granted Skill Ranks), Spot +7, Survival +1 (+3 following 
  tracks); Granted Skills: Concentration +16, Craft 
  (alchemy) +1, Knowledge (arcana) +16, Knowledge 
  (geography) +5, Knowledge (Local: Core) +5, Knowledge 
  (Local: Sheldomar) +5 , Knowledge (nature) +5, 
  Knowledge (planes) +5, Knowledge (religion) +15, 
  Spellcraft +18; Dodge, Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial damage 
  1d4 Dex, secondary damage 2d4 Dex. The save DC is 
  Constitution-based and includes a +2 racial bonus. 
   
  Spell-Like Abilities (Sp): At will—detect good, detect 
  magic, invisibility (self only); 1/day—suggestion (DC 15). 
  Caster level 6th. The save DC is Charisma-based.  Once 
  per week an imp can use commune to ask six questions. 
  The ability otherwise works as the spell (caster level 
  12th). 
   
  *Imp Familiar Will-o-Wisp Form: Male Imp; 
  Small Aberration (Air); CR __; HD 13; hp 63 (½ masters 
  hp+16 false life); Init +9; Spd fly 50 ft. (perfect); AC 33, 
  touch 29, flat-footed 24 (+4  mage armor, +1 size, +9 Dex, 
  +9 deflection); Base Atk +3; Grp -6; Atk +13 melee touch 
  (2d8 electricity, shock); Full Atk +13 melee touch (2d8 
  electricity, shock); SA Spell-like abilities; SQ Alternate 
  forms (see below), darkvision 60 ft, deliver touch spells, 
  speak with master, Improved Evasion, granted abilities; 
  
  SHE6-02 Brooding Boughs 
   
  Page 50 
  AL LE; SV Fort +3, Ref +12, Will +13; Str 1, Dex 29, Con 
  10, Int 10, Wis 12, Cha 14. 
   
  *Imp Familiar Hamatula Form: Male Imp; 
  Medium Aberration; CR --;HD 13; hp 63 (½ masters 
  hp+16 false life); Init +6; Spd 30 ft.; AC 33, touch 16, flat-
  footed 27 (+4 mage armor, +6 Dex, +13 natural); Base Atk 
  +3; Grp +15; Atk +9 melee (2d8+6, claws); Full Atk +9/+9 
  melee (2d8+6, claws); SA Improved Grab, Impale; SQ 
  Alternate forms (see below), darkvision 60 ft, deliver 
  touch spells, speak with master, Improved Evasion, 
  granted abilities; AL LE; SV Fort +9, Ref +9, Will +13; Str 
  23, Dex 23, Con 23, Int 10, Wis 12, Cha 14 
   
  Impale (Ex): a barbed devil deals 3d8+9 points of 
  piercing damage to a grabbed opponent with a successful 
  grapple check. 
   
  Improved Grab (Ex): to use this ability, a barbed 
  devil must hit with a claw attack.  It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity.  If it wins the grapple check, it 
  establishes a hold and can impale the opponent on its 
  barbed body. 
  Wyneck: 
  Female 
  Half-Orc 
  Drd13; 
  Medium 
  Humanoid; CR 13; HD13d8+26; hp 94; Init -1; Spd 40 ft.; 
  AC 11, touch 9, flat-footed 11 (+2 leather armor,-1 Dex); 
  Base Atk +9; Grp +10; Atk +10 melee (1d6+1, staff); Full 
  Atk +10/+4 melee (1d6+1, staff); SA none; SQ Wildshape* 
  (4/day, 13 hours), Darkvision 60 ft.; AL NE; SV Fort +10, 
  Ref +3, Will +15; Str 12, Dex 8, Con 14, Int 10, Wis 21(25), 
  Cha 6. 
   
  Skills and Feats: Handle Animal +16, Hide -1 (+4 in 
  shambling mound form, +12 in swamp or forest in 
  shambling mound form), Listen +22, Move Silently -1 (+4 
  in shambling mound form), Spot +22, Survival +24; 
  Track, Spell Focus: Conjuration, Natural Spell, Augment 
  Summoning, Rapid SpellCD. 
   
  Languages: Common, Orcish. 
   
  Druid Spells Prepared (6/7/7/6/5/4/3/2; base DC = 17 
  + spell level, 18 + spell level for conjuration spells; CL 13): 
   0 – create water, cure minor wounds x3, guidance, resistance; 
  1st - entangle x2, faerie fire, vigor, lesserSC x2, longstrider, pass 
  without trace; 2nd - barkskin, camouflage, massSC, easy trailSC, 
  nature’s favorSC, summon dire hawkRW, warp wood, woodland 
  veilRW; 3rd - greater magic fang x2, vigor, mass lesserSC, rapid 
  summon dire hawkRW, spike growth, thornskinSC; 4th – arc of 
  lightningSC, flame strike, freedom of movement x2, languorSC; 5th 
  – animal growth, commune with nature, stoneskin, wall of 
  thorns: 6th – anti-life shell, greater dispel magic, fires of puritySC; 
  7th – heal, rapid summon nature’s ally 6. 
   
  Possessions: Necklace of wisdom +4, pearl of power 1st x5, 
  pearl of power 2nd, lesser rod of extend, flask of curses, spell staff 
  (brilliant aura CL 13th), divine scroll of summon nature’s ally 6 
  (CL11), divine scroll of entangle (1st CL), divine scroll of reduce 
  animal (CL 3), divine scroll of tree shape (3rd CL), leather 
  armor (10), staff, club, spell component pouches (2), 5gp. 
   
  *Druid Deinonychus (Raptor) Form^: Female 
  Half-Orc Drd13; Medium Animal; CR 13; HD 13d8+52; 
  hp 120; Init +2; Spd 70 ft.; AC 17, touch 12, flat-footed 15 
  (+2 Dex, +5 natural); Base Atk +9; Grp +10; Atk +14 melee 
  (1d8+5, talons, +1 greater magic fang); Full Atk: +14 melee 
  (1d8+5,  talons, +1 greater magic fang) and +9/+9 melee 
  (1d3+3, foreclaws, +1 greater magic fang) and +9 melee 
  (2d4+3, bite, +1 greater magic fang); SA Pounce; SQ Low-
  light vision; AL NE; SV Fort +12, Ref +6, Will +15; Str 19, 
  Dex 15, Con 19, Int 10, Wis 21(25), Cha 6. 
  ^courtesy of MM errata 
   
  *Druid Shambling Mound Form: Female Half-
  Orc Drd13; Large Plant; CR 13; HD 13d8+39; hp 107; 
  Init +2; Spd 20 ft., swim 20ft.; AC 20, touch 9, flat-footed 
  20 (-1 size, +11 natural); Base Atk +9; Grp +18; Atk +13 
  melee 
  (2d6+5, 
  slam); 
  Full 
  Atk 
  +13/+13 
  melee 
  (2d6+5,slam).; SA Improved Grab, constrict 2d6+7; SQ 
  Darkvision 60 ft., Low-light vision, Plant Traits; AL NE; 
  SV Fort +11, Ref +4, Will +15; Str 21, Dex 10, Con 17, Int 
  10, Wis 21(25), Cha 6. 
   
  Improved Grab (Ex): To use this ability, a shambler 
  must hit with both slam attacks.  It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity.  If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Constrict (Ex): A shambler deals 2d6+7 points of 
  damage with a successful grapple check. 
   
  *Druid Dire Bat Form: Female Half-Orc Drd13; 
  Large Animal; CR 13; HD 13d8+39; hp 107; Init +6; Spd 
  20 ft., fly 40 ft.(good); AC 20, touch 15, flat-footed 14 (-1 
  size, +6 Dex, +5 natural); Base Atk +9; Grp +16; Atk +11 
  melee (1d8+4, bite); Full Atk +11 melee (1d8+4, bite).; SA 
  none; SQ Low-light vision; AL NE; SV Fort +11, Ref +10, 
  Will +15; Str 17, Dex 22, Con 17, Int 10, Wis 21(25), Cha 
  6. 
  Advanced Dire Ape Companion, Male Ape; Large 
  Animal; CR __; HD 9d8+21; hp 63; Init +3; Spd 30 
  ft./Climb 15 ft.; AC 20, touch 12, flat-footed 17 (+3 Dex, 
  +8 natural, -1size); Base Atk +6; Grp +21; Atk +13 melee 
  (1d6+8, claw, +1 greater magic fang); Full Atk: +13/+13 
  melee (1d6+7, claw, +1 greater magic fang) and +8 (1d8+4, 
  bite, +1 greater magic fang); SA Rend (2d6+10); SQ Low-
  light vision; AL N; SV Fort +8, Ref +8, Will +7; Str 24, Dex 
  17, Con 14, Int 2, Wis 12, Cha 7.  
   
  Skills and Feats: Climb +14, Listen +5, Move Silently 
  +5, Spot +6, Tumble +6; Alertness, Toughness, Improved 
  Unarmed Strike, Improved Grapple. 
  Chain Thugs (6): Male Orc Barb1/Ftr6/Exotic 
  Weapon Master 1; Medium Humanoid; CR 8; HD 
  1d12+7d10+16; hp 70; Init +0; Spd 40 ft.; AC 15, touch 12, 
  flat-footed 13 (+3 studded leather, +2 Dex); Base Atk +8; 
  Grp +5; Atk +18 melee (2d4+13, +1 spiked chain); Full Atk 
  +16/+16/+11 melee (2d4+13, +1 spiked chain); SA Flurry of 
  Strikes (with spiked chain), Reckless rage; SQ darkvision 
  60 ft.; AL NE; SV Fort+12, Ref +5, Will +1; Str 24 (26), 
  
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  Dex 14, Con 14, Int 6, Wis 6, Cha 6. Exotic Weapon Master, 
  Complete Warrior, page 30. 
   
  Skills and Feats: Craft Weaponsmith +2, Jump +18, 
  Listen +2; Exotic Weapon Proficiency: Spiked Chain, 
  Weapon Focus (Spiked Chain), Combat Reflexes, 
  Reckless RageRS, Power Attack, Extra RageCW, Close 
  Quarters FightingCW. 
   
  Exotic Weapon Stunt (Ex): Flurry of Strikes: 
  When wielding an exotic double weapon or spiked chain 
  with both hands, the character can elect to use a full 
  attack action to make a flurry of strikes.  When doing so, 
  he may make one extra attack in the round at his full base 
  attack bonus, but this attack takes a -2 penalty, as does 
  each other attack made in that round and until the exotic 
  weapon master’s next turn.  The extra attack may be with 
  either end of the double weapon. 
   
  Languages: Common, Orcish. 
   
  Possessions: Gloves of ogre power +2, +1 spiked chain, cold 
  iron spiked chain, cloak of resistance +1, potion of fly (5th 
  CL), potion of enlarge person (5th CL), potion of invisibility 
  (3rd CL), potion of lesser restoration (3rd CL), oil of magic 
  weapon (1st CL), potion of cure light wounds (1st CL), 
  masterwork studded leather armor, cold iron spiked 
  gauntlet, silvered spiked gauntlet, club, tanglefoot bags 
  (2), acid flask, thunderstone x2, 5gp. 
  
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  Page 52 
  DM Aid 1-Movement Chart 
   
  Summarized Movement from PHB pp. 163-164 
   
   
   
   
   
   
   
  Speed 
  15 ft. 
  20 ft. 
  30 ft. 
  40 ft. 
  Walk/hour normal 
  1.5 miles 
  2 miles 
  3 miles 
  4 miles 
  Walk/hour off trail 
  .75 miles 
  1 mile 
  1.5 miles 
  2 miles 
  Note: all movement in this event is considered "off trail" rate because 
  of the forest’s heavy undergrowth.  Ground movement that does not 
  follow some sort of trail is at ¼ normal movement rate. 
   
   
   
   
   
   
  Approximate distances 
  Time if tracking successfully (shortest distance) 
  Trisomme-Hilorrin: 20 mi. 
  27 hours 
  20 hours 
  13 hours 
  10 hours 
  Hilorrin-Enc. 5: 12 mi. 
  16 hours 
  12 hours 
  8 hours 
  6 hours 
  Enc. 5-Enc. 6: 17 mi. 
  23 hours 
  17 hours 
  11 hours 
  9 hours 
  Enc. 7-Enc. 8: 12 mi. 
  16 hours 
  12 hours 
  8 hours 
  6 hours 
  
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  DM Aid 2-New Rules 
  New Feats 
  Arcane Mastery (Complete Arcane) 
   
  Prerequisite: Ability to cast arcane spells or use spell-like abilities (including invocations). 
   
  Benefit: You can take 10 on caster level checks (as if the caster level check was a skill check). 
  Arcane Preparation (Complete Arcane) 
   
  Prerequisite: Ability to cast arcane spells without preparation. 
   
  Benefit: Each day, you can use one or more of your spell slots to prepare spells you know, usually for the purpose 
  of applying a metamagic feat to the spell – but without an increase in casting time. Preparing a spell uses a spell slot of 
  the appropriate level, and once prepared, that slot can’t be used for anything else until the prepared spell is cast. 
  Chain Spell (Complete Arcane) 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Any spell that specifies a single target and has a range greater than touch can be chained so as to affect that 
  primary target normally, then arc to a number of secondary targets equal to your caster level (maximum 20).  Each arc 
  affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which 
  can be affected more than once.  You can choose to affect fewer secondary targets than the maximum.  If the chained 
  spell deals damage, the secondary targets each take half as much damage as the primary target (rounded down) and can 
  attempt a Reflex saving throw for half damage (whether the spell allows the original target a save or not).  For spells that 
  don’t deal damage, the save DCs against arcing effects are reduced by 4.  For example, if a 10th-level wizard normally 
  casts cause fear at DC14, a chained cause fear could target a goblin chieftain at DC 14 and up to ten of his nearby guards at 
  DC 10.  A chained spell uses up a spell slot three levels higher than the spell’s actual level.  
  Close-Quarters Fighting (Complete Warrior) 
   
  Prerequisite: Base attack bonus +3.  
   
  Benefit: You gain an attack of opportunity whenever an enemy attempts to grapple you, even if the enemy has a 
  feat or special ability that would normally bypass the attack.  If you deal damage with this attack, the enemy fails to start 
  the grapple unless it has the Improved Grapple feat or a special ability such as improved grab.  If the enemy has such an 
  ability, you may add the damage you deal as a bonus on your opposed grapple check to resist being grappled.  This feat 
  does not give you extra attacks of opportunity during a round or allow you to make an attack of opportunity when you 
  would be denied one for being surprised, helpless, or in a similar situation.  For example, an ogre attempts to grapple 
  Tordek.  Tordek gains an attack of opportunity, hits, and causes damage.  Since the ogre does not have any sort of 
  grappling special ability or feat, it fails to start a grapple.  Then an ankheg – a creature with the improved grab special 
  ability – attempts to grapple Tordek.  He takes an attack of opportunity, hits and deals 10 points of damage to the 
  creature.  Tordek then adds +10 to his opposed check to resist being grappled. 
   
  Special: A fighter may select Close-Quarters Fighting as one of his fighter bonus feats. 
  Extra Rage (Complete Warrior) 
   
  Prerequisite: Rage or frenzy ability. 
   
  Benefit: You rage or frenzy two more times per day than you otherwise could. 
   
  Special: You may take this feat multiple times.  Its effects stack. 
  
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  Improved Familiar (Complete Warrior) 
   
  Prerequisite: Ability to acquire a new familiar, compatible alignment, sufficiently high arcane spellcaster level, 
  and base attack bonus. 
   
  Benefit: When choosing a familiar, the creatures listed on page 100 of Complete Arcane are also available to the 
  spellcaster.  The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes 
  (lawful thru chaotic, good thru evil).  For example, a chaotic good spellcaster could acquire a neutral familiar.  A lawful 
  neutral spellcaster could acquire a neutral good familiar.  The spellcaster must have at least the arcane spellcaster level 
  and base attack bonus indicated on pg 100 of Complete Arcane in order to acquire the familiar.  Improved familiars 
  otherwise use the rules presented on pages 52 and 53 of the Player’s Handbook. 
   
   
  Granted Abilities: In addition to their own special qualities, all familiars grant their masters the Alertness 
  feat, the benefit of an empathic link and the ability to share spells with the familiar. 
   
   
  Improved Evasion (Ex): If a familiar is exposed to any effect that normally allows it to attempt a Reflex 
  saving throw for half damage, it takes no damage with a successful saving throw and only half damage on a failed save. 
   Inside Connections (Races of Destiny) 
   
   Prerequisite: Choose a specific organization. 
   
   Benefit: You gain a +4 circumstance bonus on Bluff, Diplomacy, Gather Information, Knowledge (local), and 
  Sense Motive checks made in conjunction with that organization. 
   
  Special: You can gain this feat multiple times.  Its effects do not stack.  Each time you take this feat, it applies to a 
  new organization.  The DM should limit characters to selecting only those organizations with which they have a 
  positive or neutral relationship.  For instance, a character might not be allowed to select an enemy organization, or one 
  whose existence and/or operations aren’t well known to him. 
    
  Insightful Reflexes (Complete Adventurer)   
   
  Benefit: You add your Intelligence modifier (instead of your Dexterity modifier) to Reflex saves. 
  Rapid Spell (Complete Divine) 
   
  Benefit: Only spells with a casting time greater than 1 standard action can be made rapid.  A rapid spell with a 
  casting time of 1 full round can be cast as a standard action.  A rapid spell with a casting time measured in rounds can be 
  cast in 1 full round.  Rapid spells with casting times measured in minutes can be cast in 1 minute, and rapid spells with 
  casting times measured in hours can be cast in 1 hour.  A rapid spell uses up a spell slot one level higher than the spell’s 
  actual level. 
   
  Special: A spell can be made rapid and quickened only if its original casting time was 1 full round.  This feat can be 
  applied to a spell cast spontaneously as long as its original casting time was longer than 1 full round. 
   
  Reckless Rage (Races of Stone) 
   
  Prerequisite: Con 13, rage ability. 
   
  Benefit: Whenever you activate your rage ability, you take an additional -2 penalty to your Armor Class, but you 
  gain an additional +2 bonus to Strength and Constitution.  These bonuses stack with the effects of rage, greater rage, and 
  mighty rage. 
  Sculpt Spell (Complete Arcane) 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: You can modify an area spell by changing the area’s shape to either a cylinder (10-foot radius, 30 feet 
  high), a 40-foot cone, four 10-foot cubes, a ball (20-foot radius spread), or a 120-foot line.  The sculpted spell works 
  normally in all respects except for its shape.  For example, a lightning bolt whose area has changed to a ball deals the same 
  amount of damage, but affects a 20-foot radius spread.  A sculpted spell uses a spell slot one level higher than the spell’s 
  actual level. 
  Staggering Strike (Complete Adventurer) 
   
  Prerequisite: Base attack bonus +6, sneak attack. 
   
  Benefit: If you deal damage with a melee sneak attack, you can also deliver a wound that limits your foe’s mobility. 
   For 1 round (or until the target is the beneficiary of a DC 15 Heal check or any magical healing that restores at least 1 
  hit point, whichever comes first), your target is treated as if it were staggered, even if its non-lethal damage doesn’t 
  exactly equal its current hit points.  A target can resist this effect by making a successful Fortitude save (DC equal to 
  damage dealt).  Multiple staggering strikes on the same creature do not stack.  This feat has no effect on creatures not 
  subject to sneak attack damage. 
  
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  Steady Concentration (Races of Stone) 
   
  Prerequisite: Concentration 8 ranks. 
   
  Benefit: You can always take 10 on Concentration checks, even when conditions would not normally allow you to 
  do so. 
  Sudden Empower (Complete Arcane) 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the effects of the Empower Spell feat to any spell you cast without increasing 
  the level of the spell or specially preparing it ahead of time.  You can still use Empower Spell normally if you have it. 
  Sudden Silent (Complete Arcane) 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the effects of the Silent Spell feat to any spell you cast without increasing the 
  level of the spell or specially preparing it ahead of time.  You can still use Silent Spell normally if you have it. 
  Transdimensional Spell (Complete Divine) 
   
  Benefit: A transdimensional spell has full, normal effect upon incorporeal creatures, creatures on the Ethereal 
  Plane or Plane of Shadow, and creatures within an extradimensional space in the spell’s area.  Such creatures include 
  ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the 
  extradimensional space of a rope trick or portable hole.  You must be able to perceive a creature to target it with a spell, but 
  you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread.  A transdimensional 
  spell uses up a spell slot one level higher than the spell’s actual level. 
   
  Urban Tracking (Races of Destiny) 
   
  Benefit: To find the trail of an individual or to follow it for 1 hour requires a Gather Information check.  You must 
  make another Gather Information check for every hour of the search, as well as each time the trail becomes difficult to 
  follow, such as when it moves to a different area of town.  The DC of the check, and the number of checks required to 
  track down your quarry, depend on the community size and the conditions; see table on page 154, Races of Destiny.  If 
  you fail a Gather Information check, you can retry after 1 hour of questioning.  The DM should roll the number of 
  checks required secretly, so the player doesn’t know exactly how long the task will require. 
   
  Special: You can cut the time per Gather Information check in half (to 30 minutes per check), but you take a -5 
  penalty on the check. 
  New Items 
  Belt of One Mighty Blow (Miniatures Handbook) 
   
  Once per day, as a swift action, the wearer of this belt can activate the belt to gain extra damage on her next melee 
  attack.  A light weapon deals an extra 1d8 of damage, a one-handed weapon deals an extra 2d6 points of damage, and a 
  two-handed weapon gain an extra 3d6 points of damage.  The belt can be used only after being worn continuously for 24 
  hours.  If it is taken off, it becomes inactive until it is again donned and worn for a full 24 hours. 
   
  Faint transmutation; CL 5th; Craft Wondrous Item, bull’s strength; Price 1,500 gp. 
  Gloves of Fortunate Striking (Miniatures Handbook) 
   
  Best worn by the cleverest of warmakers, these gloves allow their wearer to attempt to change an unfortunate strike 
  at the enemy to a more accurate one.  Once per day, after the wearer of the gloves has made an attack roll (but before it’s 
  determined whether the roll succeeded), he may choose to make the attack roll again.  He must use the second result 
  even if it is lower.  The wearer can’t use this ability if he has already made the attack roll again because of another ability 
  he possesses, nor can he use another ability he possesses to make the attack role again after he uses the gloves.  The 
  gloves can be used only after they are worn continuously for 24 hours.  If they are taken off, they become inactive until 
  they are again donned and worn for a full 24 hours. 
   
  Faint divination; CL 3rd; Craft Wondrous Item, true strike; Price 2,000 gp 
  Feathered Armor & Shield Enhancement (Arms and Equipment Guide) 
   
  A suit of armor or a shield with this ability appears to be created from thousands of iridescent feathers.  This 
  characteristic has no effect on the armor’s or shield’s weight, armor check penalty, or other statistics.  Feathered armor or 
  a feathered shield allows the wearer to fly up to 50 minutes per day (as the fly spell).  
   
  Caster level: 5th; Prerequisites: Craft Magic Arms and Armor, fly; Market price: +2 bonus.  
  Rod of Mastery: Elf (or Human or Gnome, etc., i.e. the “target race”)  
  The Suel mage of power, Kaarl Hartur, created these rods by distilling the powers of a rod of rulership to focus on a single 
  specific race. The rods are universally black, bearing twisted visages of the race to which they are attuned. The wielder 
  
  SHE6-02 Brooding Boughs 
   
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  can enthrall the targeted type of creatures within 120 feet whenever the device is active (activating the device is a 
  standard action). Creatures totaling 500 hit dice can be enthralled and ruled. All creatures except the target race are 
  completely immune to the Rod’s power. Those who are affected are entitled to a DC 30 Will save to negate the effect. 
  Ruled creatures obey as though under a permanent dominate monster effect, except that they respond to verbal orders (no 
  telepathic links are created). Any subject forced to take actions against its nature receives a new saving throw with a +2 
  bonus. Obviously self-destructive orders are not carried out.  
  The rod also provides a sanctuary effect, per the spell, to the wielder against the target race only (other races are 
  unaffected).  The Will save is DC 30 and must be re-rolled every round in order to target the wielder. 
  The rod requires that the essence of a vampire of the target race be bound within. It bestows four negative levels on any 
  non-evil creature attempting to wield it. The negative levels remain as long as the rod is in hand and disappears when 
  the rod is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any 
  way (including restoration spells) while the rod is wielded. The rod goes dormant unless bathed liberally with fresh blood 
  of the target race once per week. 
  Minor artifact: Strong enchantment and evil; CL 20th. Weight 5 lbs. 
  Charm of the Tree Dwellers  
  This carved wooden charm can be carried or worn as a brooch (does not take a body slot). When the charm is grasped 
  and a command word is spoken, the wearer is imbued with the ability to move as per the druid’s Woodland Stride 
  ability. The effect lasts one continuous hour, after which the charm crumbles to dust. 
  Moderate transmutation; CL 5th, Craft Wondrous Items, surefooted stride, Price 250 gp. Weight: negligible. 
  New Spells 
  Arc of Lightning (Spell Compendium) 
  Conjuration (Creation) [Electricity] 
   
  Level: Druid 4, sorcerer/wizard 5, Windstorm 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Area: A line between two creatures 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
   
  Static fills the air as you complete the spell. With a gesture you create magical conductivity between two creatures, and a bolt of 
  electricity arcs between them with a shockingly loud crackle. 
  This bolt deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures and to anything in 
  the line between them.  Both creatures must be in range, and you must be able to target them both (as if this spell had 
  them as its targets).  Draw the line from any corner in one creature’s space to any corner in the other’s space.  The bolt 
  affects all squares in this line. 
   
  Arcane Material Component: Two small iron rods. 
   
  Backbiter (Spell Compendium) 
  Necromancy 
  Level: Sorcerer / wizard 1 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Target: One weapon 
  Duration: 1 round/level or until discharged 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes (object) 
   
  The weapon you indicate during the spell’s casting briefly shimmers with a black aura that disappears in an eyeblink. 
  You cast this spell on any melee weapon.  The next time that weapon is used to make a melee attack, its shaft twists 
  around so that the weapon strikes the wielder instead.  The weapon hits automatically, and no attack role is made.  The 
  wielder gets no warning or knowledge of the spell’s effect on his weapon, and although he makes the attack, the self-
  dealt damage can’t be consciously reduced (though damage reduction applies) or changed to non-lethal damage.  Once 
  
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  the weapon attacks its wielder (whether successfully or not), the spell is discharged.  Magic weapons targeted by this 
  spell receive a Will save.  An item in a creature’s possession uses its own Will save bonus or its wielder’s bonus, 
  whichever is higher. 
  Focus: A dagger. 
   
  Bands of Steel (Spell Compendium) 
  Conjuration (Creation) 
  Level: Sorcerer / wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. / level) 
  Target: One Medium or smaller creature 
  Duration: 1 round/level 
  Saving Throw: Reflex partial 
  Spell Resistance: No 
   
  The interlocking hoops become briefly hot then disappear even as similar, larger bands streak from your outstretched hand toward 
  the creature you indicate.  With a satisfying metallic clank, the bands wrap around the indicated creature. 
  The victim must succeed on a Reflex save or be immobilized and thus unable to move.  If the saving throw succeeds, the 
  victim is only partially trapped by the bands, and is entangled.  A creature immobilized by the bands can attempt to 
  escape as a full-round action, either by bursting free (Strength DC 18) or wriggling out (Escape Artist DC 18).  An 
  entangled creature can use a full-round action to break free (Strength DC 13) or disentangle itself (Escape Artist DC 13). 
   
  Material Component: Three small silver hoops, interlocked. 
   
  Branch To Branch (Spell Compendium) 
  Transmutation 
  Level: Druid 1, ranger 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level 
   
  With the last guttural utterance, your fingers thicken and your arms lengthen slightly.  You have the impression that you would 
  feel more at ease in a canopy of trees. 
  You gain a +10 competence bonus on Climb checks made in trees.  As long as you remain at least 10 feet above the 
  ground, you can brachiate (swing by branches and vines) in medium or dense forest, but not in sparse forest.  When you 
  brachiate, you gain a 10-foot enhancement bonus to your land speed and ignore the hampered movement penalties for 
  undergrowth and other terrain features.  You can charge while you are brachiating, but you can’t run.  Naturally, some 
  local conditions, such as areas of sparse forest, clearings, wide rivers, or other breaks in the forest canopy, might force 
  you to return to the ground.   
   
  Burning Blood (Spell Compendium) 
  Necromancy 
  Level: Sorcerer / wizard 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. / level) 
  Target: One living creature; see text 
  Duration: 1 minute/level (D) 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
   
  The taste of copper fills your mouth and bloody spatters punctuate your last few words that unlock the spell.  You gag slightly as 
  the blood in your mouth congeals, but disappears even as you release the spell. 
  You taint a living creature’s blood with a hot, corrosive infusion, dealing 1d8 points of acid damage and 1d8 points of 
  fire damage per round.  The subject can attempt a Fortitude save each round to negate the damage, but a successful save 
  does not prevent damage in future rounds.  Searing pain limits the subject to a single move action in any round when it 
  fails its Fortitude save.  Burning blood does not affect creatures of the construct, elemental, ooze, plant or undead types. 
  Material Component: A drop of blood and a pinch of saltpeter. 
  
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  Camouflage (Spell Compendium) 
  Transmutation 
  Level: Druid 1, ranger 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level 
   
  Upon finishing the spell, your skin and clothing change color, warping tint and hue to match your surroundings. 
  Throughout the duration of the spell, your coloration changes instantly to match the background of any new 
  environment you enter, with no effort on your part.  This effect grants you a +10 circumstance bonus on Hide checks. 
   
  Camouflage, Mass (Spell Compendium) 
  Transmutation 
  Level: Druid 2, ranger 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. / level) 
  Target: Any number of creatures, no two of which are more than 60 ft. apart. 
  Duration: 10 minutes/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  Reaching out to your environment, you wrap your allies in the patterns and shifting colors of their surroundings, concealing 
  them from prying eyes. 
  This spell functions like camouflage, except the effect is mobile with the group.  The spell is broken for any individual 
  who moves more than 60 feet from the nearest member of the group.  If only two individuals are affected, the one 
  moving away from the other one loses its camouflage.  If both are moving away from each other, they both become 
  visible when the distance between them exceeds 60 feet. 
   
  Chain of Eyes (Spell Compendium) 
  Divination 
  Level: Cleric 3, druid 4, sorcerer / wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 hour/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes  
   
  With the creature’s will to resist brushed aside, you gaze out from its eyes to see your own satisfied smile. 
  You can use another creature’s vision instead of your own.  While this spell gives you no control over the subject, each 
  time it comes into physical contact with another living being, you can choose to transfer your sensor to the new 
  creature.  During your turn in a round, you can use a free action to switch from seeing through the current creature’s 
  eyes to seeing normally or back again.  Each transfer attempt allows the new target a saving throw and spell resistance.  
  If a target resists, the spell ends. 
   
  Distract Assailant (Spell Compendium) 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Assassin 1, sorcerer / wizard 1 
  Components: V, S, M 
  Casting Time: 1 swift action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  
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  Buzzing under your breath like a fly, you swat at the sky and toss the fly’s wing in your hand into the air.  The target of your spell 
  becomes distracted, starting at shadows and looking about for unseen assailants. 
  A creature affected by this spell is flat-footed until the beginning of its next turn. 
   
  Material Component: The dried wing of a fly. 
   
  Earthen Grasp (Spell Compendium) 
  Transmutation [Earth] 
  Level: Sorcerer / wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Animated earthen arm 
  Duration: 2 rounds/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  You raise your arm above your hand, your fingers flexed like talons.  Nearby, an arm made of earth but as large as a person erupts 
  from the ground, its hand grasping at the air. 
  You bring forth from the ground an arm made of dense, compacted earth or soil that can grapple your foes.  You can 
  cause the arm to rise only out of earth, mud, grass, or sand, and the spell fails if you attempt to cast it in an area with the 
  wrong materials (including stone).  Treat the arm as a Medium creature, with a base attack bonus equal to your caster 
  level and a Strength of 14 +2 per three caster levels (16 at 3rd level, 18 at 6th level, and so on).  The arm doesn’t move from 
  the square it appears in, but can make one grapple attempt per round against any creature in its square or adjacent 
  square.  Doing so does not provoke attacks of opportunity.  If the arm can target multiple creatures, you can choose one. 
   If you are unable to choose a target, the arm attacks a random creature within reach (possibly including your allies).  
  Each round when it successfully pins a target, the hand deals lethal damage equal to 1d6 points + its Str modifier.  The 
  earthen arm has AC 15, hardness 4, and 3 hit points per caster level.  If reduced to 0 or fewer hit points, it crumbles to 
  dust. 
   
  Material Component: A miniature hand sculpted from clay. 
   
  Easy Trail (Spell Compendium) 
  Abjuration 
  Level: Druid 2, ranger 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 40 ft. 
  Area: 40-ft.-radius emanation centered on you  
  Duration: 1 hour/level (D) 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  You sweep your arm as if to push aside a branch and simultaneously call out for the plants around you to move aside.  
  Obediently, the plants surrounding you oblige. 
   
  Anyone in the area of the spell (including you) finds the undergrowth held aside while they pass.  This effect essentially 
  provides a trail through any kind of undergrowth, and you treat any trackless terrain as having a trail (PH 164).  Once 
  the effect of the spell passes, the plants return to their normal shape.  The DC to track anyone who traveled within the 
  area of this spell increases by 5 (the equivalent of hiding the trail).  This spell has no effect on plant creatures (that is, 
  they aren’t pushed or held aside by its effect). 
  Fires of Purity (Spell Compendium) 
  Evocation [Fire] 
  Level: Druid 6, Purification 6, sorcerer / wizard 6 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/level 
  Saving Throw: See text 
  Spell Resistance: Yes (harmless); see text 
  
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  You touch the target, and it bursts into flames that do not harm it, although the heat you feel from the fire seems quite real to you. 
  The creature you touch bursts into magical flames that do not harm the subject, but are capable of harming anyone else 
  who comes into contact with the creature.  With a successful melee attack, the subject deals an extra 1point of fire 
  damage per caster level (maximum +15).  If the defender has spell resistance, it applies to this effect.  Creatures that 
  make successful melee attacks against the subject are susceptible to the same damage unless they attack with weapons 
  that have reach, such as longspears.  The subject of fires of purity takes only half damage from fire-based attacks.  If such 
  an attack allows a Reflex save for half damage, the subject takes no damage on a successful save.   
   
  Fist of Stone (Spell Compendium) 
  Transmutation [Earth] 
  Level: Sorcerer / wizard 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute 
   
  The complicated gestures of the spell end with a punch of your fist, which now have the texture and look of stone. 
  You transform one of your hands into a mighty fist of living stone, gaining a +6 enhancement bonus to Strength for the 
  purposes of attack rolls, grapple checks, or breaking and crushing items.  In addition, you gain the ability to make one 
  natural slam attack, dealing 1d6 points of damage + your new Strength bonus (or 1-1/2 times your Strength bonus if you 
  make no other attacks in that round).  You can make the slam attack as a natural secondary attack with the normal –5 
  penalty or a –2 penalty if you have the Multiattack feat (MM 304), as part of a full-attack action.  However, you can not 
  gain more than one slam attack per round with this spell due to a high base attack bonus (+6 or higher).  Your fist 
  undergoes no change in size or form, remaining as flexible and responsive as it would normally be while under the 
  spell’s effect. 
   
  Material Component: A pebble inscribed with a stylized fist design. 
   
  Fly, Swift (Spell Compendium) 
  Transmutation 
  Level: Bard 2, druid 3, sorcerer / wizard 2 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  You squawk twice like an eagle and suddenly long for the freedom of the skies. 
  This spell functions like fly (PH 232), except as noted above. 
   
  Guided Shot (Spell Compendium) 
  Divination 
  Level: Ranger 1, sorcerer / wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  With a guttural utterance made with unmoving lips, you magically focus your attention on a distant foe.  Upon aiming your 
  weapon, you note how clearly defined your intended target is. 
  While this spell is in effect, your ranged attacks do not take a penalty due to distance.  In addition, your ranged attacks 
  ignore the AC bonus granted to targets by anything less than total cover, and also ignore the miss chance granted to 
  targets by anything less than total concealment.  This spell does not provide any ability to exceed the maximum range of 
  the weapon with which you are attacking, nor does it confer any ability to attack targets protected by total cover. 
   
  Languor (Spell Compendium) 
  Transmutation 
  Level: Druid 4 
  Components: V, S 
  
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  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: 1 round/level 
  Saving Throw: Will partial 
  Spell Resistance: Yes 
   
  With a low thrumming sound, a blue beam lances from your finger to strike your foe and weaken him. 
  You must succeed on a ranged touch attack with the ray to strike a target.  This ray causes creatures it hits to become 
  weak and slow for the spell’s duration.  A struck creature takes a penalty to Strength equal to 1d6+1 per two caster levels 
  (maximum 1d6+10).  In addition, a subject that fails a Will save is slowed.  The spell’s slow effect counters and is 
  countered by haste. 
   
  Listening Lorecall (Spell Compendium) 
  Divination 
  Level: Druid 2, ranger 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level 
   
  You feel conscious of your ears as they warm noticeably.  Sounds that seam as though they should be muffled become clear to you. 
  You gain a +4 insight bonus on Listen checks.  In addition, if you have 5 or more ranks in Listen, you gain blindsense 
  out to 30 feet.  If you have 12 or more ranks in Listen, you gain blindsight out to 15 feet.  A silence spell or effect negates 
  the blindsense or blindsight granted by a listening lorecall spell. 
   
  Locate City (Races of Destiny) 
  Divination 
  Level: Bard 1, ranger 1, sorcerer / wizard 1 
  Components: V 
  Casting Time: 1 round 
  Range: 10 miles / level 
  Area: 10 miles / level radius circle, centered on you 
  Duration: Instantaneous 
  You sense the distance and direction to the nearest community of a minimum size designated by you at the time of 
  casting.  For instance, you could choose to find the nearest community at least as large as a village, or you could choose 
  to locate only the nearest metropolis.  This spell measures the distance to the “nearest” community as the minimum 
  distance one would have to travel to reach the city without moving through solid objects.  Thus, a caster on the surface 
  isn’t likely to locate a subterranean city half a mile beneath his feet, even if the next closest community is 5 miles away 
  overland.  
   
  Master’s Touch (Spell Compendium) 
  Divination 
  Level: Bard 1, sorcerer / wizard 1 
  Components: V, F 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
   
  Holding aloft an item you wish to use effectively, you address it directly with a command to obey your desire to wield it. 
  You gain proficiency with a single weapon or shield you hold in your hands when the spell is cast.  The lack of a somatic 
  component means the spell can be cast in the middle of a fight while you keep ready whatever items stand between you 
  and danger.  Proficiency is granted for only a single, specific item, although multiple castings allow for multiple 
  proficiencies.  For example, if you hold a short sword and a rapier, with a buckler strapped to your off hand, you could 
  cast the spell three times, once for each weapon and once for the shield.  This spell does not grant proficiency for a kind 
  or category of item (such as short swords) but only for the one specific item held in your hand at the time the spell is 
  cast (this short sword).  Should you set that item down or otherwise lose your grip on it, the proficiency does not 
  transfer to a different item of the same kind you might pick up.  However, if you recover the original item before the 
  spell’s effect runs out, you are still proficient with that specific weapon or shield for the duration. 
  
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  Focus: The item in whose use you wish to be proficient. 
   
  Nature’s Favor (Spell Compendium) 
  Evocation 
  Level: Druid 2, ranger 2 
  Components: V, S, DF 
  Casting Time: 1 swift action 
  Range: Touch 
  Target: Animal touched 
  Duration: 1 minute 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  You grant the subject animal a +1 luck bonus on attack and damage rolls for every three caster levels you posses 
  (maximum +5). 
   
  Omen of Peril (Spell Compendium) 
  Divination 
  Level: Cleric 1, druid 1, Liberation 1, ranger 1 
  Components: V, F 
  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  Based on an assessment of your immediate surroundings and chosen path of travel, you receive one of three visions that 
  reflect the next hour’s journey: safety, peril, or great danger. 
   
  The base chance for receiving an accurate reply is 70% +1% per caster level, to a maximum of 90%; the DM makes 
  the roll secretly.   
   
  If the omen of peril is successful, you receive one of three visions, which lasts just a second or two:  
   
  Safety: You aren’t in any immediate danger.  If you continue on your present course (or remain where you are if you 
  have been stationary for some time before casting the spell), you will face no significant monsters, traps, or other 
  challenges for the next hour or so. 
   
  Peril: You will face challenges typical of an adventure: challenging but not overwhelming monsters, dangerous 
  traps, and other hazards for the next hour or so. 
   
  Great danger: Your very life is at grave risk.  You will likely face powerful NPCs or deadly traps in the next hour. 
  If the roll fails, you get one of the two incorrect results, determined randomly by the DM, and you don’t necessarily 
  know that you failed because the DM rolled secretly.  Choosing which vision is “correct” takes some educated 
  guesswork on the part of the DM, who should asses the character’s likely courses of action and what dangers they’re 
  likely to face.  The exact form that an omen of peril takes depends on whether you worship a specific deity, venerate 
  nature as a druid, or simply uphold abstract principles.  A druid might see a white dove for safety, a dark cloud 
  obscuring the sun for peril, and a forest fire for great danger.  A cleric of Fharlanghn might get a vision of a straight road 
  for safety, a crossroads for peril, and a washed-out bridge for great danger.  Unlike the more powerful augury spell, an 
  omen of peril doesn’t respond to a specific question. It indicates only the level of danger likely for the next hour, not what 
  form the danger will take. 
   
  Focus: A set of marked sticks, bones, or similar tokens worth at least 25 gp. 
   
  Orb of Acid, Lesser (Spell Compendium) 
  Conjuration (Creation) [Acid} 
  Level: Sorcerer / wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  Your quick, precise movements culminate in your open palm facing your target.  An orb of dark green acid flies from your hand. 
  
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  An orb of acid about 2 inches across shoots from your palm at its target. You must succeed on a ranged touch attack to 
  hit your target.  For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 
  3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.    
   
  Orb of Electricity, Lesser (Spell Compendium) 
  Conjuration (Creation) [Electricity} 
  Level: Sorcerer / wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of electricity 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  The air crackles around your outstretched hand and the smell of ozone assaults your nostrils as a ball of electrical energy, its 
  surface crackling with bolts of lightning, streaks from your open palm. 
  This spell functions like lesser orb of acid, except that it deals electricity damage. 
   
  Orb of Force (Spell Compendium) 
  Conjuration (Creation) [Force] 
  Level: Sorcerer / wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: One orb of force 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
   
  You create a globe of force 3 inches across, which streaks from your palm toward your target. You must succeed on a 
  ranged touch attack to hit the target. The orb deals 1d6 points of damage per caster level (maximum 10d6). 
   
  Phantasmal Assailants (Spell Compendium) 
  Illusion (Phantasm) [Fear, Mind-Affecting] 
  Level: Sorcerer / wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Will disbelief (if interacted with), then Fortitude half; see text 
  Spell Resistance: Yes 
   
  You point at your intended target.  Instantly, shadowy shapes form at your flank and rush toward the creature you indicate, 
  surrounding it.  Others nearby do not notice the images that plague your target. 
  You create phantasmal images of nightmare creatures in the target’s mind, visible only as shadowy shapes to you and 
  unseen by others.  If the target succeeds on an initial Will save, it recognizes that the images are not real, and the spell 
  fails.  If not, the phantasms strike the target, dealing 8 points of Wisdom damage and 8 points of Dexterity damage (4 
  points each on a successful Fortitude save).  If the subject of a phantasmal assailant succeeds in disbelieving and is 
  wearing a helm of telepathy, the spell can be turned back on you with the same effect. 
   
  Phantom Guardians (Races of Destiny) 
  Illusion (Figment) 
  Level: Sorcerer / wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100ft. + 10ft./level) 
  Effect: One illusory figure/level  
  Duration: 1 hour/level 
  
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  Saving Throw: Will disbelief (if interacted with) 
  Spell Resistance: No 
  This spell creates the illusion of one or more Small or Medium figures of a chosen humanoid race.  Each figure is 
  effectively a minor image, and can appear dressed in any way the caster chooses.  When the spell is cast, each figure is 
  given a brief set of orders to follow for the spell’s duration, such as “walk back and forth along that wall” or “stand by this 
  gate.”  The orders can be different for each figure.  These instructions can’t be changed later.  The illusory figures can’t 
  speak or react to their surroundings – they are typically used to scare off would-be intruders (as the spell’s name 
  suggests). 
   
  Material Component: A piece of charcoal.  
   
  Phantom Stag (Spell Compendium) 
  Conjuration (Creation) 
  Level: Druid 5  
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 0 ft. 
  Effect: One quasi-real, staglike creature 
  Duration: 1 hour/level (D) 
  Saving Throw: None; see text 
  Spell Resistance: No 
   
  Putting your fingers to your lips to whistle, you blow a deer’s call, and a great ghostly stag appears before you. 
  You conjure a Large, corporeal staglike creature that bears you or a person you designate into combat or overland at 
  great speed.  A phantom stag has a black body and head with sharp, silvery antlers, and smoke-colored, insubstantial 
  hooves that make no sound.  It has no saddle, bridle, or bit, but it is exceptionally alert to the nudges and balance 
  changes of its rider.  The phantom stag has an AC of 20 (-1 size, +6 natural armor, +5 Dex) and 40 hit points +5 hit points 
  per caster level.  It attacks with its antlers at a +10 bonus, dealing 1d8+9 points of damage (doubled on a successful 
  charge).  It can also trample Medium or smaller foes, who must succeed on a Reflex save (18 + ½ your caster level) or 
  take 1d6+9 points of damage as the stag moves thru their space.  A phantom stag has a speed of 20 feet per caster level, to a 
  maximum of 300 feet.  It can bear rider’s weight plus up to 10 pounds per caster level in other gear.  It ignores terrain 
  elements such as undergrowth, rubble, or mud that would slow its movement.  Phantom stags gain certain powers 
  according to caster level.  A mount’s abilities include those associated with any lower caster levels. 
   
  14th level: The phantom stag can fly at its speed (average maneuverability).  The phantom stag gains a +4 deflection 
  bonus to AC. 
   
   16th level: The phantom stag’s antlers have the ghost touch (DMG 224) and wounding (DMG 226) weapon special 
  abilities.  The phantom stag gains a +6 deflection bonus to AC. 
   
  18th level: The phantom stag can use etherealness on behalf of its rider (as the spell, PH 228, caster level 18th).  The 
  phantom stag gains a +8 deflection bonus to AC. 
   
  Refusal (Spell Compendium) 
  Abjuration 
  Level: Sorcerer / wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. / level) 
  Effect and Area: Invisible ward that occupies two 10-ft. squares/level (S) 
  Duration: 1 hour/level 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
   
  A metallic stretching sound, as if a thin sheet of metal were bowed then released, echoes forth from your outstretched hand.  You 
  can see for just an instant a glowing grid that defines the protected area of your spell. 
  You create a special ward that prevents unauthorized spellcasters or creatures with spell-like abilities from entering an 
  area.  Any creature that has spells prepared, spell slots available for casting without preparation, or innate spell-like 
  abilities must succeed on a Will save or be halted by an invisible barrier that prevents passage.  The DC of the Will save 
  increases by a number equal to the spell level the creature has prepared or is capable of casting (so that a 10th level 
  sorcerer who hasn’t yet depleted his 5th level spell slots for the day adds 5 to the save DC).  You can choose to designate a 
  password or special condition (such as character race, alignment, possession of a token, or any other observable or 
  detectable characteristic) by which spellcasting characters and creatures can enter the refusal-warded area.  Creatures 
  that have no spellcasting capability or spell-like abilities (including spellcasters who have used up their spell slots and 
  
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  creatures with spell trigger or spell completion magic items) can pass through the barrier with no difficulty.  
  Spellcasters and creatures that have spell-like abilities and that are already in the area you protect when you create the 
  ward are not compelled to leave or restricted in their movement within it (and spells and spell-like abilities can pass 
  through the barrier in either direction with no difficulty).  However, if such creatures leave the area, they must succeed 
  on saving throws as described above to return.  Creatures attempting to use any teleportation spell or effect to enter the 
  warded area make the normal saving throw.  They are shunted harmlessly to the nearest safe space outside the warded 
  area if they fail. 
   
  Material Component: A pinch of dust from a wizard’s tomb. 
   
  Scholar’s Touch (Races of Destiny) 
  Divination 
  Level: Bard 1, cleric 1, sorcerer / wizard 1 
  Components: V, S, M, F 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: One book/round 
  Duration: Concentration, up to 1 round/level 
  With this spell you can touch a book or scroll and absorb the knowledge contained within as if you had just read it.  This 
  is equivalent to a solid reading but not deep study – the character does not gain perfect recall of the information, just 
  whatever he would have gotten from reading it completely once.  If you can’t read the language of the source, the spell 
  has no effect.  This spell cannot be used to prepare spells or to cast magical scrolls, nor does it have any effect when 
  reading a magical book (such as a tome of understanding). 
   
  Material Component: A scrap of parchment and a pinch of tinder. 
   
  Focus: A thin crystal disc. 
   
  Shadow Binding (Spell Compendium) 
  Illusion (Shadow) 
  Level: Sorcerer / wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 10-ft. radius burst 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes  
   
  As the links of chain in your hand dissipate to feed the arcane energies of your spell, a multitude of ribbonlike shadows 
  instantaneously explodes outward from an indicated point nearby. 
  Creatures in the area that fail a Will save are entangled and unable to move.  Breaking free of a shadow binding requires 
  a DC 20 Strength check or a DC 20 Escape Artist check, taken as a full-round action. 
   
  Material Component: A few links of iron chain. 
  Sniper’s Shot (Spell Compendium) 
  Divination 
  Level: Assassin 1, ranger 1, sorcerer / wizard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  While muttering a short chant you focus your awareness, looking only at the areas of your foe that seem most vital to its survival. 
  Your ranged attacks made before the start of your next turn can be sneak attacks regardless of the distance between you 
  and your target.  You must still fulfill the other conditions for making a sneak attack against the target.  This spell 
  doesn’t grant you the ability to make a sneak attack if you don’t already have that ability. 
   
  Spikes (Spell Compendium) 
  Transmutation 
  Level: Cleric 3, Druid 3 
  Components: V, S, M 
  
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  Casting Time: 1 standard action 
  Range: Touch 
  Target: Wooden weapon touched 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  With the sound of twisting wood, the weapon you touch grows sharp spikes like rose thorns. 
  For the duration of the spell, the weapon deals both piercing and bludgeoning damage.  It gains a +2 enhancement 
  bonus on its attacks and also gains a +1 enhancement bonus per caster level on melee damage rolls (maximum +10) and 
  its threat range is doubled.  This spell works only on melee weapons with wooden striking surfaces.  For instance, it 
  does not work on a bow, an arrow, or a metal mace.  This effect does not stack with other effects that increase a weapon’s 
  threat range, such as Improved Critical. 
   
  Material Component: A small thorn. 
   
  Summon Dire Hawk (Races of the Wild) 
  Conjuration (Summoning) 
  Level: Druid 2. Sky 2 
  Components: V, S, DF 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5ft./2 levels) 
  Effect: One summoned dire hawk  
  Duration: 1 minute/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  This spell summons a dire hawk (see stat block below).  It appears where you designate and acts immediately, on your 
  turn.  You may command the dire hawk telepathically as a free action, allowing you to direct its actions as you desire.  
  DIRE HAWK: Medium Animal; CR 2; HD 5d8+10; hp 32; Init +6; Spd 10 ft./Fly 80ft.(average); AC 19, touch 16, flat-
  footed 13 (+6 Dex, +3 natural);Base Atk/Grp: +3/+4; Atk: +9melee (d4+1, talon), Full Atk: +9/+9 melee (d4+1/x2, talon) 
  and +4 (d6/x2, bite); Space/Reach 5/5; SQ Low-light vision; AL N; SV Fort +6, Ref +10, Will +6; Str 12, Dex 22, Con 15, 
  Int 2, Wis 15, Cha 11.  
   
  Skills and Feats: Listen +8, Move Silently +8, Spot +10*; Alertness, Weapon Finesse.  
  *A dire hawk receives a +8 racial bonus on Spot checks in daylight. 
   
  Thornskin (Spell Compendium) 
  Transmutation 
  Level: Druid 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (D) 
   
  You push a thorn against your skin to complete the spell.  Instead of piercing your skin, the thorn melds into it.  An instant later, 
  hundreds of similar thorns sprout all over your body. 
  Your skin sprouts thorns when this spell is cast, increasing damage you deal with an unarmed strike and making you 
  difficult to grab.  As well as dealing lethal damage with your unarmed strikes (if you don’t already do so), you deal an 
  extra 1d6 points of piercing damage (so that a human under the effect of thornskin would deal 1d3 points of bludgeoning 
  damage + 1d6 points of piercing damage with an unarmed strike).  In addition, any creature that hits you with a natural 
  weapon or unarmed strike (including successful grapple checks) takes 5 points of piercing damage.  A creature’s damage 
  reduction, if any, applies to the damage from the spell.  The damage from thornskin is treated as piercing for the purpose 
  of overcoming damage reduction. 
   
  Material Component: A thorn. 
   
  Vigor, Lesser (Spell Compendium) 
  Conjuration (Healing) 
  Level: Cleric 1, Druid 1 
  Components: V, S 
  
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  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 rounds + 1 round/level (max 15 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The sounds of battle ring in your ears as you lay hands on a fallen comrade.  You can spare neither time nor magic to do more 
  right now, but the blood flow slows to a trickle and her breathing becomes less labored, even as you are called to the aid of another. 
  The subject gains fast healing 1, enabling it to heal 1 hit point per round until the spell ends and is automatically 
  becoming stabilized if it begins dying from hit point loss during that time.  Lesser vigor does not restore hit points lost 
  from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.  The effects of 
  multiple vigor spells do not stack; only the highest-level effect applies. 
   
  Vigor, Mass Lesser (Spell Compendium) 
  Conjuration (Healing) 
  Level: Cleric 3, Druid 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 20 ft. 
  Target: One creature / 2 levels, no two of which are more than 30 ft. apart  
  Duration: 10 rounds + 1 round/level (max 25 rounds) 
  This spell functions like lesser vigor, except that it affects multiple creatures. 
   
  Wall of Gloom (Spell Compendium) 
  Illusion (Shadow) [Darkness, Fear, Mind-Affecting] 
  Level: Sorcerer / wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. / level) 
  Effect: A straight wall whose area is up to one 10-ft. square / level 
  Duration: Concentration + 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  Rubbing the fleece between your fingers, you hold up your hand and shout an arcane word.  In an instant, a wall of dark shadow 
  appears in the indicated location.  Dark whispers, barely perceptible, constantly issue forth from the far side of the wall, causing a cold 
  chill to run up your spine. 
  You create a barrier of ominous shadow that obscures vision and blocks line of sight, including darkvision.  The wall is 
  insubstantial, so creatures can move through it without penalty.  Wall of gloom counters or dispels any light spell of equal 
  or lower level. 
   
  Material Components: A bit of fleece from a black sheep. 
   
  Woodland Veil (Races of the Wild) 
  Illusion (Glamer) 
  Level: Druid 2, ranger 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25ft. + 5ft. / 2levels) 
  Target: One or more creatures, no two of which may be more than 30 feet apart 
  Duration: 10 minutes/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  This spell makes the subjects blend in with natural surroundings, hiding them and quieting the sounds they make.  All 
  targets gain a +5 competence bonus on Hide and Move Silently checks while outdoors in a natural setting.  The spell has 
  no effect in urban settings or indoors (including dungeons).  Those affected by this spell can see and hear each other 
  and themselves as if unaffected by the spell.  Any affected creature moving more than 30 feet from another target loses 
  the bonuses the spell provides.  
   
   
  
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  Player Handout 1: Intro for Medallion of Etraika holders 
  A calm voice in your ear says to you, “The Knights of Luna request your assistance in the fair realm of 
  Celene. Say aloud if you will aid, and we will transport you immediately.” 
   
  If you say aloud anything resembling, “I will, I agree, Yes, etc.” then read on. If you say “no”, then ask the DM 
  whether you are eligible for a different introduction. 
  A minute later, a pair of elves wink into being before you. One wears the livery of the Knights of Luna, 
  and the other is outfitted with gear arcane. The Knight bows to you and says, “Thank you for your kind offer 
  to assist us. Please gather your belongings, including creatures, and Sithii will bear us to Celene.”  The elves 
  wait patiently as you pack. 
  With a flash, you arrive outside a spire of obvious Elven décor in the midst of a beautiful Elven city.  
  Another elf, clad in the garb of the Knights of Luna, is accompanied by an elf dressed in fine clothes. 
  “Welcome to Trisomme.  I am Envoy Caedrus Uel, and my companion here is Knight-squire Narwain Filiadir 
  of Luna.  Please, join us.”   
   
  What you know of the Medallion of Etraika:  This small medallion was found on the body of a ghoul just inside 
  a long-lost Academy of Magic in the Suss Forest. The ghoul babbled about being an emissary from the city of Etraika, of 
  which no one with whom you have spoken seems to have any knowledge. The metal from which it is made is an 
  unusual alloy that you have not been able to identify. For months you have carried it, and it has been utterly inert. 
  About a month ago, when you inadvertently touched it, it felt unusual. (Ask your DM for details.) 
   
   
  
  SHE6-02 Brooding Boughs 
   
  Page 69 
  Player Handout 2: Intro for PCs from the Sheldomar Valley 
  Metaregion 
  It is the first few days of spring in the Sheldomar Valley.  The air is still crisp and clean, and sweet 
  scent of flowers in bloom fills the air.  Crops are planted, caravans head out for their first of many runs this 
  year, and children rush out into the streets of every town, village and city, excited to be free of the cold and 
  damp of winter. As you set your feet to make the rounds to your favorite taverns, shops or churches, a squire 
  approaches you with a note.  It reads: 
  “Dear Noble Adventurer, 
  You have proven time and again that you are willing to step into danger in the 
  service of noble causes. We of the Trade Council commend your efforts and now do seek 
  your services once again. 
  Politicians and merchants of Keoland and the Ulek States are in discussions 
  pertaining to the improvement of the trade routes on the East side of the Lortmils. The 
  expedition being fitted out will travel through the Lortmils upstream to the headwaters of 
  the Old River and evaluate the measures needed to upgrade the current trail. The goal is to 
  replace the current bandit-plagued, pack mule track with a patrolled pass capable of 
  supporting wagon and barge traffic through to Thrutch and Courwood. This road would 
  expand trade opportunities and create more efficient supply routes for the allied forces 
  operating in the region.   
   
  If you are interested, you can sign on with the Tackett & Figg Teamster Company 
  and join the expedition as scout, guard, or general explorer at large.  Travel east and gather 
  information on geographical issues, the local inhabitants, and the general safety and 
  security of the area.  Before we invest money, resources, and man-power in the area, we must 
  be sure of the probable success of the endeavor.  Your findings will help speed along the 
  decision to proceed or desist and lay the groundwork for a stronger and more united Valley. 
  Report all findings to the trail boss as you explore, and upon your return come in 
  and brief the Trade Council liaison as well. You will be compensated for your efforts, 
  commensurate with the detail and suitability of your findings. 
   
  The parchment has several Trade Council signatures, each one larger than the next. 
   
  Travel overland brings you new sights, new sounds, new cuisine and new customs.  Every tavern has its 
  own songs; every temple its own rites.  Rumors abound throughout the region, each one more grand than the 
  next.  After a difficult passage over the present “pass” you find yourself in Courwood, taking a brief respite 
  before the group heads back out for more surveys. Looking over the rim of your mug, you note two elves 
  approaching you, one attired in a fine clothes, the other dressed for battle, his green cloak embroidered with 
  the symbol of the Knights of Luna.   
   
  “Greetings, foreigner, I am Envoy Caedrus Uel, and my companion here is Knight-Squire Narwain 
  Filiadir of Luna. I have been asked to seek the aid of those…”, he pauses, somewhat at a loss for the right 
  words “...those of a different culture than our own to assist us in matters of great importance to Celene and to 
  the lands bordering the Suss Forest.  Would you be so kind as to accompany us into our lands, to Trisomme, 
  and speak with agents of the Queen of this issue?” 
   
  Envoy Caedrus Uel and Knight-squire Narwain Filiadir of Luna lead you into the lands of Celene, where 
  few save the native elves have trod in many years. Their knowledge of the paths serves well, as many a time 
  they stride purposefully into what appears to be a solid wall of vegetation, only to emerge on a secretive path 
  leading deeper into the realm. A day, a night, and a morning are thus consumed in travel, ere the dark-clad 
  Knight waves his arm toward a darkened mass in the treetops and says, “We are come to Trisomme. Beyond 
  yon outpost is the town proper.” 
  
  SHE6-02 Brooding Boughs 
   
  Page 70 
  Player Handout 3: Intro for All Others 
  Taking a well earned load off your feet and treating yourself to a good meal and a cold beverage, you find 
  yourself in the Black Dragon Inn in the grand city of Greyhawk.  Spring has arrived and with it has come the 
  increased hustle and bustle of caravans with trade goods that seem to come and go in this city at all hours of 
  the day and night.  The common room is teeming with customers of all walks of life. 
  Setting down your utensils and pushing away the remains of your meal, you spy two older gentlemen 
  entering the common room, looking around a bit perplexed as they scan the inn’s patrons.  They seem out of 
  place.  Their fine robes and ink-stained fingers mark them as some scholars, and they are obviously looking 
  for someone.  After conferring for a brief moment, they make their way to your table.  “Excuse me, my friend 
  and I were wondering if we could have a moment of your time?  We have a little matter with which we could 
  use some help, and you appear like you might suit our needs.”   
  They seat themselves opposite you at the table and lean over to speak in hushed tones.  “You see, I am 
  Wilam Homas, and this is my cousin, Valt Fenswort.  We are scholars for hire here in Greyhawk, perhaps you 
  have heard of our enterprise?  Homas, Fenswort and Lienk, Answers for the Ages Company?  No? Well, no 
  matter.  Our partner, Jedidiah Lienk, is more than a month overdue from an expedition.  He set off to 
  research some findings of Ancient Suel heritage in the Suss forest and has yet to return or send word as he 
  had planned to do.  Jedidiah is a wizard of amazing intellect, but, well, let me be frank, of little use in the 
  wilderness.  He took three of our most promising apprentice wizards with him, and we fear for their well-
  being. He planned on heading to Courwood in the County of Ulek and then east into the Suss.   Would you be 
  willing to travel to Courwood for us and look for our partner? Any information gathered about the area 
  would be useful, as we’d have something more to go on than we do now.” 
   
  If asked about a reward, the mages hem and haw a bit, suggesting that Jedidiah will likely handle that, but that if 
  not they’ll “come up with something”.  
   
  As you head out of Greyhawk, you find the spring weather conducive for travel.  Days pass with no 
  incident save the active flora and fauna of the countryside.  Just on the outskirts of your destination of 
  Courwood, two riders mounted on beautiful Elven horses approach you. One wears fine clothes; the other is 
  dressed for battle, his green cloak embroidered with the symbol of the Knights of Luna.   
   
  “Greetings, foreigner. I am Envoy Caedrus Uel, and my companion here is Knight-squire Narwain Filiadir 
  of Luna. I have been asked to seek the aid of those…”, he pauses, somewhat at a loss for the right words 
  “...those of a different culture than our own to assist us in matters of great importance to Celene and to the 
  lands bordering the Suss Forest.  Would you be so kind as to accompany us into our lands, to Trisomme, and 
  speak with agents of the Queen of this issue?” 
   
  Something in the back of your mind itches.  Perhaps your current task and this new plea have something 
  in common… 
   
  Your Elven guides lead you into the lands of Celene, where few save the native elves have trod in many 
  years. Their knowledge of the paths serves well, as many a time they stride purposefully into what appears a 
  solid wall of vegetation, only to emerge on a secretive path leading deeper into the realm. A day, a night, and a 
  morning are thus consumed in travel, ere the dark-clad Knight waves his arm toward a darkened mass in the 
  treetops and says, “We are come to Trisomme. Beyond yon outpost is the town proper.” 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Sheldomar Valley/596/Normal Scenarios/SHE6-02 - Brooding Boughs (APL 10-14)/SHE6-02 - Brooding Boughs.pdf