TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  PAL4-02 
   
   
   
   
   
   
  Stirring the Waters 
   
  A One-Round D&D LIVING GREYHAWK®  
  Theocracy of the Pale Regional Adventure 
  Version 1.0 
   
  by Derek Schubert 
  with thanks to Greg Ryker, Kim Ryker, and Tom DeMayo for their work on PAL1-09 “Bewitched” 
  Triad Reviewers: Nick Tulach, Lance White 
  Circle Editor: Craig Hier 
   
  The village of Fensdale has rested free from Iuz for two years, but some waters have lain undisturbed 
  since long before the birth of Old Wicked.  Now something stirs, showing these waters may be deeper 
  and darker than any Pholtan ever feared.  An investigative and outdoor-based event for resolute PCs, 
  APL 4 to 10. 
  
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and scoring after 
  the game. The following guidelines are here to help 
  you with both the preparation and voting segment of 
  the game. Read this page carefully so that you 
  know and can communicate to your players the 
  special aspects of playing an RPGA scenario.  
   
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single-sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with 
  any special rules, spells, or equipment presented in 
  the adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and gender 
  at the top. This makes it easier for the players (and 
  the DM) to keep track of who is playing which 
  character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use 
  of even core rulebooks during certain times of play. 
  For example, the players are not free to consult the 
  Dungeon Master’s Guide when confronted with a 
  trap or hazard, or the Monster Manual when 
  confronted with a monster.  
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the players 
  is in bold italics. It’s strongly recommended that 
  you paraphrase the player text instead of reading it 
  aloud. Some of this text is general and must be 
  adapted to the specific situation or to actions of the 
  player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and DM score the game. The RPGA 
  now uses exclusively no-vote scoring.  The 
  players write their names and RPGA numbers on 
  the table tracking form. You fill in the top of the 
  form. 
  After completing the table tracking form, give it to 
  your event coordinator.  
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, and then have any players 
  without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can 
  begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play  
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  Stirring the Waters 
   
  Page 2 
  
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  # 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 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses or dogs 
  trained for war), other than those brought by 
  virtue 
  of 
  a 
  class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc) 
  use the sidebar chart to 
  determine the number of 
  levels you add to the sum 
  above. 
  Add 
  each 
  character’s 
  animals 
  separately. A single PC 
  may only bring four or 
  fewer animals of this type, 
  and animals with different 
  CRs 
  are 
  added 
  separately. 
  3. Sum the results of 1 and 
  2, and 
  divide by the 
  number 
  of 
  characters 
  playing in the adventure.  
  Round 
  to 
  the 
  nearest 
  whole number. 
  4. If you are running a table 
  of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. 
  APLs 
  are 
  given 
  in 
  even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
  Time Units and Upkeep  
   
   
  This is a standard one-round Regional adventure, 
  set in the Theocracy of the Pale.  Characters 
  native to the Pale pay one Time Unit per round, all 
  others 
  pay 
  two 
  Time 
  Units 
  per 
  round.  
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  Adventure 
  Background 
  Most citizens of the Theocracy 
  of the Pale distrust arcane 
  spellcasters.  They suspect 
  such people of trafficking with 
  demons or other spirits, a 
  practice completely at odds 
  with their concept of a virtuous 
  life 
  devoted 
  to 
  Pholtus. 
  Sorcerers, 
  especially, 
  draw 
  great 
  suspicion, 
  for 
  while 
  wizards wield magic through 
  discipline 
  and 
  study, 
  a 
  sorcerer’s powers come from 
  mysterious sources.  Certainly 
  not all arcanists are in league 
  with demons, but the populace may have 
  legitimate grounds for their fear. 
  Ages ago, the Flan were the only humans living in 
  the eastern Flanaess.  Many tribes lived as simple 
  nomads, 
  but 
  others 
  established 
  elaborate 
  societies. Some wicked cults among them—now 
  called the Ur-Flan—lusted after power and arcane 
  knowledge at any price.  In the lands that would 
  become Tenh and the Pale, one Ur-Flan cult made 
  a pact with an unholy ally, which promised favors 
  and revelations in return for fealty and worship.  
  With this new ally, these Ur-Flan soon subjugated 
  the 
  neighboring 
  tribes 
  and 
  dominated 
  the 
  landscape.  Some of the women of the tribe 
  received the ally’s special attention, and a 
  succession of hereditary sorceresses cemented 
  the dynasty. 
   
  But in time—more than one thousand years 
  before CY 594—druids and good sorcerers among 
  the other Flan tribes rose against their oppressors 
  and ended their rule. In the wake of this defeat, 
  some of the Ur-Flan cultists managed to flee or 
  hide to avoid certain destruction.  They set 
  undying guardians over some strongholds hidden 
  Stirring the Waters 
   
  Page 3 
  
  throughout the land, in preparation for the day 
  when their descendants would return to glory. The 
  seemingly docile Flan tribesmen that greeted the 
  immigrating Oeridians were actually the weary 
  (albeit crafty) survivors of a bitter war. 
   
  Centuries passed.  Memories faded. 
   
  The bloodline of this cult still runs thin in a few 
  Flan of the Pale and Tenh, though most of these 
  people are completely unaware.  Now, the 
  progeny of the Ur-Flan are being called together 
  for a reunion of sorts.  A mysterious figure—
  hereafter called “the Mentor”—is gathering the 
  new generations in a plot against the upstart 
  Pholtan Church of the One True Path. 
   
  The scenario PAL2-03 “Stitch in Time” dealt 
  with one part of this plot.  A disguised villain, a 
  pawn of the Mentor, tried to turn a village of Flan 
  farmers against the Church by disguising himself 
  as a priest and reopening an ancient gate to the 
  Lower Planes.  This gate (one of several) was a 
  remnant of Ur-Flan rituals, long guarded by druids 
  of the Old Faith. The druids called them the Scars 
  of Nerull, having forgotten or chosen to forget the 
  gates’ actual origins. 
   
  Also, the special event PAL3-01S “Dark Scars 
  Against the Light” (from Winter Weekend in the 
  Pale, November 2003) involved the efforts of the 
  Church to seal some of the gates permanently in 
  late CY 593.  The Mentor had already corrupted a 
  prominent Pale wizard into coveting some Scars 
  for himself.  Having ruthlessly interrogated Flan 
  farmers to root out the druids, the Church 
  essentially overruled the authority of the Old Faith 
  to safeguard these gates. The Church still (as of 
  early CY 594) holds some druids and other Flan 
  community 
  leaders 
  as 
  prisoners. 
  Relations 
  between Pholtan Oeridians and Old-Faith Flan 
  have become extremely tense. The Faithful Flan 
  (those who follow Pholtus) are caught in the 
  middle, but most are abandoning their heritage in 
  the attempt to prove their loyalty to their new faith. 
  Because of the role of the wizard in this plot, 
  arcane casters find themselves subject to even 
  more suspicion in the Pale than usual. 
   
  This scenario takes place in the village of 
  Fensdale, the setting for PAL1-09 “Bewitched” 
  (written by Greg and Kim Ryker).  Fensdale lies 
  along the Yol River, across from the Phostwood; a 
  ferry runs between the village and the forest to 
  facilitate trade.  In “Bewitched”, an undercover 
  priestess of Iuz murdered a prominent citizen 
  whose son (Corwin Trueblood) was resisting an 
  arranged marriage.  The son’s true love was a 
  pagan half-elf sorceress (Ehlena), whom the 
  priestess tried to frame, but a group of heroes 
  stopped the priestess and absolved the sorceress 
  of all guilt.  Ehlena and Corwin married shortly 
  thereafter.  They are now expecting their first child. 
   
  In this scenario, two girls (twins, named Kylah 
  and Nevh) are beginning to learn about their Ur-
  Flan ancestry.  These two refugees from Tenh 
  have been living near Fensdale for two years and 
  are now thirteen years old.  Since they recently 
  began to manifest sorcerous powers, they have 
  feared being persecuted by the Church.  The 
  Mentor sent each a vivid dream, telling them their 
  power was a gift from their late mother and 
  advising them to run away into the Phostwood, 
  where a magical lantern would guide them to a 
  sacred place. Nevh, jealous of her popular sister 
  and eager for power, received the news with 
  exultation, but her sister Kylah feared it. 
   
  The girls ran away from Fensdale as 
  instructed, stowing away on the ferry.  In the 
  Phostwood, a floating light guided the girls to a 
  hidden tomb; the “lantern” was actually a will-o’-
  wisp, persuaded to perform this service in 
  exchange for feasts of fear and death.  The ruined 
  tomb contained Ur-Flan lore and an ancient 
  guardian mummy that kept out the unworthy. 
   
  Deacon Reas, a sympathetic priest of Pholtus 
  and the spiritual leader of Fensdale, chased after 
  the girls, but fell victim to this guardian mummy. In 
  denial over Reas’s death, Nevh chose to remain 
  there, imbibing the power of the place and waiting 
  for further contact with her benefactor.  Kylah, 
  however, fled in terror, taking Reas with her.  She 
  waits—lost, alone, and miserable—in what may be 
  the final hours of her life. 
  Adventure Summary 
  Key themes in this adventure are paranoia and 
  horror.  Some players have come to expect 
  danger 
  and 
  deceit 
  everywhere 
  in 
  Living 
  Greyhawk.  This scenario is more straightforward 
  than most—no disguised evil clerics or poisoned 
  drinks—but there is plenty of room for players to 
  imagine foes.  Keep them off-balance and send 
  shivers down their spines when the real danger 
  hits. 
  Introduction: 
  Visiting 
  Fensdale 
  for 
  various 
  reasons, the PCs can sense the strained relations 
  between the villagers and the refugees, and 
  between Pholtan and Old Faith Flan in general. 
  Now late in her pregnancy, Ehlena (the sorceress 
  Stirring the Waters 
   
  Page 4 
  
  from “Bewitched”) has not been able to spend 
  much time among the refugees, so the refugees 
  feel even more isolated than they normally do. The 
  PCs discover two refugee girls are missing. 
  Encounter One: The PCs talk with the missing 
  girls’ Aunt Anjah and Uncle Eivan. The adjacent 
  Phostwood is a dangerous place, so Anjah and 
  Eivan fear (justly) for their safety. 
  Encounter Two: The PCs investigate.  They talk 
  with various townsfolk, including the remaining 
  Pholtan priest and the missing girls’ relatives and 
  friends. As it turns out, the local Pholtan priest, 
  Deacon Reas, is also missing. The PCs learn 
  about the personalities of the girls and about their 
  conflict of faith with their aunt (a reborn Pholtan) 
  and uncle (a pragmatic follower of the Old Faith).  
  Trustworthy PCs can also learn about the girls’ 
  new sorcery, a clue that they felt unwelcome and 
  wanted to flee the town. 
  Encounter Three: The PCs can track the girls 
  from the town into the wilderness.  The trail is 
  difficult to follow, more so after cold rain begins to 
  fall. PCs without tracking skills run afoul of a 
  mindless predator (plant or ooze). 
  Encounter Four: Eventually, the PCs come 
  across Kylah, who has been hiding miserably in 
  the swamp for several hours.  She tells them 
  about the woman who visited her and her sister in 
  dreams, about the vague references to their 
  birthright, and about the horrible ruin where her 
  sister is staying.  Will-o’-wisps, hoping to feed on 
  more fear and death, approach the PCs to lead 
  them to the tomb. 
  Encounter Five: At the half-submerged ruin, the 
  PCs face a small (albeit waterlogged) dungeon 
  crawl.  Knowing the Flan language can help the 
  PCs get past the magical traps. A mummy, 
  created in an ancient sacrifice, acts as a more 
  formidable guardian.  Will-o’-wisps flock to the site 
  and join the battle to create and feed on the fear.  
  Nevh is here, too; a day in this ruin has nourished 
  her raw sorcery, so she has become a first-level 
  sorceress, but the death of Deacon Reas has 
  broken her grip on reality.  Even though Nevh’s 
  ego has led her into evil, she is arguably an 
  innocent; the PCs should take care not to kill her, 
  fragile as she is.  After the battle, the PCs can 
  read the figures on the wall that explain the rise 
  and fall of the Ur-Flan cult, but the identity of the 
  cult’s founder remains a mystery. 
  Encounter Six: The PCs’ travails are not over.  At 
  the behest of the Mentor, a band of Phostwood 
  ogres tries to kidnap the twins after the PCs leave 
  the ruin. 
  Conclusion: Perhaps the toughest test for the 
  PCs is in deciding what to do with the twins: give 
  them back to their aunt and uncle in Fensdale?  
  Turn them in to the Church for a term at a New 
  Dawn Camp?  Burn them at the stake?  Sneak 
  them out of the Pale? 
   
  The PCs might also have to race to get 
  mummy rot cured. 
   
  The PCs go on to their next adventures, 
  aware of yet another threat to the Pale and 
  perhaps another reason for the Church to distrust 
  the Flan. 
  Timeline of Adventure 
  3 months ago: Nevh & Kylah begin to notice 
  sorcery abilities but keep them secret. 
  1 week ago: The twins’ sorcery becomes more 
  frequent.  Nevh confides in her friend, Binna. 
  3 nights ago: The twins have dreams suggesting 
  that they run away soon. 
  2 nights ago: The twins again have dreams, 
  indicating they should leave at once. 
  Yesterday (Waterday), morning (10 am): The twins 
  run away, stowing away on the ferry. 
  Yesterday, afternoon (3 pm): Deacon Reas learns 
  of their disappearance and pursues them. 
  Yesterday, evening (6-8 pm): Will-o’-wisps guide 
  the twins to the ruin. 
  Today (Earthday), after midnight (1 am): A will-o’-
  wisp begins to guide Deacon Reas to the ruin by 
  an indirect route. 
  Today, before dawn (5 am): Deacon Reas arrives 
  at the ruin and is killed; Kylah flees with his body; 
  Nevh remains. 
  Today, midday (12 pm): PCs arrive in Fensdale 
  (Introduction). 
  Today, afternoon (3 pm): Prolonged rain starts. 
  Tomorrow, early morning (6 am): Unless found by 
  PCs, Kylah is found and killed by Phostwood 
  denizens. Unless found by PCs, Nevh is retrieved 
  from the ruin. 
  Timetable for Running the Scenario 
  This scenario can easily run longer than four 
  hours.  If you are pressed for time (such as at a 
  Stirring the Waters 
   
  Page 5 
  
  convention), the following timetable can help you 
  in pacing.  If you have longer than a four-hour slot 
  to play, adjust accordingly. 
  0:00-0:15 
  Introduction: 
  character 
  intros 
  and 
  roleplaying. 
  0:15-0:30 Encounter One: plot development, NPC 
  intros, roleplaying. 
  0:30-1:15 Encounter Two: investigation. 
  1:15-1:45 (shorter if no combat) Encounter Three: 
  plot development, possible combat. 
  1:45-2:00 Encounter Four: information-gathering, 
  roleplaying. 
  2:00-3:00 Encounter Five: dungeon crawl, combat. 
  3:00-3:30 Encounter Six: combat or negotiation. 
  3:30-4:00 Conclusion: roleplaying and wrap-up. 
  Introduction 
  The scenario begins in the village of Fensdale, 
  which was first featured in PAL1-09 “Bewitched”. 
  This small yet prosperous town (pop. 900 or so), 
  sits on the east bank of the Yol River, across from 
  the Phostwood and near the former Duchy of 
  Tenh.  A ferry carries trade goods and passengers 
  across the river. A curfew is imposed at dusk, but 
  the tent-town for Tenha refugees sits outside the 
  walls of the village.  See Appendix A for more 
  information about Fensdale, and use Map #1 for 
  its layout. 
   
  Throughout this scenario, little read-aloud text 
  has been provided.  Use the guidelines and your 
  imagination to give an evocative description that is 
  appropriate to the time of day and the action of the 
  PCs.  However, we start by setting the stage: 
  The month is Coldeven.  Whatever you call 
  winter here—Telchur, Vatun, or simply an 
  aspect of Pholtus—it clearly departs the Pale 
  only with difficulty. Frigid nights, gloomy days, 
  and scattered snowdrifts on the land look 
  more to the past season than to the future.  
  Hardy birches and aspens will lack their leaves 
  for several more weeks.  Lowering grey 
  stormclouds shackle the day in a long twilight 
  today.  Across the Yol stands the storied 
  Phostwood, whose skeletal phost trees glow a 
  faint green even at noon. 
   
  The village of Fensdale holds its ground 
  against the oppressive weather though. The 
  close-set timbered buildings seem to huddle 
  together for warmth. Plumes of smoke rise 
  from chimneys and merge with the fog and 
  clouds, or perhaps the clouds themselves are 
  sending tendrils into the buildings.  Within the 
  palisade, prayers to Pholtus spring swiftly to 
  the people’s lips to sustain hope for brighter 
  days ahead.  Among the dozens of tents 
  outside the walls, however, refugees from the 
  ravaged land of Tenh grasp their hope against 
  all odds. 
   
  It is an Earthday in Coldeven (early spring—
  roughly real-world March).  It has been raining or 
  sleeting sporadically in the past week, and dark 
  clouds still loom in the sky.  Cold rain will start 
  falling at about 3 pm this afternoon and will persist 
  through the night.  A successful Survival check 
  (DC 15) predicts this weather accurately. 
   
  The PCs may have various reasons for visiting 
  the village of Fensdale.  They might be traveling to 
  the mercantile town of Spiral, to the Phostwood, or 
  to the border with Tenh.  They might have traveled 
  with the Prelatal Army and now have some 
  downtime.  If they played “Bewitched”, they might 
  be revisiting old friends.  Clerics or paladins in the 
  Church of the One True Path, or otherwise 
  outstandingly 
  faithful 
  Pholtans, 
  may 
  receive 
  Player’s Handout #1 (Conversation with an Abbot), 
  which describes a divination by High Seer Jarret 
  Beak.  The conclusions of this message are 
  misguided, but they give the PC an excuse to 
  Fensdale, where Youth (the girls) and Age (the Ur-
  Flan) are about to oppose the Theocracy. 
   
  Tensions have been running high in Fensdale 
  between refugees and residents, especially in the 
  past day.  Unrest in the refugee camp draws the 
  attention of the Prelatal Army garrison, since two 
  of the refugee girls are missing. Some of the 
  refugees, and a few off-duty soldiers and citizens, 
  have been looking in vain for the girls.  A tracker 
  named Therran Firewalker used to live in 
  Fensdale, but he left last year to help track down 
  trolls that escaped into the interior of the Pale 
  during the Troll Winter.  Although a few members 
  of the army sympathize with the Tenha, they 
  cannot break orders and pursue the girls; the 
  threat of attack from the Phostwood, by ogres or 
  Iuz’s armies, is too great. 
   
  Whatever the case, the PCs arrive midday 
  and quickly attract attention. The players may 
  appreciate the notion that their characters (if of 
  high level) could be famous in the Pale and their 
  names recognized by some residents. 
   
  The PCs should learn about the missing girls 
  through a brief NPC interaction. Some examples 
  Stirring the Waters 
   
  Page 6 
  
  are given below. If the PCs are not already 
  traveling together, you can use a different 
  interaction for each group of PCs, but do not 
  spend too much time on these, since you have a 
  lot to cover later. 
  � A PC might run across some refugees who 
  are looking for the missing girls.  Impressed by 
  the PC’s appearance, the refugees suggest 
  that Anjah and Eivan would want to talk with 
  the PC. 
  � A PC might encounter a small patrol of 
  Prelatal Army members on their appointed 
  rounds.  The soldiers are not expressly 
  looking for the girls, but keeping their eyes out 
  nonetheless. 
  They 
  could 
  suggest 
  the 
  unaffiliated PC might do a better job than they. 
  � A Church-affiliated PC might encounter Aunt 
  Anjah as she comes out of the town after 
  helping with the morning’s services at the 
  church. She might voice her frustrations 
  against the unresponsive members of the 
  garrison, “You watch these walls, but my girls 
  are out there!  The light of Pholtus shines on 
  me just as it does on you!”  The PC can calm 
  her down with a Diplomacy check (DC 10).  
  Apply 
  modifiers 
  based 
  on 
  the 
  PCs’ 
  appearance or attitude. 
  These 
  interactions 
  should 
  give 
  only 
  basic 
  information: two girls—Kylah and Nevh, fraternal 
  twins and 13 years old—have been missing since 
  early the previous morning, and their aunt and 
  uncle are worried about them. 
  Eventually, all of the PCs should be motivated to 
  learn more about the missing girls and should 
  head toward Anjah and Eivan’s tent.  The players 
  may introduce their PCs to each other here. 
  Encounter One: The Real 
  Problem 
  The PCs pass through the refugee camp to arrive 
  at the tent-home of Anjah and Eivan, the aunt and 
  uncle of the missing girls.  They learn the details of 
  the girls’ disappearance. 
  The Refugee Camp (Tent City) 
  General information 
  The camp is the temporary home to refugees from 
  Tenh. Tents and shacks make up the refugee 
  camp.  A central open area was once grassy but 
  has been trampled bare, now muddy with snow 
  and rain. The camp appears squalid by Pale 
  standards, but conditions are far better than those 
  in similar camps in Nyrond or the County of Urnst. 
   The Church is rich enough to provide aid to the 
  refugees—at least those refugees who will listen 
  to a sermon with their meal. 
   
  The refugees in “Bewitched” were members of 
  the first wave, who fled from the invasion of Iuz. 
  Most of those refugees moved farther south to 
  more tolerant lands, but some more (those lucky 
  enough to escape) have arrived since the invasion 
  of the Ether hordes into Tenh.  The “Ether Threat” 
  storyline of Core scenarios used the Duchy of 
  Tenh as the drop zone for an interplanar invasion. 
  COR3-12 “Endgame” concludes the story arc, but 
  not all players (or DMs) will have played 
  “Endgame” before playing this scenario. Try to 
  avoid spoiling it or having it spoiled for you. 
   
  Overall, these people are battered but not 
  quite broken.  The pride of the Tenha keeps them 
  going against all odds.  Many of the refugees 
  were slaves under the occupying forces of Iuz and 
  they bear scars of servitude.  Others bear wounds 
  from the invading Ether creatures, such as 
  missing 
  limbs 
  from 
  the 
  Ethereal 
  spit 
  of 
  etherspitters. Whatever the original color of their 
  clothing—traditional bright Flan colors or simple 
  slave garb—almost all clothing is worn to shades 
  of grey and brown.  Some refugees wear symbols 
  of Pholtus, whether as a sign of new devotion or 
  simply to be noticed for Church handouts is hard 
  to say.  They prefer to speak the Tenha dialect of 
  Flan among themselves, but almost everyone also 
  speaks Common.  A few refugees are growing 
  humble potting gardens of plants from their 
  homeland, using salvaged crockery or other 
  vessels to hold the soil. 
  Anjah and Eivan’s Tent 
   
  Anjah lives with her husband, Eivan (rhymes 
  with “raven”), in a relatively large tent near the 
  walls of the village.  A smaller tent attached at the 
  rear serves as his workshop. 
  Aunt Anjah: Female human (Flan) Com1.  Al LN. 
  � Personality: Aunt Anjah has found new life in 
  the light of the One True Path and she speaks 
  eagerly of it.  She tends to scorn or pity 
  anyone who does not share her faith—even 
  her husband and nieces. 
  � Description: Anjah wears her dark hair at 
  shoulder-length and uses a special mix of 
  herbs to straighten some of the waves.  She 
  tries to look like a faithful Pholtan, even if that 
  Stirring the Waters 
   
  Page 7 
  
  means downplaying her Flan features.  She 
  wears a light-grey woolen dress of modest 
  design. 
  � Motivation: Anjah believes that Pholtus has 
  brought her and her family to the Pale in order 
  to show them the way of righteousness.  She 
  knows that her husband Eivan does not share 
  her zeal, but she hopes that he will see the 
  light soon.  She misses her son (killed by Iuz’s 
  army) and is not sure whether he earned 
  peace after death, because he did not know 
  Pholtus.  She loves her nieces and she tries to 
  teach them to live a proper Pholtan life, but 
  they frustrate her, persisting in the Old Faith 
  as a way of honoring their dead mother. 
  � What She Knows: see below. 
  Uncle Eivan: Male human (Flan) Exp3.  Al LG.  
  Skills (partial list): Craft (leatherworking) +9, 
  Sense Motive +5. 
  � Personality: Uncle Eivan knows the value of 
  hard work.  He does what he can to keep his 
  family safe, sometimes to the point of 
  overprotection.  He quietly reveres Allitur, god 
  of Flan traditions. 
  � Description: Eivan is a Flan man of 45 years, 
  with greying dark hair worn in one thick braid.  
  He wears a sturdy (albeit stained) apron over 
  his wool clothes, which are new but modest.  
  He speaks plainly, seeing wordy talk as 
  disrespectful to the listener.  His brown eyes 
  seem to instantly appraise whatever—or 
  whomever—he is looking at. 
  � Motivation: A skilled saddler and horseman, 
  Eivan just wants to get back to the stability of 
  the life that he knew before the invasions of 
  Iuz or the Ether creatures.  He is starting to 
  win back some pride by making saddles and 
  tack for the cavalry of the Prelatal Army, a job 
  that Deacon Reas helped to arrange.  Eivan’s 
  son and sister (the twins’ mother) were killed 
  by Iuzian soldiers a few years ago, so he and 
  Anjah adopted the girls.  He does not believe 
  in the One True Path like his wife does, but he 
  pragmatically offers his loyalty to the Church. 
  � What He Knows: see below. 
  Eivan heats water for the PCs and invites them to 
  share in bread and tea, in a gesture of typical Flan 
  hospitality.  He does not have much, but willingly 
  shares with people who seem to be able to help.  
  If a PC refuses to drink or eat for legitimate health 
  reasons, he understands.  If a PC refuses out of 
  politeness, he insists, explaining he always has 
  enough to share with friends.  But if a PC refuses 
  out of simple paranoia or he catches a PC in a lie, 
  he takes it as a deep offense, a sign of 
  unfriendliness and distrust; make the PC feel guilty 
  or even more suspicious of him. 
   
  Anjah and Eivan tell the PCs what they know 
  of the past few days.  They have not seen Kylah or 
  Nevh since yesterday morning.  The twins did not 
  come home last night and most of their belongings 
  are gone, including their heavy cloaks and some 
  food. 
   
  They do not know where the girls would have 
  gone, since this refugee community is the only 
  family that remains for the girls.  The girls have 
  enjoyed taking part in football (soccer) games 
  organized by Deacon Reas, and they seem to 
  have made some friends among the other young 
  Tenha.  Nevh’s friend Binna (a younger girl, to 
  whom Nevh gave a favorite doll last year) said she 
  did not know anything. 
   
  Anjah speaks highly of Deacon Reas as 
  setting a good example for the refugees.  She also 
  fondly remembers Sister Markarethe, who used to 
  minister to the refugees but died last winter.  Both 
  Anjah and Eivan like the half-elf Ehlena, who used 
  to spend her time helping the refugees but has 
  been confined to her house because of her 
  pregnancy. 
   
  Anjah does not know Deacon Reas is also 
  missing.  The Pholtan initiate, Brother Havren, 
  conducted church services this morning, but 
  Deacon Reas usually runs them on Earthdays like 
  today. 
   
  Some of the other refugees have helped look 
  for the girls last night and this morning, but none of 
  them is much of a tracker. They pooled their 
  money to buy ferry passage for a few men to 
  search across the river, but none had any luck. 
   
  Eivan and Anjah implore the PCs to help 
  recover their nieces.  They realize they are poor 
  and cannot afford to pay the PCs much, but their 
  gratitude might count for something.  Eivan 
  expects to get commissions from the Army and 
  could promise the PCs some of that income if they 
  demand payment.  Anjah has a few pieces of 
  heirloom jewelry she would give for the girls’ safe 
  return. 
   
  When the PCs are ready to leave the tent, 
  Anjah says a prayer to Pholtus and Eivan wishes 
  them well.  The PCs may return if they need more 
  information. 
  Stirring the Waters 
   
  Page 8 
  
  Development: PCs should be motivated to take 
  up the investigation, either out of sympathy for the 
  missing girls or duty to help a fellow Pholtan in 
  trouble.  Encounter Two covers the investigations. 
  Encounter Two: Investigation 
  The PCs investigate further. The three main areas 
  for investigation are the refugee camp, the village, 
  and the Church. 
  Divinations: Some PCs can use divination magic 
  to short-circuit the investigation.  Such magic 
  takes them to the goal quickly and they can get 
  the important information from Kylah, but the PCs 
  miss out on understanding the current social 
  turmoil of the Pale or learning the conditions 
  behind the twins’ departure. 
   
  Scrying on Kylah reveals her hiding in the fens 
  with the corpse of Deacon Reas.  PCs could 
  teleport directly to her, skipping this encounter and 
  Encounter Three. 
   
  Scrying on Nevh reveals nothing.  She is 
  meditating in the Ur-Flan ruin, where a screen 
  spell foils divination. 
  The Refugee Camp 
  Gathering Information 
   
  If the PCs ask around the refugee camp, most 
  refugees provide little useful information, just 
  stories of the horrors of life under the forces of Iuz 
  or descriptions of the Ether hordes.  (For example: 
  “The armies of the Old One was bad, but those 
  bugs were worse.  At least you can reason with a 
  man, even if he wears the skull-sign around his 
  neck.  And men don’t strip the land down to dust.”) 
   An actual Gather Information check that meets a 
  DC 25 turns up the following after an hour—an 
  account of an accidental ghost sound spell by one 
  of the twins: 
   
  An old refugee man missing two fingers on 
  his right hand says, “I was out one evening 
  last week, when I thought I heard a horse 
  whinnying behind one of the tents across that 
  game-pitch.  But of course there was no horse 
  there!  I could swear that I saw a couple of the 
  kids run out from behind the tent and off into 
  the darkness.” 
  Young Refugees 
   
  Some of the younger refugees, who were 
  friends to Kylah and Nevh, might be able to help 
  the PCs.  On most days, about a dozen kids 
  between the ages of eight and fifteen meet in the 
  common area for football (soccer) practice, which 
  Reas would run.  (He learned the game at 
  seminary in Landrigard.)  The children do not 
  respond well to intimidation or patronizing tones, 
  and they can generally spot phonies. 
   
  The twins differed in personality but both were 
  friends with Deacon Reas.  Kylah was the more 
  popular and she spent a lot of time with Rowan, a 
  slightly older boy.  Nevh came up with some clever 
  plays for the football games but was more 
  reserved; she liked to spend time with her friend 
  Binna. The twins’ mother died in Tenh, and the 
  kids think that Aunt Anjah is a little crazy—always 
  going on about Pholtus—and Uncle Eivan is 
  overprotective. 
   
  The two of the children who knew Kylah and 
  Nevh are these: 
  Rowan: Male human (Flan) youth.  Al N. 
  � Description and Personality: Rowan is an 
  athletic youth, with short-cropped curly hair.  
  Already rather tall, he dresses in handed-
  down clothing made for a smaller man, but he 
  rolls up the sleeves and cuffs as if it were 
  stylish. Proud and prone to acts of bravado, 
  he has earned an informal leadership role 
  among the kids in the camp. 
  � What He Knows: He liked spending time with 
  Kylah, because she is pretty and seemed to 
  admire him, but they had a fight two days ago 
  and she said she didn’t want to see him again. 
   Kylah wore a ring on a string around her 
  neck—the ring is too small to fit her 
  anymore—as a keepsake from her mother. 
  Binna: Female human (Flan) child.  Al N. 
  � Description and Personality: Eleven-year-
  old Binna is shy and quiet.  She has long wavy 
  hair worn in three braids. Short for her age, 
  she has to share clothes with her younger 
  sister.  A braided leather bracelet is a sign of 
  her friendship with Nevh.  She also has a 
  threadbare doll, which Nevh gave her when 
  Nevh declared herself too old for dolls.  Binna 
  wants to be a loyal friend by keeping Nevh’s 
  secret.  She doesn’t want to give the Palites 
  any more reason to dislike the Flan. 
  � What She Knows: Nevh showed Binna she 
  had witchcraft powers (the ghost sound horse 
  mentioned above), and made her promise not 
  to tell anyone else.  An excellent Diplomacy 
  check (DC 25), though, gets her to confide in 
  Stirring the Waters 
   
  Page 9 
  
  the speaker. Nevh, too, wore a ring around 
  her neck, as a keepsake from her mother.  
  Nevh did not say outright she and Kylah were 
  going to run away, but Binna suspects as 
  much. 
  If the PCs want to take Rowan or Binna with them, 
  have an adult intervene.  Rowan thinks he would 
  make a valuable addition to the party—and the 
  PCs might believe him—but he should not leave 
  the village. 
  The Church 
  The square-towered steeple of the Fensdale 
  church stands bright against the dark sky. 
  Above its walls of whitewashed wood on a 
  stone foundation, the small structure boasts a 
  new, shingled roof.  Outer doors of finely 
  carved wood, with new brass handles, greet 
  the visitor. 
   
  An inner set of carved doors makes a small 
  vestibule and keeps cold winds from entering the 
  church directly. 
   
  Reas has been the deacon here since his 
  promotion last year, but in his absence, the 
  initiate, Brother Havren, keeps an eye on the 
  place.  His clean white robes and the small but 
  fine decorations (altarcloth, candelabra, and so 
  on) reflect the prosperity of the town, thanks to the 
  Kestrel family (merchants) and long-standing 
  parishioners, the Truebloods.  Their gifts have 
  also funded the new roof and doors and a recent 
  expansion with a side chapel. 
  Brother Havren: Male human (Oeridian) Clr2 
  (Pholtus).  Al LN. 
  � Personality: Havren is a typical Palish 
  Pholtan initiate, seeking to live his life by the 
  One True Path and instill such discipline in the 
  rest of the flock.  Havren distrusts arcanists, 
  even those who profess a faith in Pholtus.  He 
  speaks slowly, choosing words carefully. 
  � Description: Havren is a young Oeridian 
  priest, around 25 years old, with short dark-
  brown hair and grey-blue eyes.  His long face 
  and heavy lips make him look somewhat 
  melancholy.  As an Initiate in the Church of the 
  One True Path, he wears untrimmed white 
  robes and a small silver holy symbol of 
  Pholtus. 
  � Motivation: He works for the glory of Pholtus 
  and for faithful worshipers.  Non-Pholtans, 
  especially the masses of Flan refugees, are a 
  test of his strength.  He knows Reas is popular 
  among the villagers but is not sure that Reas’s 
  indulgent outlook sets the best example for 
  the truly faithful.  Havren hopes to get Reas 
  back soon, since he does not yet feel ready to 
  take on responsibility for the whole parish.  If a 
  superior PC cleric or paladin of Pholtus is 
  present, Havren defers to him. 
  � What He Knows: Yesterday afternoon, 
  Deacon Reas hastily gathered some traveling 
  gear and departed, telling Havren he saw an 
  opportunity to bring some stray sheep back to 
  the flock.  Reas seemed confident, believing 
  he would return in just a few hours.  Reas 
  advised Havren not to worry, though Havren 
  has begun to do so.  Last night, he learned 
  from the ferryman, Elmur, Deacon Reas 
  crossed the river yesterday afternoon and did 
  not come back.  Havren asked Elmur to keep 
  Reas’s 
  disappearance 
  quiet, 
  to 
  avoid 
  frightening the villagers. Havren has not 
  alerted the watch or the garrison, but he 
  admits he should do so if Reas is not back by 
  tonight.  Havren conducted services this 
  morning as he does on some days.  Most of 
  the villagers have no reason to suspect 
  anything is amiss. 
  Brother Havren speaks hesitantly with Pholtan 
  PCs (Diplomacy check DC 11, including a modifier 
  for being Pholtan), and only reluctantly with non-
  Pholtans (Diplomacy check DC 16), but he is wise 
  enough not to send away people who might help 
  the Church. 
   
  If any PC asks Brother Havren about the 
  information in Player’s Handout #1 (the divination), 
  he says he knows about no specific plots but 
  suspects 
  Old 
  Wicked 
  continues 
  to 
  watch 
  Fensdale.  Havren has no idea how the child of 
  Corwin and Ehlena will turn out, and he has never 
  heard of Auldon Brendingund. 
   
  Brother Havren hints the Church could use the 
  help of the PCs and would be able to reward them 
  for returning Reas safely, but his pride keeps him 
  check.  If any Pholtan PCs were not won over by 
  Anjah’s pleas for help, then here is a more 
  compelling hook. 
   
  If the PCs are curious, Havren talks briefly 
  about some of the other figures in the Fensdale 
  church from the past year, as in Appendix A. 
  Stirring the Waters 
   
  Page 10 
  
  The Village 
  The PCs can talk around town for some local 
  flavor at the Happy Halfling Tavern, at the watch 
  or army garrison, or at the Trueblood Manor, but 
  the ferryman, Elmur, has the most important clue. 
  Apart from the conversation with the ferryman, 
  keep the action moving unless the players really 
  want an update on old NPCs.  Appendix A has 
  further information about locations in Fensdale. 
  The Ferry: The ferry operates from dawn to dusk, 
  which makes for short workdays in winter, but few 
  traders are about in a Pale winter anyway.  The 
  fare is 1 sp per person or 2 sp per horse or 
  wagon. 
  Elmur: Male human (Flan) Exp1. 
  � Description and Personality: Elmur is a 
  nondescript, wiry man, about thirty-five years 
  old, of mostly Flan descent.  He is garbed 
  heavily against today’s chill.  He knows the 
  river and works with a steady temperament. 
  He is courteous yet quiet, and enjoys passing 
  the evenings with friends at the nearby 
  Leaping Trout Saloon. 
  � What He Knows: He did not actually see the 
  two girls. He took a group across yesterday 
  morning, including four men, two horses and a 
  wagon.  (The twins hid away in the wagon and 
  slipped away once on the Phostwood side of 
  the river.)  He brought some Prelatal Army 
  soldiers back yesterday around noon.  He also 
  took 
  Deacon 
  Reas 
  across 
  separately 
  yesterday afternoon; Reas did not say why he 
  was crossing the river, but he told Elmur that 
  he planned to return before it got dark.  Elmur 
  is worried about Deacon Reas, but figures 
  Pholtus would protect Reas in case of any real 
  trouble. The rain and sleet has kept most 
  people indoors, but Elmur took a few refugees 
  across this morning and back again just 
  before noon.  They said they were looking for 
  two missing girls, but obviously had no luck.  
  They had to pool their money, since, although 
  he is sympathetic, he is not in the business of 
  giving free rides. 
  The Gate: Two of the gate-guards can say, at 
  least, they did not see any girls leaving Fensdale 
  going inland, nor did any wagons or other vehicles 
  (in which girls could possibly hide) leave. 
  Development: PCs should have enough clues to 
  start looking west of Fensdale, across the river, in 
  Encounter Three. 
  Encounter Three: Footsteps 
  Through the Phostwood 
  The PCs go out to look for the twins and Deacon 
  Reas.  Most likely, the PCs take the ferry across 
  the Yol River: 
   
  The Phostwood broods on the western 
  bank of the Yol and only appears slightly more 
  distinct as the ferry completes its journey.  
  Mist wreathes the gnarled trunks of the phost 
  trees and swirls about their lowest branches.  
  A look back, eastward, shows Fensdale, 
  becoming smaller and hazier.  Behind lies the 
  safety of the Pale; ahead, an altogether 
  different Law holds sway. 
  On the far bank, the PCs can pick up the trails of 
  the twins and of Reas. About half a mile inland, 
  the girls left the wagon and headed into the forest. 
   It takes a Search check (DC 8) to find where they 
  left the muddy road, but the trail is more difficult to 
  follow in the woods.  Away from the river, the 
  ground rises and counts as “firm ground” for 
  tracking.  The trail goes roughly west. 
   
  The dark mossy trunks of the phost trees 
  might look unremarkable on clear days, but the 
  half-light of today’s gloom reveals a hint of 
  pallid green radiance.  Moss appears as spots 
  of darkness against the eerie glow of decaying 
  wood, on both fallen and standing trees.  
  Surely the glow will appear far brighter after 
  night has fallen.  A cold mist hangs thick in the 
  air, seeking exposed skin at collars.  Puddles 
  of slush lie among dark rotting leaves, and the 
  entire ground draws heat away from those who 
  tread here.  Warmth seeps away through even 
  the soles of boots. 
   
  Depending on when the PCs set out from 
  Fensdale, it may have started raining.  Rain 
  begins to fall at around 3 in the afternoon.  Each 
  hour of rain further obscures the trail, increasing 
  the DC of Track (Survival) checks by 1.  The 
  Dungeon Master’s Guide (page 94) contains rules 
  for rain: visibility is halved; Spot and Listen 
  checks, Search checks, and ranged attacks suffer 
  a –4 penalty; unprotected flames (such as 
  torches) are extinguished, while protected flames 
  (such as lanterns) flicker wildly and are 50% likely 
  to be extinguished. 
   
  The PCs can follow the trail of the twins, or of 
  Deacon Reas, by making successful Track 
  checks.  The starting DC is 12 + APL, simulating 
  more periods of rain in the past day at higher 
  Stirring the Waters 
   
  Page 11 
  
  APLs.  Add 1 to the DC per additional hour of rain 
  while the PCs are tracking, and add 3 to the DC 
  after nightfall (6 pm). A competent tracker (ranger 
  or perhaps druid) should be able make these 
  checks by taking 10.  Up to two PCs may assist 
  the primary tracker, but only if they actually have 
  the Track feat.  The ruin (Encounter Five) is six 
  miles into the forest, but Kylah (Encounter Four) is 
  only five miles in. The rainfall makes for slow 
  going (already reducing speed to three-quarters of 
  normal if the PCs are walking), and tracking might 
  be at half speed, so the PCs probably travel only 
  one or two miles per hour. 
   
  The PCs may also notice other old tracks 
  along the way, whether of various game animals, 
  ogres, or Phostaldaron elves (increasing DCs, at 
  your discretion). You might give hints about the 
  presence of the assassin vine or ochre jelly, 
  through scattered skeletal remains or ruined 
  weapons or armor. 
   
  Keen-eyed PCs (again, at your discretion) 
  might notice the body of an ogre or a soldier of 
  Iuz, transfixed to a tree by elven arrows and 
  marked with a rune (“intruder”) in Giant or 
  Common as a warning from the elves of the Phost. 
   You can play this up as a massive yet motionless 
  form, looming in the mist at the edge of the PCs’ 
  vision. 
   
  A failed Track check means the PCs lose the 
  trail and must wait an hour before trying again.  If 
  the PCs fail two checks (and not necessarily in a 
  row), they encounter trouble in the form of an 
  assassin vine or very large ooze, as described 
  below. 
   
  No map is provided for this encounter.  Make 
  up a forest trail with frequent trees and 
  undergrowth (where a vine could hide), and 
  various puddles and bog holes (where an ooze 
  could lurk). 
  APL 4 (EL 3) 
  Assassin vine: hp 30; Monster Manual 20. 
  Setup (APL 4): The assassin vine starts 15 feet 
  from the lead PC because of poor visibility. Since 
  it blends into the undergrowth, a PC must make a 
  Spot check (DC 20, not including a -4 penalty for 
  rain) to act in the surprise round.  Instead of a 
  Spot check, a PC may make a Survival or 
  Knowledge (nature) check (same DC) if the PC 
  has ranks and is better at those. 
  Tactics (APL 4): The assassin vine animates the 
  undergrowth, 
  grabs 
  a 
  foe, 
  and 
  constricts 
  mindlessly until it is destroyed. 
  APL 6 (EL 5) 
  Ochre jelly: hp 69; Monster Manual 202. 
  APL 8 (EL 7) 
  Huge Ochre Jelly: hp 135; see Appendix F. 
  APL 10 (EL 9) 
  Immensely Huge Ochre Jelly: hp 243; see 
  Appendix G. 
  Setup (APL 6-10): The ochre jelly begins in a 
  depression, appearing as a large puddle of 
  scummy water, 15 feet from the lead PC.  (There 
  are too many puddles for a paranoid PC to be able 
  to avoid all of them, unless the PC is flying.)  Have 
  each PC make a Knowledge (dungeoneering) 
  check; achieving DC 16 gives that PC a +2 
  circumstance bonus on the Spot check (DC 20, 
  not including a –4 modifier for rain) to act in the 
  surprise round. 
  Tactics (APL 6-10): Always voracious, the ochre 
  jelly fights mindlessly until it is destroyed. 
  Troubleshooting: If the PCs have no ability to 
  Track or to divine the location of the twins or 
  Deacon Reas, they can still wander aimlessly for a 
  while, eventually fighting the ochre jelly and then 
  being approached by the will-o’-wisps (see 
  Encounter Four), who home in on the despondent 
  PCs.  The will-o’-wisps lead the PCs erratically 
  toward the ruin, diverting occasionally to cause a 
  PC to sink into a shallow mud-pit or some other 
  minor danger.  You can reassure players with 
  paladin PCs that following the will-o’-wisps does 
  not 
  violate 
  a 
  paladin’s 
  code 
  of 
  conduct.  
  Nevertheless, any good PC should be concerned 
  about the motivations of these evil creatures. 
   
  If the PCs are truly out of their element and 
  refuse to follow the will-o’-wisps, they can find their 
  way back to Fensdale in failure.  Kylah dies and 
  Nevh escapes. 
  Development: After the PCs successfully follow 
  the trail for five miles (or are led by will-o’-wisps), 
  they come across the obvious cross-trail (Search 
  DC 5 + 1/hour of rain) where Kylah dragged the 
  body of Deacon Reas away from the ruin.  She 
  hides with the priest’s corpse five hundred feet 
  away, as described in Encounter Four. 
  Stirring the Waters 
   
  Page 12 
  
  Encounter Four: One Down… 
  This 
  encounter 
  plays 
  up 
  the 
  horror 
  and 
  desperation of the twins’ plight. 
   
  Under a sky now dark with night rather 
  than mere clouds, the ghostly glow of the 
  Phostwood reaches its full spectacle.  Rain 
  falls steadily, shimmering coldly as the 
  streaking droplets glint in the light of the trees. 
   A soft sound, a sobbing or sniffling, wafts 
  from behind the trees to the right.  Near the 
  ground there, some pale substance—cloth, 
  perhaps—reflects the green glow. 
   
  One of the girls, Kylah, is hiding at the base of 
  a large tree with the corpse of Deacon Reas.  The 
  PCs can hear her quiet sobs and see the pale 
  form 
  of 
  Reas’s 
  robe 
  against 
  the 
  dark 
  surroundings.  The priest’s white robes are 
  darkened with mud and blood.  His face, 
  handsome in life but pallid in death, is likewise 
  sullied. 
  Kylah: hp 2; see Appendix C. 
  � Personality: Kylah is used to being the center 
  of attention and surrounded by friends, but 
  now she is miserable and lonely.  She 
  desperately clings to the PCs if they can get 
  her out of here. 
  � Description: Kylah is a pretty Flan girl, tall for 
  age thirteen.  Her wavy hair is cut short, since 
  her aunt does not want her to look too 
  feminine.  Her face is dirty and streaked with 
  tears.  Her patched clothes are spattered with 
  mud and with Reas’s blood. 
  � Motivation: Kylah just wants to get out of the 
  swamp and away from the horror of the ruin, 
  but she fears how her aunt and uncle (as well 
  as the rest of Fensdale) might react to her if 
  they knew about her sorcery.  She is still in 
  shock about the death of Deacon Reas and 
  has not figured out what to do. 
  � What She Knows: Once the PCs calm her 
  and assure her they can help her get out 
  safely, Kylah can tell them what has 
  happened, albeit in a disjointed manner (see 
  below).  Don’t say everything at once, but let 
  the PCs draw the story out of her.  You may 
  ask for a Diplomacy check if you think the PC 
  would be more frightening than friendly. Kylah 
  is so nervous and afraid it may be hard for 
  PCs to verify she is being truthful through 
  Sense Motive. 
  Kylah’s story (to be punctuated by miscellaneous 
  sniffles and sobs and pleas for help): “He died 
  because of me!  Me and my sister ran away 
  yesterday because people in Fensdale were going 
  to turn against us.  A while ago—like earlier this 
  winter maybe—we began noticing that we could 
  make things move with our mind or make noises 
  appear out of nowhere.  We must be witches, and 
  Pholtus says that witchcraft is the work of demons. 
   We didn’t know what to do, but I had a dream a 
  few nights ago and Nevh had the same dream—
  saying that our powers were a gift from Mama and 
  Grandmama and all the way back.  Mama and 
  Papa died a few years ago, so Uncle Eivan and 
  Aunt Anjah took us in because their son died and 
  they wanted to keep us safe.  Mama used to teach 
  us about the old gods that take care of Tenh.  This 
  ring reminds me of when she was still alive.  
  Deacon Reas was nice—he ran sports and games 
  for us and he helped get work for Uncle Eivan.  
  But people in the Pale wouldn’t understand that 
  our power was a gift, not even Deacon Reas.  
  They would become jealous and hate us.  The 
  woman in the dream said that she understood and 
  could teach us so we wouldn’t have to be poor 
  and hungry anymore.  I couldn’t see her face, but 
  she sounded a little like Mama but kind of older 
  and younger at the same time.  She said that we 
  could leave town and go into the forest and these 
  floating lights would show us the way.  We didn’t 
  tell anyone where we were going, because they 
  would probably tell the bishop or somebody and 
  get us burned for being witches.  We saw some 
  men about to take their wagon across the river so 
  we hid in it and got out on the other side.  We 
  walked on into the woods to this creepy swampy 
  place. Me and Nevh used magic to open the 
  doorway, like the dream-lady told us and then we 
  walked right through the rock.  Then we said the 
  word that lit the candles.  In the back, we got up 
  on the bench out of the water and tried to think 
  magic thoughts but it was cold.  I think I went to 
  sleep for a little while then, but I woke up when I 
  heard Reas scream.  Me and Nevh ran out and 
  there he was lying in the water and he was all 
  bloody and dead and I didn’t want him to be dead 
  because of my witchcraft.  Nevh said that being a 
  witch was going to be hard and this probably 
  wasn’t really him or maybe he was coming to 
  arrest us or maybe it was all still a dream too.  The 
  dream-lady said that we shouldn’t leave the room 
  for long, so Nevh stayed behind.  I thought that I 
  should get Reas back to Fensdale but he’s really 
  heavy and I don’t know what people will think of 
  me.  What should I do?” 
  Stirring the Waters 
   
  Page 13 
  
   
  On a successful Heal check (DC 10), the PCs 
  see that Reas suffered two massive bludgeoning 
  blows; one shattered his left shoulder and the 
  other collapsed his chest, breaking several ribs 
  and killing him.  Some abrasions and mud 
  surround the wounds.  They are far stronger 
  wounds than this girl could inflict.  A better Heal 
  check (DC 20) indicates that man-sized fists 
  probably made the blows.  (These are the 
  mummy’s wounds, but it should be very difficult for 
  the PCs to deduce this.) 
   
  In case the PCs casts speak with dead on the 
  body of Deacon Reas, he might be able to help: 
  Deacon Reas: male human (Oeridian) Clr5 
  (Pholtus); hp 33 (now dead at –10); Al LG. 
  � Personality: Deacon Reas was a good-
  hearted young deacon in the Church of the 
  One True Path, who truly enjoyed his calling.  
  Cheerful and outgoing, he led through action 
  and won many converts among the Tenha 
  refugees that came to Fensdale. 
  � Description: Reas was a handsome Oeridian 
  man of 27 years, with dark hair and warm 
  brown eyes. His once-white robes over 
  chainmail are muddy and bloody.  He still 
  wears his silver holy symbol, but his only 
  remaining weapon is a dagger.  (He dropped 
  his staff at the ruin.) 
  � Motivation: Reas wanted to use the strength 
  of Pholtus to protect the innocent.  He tried to 
  win another victory by recovering the girls on 
  his own, but he reached too far. 
  � What He Knows: Even with a speak with 
  dead spell; the PCs will probably get only part 
  of his story.  After the girls went missing, he 
  hoped to embody the light and mercy of 
  Pholtus by finding the twins himself.  His 
  augury spell revealed both “weal and woe” but 
  he had to take a chance.  He took the ferry 
  across the river but got lost in the woods.  
  After night fell, a floating white light appeared 
  and led the way to the swamp.  It even 
  showed he could enter one of the hillsides.  
  He cast protection from evil and shield of faith 
  on himself and stepped through its illusory 
  face. Inside, he was hit by some kind of 
  debilitating magical trap.  He thought he heard 
  one of the girls’ voices from down the 
  passage, but he was attacked as soon as he 
  proceeded. A humanoid with leathery skin and 
  terrible dark eyes stepped out of the shadows 
  and nearly stole his resolve from him.  It 
  seemed to be undead, but it did not flee when 
  he called on the Blinding Light to turn it. One 
  mighty blow wounded him severely, and a 
  second one sent him into the embrace of 
  Pholtus.  He hopes his sacrifice can save two 
  young lives. 
  Will-o’-wisps have been congregating nearby, 
  feeding off Kylah’s fear.  When the PCs seem to 
  be ready to move on, one floats in, glowing green. 
   Kylah’s eyes widen and fill with tears and her 
  mouth quivers.  The creature eagerly glows 
  brighter.  She clutches a nearby PC’s leg and 
  cries piteously.  Other will-o’-wisps arrive too, five 
  total, glowing various tints of green.  They do not 
  want to fight, but merely to lead the PCs to the 
  ruin. 
  all APLs (EL 11) 
  Will-o’-Wisp Stalker (Rgr1/Rog1): hp 48; see 
  Appendix G. 
  Will-o’-Wisps (4): hp 40; Monster Manual 255. 
  Setup: The will-o’-wisps flit among the cover of 
  trees, first becoming visible about 40 feet from the 
  party.  Unless attacked or prevented, they slowly 
  approach until they surround the party at a 
  distance of about 15 feet. 
  Tactics: The will-o’-wisps do not want to fight. 
  They have simply been enjoying all of the fear 
  these humans have provided and they hope to get 
  more out of the PCs. The will-o’-wisps note the 
  presence of any PC who is immune to fear (such 
  as a paladin).  Paladins should know they are not 
  obligated to attack every evil creature they meet.  
  If the PCs attack, the will-o’-wisps become 
  invisible 
  and 
  retreat 
  into 
  the 
  forest, 
  later 
  regrouping at the ruin. 
  Development: The PCs should eventually arrive 
  at the ruin, either led by the will-o’-wisps or by 
  following the trail for a sixth mile.  Following the 
  dragging-trail of Kylah and Reas is easier (DC 5 + 
  1/hour of rain) but it is slightly longer than a mile.  
  As stated in Encounter Three, following a will-o’-
  wisp is not an evil act, but it is not necessarily a 
  wise one. 
   
  Kylah doesn’t want to return to the ruin, but 
  she fears being alone even more. 
   
  If, for some reason, the PCs do not reach 
  Kylah by early the next morning, then she 
  struggles on a little more but is found and killed by 
  a creature of the fens. 
  Stirring the Waters 
   
  Page 14 
  
  Encounter Five: Ancient 
  Powers 
  This is where the PCs find the Ur-Flan ruin, where 
  Deacon Reas was killed and where Nevh remains. 
   
  The ground dips slightly into a shallow 
  depression, filled with several inches of water 
  from the rains.  This small lake is dotted with 
  dark boulders and hill-islands of various sizes, 
  some as wide as the Fensdale church, though 
  considerably lower.  Profuse growths of vines 
  cover most of the large islands.  Many dead 
  trees stand with their feet in the lake, and 
  some of them stand at odd angles.  A heady 
  smell of muck and decay pervades the area. 
   
  A 
  successful 
  Knowledge 
  (nature) 
  or 
  (geography) check (DC 20) indicates the similarity 
  of this stone to that of the Griff Mountains.  They 
  are remnants of primeval glacial activity.  Another 
  successful Knowledge (nature) check (DC 25) 
  connects the condition of the trees to a recent 
  earthquake. 
   
  Built into one of the hills here, the ruined tomb 
  of Ur-Flan secrets has been buried under water, 
  muck, and vines for centuries. Normal animals 
  shun the tomb area for its subtle negative 
  energies, and its magical traps are designed to 
  keep out the unworthy.  As a repository of ancient 
  lore, it was designed to evade notice or tampering, 
  for only Flan of the proper spellcasting bloodline 
  were intended to enter. 
   
  The fleeing Ur-Flan cultists also put a sentient 
  guardian over their secrets.  The ritual sacrifice of 
  a stalwart warrior created a mummy, which has 
  rested beneath the muck in perfect preservation. 
   
  If the will-o’-wisps led the PCs here, they point 
  out which hill contains the tomb if the PCs do not 
  see the tracks.  If the will-o’-wisps were driven off 
  or ignored, they follow the PCs into the ruin, so 
  they can be present when the mummy emerges. 
   
  Use Map #2 for the ruin.  General notes: 
  Material: Hewn stone. The tomb is carved out of a 
  mass of dark brown-purple granite that forms the 
  core of a small hill.  The passages are 5 feet wide. 
   Ceiling heights are just above 6 feet.  A 
  successful Craft (stonemasonry) check (DC20) 
  indicates skillful, if somewhat hasty, construction, 
  hundreds of years old.  The outer surfaces of the 
  ruin appear like ordinary stone and are covered in 
  thick vines, while the insides are painted in 
  intricately twisted geometric patterns. Some of the 
  paint has faded over time.  More detailed carvings 
  and paintings lie inside. 
  Runes: Several areas include messages in 
  ancient (Ur-)Flan characters.  PCs that read Flan 
  understand the runes, as do PCs that succeed at 
  a Decipher Script check (DC 20) for each 
  message. 
  Footing: The ruin is filled with water to an average 
  depth of 12”.  The ruin counts as shallow bog 
  terrain (Dungeon Masters Guide page 88): 
  movement costs are doubled and the DCs of all 
  Tumble checks are at +2.  Note that creatures in 
  the water cannot take a 5-foot step, since one 
  square counts as 10 feet of movement. 
  Light: Normally there is no light inside, but 
  speaking the Flan word for “reveal” activates a 
  network of magical lights (prestidigitation spells) 
  for one hour.  Placed periodically along the walls, 
  these lights shed shadowy amber illumination in a 
  5-foot radius (like candles).  Nevh has been 
  repeating the word each hour she has been 
  awake. The mummy guardian has darkvision, so it 
  does not need these lights.  The effect radiates 
  faint Evocation. 
  Negative Energy: A slow leak of negative energy 
  heals the Ur-Flan mummy 1 hit point per week.  
  The mummy has been wounded a few times in the 
  past but not destroyed.  This energy radiates faint 
  evil and faint Necromancy. 
  Warded 
  Against 
  Sun-Magic: 
  The 
  ruin 
  is 
  protected (moderate Abjuration, 16th-level caster) 
  against all spells of 1st level or higher that have 
  the [Fire] or [Light] descriptor, as well as similar 
  spells like searing light.  All such spells fail within 
  the ruin unless the caster succeeds at a caster 
  level check (DC = 11 + APL). 
  Screen: The ruin is under the effect of a 
  permanent screen spell (strong Illusion, 16th-level 
  caster).  Anyone trying to scry on the ruin sees an 
  interior of solid rock. 
  Auras: A geomancer or someone attuned to ley 
  lines can sense this is a place of magical power. 
   
  Summary of auras at the entrance:  Strong 
  Illusion (screen), moderate Abjuration (ward 
  against sun-magic), faint Abjuration (alarm), faint 
  Necromancy (negative energy), faint Evocation 
  (lights), faint evil (negative energy). 
  What if the PCs don’t go in? : Some groups of 
  PCs may choose to stake out the ruin, not entering 
  it at all.  They may do so.  Kylah certainly doesn’t 
  want to go back inside. Nevh continues to 
  Stirring the Waters 
   
  Page 15 
  
  meditate inside; the Mentor intends to retrieve her 
  the next day but is not so foolish as to walk right 
  in.  If the PCs wait outside the ruin for more than 
  four hours, the Phostwood ogres approach; see 
  Encounter Six.  Add the will-o’-wisps from 
  Encounter Five as allies for the ogres. 
  What did Deacon Reas do here? : Since he did 
  not read the warnings, he was affected by the 
  magical trap (Area D) and was hampered when he 
  fought the mummy guardian in the central ring 
  (Area E).  He resisted its despair but failed to turn 
  it.  It slammed him once and a second critical blow 
  killed him.  He did not contract mummy rot.  His 
  quarterstaff fell and remained in Area E.  The 
  mummy was already back in its chamber (Area F) 
  when Kylah and Nevh arrived from the Inner 
  Sanctum (Area I). 
  Area A: Entry Threshold 
   
  The entrance to the ruin is covered by the 
  screen effect, showing an unbroken surface of 
  stone.  If the PCs have been led here by will-o’-
  wisps, the creatures point toward the entrance, 
  even passing through the illusion and back again if 
  the PCs are particularly cautious, cowardly, or 
  clueless. 
   
  Underneath the illusion, a square-topped 
  threshold is visible, bearing a relief of twisted 
  geometric patterns partly covered by vines. 
   
  Trap: The square of the threshold bears an 
  alarm spell (mental alarm, 16th-level caster, 
  permanent), to alert the mummy to intruders. 
  Search DC 26; Disable Device DC 26. 
  Area B: First Warning 
  On the wall in front of the threshold, a carved 
  warning states the following: “Enter, sisters.  
  Defend, brothers.  Fear, enemies. If you would 
  enter, make an offering of your gift.”  This is a clue 
  for the PCs to cast a spell here.  The mummy 
  listens; if it does not hear a spell being cast, it 
  prepares to fight the intruder. 
   
  When Kylah and Nevh arrived at the 
  threshold, they cast ghost sound spells as the 
  dream-voice recommended.  The girls believed 
  their magic somehow opened the way, but the 
  casting simply announced to the mummy they 
  were spellcasters and therefore worthy. 
  Area C: Riddle 
  The wall visible to the left from Area B bears a 
  second warning and a riddle, which provides the 
  password for the symbol at Area D: “You who 
  belong, step forth with joy to receive your destiny.  
  You who intrude may yet be worthy.  With eyes 
  beyond eyes, behold the object of your loyalty.” 
   
  The wall around these words is covered with 
  an array of carved symbols, but only some of them 
  are significant. Seen by detect magic or arcane 
  sight, a grouping of arcane marks forms a larger 
  image, which is the Flan symbol for “secrecy”. 
  Trap: Characters that learn the password might 
  smugly think they have bypassed all of the 
  defenses, but casting detect magic or arcane sight 
  triggers a slightly different defense. If the symbol 
  does not weaken the PCs, then bypassing it 
  makes their foe stronger; the mummy in Area F 
  receives a bull’s strength (16th-level caster).  The 
  effect of this spell is not included in the stat blocks. 
  Area D: Necromantic Trap 
  The walls between C and D are painted in twisted 
  patterns intermingled with rows of little pictograms 
  that represent Ur-Flan warriors and tribesmen. 
  Trap (APL 4): The square marked D bears a 
  magical trap, triggered by anyone entering the 
  square, unless she is a Flan female (this can 
  include PCs of mixed ethnicity, if the player says 
  that the Flan side is most pronounced) and of non-
  good alignment.  Also, anyone saying the Flan 
  word for “secrecy” does not trigger the trap.  The 
  Ur-Flan sorceresses expected their power to 
  return in Flan women many generations later, but 
  they also figured their progeny could use some 
  allies of like mind. 
  APL 4 (EL 4) 
   
  Ray of Exhaustion Trap: CR 4; magic device; 
  proximity trigger (alarm, detect good) and visual 
  trigger (true seeing); automatic reset; Atk +4 
  ranged touch; spell effect (ray of exhaustion, 6th-
  level sorcerer); Search DC 28; Disable Device DC 
  28. 
  Trap (APL 6-10):  The wall at D bears a magical 
  symbol, triggered by anyone looking at it, unless 
  she is a Flan female (this can include PCs of 
  mixed ethnicity, if the player says the Flan side is 
  most pronounced) and of non-good alignment. 
  Although it is immune to the effects anyway, the 
  guardian has been attuned to the symbol and 
  cannot trigger it.  Also, anyone saying the Flan 
  word for “secrecy” does not trigger the symbol.  
  The Ur-Flan sorceresses expected their power to 
  return in Flan women many generations later, but 
  they also figured that their progeny could use 
  some allies of like mind. 
  Stirring the Waters 
   
  Page 16 
  
  APL 6 (EL 6) 
   
  Symbol of Pain Trap: CR 6; spell; spell trigger; 
  permanent; spell effect (symbol of pain, 10th-level 
  sorcerer, DC 17 Fort save negates); multiple 
  targets (all targets within 60 ft.); Search DC 30; 
  Disable Device DC 30. 
  APL 8 (EL 8) 
   
  Symbol of Weakness Trap: CR 8; spell; spell 
  trigger; 
  permanent; 
  spell 
  effect 
  (symbol 
  of 
  weakness, 14th-level sorcerer, DC 20 Fort save 
  negates); multiple targets (all targets within 60 ft.); 
  Search DC 32; Disable Device DC 32. 
  APL 10 (EL 9) 
   
  Heightened Symbol of Weakness Trap: CR 9; 
  spell; spell trigger; permanent; spell effect (symbol 
  of weakness [heightened to 8th-level], 16th-level 
  sorcerer, DC 22 Fort save negates); multiple 
  targets (all targets within 60 ft.); Search DC 33; 
  Disable Device DC 33. 
  Area E: Central Ring 
   
  Painted runes in the Flan language give 
  ominous phrases such as, “Look for your 
  brethren—they stand all around,” “Our blood 
  brings our enemies to fear,” “We sleep for the 
  generations but we shall awaken in you,” or 
  “When the ages have made you forget, He shall 
  remember.” 
   
  The lights on the walls appear in the hands of 
  bas-relief idealized female figures that span from 
  floor to ceiling.  Their eyes carved deeply into the 
  stone and appear as large dark wells. 
   
  Deacon Reas’s quarterstaff lies on the ground 
  here.  Dropped at his death, it lies half-sunk (the 
  silver-shod end) into the cold water. 
  Area F: Guardian’s Chamber 
  The mummy guardian rests in this small chamber, 
  behind permanent illusory walls (caster level 
  16th). 
   
  The mummy’s order is this: “Kill any intruder 
  not of the proper bloodline,” where “proper 
  bloodline” 
  means 
  non-good 
  female 
  Flan 
  spontaneous casters (sorcerers or bards).  A 
  clever PC, or one who actually meets the criteria, 
  might succeed in tricking the mummy into 
  admitting her.  Unless a visitor has cast a spell (at 
  Area B), appears to be Flan, and appears not to 
  have been affected by the trap (exhausted or in 
  pain or weakened), it strikes as soon as the 
  intruder passes by.  If the visitor spoke the 
  password to get past the trap, the mummy 
  observes the visitor and attacks only if the visitor 
  tries to desecrate the tomb.  If a visitor wears a 
  symbol of Pelor, the mummy attacks immediately. 
   
  Astute PCs (Spot DC 20) notice the water on 
  the floor does not splash properly against the 
  illusory walls, a clue about the illusions. 
   
  The chamber also holds the bones of past 
  intruders and a small cache of treasure.  At APL 4-
  6, this is a mixture of gems and coins worth 500 
  gp (100 gp per PC); at APL 8-10, there are no 
  gems but there are boots of elvenkind from a long-
  dead Phostwood elf. 
  Area G: Hall of Triumph 
   
  The walls of this corridor have more numerous 
  and more ornate paintings.  Someone studying 
  them can decipher (Int check, DC 10) a story of 
  warring tribes: 
  An army of stylized warriors and spellcasters 
  gathers strange allies, who appear as other 
  featureless 
  but 
  sharp-profiled 
  humanoids, 
  some of whom seem to have wings or tails. 
  The army defeats its enemies in scenes of 
  conquest and sacrifice.  As the army wins 
  victories, some of its members seem to take 
  on 
  a 
  mix 
  of 
  human 
  and 
  non-human 
  appearance. 
  (The paintings show the Ur-Flan cult ascending to 
  power and the result of unions between the unholy 
  allies and cultists.) 
  Area H: Hall of Ruin 
   
  The walls of this corridor have numerous and 
  ornate paintings.  Someone studying them can 
  decipher (Int check, DC 10) a story of the downfall 
  of a victorious tribe: 
  An empire of stylized warriors and spellcasters 
  is intermingled with other featureless but 
  sharp-profiled humanoid allies.  The once-
  triumphant army is later beaten by other 
  warriors and spellcasters, who stand among 
  hills and trees while the sun glares overhead. 
  (The paintings show the Ur-Flan cult being 
  disbanded by a faction of druids and their allies.) 
  Area I: Inner Sanctum / Hall of Rebirth 
   
  This is the center of meditation and hope for 
  the Ur-Flan cult.  The walls of this small room 
  contain further pictograms.  Someone studying the 
  carvings can decipher (Int check, DC 10) a story: 
  Stirring the Waters 
   
  Page 17 
  
  Masses of humanity populate the world but 
  some other figures, almost indistinguishable 
  but marked with an aura of power, hide among 
  them.  The auras of these figures become 
  smaller and smaller as the walls continue, but 
  the figures become more numerous.  They 
  rally around a central figure. Their auras grow 
  powerful again and they conquer once more. 
  (The paintings show the Ur-Flan cultists hiding 
  among the population but sustaining their power 
  until the day when they can reinstate their empire.) 
   
  At the center of the wall is an inscribed circle 
  four feet in diameter, with a ring of runes spelling 
  out “Long may He reign / His power grows in all of 
  us / He shall outlast the fleeting day.”  The ring 
  surrounds what is obviously a figure of veneration 
  and source of power, but the figure has been 
  scratched away entirely.  A few jagged shapes 
  extend into the ring of runes, but it is unclear what 
  central form used to join these extremities. 
   
  The west half of the room includes a raised 
  bench above water level, where Nevh has been 
  sitting during her meditation. Although she is still 
  only thirteen years old, the time spent in this 
  chamber of power has already advanced her to 
  become a first-level sorceress.  She has even 
  conversed with the Ur-Flan mummy—a muffled 
  voice in the darkness and overall a poor 
  conversationalist—to 
  relieve 
  some 
  of 
  the 
  boredom. 
  Nevh: hp 4; see Appendix C. 
  � Personality: Nevh is a smart girl and by no 
  means ugly, but she envies the attention her 
  sister gets.  She believes her sorcery will 
  make others love or fear her, as she feels she 
  deserves.  She is overconfident in her abilities 
  and does not realize how weak she is, 
  compared to the PCs or the mummy. 
  � Description: Nevh is Kylah’s fraternal twin.  
  Nevh is not as pretty or tall as Kylah.  Her 
  wavy hair is also cut short.  She has learned 
  to use prestidigitation to clean her patched 
  and worn clothes.  She wears a heavy cloak to 
  stave off the damp chill. 
  � Motivation: Nevh is eager to learn more 
  about sorcery and the power that it brings.  
  She wants the PCs (and everyone else) to 
  revere her or at least leave her alone.  Her 
  mind has become unhinged by the death of 
  Deacon Reas; she has blocked out his death 
  and believes that Kylah left because of a 
  weakness in her character.  If a female Flan 
  PC pretends to be the one who sent the 
  dream (make a Bluff check against Nevh’s 
  Sense Motive), Nevh goes willingly along with 
  the PC. 
  � What She Knows: about as much as Kylah 
  (see Encounter Four), but somewhat more 
  composed and glossing over the death of 
  Reas. 
   
  Creatures: At some point, the PCs have to get 
  around the guardian, the will-o’-wisp(s), and Nevh 
  herself.  
  APL 4 (EL 6, raised to 7 for location) 
  Ur-Flan Mummy (APL 4): hp 59; see Appendix D. 
  Will-o’-Wisp: hp 40; Monster Manual 255.  At this 
  APL, the will-o’-wisp does not attack, so it only 
  slightly raises the EL. 
  APL 6 (EL 8, raised to 9 for location) 
  Ur-Flan Mummy (APL 6): hp 78; see Appendix E. 
  Will-o’-Wisp: hp 40; Monster Manual 255. 
  APL 8 (EL 10, raised to 11 for location) 
  Ur-Flan Mummy Champion, Ftr2: hp 89; see 
  Appendix F. 
  Will-o’-Wisps (2): hp 40 each; Monster Manual 
  255. 
  APL 10 (EL12, raised to 13 for location) 
  Ur-Flan Mummy Hero, Ftr4: hp 100; see 
  Appendix G. 
  Will-o’-Wisp Stalker, Rgr1/Rog1: hp 48; see 
  Appendix G. 
  Will-o’-Wisps (2): hp 40 each; Monster Manual 
  255. 
   
  Setup: The mummy begins in its chamber and 
  moves out to attack as described above in Area F. 
   
  The will-o’-wisps eagerly follow the PCs into 
  the ruin, trying to position themselves behind the 
  PCs or as part of the PCs’ marching order. 
   
  Nevh begins in the inner sanctum and 
  emerges if called by the PCs or otherwise alerted 
  by the sound of a fight. 
  Stirring the Waters 
   
  Page 18 
  
  Tactics:  The mummy fights simply: Power Attack 
  (it gets a 2-for-1 damage bonus with its slam), 
  Close-Quarters 
  Fighting 
  against 
  grapples, 
  Improved Overrun to get at fire-flinging wizards 
  hiding behind fighters.  It passes through Area F to 
  gain an advantage in mobility over the PCs.  At 
  APL 10, its Improved Unarmed Strike feat allows it 
  to make an iterative attack and its ring makes its 
  slam count as a magic weapon. 
   
  Nevh does not want to be captured, so she 
  adds to the fight in her own way, such as trying to 
  charm a PC or making a silent image of an 
  undead shadow or some fog.  She is a clumsy 
  caster, having gotten only a one-day crash course 
  in sorcery. 
   
  Will-o’-wisps are clever and cruel, and they 
  enjoy working with a mummy.  The mummy’s 
  despair and its sheer power make victims give off 
  a feast of fear and pain, but will-o’-wisps take 
  offense at anyone who does not feed them (by 
  being afraid).  Note that at APL 4, the will-o’-wisp 
  does not attack; it merely occupies space and 
  fightens the PCs by its presence, and it flees as 
  soon as a PC does damage to it.  At APL 6+, the 
  will-o’-wisps join the battle themselves to instill 
  fear and pain in those who resist the mummy’s 
  power.  They recognize obvious spellcasters 
  among the PCs and can ready attacks to disrupt 
  spells.  If a will-o’-wisp gets hurt, it turns invisible 
  and moves to a more protected position before 
  attacking again.  At APL 10, the will-o’-wisp stalker 
  likes to get sneak attacks from flanks or from 
  invisibility.  If a PC is resistant to electricity, the 
  will-o’-wisps choose another target. 
   
  Paladins draw special attention.  Unknown in 
  the days when the mummy was created, an 
  intruding paladin is a mystery and a menace.  He 
  is immune to mummy rot and knows no fear.  Will-
  o’-wisps, too, feel this absence and hate it.  Since 
  a paladin cannot feed them fear, he is useful only 
  to make his allies despair at the sight of a falling 
  hero. 
   
  The will-o’-wisps flee if they are reduced to 10 
  hp or lower, but the mummy does not relent until 
  all apparent foes have been destroyed. 
   
  When the PCs destroy the mummy, the event 
  triggers a burst of ancient energy that penetrates 
  the very essence of all beings inside the ruin, even 
  if they are incorporeal or holding their breath. It is 
  not merely negative energy, so death ward or 
  similar spells do not provide protection. 
   
  As you put an end to the ancient 
  guardian’s 
  unholy 
  existence, 
  a 
  wisp 
  of 
  darkness seems to rise from its form and 
  quickly grows to fill all of the passages in the 
  ruin.  The darkness surges forth in ribbons, 
  like so much ash in a strong wind.  Some of it 
  clings to your body for a moment before 
  apparently dissolving into your flesh with a 
  cold tingling sensation.  A cloying scent burns 
  your nostrils for a few seconds.  When the 
  normal lighting returns, you find the female 
  figures on the walls are weeping: trails of black 
  blood streak from their eyes to the murky 
  water. 
   
  Any PC within the ruin receives the special 
  condition, 
  “Infused 
  with 
  Ur-Flan 
  Energies”, 
  described on the AR. 
   
  At APL 8-10, the mummy’s armor also 
  vaporizes when the mummy is destroyed. 
   
  A day after the death of the mummy, the ruin 
  crumbles and sinks.  The hill sinks down around it, 
  to cover its secrets for the rest of time. 
  Treasure: 
  APL 4–loot (0 gp), coin (420 gp). 
  APL 6–loot (0 gp), coin (300 gp), amulet of natural 
  armor +1 (300 gp). 
  APL 8–loot (0 gp), coin (200 gp), +1 breastplate of 
  darksoul protection (0 gp, destroyed), boots of 
  elvenkind (375 gp). 
  APL 10–loot (0 gp), coin (200 gp), ring of magic 
  fang (900 gp), +1 breastplate of darksoul 
  protection (0 gp, destroyed), boots of elvenkind 
  (375 gp). 
  Development: After the PCs clear the ruin, they 
  must decide what to do with Nevh.  She is 
  malicious, but she is still very fragile, both 
  physically and mentally.  She is in denial about the 
  death of Deacon Reas; if the PCs show her the 
  corpse, she faints. 
   
  The PCs might start to debate what to do with 
  the girls.  If a PC actually steals the girls away 
  from the party before the group is back in 
  Fensdale, let this occur, but that PC might miss 
  out on some treasure or experience, and will 
  probably incur the ire of the other PCs. 
   
  If any PCs contracted mummy rot and cannot 
  cure themselves of it, they may need to hurry back 
  to Fensdale.  See the Conclusion for details on 
  finding a cure.  Note that even cure wounds spells 
  might not work on a PC afflicted with mummy rot. 
  Stirring the Waters 
   
  Page 19 
  
  Encounter Six: Retrieval 
  The Mentor intends to recover the two girls from 
  the ruin, but only if things have gone smoothly. For 
  a backup plan, the Mentor recruited some 
  Phostwood ogres to recapture the girls if they 
  escape; the Mentor was in disguise as a cleric of 
  Iuz for the actual negotiations.  If Nevh leaves the 
  ruin’s Inner Sanctum for more than a minute—
  probably when the PCs fight the mummy—then an 
  audible alarm goes off in the ogres’ camp and they 
  move to intercept.  Their camp is half a mile west 
  of the ruin, so it takes them about 10 minutes to 
  arrive.  Unless the PCs can travel back to 
  Fensdale exceptionally fast, the ogres engage 
  them soon after the PCs leave the ruin. 
   
  Use Map #2 for this encounter (with additional 
  swamp terrain and trees at the entrance of the 
  ruin), or make up another forest map. 
  APL 4 (EL 5) 
  Ogres (2): hp 29 each; Monster Manual 198. 
  APL 6 (EL 6) 
  Ogres (3): hp 29 each; Monster Manual 198. 
  APL 8 (EL 8) 
  Ogres (2): hp 29 each; Monster Manual 198. 
  Ogre Barbarian: hp 79; Monster Manual 199.  
  The barbarian has a potion of cure moderate 
  wounds. 
  APL 10 (EL 9) 
  Ogres (6): hp 29 each; Monster Manual 198. 
  Ogre Barbarian: hp 79; Monster Manual 199. The 
  barbarian has a potion of cure moderate wounds. 
   
  The ogre barbarian leader (APL 8-10) is a 
  hideous sight, festooned with grisly trophies taken 
  from his enemies, be they beast or humanoid 
  (Phost elves, Tenha, Pale army, or Iuz soldier).  
  Since he has decorated his armor and greatclub 
  with foul graffiti and carvings, they are only half as 
  valuable on the open market as typical magic 
  items.  
  Setup: The ogres start hidden among trees, about 
  40 feet from the PCs.  If possible, they spread out 
  to come at the PCs from 2 directions.  As they 
  attack, they shout to each other in Giant about 
  retrieving the girls, which might tell the PCs this is 
  not a random attack. 
  Tactics: Ogre tactics are simple: throw javelin by 
  surprise (even with the penalty for rain), then close 
  to crush with clubs.  They favor attacking elves.  
  The barbarian leader, if present (APL 8-10), 
  moves to engage a warrior-type and rages if 
  anyone hurts him.  Regular ogres flee if they are 
  reduced to 5 hp or lower, but the leader does not 
  flee if he is raging. 
   
  The PCs do not need to kill the ogres.  The 
  ogres can be persuaded to talk with an offer of 
  treasure or food (Diplomacy check DC 15, 
  modified as you see fit, but at –10 for a rushed 
  Diplomacy check).  They explain how a black-
  robed man with a skull necklace (symbol of Iuz: 
  Knowledge (religion) DC 10) asked them to kill the 
  PCs and take the girls back to camp.  They were 
  paid in various coins and gems worth 100 gp per 
  ogre and 200 gp for the barbarian leader (totals: 
  APL 4 200 gp, APL 6 300 gp, APL 8 400 gp, APL 
  10 800 gp), and they accept a counter-bribe of 
  double that amount (APL 4 400 gp, APL 6 600 gp, 
  APL 8 800 gp, APL 10 1600 gp). 
  Treasure: 
  APL 4–loot (7 gp), coin (40 gp). 
  APL 6–loot (11 gp), coin (60 gp). 
  APL 8–loot (7 gp), coin (80 gp), +1 Large hide 
  armor (half of 177=88 gp), ring of protection +1 
  (300 gp), +1 Large greatclub (half of 345=173 gp), 
  potion of cure moderate wounds (45 gp). 
  APL 10– loot (22 gp), coin (160 gp), +1 Large hide 
  armor (half of 177=88 gp), ring of protection +1 
  (300 gp), +1 Large greatclub (half of 345=173 gp), 
  potion of cure moderate wounds (45 gp). 
  Development:  The PCs can track the ogres back 
  to their disheveled camp half a mile away, but find 
  nothing of worth there.  The “cleric of Iuz” does not 
  return.  A successful Spot check (DC 25) reveals a 
  flock of crows or ravens in nearby trees; the birds 
  fly away immediately if the PCs make eye contact. 
   
  The PCs have defeated all dangers for today 
  in the Phostwood.  After a brief but hectic 
  adventure, it is time to get back to Fensdale. 
  Conclusion 
  Be sure to leave about 30 minutes for the 
  conclusion, because of the moral dilemma over 
  the girls’ fate and the possible need to cure 
  mummy rot (see Sidebar). 
  Dilemma: Although realistically the Church should 
  decide what to do with the two young “demon 
  Stirring the Waters 
   
  Page 20 
  
  Curing Mummy Rot 
  Mummy rot can only be cured by a 
  successful remove curse or break 
  enchantment (caster level check, 
  DC 
  20), 
  followed 
  by 
  remove 
  disease. 
  The church in Fensdale keeps a 
  stockpile of three scrolls of remove 
  curse (5th-level caster), available 
  at the standard price of 375 gp 
  sorceresses”, such as sending them to a New 
  Dawn Camp, that isn’t satisfying for the players.  
  We let the PCs decide what happens to the twins. 
   Many outcomes are possible, but under no 
  circumstances can a PC become the girls’ 
  guardian or caretaker.  Anjah and Eivan would 
  argue to keep the girls in their 
  custody, 
  perhaps 
  with 
  supervision by the Church 
  and/or the well-liked sorceress 
  Ehlena.  The PCs might 
  decide to send the girls to be 
  tutored by an NPC member of 
  the Coven of White Light 
  (sorcerer meta-org).  Do not 
  suggest these options, but let 
  the PCs figure something out 
  themselves. 
   
  If the PCs cannot decide 
  unanimously 
  after 
  about 
  fifteen minutes of discussion 
  (at your discretion or the limits 
  of the time-slot), let them 
  make 
  opposed 
  Diplomacy 
  checks.  PCs may plead their 
  own cases or may roll to assist 
  another’s roll. 
  Reward: Aunt Anjah and Uncle Eivan would be 
  happy to have the girls back, in any case.  Eivan 
  rewards the PCs by working with the Army and the 
  Church to make a magical bridle of the Tenha 
  plains for the PCs (included on the AR). 
   
  Unless the PCs deem otherwise, Initiate 
  Havren conducts a burial service for Deacon Reas 
  and the villagers mourn at his funeral.  As thanks 
  for recovering the body of Deacon Reas, the 
  Church grants access to potions of remove curse 
  and potions of remove disease. 
   
  Ehlena bears her baby boy two days after the 
  PCs arrived.  Reas Trueblood, the son of Corwin 
  and Ehlena, is human (quarter-elf) with red-blond 
  hair and green eyes. 
   
  The PCs might want to find out about the 
  mysterious figure that spoke in the girls’ dreams, 
  but their investigations do not turn up anything.  
  The Mentor is going to great lengths to conceal 
  itself, but the mystery will be revealed in future 
  scenarios. 
   
  If word gets out among the villagers at large 
  about the twins or the ruin, the tensions between 
  Palites and Tenha (or Oeridians and Flan in 
  general) become even greater. The people of 
  Fensdale may like Ehlena, but this sorcery of the 
  Flan seems bizarre and frightening—it does 
  nothing to dispel the superstitions that sorcerers 
  are in league with demons.  Whether the PCs feed 
  such fears or try to quell them is their choice. 
  The End 
  Experience Point 
  Summary 
  To award experience for this 
  adventure, add up the values 
  for 
  the 
  objectives 
  accomplished. Then assign 
  the experience award.  Award 
  the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Three 
  Successfully investigate 
  APL 4 30 xp; APL 6 30 xp; 
  APL 8 30 xp; APL 10 30 xp  
  Encounter Three 
  Successfully follow trail or 
  defeat monster 
  APL 4 90 xp; APL 6 150 xp; APL 8 210 xp; APL 10 
  270 xp  
  Encounter Five 
  Area D 
  Defeat/survive/disarm the trap 
  APL 4 120 xp; APL 6 180 xp; APL 8 210 xp; APL 
  10 270 xp 
  Area F / Overall 
  Defeat the Ur-Flan Mummy and will-o’-wisps 
  APL 4 210 xp; APL 6 270 xp; APL 8 330 xp; APL 
  10 390 xp 
  Encounter Six 
  Defeat or negotiate with the ogres 
  APL 4 150 xp; APL 6 180 xp; APL 8 240 xp; APL 
  10 270 xp 
  Story Award 
  Rescue the girls and recover Reas’s body 
  APL 4 40 xp; APL 6 45 xp; APL 8 55 xp; APL 10 
  60 xp 
  Stirring the Waters 
   
  Page 21 
  
  Discretionary roleplaying award 
  APL 4 35 xp; APL 6 45 xp; APL 8 50 xp; APL 10 
  60 xp 
   
  Total possible experience:   
  APL 4 675 xp 
  APL 6 900 xp 
  APL 8 1125 xp 
  APL 10 1350 xp 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is 
  the number of gold pieces a characters total and 
  coin value increase at the end of the adventure.  
  Write the total in the GP Gained field of the 
  adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Five 
   
  APL 4: L: 0 gp; C: 420 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 300 gp; M: 300 gp 
   
  APL 8: L: 0 gp; C: 200 gp; M: 375 gp 
   
  APL 10: L: 0 gp; C: 200 gp; M: 1275 gp 
  Encounter Six 
   
  APL 4: L: 7 gp; C: 40 gp; M: 0 gp 
   
  APL 6: L: 11 gp; C: 60 gp; M: 0 gp 
   
  APL 8: L: 7 gp; C: 80 gp; M: 606 gp 
  APL 10: L: 22 gp; C: 160 gp; M: 606 gp 
  Conclusion 
   
  all APLs: L: 0 gp; C: 0 gp; M: 135 gp 
  Total Possible Treasure 
  APL 4: L: 7 gp; C: 460 gp; M: 135 gp  - Total: 
  602 gp [cap 600 gp] 
  APL 6: L: 11 gp; C: 360 gp; M: 435 gp  - Total: 
  806 gp [cap 800 gp] 
  APL 8: L: 7 gp; C: 280 gp; M: 1116 gp  - Total: 
  1403 gp [cap 1300 gp] 
  APL 10: L: 22 gp; C: 360 gp; M: 2016 gp  - 
  Total: 2398 gp [cap 2100 gp] 
  Items for the Adventure 
  Record 
  Infused with Ur-Flan Energies: The destruction of 
  the ancient guardian has infused the PC’s body 
  with arcane energies. This infusion does not make 
  the PC radiate magic or evil, but it might provide a 
  reason for a non-arcane PC to take levels as a 
  sorcerer or bard.  The PC gains access to the 
  spells negative energy ray (Sor/Wiz1) and 
  negative energy burst (Sor/Wiz3) (T&B). A 
  Stirring the Waters 
   
  Page 22 
  
  spontaneous arcane caster (sorcerer or bard) may 
  also find dark power infiltrating her magical 
  repertoire: at the next character level gained, the 
  PC may swap out one known spell of a level at 
  least one lower than the highest known.  The new 
  spell must be from the school of Necromancy, 
  Enchantment, or Illusion, and it may be one of the 
  spells unlocked above. This is a special exception 
  to the usual rule for swapping spells through level 
  advancement. Record the old spell and new spell 
  on this AR when you exercise this option. 
  Write the lost spell here:                                           
  Write the new spell here:                                          
  Level of spell:         
   
  Bridle of the Tenha plains: This magical bit and 
  bridle is decorated in traditional Tenha Flan 
  beadwork motifs.  When placed on a horse or 
  other riding animal, it gives the rider a +3 bonus to 
  Ride checks.  Faint transmutation; CL 3rd; Craft 
  Wondrous Item, Ride 5 ranks; Price 900 gp. 
   
  Ring of magic fang (from Arms & Equipment 
  Guide): While worn, this ring grants one (and only 
  one) of the wearer’s natural weapons (bite, slam, 
  fist, and so on) a +1 enhancement bonus on 
  attack and damage rolls.  Faint transmutation; CL 
  12th; Forge Ring, magic fang; Price 6000 gp. 
  Item Access 
  APL 4: 
   
  bridle of the Tenha plains (Regional, 900 gp, 
  see above) 
   
  potion of remove curse (Adventure, DMG) 
   
  potion of remove disease (Adventure, DMG) 
  APL 6 (all of APL 4 plus the following): 
  APL 8 (all of APL 6 plus the following): 
   
  boots of elvenkind (Adventure, DMG) 
  APL 10 (all of APL 8 plus the following): 
   
  ring of magic fang (Adventure, A&EG) 
   
   
  Stirring the Waters 
   
  Page 23 
  
  Appendix A: Fensdale 
  This information is adapted from PAL1-09 
  “Bewitched”, by Greg and Kim Ryker, with the 
  author’s appreciation. 
  Fensdale (small town): Conventional; Al LN; 
  800 gp limit; Assets 36,000 gp; Population 900; 
  Mixed (human 90 [Oerid 45 / Flan 45], elf 3, half-
  elf 2, halfling 2, dwarf 1, gnome 1, half-orc 1). 
   
  Fensdale (pop. 900) is a small town located 
  in the western portion of the Theocracy of the 
  Pale, near the Phostwood.  A few years ago, a 
  ditch, rampart, and palisade were built around 
  this picturesque village as insurance against 
  roving ogre bands that occasionally emerge 
  from Tenh and the Phostwood.  It is situated 
  where a trade route into the Phostwood includes 
  a ferry over the Yol River, approximately 35 
  miles west of Hatherleigh. 
   
  Given its proximity to these important trade 
  routes and also due to the activity of House 
  Kestrel, Fensdale experienced an economic 
  boom, which increased the availability of items 
  in the town.  Due to its increasing importance as 
  a trade hub, a small unit of the Prelatal Army  
  (commanded 
  by 
  Corwin 
  Trueblood) 
  is 
  garrisoned here to act as a cadre for the local 
  militia and to patrol the trade routes and farms in 
  the vicinity. 
   
  Fensdale 
  was 
  a 
  conservative, 
  devout 
  community with a background as a market for 
  the fertile farms and fishing camps in the area.  
  Over the last few decades, more trade has 
  sprung up along the Yol River and the road and 
  across the ferry into the Phostwood.  The local 
  upper-class 
  landholders 
  have 
  been 
  supplemented by an influx of wealthy traders 
  and merchants. 
   
  Fensdale is a highly polarized community, 
  with most of the upper class being humans of 
  Oeridian descent and devoted worshippers of 
  Pholtus, while the peasantry is primarily humans 
  of Flan extraction, many of whom still honor 
  other “pagan” gods.  Due to the aggressive 
  nature of the local Pholtan priesthood, worship 
  of Flan gods by the peasantry has been largely 
  suppressed in public, but continues in secret.  
  The recent increases in trade have largely 
  benefited the Oeridian elite, increasing the gap 
  between rich and poor. 
   
  The following are some of Fensdale’s 
  noteworthy locations, but most of them are not 
  important for this scenario. 
  Church of Pholtus: see Encounter Two for 
  details about the Church.  Father Kedron (head 
  priest in “Bewitched”) was promoted to become 
  a prior in Hatherleigh, while Reas (then an 
  initiate) was elevated to deacon to supervise the 
  Fensdale congregation.  Sister Markarethe, who 
  worked tirelessly in the Tenha refugee camps, 
  died the same day that Theocrat Ogon Tillit 
  passed from this world. She felt unusually tired 
  the day before and remained in bed late into the 
  morning.  She looked to the sky in the east to 
  see a great golden light ascending to the 
  heavens, and she died straight away with a look 
  of great peace on her face. 
  Refugee Camp (Tent City): see Encounters One 
  and Two for details about the refugee camp. 
  Ferry: see Encounter Two for details about the 
  ferry. 
  Trueblood Manor: Corwin Trueblood is still the 
  captain of the Prelatal Army garrison, but has 
  been spending time looking after his pregnant 
  wife, the half-elf sorceress Ehlena, who is due 
  any day now.  Ehlena’s aunt Ghlennella, a full-
  blooded elf, has departed deeper into the Phost, 
  so the PCs may not call on her divination 
  abilities for the location of the twins.  If the PCs 
  call on the Truebloods, they may see the large 
  house with its well-tended gardens, but Jasper 
  the halfling butler will almost certainly turn them 
  away, insisting that Corwin and Ehlena are not 
  receiving visitors. 
  Happy Halfling Bed & Breakfast: This inn 
  includes a large whitewashed Grand House with 
  an attached converted Carriage House.  The 
  owner Glynnis (plump and middle-aged) is still 
  gossipy, maybe making up rumors about a 
  romance between Deacon Reas and one of the 
  young Tenha refugee women.  The pretty and 
  buxom serving-maid Raven is still there.  The 
  Tenha orphan, Pip, is now twelve years old and 
  his squeaky voice is starting to crack; he is 
  annoyed that the dwarf cook Glorinda still sees 
  him as a little boy. 
  Town Constabulary: At their smallish stone 
  building, the local officials, gruff Constable Taryn 
  (an Oeridian man lacking his left hand) and 
  deputy Farston (young, Flan), are busy with 
  Stirring the Waters 
   
  Page 24 
  
  another case and cannot help the PCs in this 
  scenario. 
  Army Garrison: The 40-member regular army 
  garrison has its barracks in a large stone tower 
  next to the ferry, in the NW part of Fensdale. 
  Sergeant Zephryn (in his 30s but with grey hair), 
  Corporal Froderick (a Faithful Flan), and the 
  other members of the Prelatal Army garrison 
  cannot abandon their posts to search for two 
  missing girls, and not even for their priest.  The 
  PCs should be much more capable. 
  Leaping Trout Saloon: This is a somewhat 
  prosperous 
  mid-sized 
  pub 
  frequented 
  by 
  travelers near the ferry.  The inside is very low 
  (6’) as it was originally built to Dwarven 
  standards.  Given that it has high-quality 
  stonework, the building has remained in use.  
  Middle-aged Jaron runs the place, and it is 
  decorated with trophy fish caught by his brother 
  Kegan. 
  Kestrel Trading Post: This large (100’ x 100’) 
  wooden structure lies in the NE part of town.  It 
  is the center of the Kestrel family’s business.  
  Ailing patriarch Mortimer Kestrel used to run the 
  place, but his very capable daughter Melinda 
  has taken over in the past year. 
  Stirring the Waters 
   
  Page 25 
  
  Appendix B: New Rules 
  New Feat: 
  Close-Quarters 
  Fighting 
  [General] 
  (from 
  Complete Warrior): 
  You are skilled at fighting at close range and 
  resisting grapple attempts. 
  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 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 ankheg.  Tordek then 
  adds +10 to his opposed check to resist being 
  grappled. 
  Normal: Creatures with Improved Grapple, 
  improved grab, or similar feats or special 
  abilities do not provoke attacks of opportunity 
  when they attempt to start a grapple. 
  Special: A fighter may select Close-Quarters 
  Fighting as one of his fighter bonus feats. 
  New Magic Items: 
  Ring of magic fang (from the Arms & 
  Equipment Guide): While worn, this ring grants 
  one (and only one) of the wearer’s natural 
  weapons (bite, slam, fist, and so on) a +1 
  enhancement bonus on attack and damage 
  rolls.  Faint transmutation; CL 12th; Forge Ring, 
  magic fang; Price 6000 gp. 
  Armor special ability: Darksoul protection 
  (from the Book of Vile Darkness): The wearer of 
  this armor, if of evil alignment, takes only half 
  damage from spells or effects that cause greater 
  damage to evil creatures, such as a holy smite 
  spell, the smite evil ability of a paladin, or the 
  extra damage dealt by a holy weapon.  Faint 
  abjuration [Evil]; CL 7th; Craft Magic Arms & 
  Armor, protection from good; Price +1 bonus. 
   
   
   
   
   
   
   
   
  Stirring the Waters 
   
  Page 26 
  
  Appendix C: NPC Stats (all APLs)
  Kylah: Female human (Flan) Sor0; CR 1/2; 
  Medium humanoid (human); HD 1d2; hp 2; Init 
  +1 (Dex); Spd 30 ft.; AC 11 (touch 11, flat-footed 
  10) [+1 Dex]; Base Atk/Grap +0/-2; Atk -2 melee 
  (1d4-2, dagger) or +1 ranged (1d4-2, thrown 
  dagger); SA spells; SQ none; AL N(g); SV Fort 
  +0, Ref +1, Will +0; Str 7, Dex 12, Con 11, Int 
  11, Wis 9, Cha 16.  (All stats include –1 penalty 
  for young age.) 
   
  Skills: Bluff +7, Handle Animal +4, Intimidate 
  +5, Ride +2. 
   
  Feats: Persuasive. 
   
  Languages: Common, Flan. 
   
  Possessions: Peasant’s outfit, heavy cloak, 
  dagger, silver ring from mother on string around 
  neck. 
   
  Physical Description: see Encounter Four. 
   
  Sorcerer Spells Known  (2; base DC = 13 + 
  spell level): 0—ghost sound, mage hand. 
   
  Nevh: Female human (Flan) Sor1; CR 1; 
  Medium humanoid (human); HD 1d4; hp 4; Init 
  +1 (Dex); Spd 30 ft.; AC 11 (touch 11, flat-footed 
  10) [+1 Dex]; Base Atk/Grap +0/-1; Atk -1 melee 
  (1d4-1, dagger) or +1 ranged (1d4-1, thrown 
  dagger) or +1 ranged touch (by spell, ray); SA 
  spells; SQ none; AL N(e); SV Fort +0, Ref +1, 
  Will +2; Str 8, Dex 13, Con 10, Int 13, Wis 11, 
  Cha 14.  (All stats include –1 penalty for young 
  age.) 
   
  Skills: Bluff +6, Concentration +2, Handle 
  Animal +3, Knowledge (arcana) +5, Knowledge 
  (history) +2, Ride +2, Spellcraft +5. 
   
  Feats: Eschew Materials, Spell Focus 
  (Illusion). 
   
  Languages: Common, Flan. 
   
  Possessions: Peasant’s outfit, heavy cloak, 
  dagger, backpack, waterskin, 2 days of food, 
  silver ring from mother on string around neck. 
   
  Physical Description: see Encounter Five. 
   
  Sorcerer Spells Known  (5/4; base DC = 12 
  + spell level, *13 + spell level for Illusion): 0—
  daze, 
  detect 
  magic, 
  ghost 
  sound*, 
  prestidigitation; 
  1st—charm 
  person, 
  silent 
  image*. 
   
  Stirring the Waters 
   
  Page 27 
  
  Appendix D: NPC Stats (APL 4)
  Ur-Flan Mummy (APL 4): Male mummy, former 
  human (Flan); CR 5+; Medium undead; HD 
  9d12; hp 59; Init +0; Spd 20 ft.; AC 20 (touch 10, 
  flat-footed 20) [+10 natural]; Base Atk/Grap 
  +4/+11; Atk +11 melee (1d6+10 plus mummy 
  rot, slam); Full Atk +11 melee (1d6+10 plus 
  mummy rot, slam); SA despair, mummy rot; SQ 
  DR 5/-, darkvision 60 ft., undead traits, 
  vulnerable to fire, protection from fire 5; AL NE; 
  SV Fort +5, Ref +3, Will +8; Str 24, Dex 10, Con 
  -, Int 6, Wis 14, Cha 15. 
   
  Skills: Hide +7, Listen +8, Move Silently +7, 
  Spellcraft –1, Spot +8. 
   
  Feats: Alertness, Close-Quarters Fighting 
  (see Appendix B), Great Fortitude, Power 
  Attack. 
   
  Languages: Flan only. 
  Despair (Su): At the mere sight of the Ur-Flan 
  mummy (APL 4), the viewer must succeed on a 
  DC 16 Will save or be paralyzed with fear for 
  1d4 rounds. Whether or not the save is 
  successful, that creature cannot be affected 
  again by the same mummy's despair ability for 
  24 hours. The save DC is Charisma-based. 
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 16, incubation period 1 minute; 
  damage 1d6 Con and 1d6 Cha. The save DC is 
  Charisma-based. 
  Unlike normal diseases, mummy rot continues 
  until the victim reaches Constitution 0 (and dies) 
  or is cured as described below.  
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any 
  conjuration (healing) spell on a creature afflicted 
  with mummy rot must succeed on a DC 20 
  caster level check, or the spell has no effect on 
  the afflicted character. 
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either 
  spell), after which a caster level check is no 
  longer necessary to cast healing spells on the 
  victim, and the mummy rot can be magically 
  cured as any normal disease. 
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away 
  into nothing at the first wind. 
  Protection from Fire 5 (Ex): Centuries of 
  submersion in the bog have given the Ur-Flan 
  mummy a small bit of protection from fire, 
  despite its typical vulnerability.  It disregards the 
  first 5 points of fire damage as its tissues dry 
  out, but then suffers damage as normal. 
   
  Possessions: Bronze dagger; armbands, 
  torc, and chest jewelry of bronze with dark 
  stones (worth 1600 gp). 
   
  Physical Description: Once a Flan warrior in 
  ages past, this mummy has been preserved in 
  the Phost bog for over a thousand years. Its 
  name has been lost to time.  Today, it appears 
  as a leathery humanoid form with deep brown 
  skin, sunken black eyes, and withered lips 
  drawn over brown teeth.  It is dressed in the 
  blackened remnants of ceremonial bronze 
  jewelry.  A smell of wet earth mixed with strange 
  spices emanates from it.  It speaks Flan in a 
  whisper to peaceable visitors, namely worthy 
  Flan females. 
  Stirring the Waters 
   
  Page 28 
  
  Appendix E: NPC Stats (APL 6)
  Ur-Flan Mummy (APL 6): Male mummy, former 
  human (Flan); CR 6; Medium undead; HD 
  12d12; hp 78; Init +0; Spd 20 ft.; AC 21 (touch 
  10, flat-footed 21) [+10 natural, amulet of natural 
  armor +1]; Base Atk/Grap +6/+13; Atk +13 
  melee (1d6+10 plus mummy rot, slam); Full Atk 
  +13 melee (1d6+10 plus mummy rot, slam); SA 
  despair, mummy rot; SQ DR 5/-, darkvision 60 
  ft., undead traits, vulnerable to fire, protection 
  from fire 5; AL NE; SV Fort +6, Ref +4, Will +10; 
  Str 25, Dex 10, Con -, Int 6, Wis 14, Cha 15. 
   
  Skills: Hide +8, Listen +10, Move Silently +8, 
  Spellcraft –1, Spot +10. 
   
  Feats: Alertness, Close-Quarters Fighting 
  (see Appendix B), Great Fortitude, Improved 
  Overrun, Power Attack. 
   
  Languages: Flan only. 
  Despair (Su): At the mere sight of the Ur-Flan 
  mummy (APL 6), the viewer must succeed on a 
  DC 18 Will save or be paralyzed with fear for 
  1d4 rounds. Whether or not the save is 
  successful, that creature cannot be affected 
  again by the same mummy's despair ability for 
  24 hours. The save DC is Charisma-based. 
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 18, incubation period 1 minute; 
  damage 1d6 Con and 1d6 Cha. The save DC is 
  Charisma-based. 
  Unlike normal diseases, mummy rot continues 
  until the victim reaches Constitution 0 (and dies) 
  or is cured as described below.  
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any 
  conjuration (healing) spell on a creature afflicted 
  with mummy rot must succeed on a DC 20 
  caster level check, or the spell has no effect on 
  the afflicted character. 
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either 
  spell), after which a caster level check is no 
  longer necessary to cast healing spells on the 
  victim, and the mummy rot can be magically 
  cured as any normal disease. 
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away 
  into nothing at the first wind. 
  Protection from Fire 5 (Ex): Centuries of 
  submersion in the bog have given the Ur-Flan 
  mummy a small bit of protection from fire, 
  despite its typical vulnerability.  It disregards the 
  first 5 points of fire damage as its tissues dry 
  out, but then suffers damage as normal. 
   
  Possessions: Torc (amulet) of natural armor 
  +1, bronze dagger, armbands and chest jewelry 
  of bronze with dark stones (worth 1000 gp). 
   
  Physical Description: Once a Flan warrior in 
  ages past, this mummy has been preserved in 
  the Phost bog for over a thousand years. Its 
  name has been lost to time.  Today, it appears 
  as a leathery humanoid form with deep brown 
  skin, sunken black eyes, and withered lips 
  drawn over brown teeth.  It is dressed in the 
  blackened remnants of ceremonial bronze 
  jewelry.  A smell of wet earth mixed with strange 
  spices emanates from it.  It speaks Flan in a 
  whisper to peaceable visitors, namely worthy 
  Flan females. 
  Stirring the Waters 
   
  Page 29 
  
  Appendix F: NPC Stats (APL 8)
  Huge Ochre Jelly: CR 7; Huge ooze; HD 
  10d10+80; hp 135; Init –5 (Dex); Spd 10 ft., 
  climb 10 ft.; AC 3 (touch 3, flat-footed 3) [-2 size, 
  -5 Dex]; Base Atk/Grap +7/+21; Atk +11 melee 
  (2d6+9 plus 1d6 acid, slam); Full Atk +11 melee 
  (2d6+9 plus 1d6 acid, slam); Space/Reach 15 
  ft./10 ft.; SA acid, constrict 2d6+9 plus 1d6 acid, 
  improved grab; SQ blindsight 60 ft., split, ooze 
  traits; AL N; SV Fort +11, Ref -2, Will -2; Str 23, 
  Dex 1, Con 26, Int -, Wis 1, Cha 1. 
   
  Skills: Climb +14. 
  Acid (Ex): An ochre jelly secretes a digestive 
  acid that dissolves only flesh. Any melee hit or 
  constrict attack deals acid damage. 
  Constrict (Ex): An ochre jelly deals automatic 
  slam and acid damage with a successful grapple 
  check. 
  Improved Grab (Ex): To use this ability, an 
  ochre jelly must hit with its slam 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 constrict. 
  Split (Ex): Slashing and piercing weapons and 
  electricity attacks deal no damage to an ochre 
  jelly. Instead the creature splits into two identical 
  jellies, each with half of the original’s current hit 
  points (round down). A jelly with 10 hit points or 
  less cannot be further split and dies if reduced to 
  0 hit points. 
  Skills: An ochre jelly has a +8 racial bonus on 
  Climb checks and can always choose to take 10 
  on a Climb check, even if rushed or threatened. 
   
  Ur-Flan Mummy Champion: Male mummy 
  Ftr2, former human (Flan); CR 8; Medium 
  undead; HD 12d12 plus 2d10; hp 89; Init +2 
  (Dex); Spd 20 ft.; AC 28 (touch 12, flat-footed 
  26) [+6 +1 breastplate, +10 natural, +2 Dex]; 
  Base Atk/Grap +8/+17; Atk +18 melee (1d6+13 
  plus mummy rot, slam); Full Atk +18 melee 
  (1d6+13 plus mummy rot, slam); SA despair, 
  mummy rot; SQ DR 5/-, darkvision 60 ft., 
  undead traits, vulnerable to fire, protection from 
  fire 5; AL NE; SV Fort +9, Ref +6, Will +11; Str 
  29, Dex 14, Con -, Int 6, Wis 17, Cha 16. 
   
  Skills: Hide +7, Listen +12, Move Silently +7, 
  Spellcraft –1, Spot +11. 
   
  Feats: 
  Alertness, 
  Blind-Fight, 
  Close-
  Quarters Fighting (see Appendix B), Great 
  Fortitude, Improved Overrun, Power Attack, 
  Weapon Focus (slam). 
   
  Languages: Flan only. 
  Despair (Su): At the mere sight of the Ur-Flan 
  mummy champion, the viewer must succeed on 
  a DC 18 Will save or be paralyzed with fear for 
  1d4 rounds. Whether or not the save is 
  successful, that creature cannot be affected 
  again by the same mummy's despair ability for 
  24 hours. The save DC is Charisma-based. 
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 18, incubation period 1 minute; 
  damage 1d6 Con and 1d6 Cha. The save DC is 
  Charisma-based. 
  Unlike normal diseases, mummy rot continues 
  until the victim reaches Constitution 0 (and dies) 
  or is cured as described below.  
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any 
  conjuration (healing) spell on a creature afflicted 
  with mummy rot must succeed on a DC 20 
  caster level check, or the spell has no effect on 
  the afflicted character. 
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either 
  spell), after which a caster level check is no 
  longer necessary to cast healing spells on the 
  victim, and the mummy rot can be magically 
  cured as any normal disease. 
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away 
  into nothing at the first wind. 
  Protection from Fire 5 (Ex): Centuries of 
  submersion in the bog have given the Ur-Flan 
  mummy a small bit of protection from fire, 
  despite its typical vulnerability.  It disregards the 
  first 5 points of fire damage as its tissues dry 
  out, but then suffers damage as normal. 
   
  Possessions: +1 breastplate of darksoul 
  protection (see Appendix B), bronze dagger, 
  torc and armbands of bronze with dark stones 
  (worth 1000 gp). 
   
  Physical Description: Once a Flan warrior in 
  ages past, this mummy has been preserved in 
  the Phost bog for over a thousand years. Its 
  Stirring the Waters 
   
  Page 30 
  
  name has been lost to time.  Today, it appears 
  as a leathery humanoid form with deep brown 
  skin, sunken black eyes, and withered lips 
  drawn over brown teeth.  It is dressed in dark 
  armor 
  and 
  the 
  blackened 
  remnants 
  of 
  ceremonial bronze jewelry.  A smell of wet earth 
  mixed with strange spices emanates from it.  It 
  speaks Flan in a whisper to peaceable visitors, 
  namely worthy Flan females. 
   
  Stirring the Waters 
   
  Page 31 
  
  Appendix G: NPC Stats (APL 10)
  Immensely Huge Ochre Jelly: CR 9; Huge 
  ooze; HD 18d10+144; hp 243; Init –5 (Dex); Spd 
  10 ft., climb 10 ft.; AC 3 (touch 3, flat-footed 3) [-
  2 size, -5 Dex]; Base Atk/Grap +12/+26; Atk/Full 
  Atk +16 melee (2d6+9 plus 1d6 acid, slam); 
  Space/Reach 15 ft./10 ft.; SA acid, constrict 
  2d6+9 plus 1d6 acid, improved grab; SQ 
  blindsight 60 ft., split, ooze traits; AL N; SV Fort 
  +14, Ref +1, Will +1; Str 23, Dex 1, Con 26, Int -, 
  Wis 1, Cha 1. 
   
  Skills: Climb +14. 
  Acid (Ex): An ochre jelly secretes a digestive 
  acid that dissolves only flesh. Any melee hit or 
  constrict attack deals acid damage. 
  Constrict (Ex): An ochre jelly deals automatic 
  slam and acid damage with a successful grapple 
  check. 
  Improved Grab (Ex): To use this ability, an 
  ochre jelly must hit with its slam 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 constrict. 
  Split (Ex): Slashing and piercing weapons and 
  electricity attacks deal no damage to an ochre 
  jelly. Instead the creature splits into two identical 
  jellies, each with half of the original’s current hit 
  points (round down). A jelly with 10 hit points or 
  less cannot be further split and dies if reduced to 
  0 hit points. 
  Skills: An ochre jelly has a +8 racial bonus on 
  Climb checks and can always choose to take 10 
  on a Climb check, even if rushed or threatened. 
   
  Will-o’-Wisp Stalker: Will-o’-wisp Rgr1/Rog1; 
  CR 8; Small aberration; HD 9d8 plus 1d8+1d6; 
  hp 48; Init +15 (Dex); Spd Fly 50 ft. (perfect); AC 
  31 (touch 31, flat-footed 20) [+1 size, +11 Dex, 
  +9 deflection]; Base Atk/Grap +7/+-1; Atk/Full 
  Atk +19 melee touch (2d8 electricity, shock); SA 
  none; SQ darkvision 60 ft., immunity to magic, 
  natural invisibility, favored enemy (elves +2), 
  track, wild empathy +4, sneak attack +1d6, 
  trapfinding; AL CE; SV Fort +5, Ref +18, Will 
  +10; Str 1, Dex 33, Con 10, Int 18, Wis 19, Cha 
  14. 
   
  Skills: Bluff +16, Diplomacy +7, Disguise +2 
  (+4 acting), Intimidate +4, Knowledge (nature) 
  +6, Listen +20, Search +18, Sense Motive +18, 
  Spot +20, Survival +9 (+11 following tracks), 
  Tumble +25. 
   
  Feats: 
  Alertness, 
  Blind-Fight, 
  Dodge, 
  Improved Initiative, TrackB, Weapon FinesseB. 
   
  Languages: Common, Auran, Elven, Flan, 
  Giant. 
  Immunity to Magic (Ex): A will-o’-wisp is 
  immune to most spells or spell-like abilities that 
  allow spell resistance, except magic missile and 
  maze. 
  Natural Invisibility (Ex): A startled or frightened 
  will-o’-wisp can extinguish its glow, effectively 
  becoming invisible as the spell. 
   
  Possessions: none. 
   
  Physical Description: Most creatures would 
  not be able to distinguish one will-o’-wisp from 
  another, but each has subtle nuances of form 
  and luminescence.  The stalker is slightly 
  smaller than average for its kind and favors pale 
  greens over blues or yellows.  Exceptional for its 
  kind, it has an especially keen mind that makes 
  it more devious in its approach to malice and 
  confusion. 
   
  Ur-Flan Mummy Hero: Male mummy Ftr4, 
  former human (Flan); CR 10; Medium undead; 
  HD 12d12 plus 4d10; hp 100; Init +6 (Dex); Spd 
  20 ft.; AC 28 (touch 12, flat-footed 26) [+6 +1 
  breastplate, 
  +10 
  natural, 
  +2 
  Dex]; 
  Base 
  Atk/Grap +10/+20; Atk +22 melee (1d6+18 plus 
  mummy rot, slam); Full Atk +22/+17 melee 
  (1d6+18 plus mummy rot, slam); SA despair, 
  mummy rot; SQ DR 5/-, darkvision 60 ft., 
  undead traits, vulnerable to fire, protection from 
  fire 5; AL NE; SV Fort +10, Ref +7, Will +12; Str 
  30, Dex 14, Con -, Int 6, Wis 17, Cha 16. 
   
  Skills: Hide +7, Listen +12, Move Silently +7, 
  Spellcraft –1, Spot +12. 
   
  Feats: 
  Alertness, 
  Blind-Fight, 
  Close-
  Quarters Fighting (see Appendix B), Great 
  Fortitude, 
  Improved 
  Overrun, 
  Improved 
  Unarmed Strike, Power Attack, Weapon Focus 
  (slam), Weapon Specialization (slam). 
   
  Languages: Flan only. 
  Despair (Su): At the mere sight of the Ur-Flan 
  mummy hero, the viewer must succeed on a DC 
  Stirring the Waters 
   
  Page 32 
  
  18 Will save or be paralyzed with fear for 1d4 
  rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the 
  same mummy's despair ability for 24 hours. The 
  save DC is Charisma-based. 
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 18, incubation period 1 minute; 
  damage 1d6 Con and 1d6 Cha. The save DC is 
  Charisma-based. 
  Unlike normal diseases, mummy rot continues 
  until the victim reaches Constitution 0 (and dies) 
  or is cured as described below.  
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any 
  conjuration (healing) spell on a creature afflicted 
  with mummy rot must succeed on a DC 20 
  caster level check, or the spell has no effect on 
  the afflicted character. 
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either 
  spell), after which a caster level check is no 
  longer necessary to cast healing spells on the 
  victim, and the mummy rot can be magically 
  cured as any normal disease. 
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away 
  into nothing at the first wind. 
  Protection from Fire 5 (Ex): Centuries of 
  submersion in the bog have given the Ur-Flan 
  mummy a small bit of protection from fire, 
  despite its typical vulnerability.  It disregards the 
  first 5 points of fire damage as its tissues dry 
  out, but then suffers damage as normal. 
   
  Possessions: +1 breastplate of darksoul 
  protection (see Appendix B), ring of magic fang 
  (see Appendix B), bronze dagger, torc and 
  armbands of bronze with dark stones (worth 
  1000 gp). 
   
  Physical Description: Once a Flan warrior in 
  ages past, this mummy has been preserved in 
  the Phost bog for over a thousand years. Its 
  name has been lost to time.  Today, it appears 
  as a leathery humanoid form with deep brown 
  skin, sunken black eyes, and withered lips 
  drawn over brown teeth.  It is dressed in dark 
  armor 
  and 
  the 
  blackened 
  remnants 
  of 
  ceremonial bronze jewelry.  A smell of wet earth 
  mixed with strange spices emanates from it.  It 
  speaks Flan in a whisper to peaceable visitors, 
  namely worthy Flan females. 
   
  Stirring the Waters 
   
  Page 33 
  
  Map #1: Fensdale 
  This map is adapted from the one in PAL1-09 “Bewitched” (original created by Tom DeMayo). 
   
   
  Stirring the Waters 
   
  Page 34 
   
  
   Map #2: Ur-Flan Ruin 
  Stirring the Waters 
   
  Page 35 
   
  
  Player Handout #1: Conversation with an Abbot 
   
  A few days ago, you were summoned to a meeting with Abbot Faxon Genterros of Hatherleigh. 
  The following summarizes his side of the conversation: 
  “Almighty Pholtus has granted a vision to our High Seer, Jarret Beak, which may give us a chance to foil 
  a plot before it can surprise us.  The High Seer said this was his message: 
  “‘In a village born of wood and water, Youth and Age unite against the Light.’ 
  “I am dispatching agents to other villages, but I think Fensdale, across the Yol River from the Phostwood, 
  holds the most promise.  As you may know, Fensdale was the site of a plot by Old Wicked more than two 
  years ago.  The Old One’s agents had infiltrated the city, murdered a prominent citizen, and then tried to 
  frame a villager for the crime.  That the accused, one Ehlena, was an arcanist, a pagan, and nonhuman 
  (a half-elf) made her all the more plausible a suspect.  But the light of truth could not be deflected and it 
  drove out the Old One’s villainy. 
  “That sorceress married a faithful Pholtan, Corwin Trueblood, and she is about to bear her first child.  
  This child may well be the Youth referred to in the message.  The streets of Greyhawk may be a suitable 
  spawning-ground for devil-children like those of the miscreant merchant Brendingund, but the fair 
  settlements of the Pale are no place for it.  The Old One must not reestablish his foothold here. 
  “If you would serve the Church and your nation, then travel to Fensdale.  The village lays 12 leagues west 
  of Hatherleigh on the banks of the Yol River.  A young priest, Deacon Reas, guides the congregation 
  there.  But be discreet, for there may be others about who would try to foil you, and we would not want to 
  alienate the Trueblood family and its considerable financial strength. 
  “Let the Light be your guide.” 
   
  You are confident the abbot spoke honestly.  You have no written record of this conversation. 
  Stirring the Waters 
   
  Page 36 
   
  
  Critical Event Summary 
   
  If you judge this scenario before June 1, 2004, you may have a chance to influence the plot of future 
  scenarios in this series. Even after that date, the author would appreciate hearing from judges.  Please 
  email your feedback, comments, advice, or noteworthy stories about this scenario to Derek Schubert at 
  derek.schubert@alumni.duke.edu, with the subject “PAL4-02 Feedback”. 
   
  Critical Event Summary: 
  1.  What happened to Kylah and Nevh? 
   
  2.  How many PCs received the condition “Infused with Ur-Flan Energies”? 
   
  3.  Did the PCs raise Deacon Reas from the dead? 
   
  4.  If you have any other comments or questions, please include them.  
   
  Stirring the Waters 
   
  Page 37 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/PAL (Theocracy of the Pale)/PAL4-02 Stirring the Waters (3E).pdf