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. 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  VEL8-04 
   
   
   
   
   
  The Planting 
   
  A One -Round Dungeons & Dragons
  ® Living Greyhawk™ 
  Regional Adventure 
   
  by David Kerscher, Brian Gilkison & Lynn Register 
  Circle Reviewers: Tim Sech  
   
  The wasting disease has gotten worse, and Rao's Vision has sent you into the wilderness. Do you have the fortitude to 
  cultivate the cure? It is recommended that at least one character have ranks in Knowledge (nature) or ranks in Survival 
  to increase the chances of satisfactorily completing this module. A one-round Regional adventure set in the Archclericy 
  of 
  Veluna 
  for 
  characters 
  level 
  1-15 
  (APLs 
  2-14).  
   
  Special thanks to Dave Christ, Tim Sech, Jeff Richards, Chris Johnson, Vic Long, Dave Hirst, Chris Kirlay, Doug Bowie, 
  Russell Akred, and all the authors, meta-org coordinators and other volunteers that helped with making Veluna what it 
  was. 
   
  Resources for this adventure [and the authors of those works] include Book of Exalted Deeds [James Wyatt, 
  Christopher Perkins, Darrin Drader], Book of Vile Darkness [Monte Cook], Complete Arcane [Richard Baker], 
  Complete Champion [Ed Stark, Chris Thomasson, Ari Marmell, Rhiannon Louve, Gary Astleford], Complete Mage 
  [Skip Williams, Penny Williams, Ari Marmell, Kolja Raven Liquette], Complete Scoundrel [Mike McArtor, F. Wesley 
  Schneider], Complete Warrior [Andy Collins, David Noonan, Ed Stark], Dungeonscape [Jason Bulmahn, Rich Burlew], 
  Exemplars of Evil [Robert J. Schwalb], Fiend Folio, Heroes of Horror [James Wyatt, Ari Marmell, C.A. Sulemain], Lords 
  of Madness [Richard Baker, James Jacobs, Steve Winter], Magic Item Compendium, Monster Manual IV, Monster 
  Manual V, Player’s Handbook II [David Noonan], Races of the Dragon [Gwendolyn F.M. Kestrel, Jennifer Clarke 
  Wilkes, Kolja Raven Liquette], Savage Species [David Eckelberry, Rich Redman, Jennifer Clarke Wilkes], Sandstorm 
  [Bruce R. Cordell, Jennifer Clarke Wilkes, JD Wiker], and Spell Compendium.
  
  VEL8-04 The Planting 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning 
  and 
  reporting 
  this 
  adventure, 
  you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  
  VEL8-04 The Planting 
   
  Page 2 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are 
  playing this adventure in 2008, check the current version 
  of the LGCS and follow any updated rules presented 
  within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure set in 
  the Archclericy of Veluna.  As of September 1, 2007, 
  there is no Time Unit cost to play the adventure 
  portion of this adventure; however, standard Time 
  Unit costs still apply  to crafting, magic item creation, 
  performing or other non-adventure related activities 
  of penalties.  The cost for Standard Upkeep is 12 gp 
  for PCs whose hoome region is Veluna, or 24 gp for 
  out-of-region PCs.  Both Rich Upkeep and Luxury 
  Upkeep cost 75 gp regardless of home region.   
   
  PCs that fail to pay at least Standard Upkeep retain 
  temporary ability damage until the next adventure, must 
  buy new spell component pouches and healer’s kits, and 
  may suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  PREPARATION FOR PLAY 
  • 
  Determine which PCs (if any) have played VEL8-03 
  “A Day at the Museum”.   These PCs receive a 
  different Introduction than those that have not. 
  • 
  Determine which PCs (if any) have the wasting 
  disease.  These PCs need to make their disease 
  progression saves at the beginnning of the 
  adventure. 
  • 
  Determine which PCs (if any) do NOT have the 
  wasting disease.  Get these PCs’ alignment, class and 
  deity of choice, as these factors partially determine 
  the save DC against the wasting disease should they 
  be exposed.  (Like if any PCs have the disease to start 
  with.) 
  • 
  It is always good to have a few pre-rolled Spot and 
  Listen checks from each PC handy. 
   
  NEW RULE ITEMS 
  Core adventures often utilize new rules items –including 
  new classes, prestige classes, races, feats, spells, and 
  equipment (including magic items) – that do not appear 
  in any of the three core D&D books (Player’s Handbook, 
  Dungeon Master’s Guide, or Monster Manual). The full 
  write-up of any featured feats, spells, or equipment 
  appears in Appendix 2. Information on featured classes, 
  prestige classes, and races appears in the relevant 
  creature’s stat block. This adventure includes all the 
  information required to run these characters. The DM 
  should double-check that he fully understands any new 
  rule items presented in this adventure before play begins. 
   
  ADVENTURE BACKGROUND 
  Many years ago, Canon Hazen and a small group of 
  advisors invoked the Flight of Fiends, a great and 
  powerful spell which banished diabolic hordes under the 
  command of Iuz from the land.   
   
  Unfortunately, Iuz was able to corrupt the 
  ceremony, not only leaving the banishment incomplete, 
  but also cursing the clergy involved therein with a 
  terrible wasting disease.  The ramifications of said 
  ceremony tainting were manyfold and of obvious import 
  over the past 12 years (and were dealt with in the “For the 
  Greater Good” series of Core adventures).   
   
  The wasting disease, however, has received scant 
  attention in the years since the Flight because very few 
  people had seen the effects firsthand.  The Crook of Rao, 
  the holiest of Raoan relics and instrumental in the Flight 
  of Fiends, was able to thwart Iuz’s planned revenge and 
  limit the spread of the curse.  As long as the Crook 
  existed on Oerth (in whatever form or state), the disease 
  would not spread beyond the priests (and one noted 
  wizard) who participated in the ceremony.  As events 
  have unfolded over the past few years (in the Core series 
  and in Velunan adventures), that protection has been 
  lost.   
   
  When adventurers separated the Crook’s essence 
  was from the young boy it had inhabited and banished 
  the young man to Perdition, (see CORS8-01 “Whispers of 
  the Obsidian Citadel”), they probably did so believing 
  that the essence would simply reunite with the original 
  staff and all would be well. 
   
  However, that staff, dormant at the time due to the 
  separation from its essence, had been lost to Herion in 
  
  VEL8-04 The Planting 
   
  Page 3 
  the War of the Heretic (VEL4-03 “The War of the Rings”). 
   When adventurers invaded Herion’s sanctuary, however, 
  the staff was never found.  It is assumed to have been 
  claimed by the pit fiend Gozrag after his ultimate battle 
  with Herion and taken to his home in the Nine Hells. 
   
  Thus, while the Crook of Rao may very well be 
  restored to its full original power and glory, it is no 
  longer on this plane, and the protections it had been 
  maintaining have worn off, loosing Iuz’s curse – the 
  wasting disease – on an unsuspecting Oerth. 
   
  With the contagion suddenly starting to spread, the 
  Church of Rao has divined that there are two keys to 
  curing the disease and foiling Iuz’ plan.  One, recovering 
  the Crook of Rao, will be dealt with in VEL8-05 “The 
  Essence of Peace”.  This adventure deals with the planting 
  of a special medicinal tea bush of fey origin and 
  protecting its growth.  
  ADVENTURE SUMMARY 
  PCs either played VEL8-03 “A Day at the Museum” or did 
  not.  Those that did are following up that adventure at the 
  behest of the Church.  Those that did not are recruited by 
  those that did, or the Church itself. 
   
  Introduction  – The Church of Rao sends the PCs 
  back to the Lake Krag Dam to plant the seeds brought 
  back from the fey lands (in VEL803 “A Day at the 
  Museum”).  Version A is for use at tables where at least 
  one PC played VEL8-03.  Version B is for use at tables 
  where no PCs played VEL8-03. 
   
  Encounter 1: Tilling the Soil – PCs arrive at the 
  planting site, but must fight off a hungry resident before 
  commencing with the rituals. 
   
  Encounter 2: Sowing the Seeds – PCs plant the seeds 
  and perform the required rituals to start the growing 
  process.   
   
  Encounter 3: Fending Off Crows – PCs have a 
  chance to set up defenses to protect the plant.  This is a 
  good thing, as the PCs and their charge are soon attacked 
  by an Incabulite cancer mage/druid and his minions. 
   
  Encounter 4: Spraying for Bugs– PCs barely have 
  time to recover before an Iuzian attack hits the site. 
   
  Encounter 5: Reaping the Harvest – PCs harvest 
  some of the berries and leaves for the Colleges of the 
  Divine and Arcane to use to create the cure for the 
  disease. 
   
  Conclusion – Everybody prepares for death, or the 
  PCs get sent on another mission.... 
  INTRODUCTION A 
  If there are any PCs that played VEL8-03 “A Day at the 
  Museum”, they get the following introduction: 
   
  Having returned from the fey lands with the 
  seeds you sought, you consulted with members of 
  both the Colleges of the Divine and the Arcane, 
  deciding on the best course of action.   
   
  All agree that the original divinations point to 
  planting the seeds during the Midsummer’s Festival, 
  which is starting soon, and that the seeds should be 
  planted at the site of the Lake Krag Dam, where there 
  may be lingering vestiges of the power that grew an 
  entire primeval jungle in under two years: 
   
  Death brought life which led to death 
   
  That is where the seeds grow best 
   
  The longest reign of Pelor’s light 
   
  Feeds the seeds through one dark night 
   
   
  The exact rituals involved, however, are under 
  some debate, as is the exact meaning of a further 
  divination on the subject: 
   
  Beory’s blessings come unbidden 
   
  To the seeds once they’re hidden 
   
  Ravens steal, bugs lay waste 
   
  But that which harms the most is haste  
   
  Royal fruit and blushing palm 
   
  Are truly gifts from the Shalm  
   
  Thus nature will, with the support of  
   
   
  reason 
   
  Cleanse the land within the season 
   
  At one point, while the academicians debate over 
  semantics and subtleties, Canon Truft himself enters 
  the room.  All discussions stop as he speaks. 
   
  “Ladies and gentlemen, everyone here values the 
  Reason of Rao, and we all love a good debate, but time 
  presses on and people are dying.  We need to act now, 
  before Midsummer is past.” 
   
   
  He turns to you. 
   
  “Go – take the seeds to the site and find a good 
  place to plant them – close to the water.  If the 
  divinations are correct, the plant will sprout and you 
  can bring back berries and leaves.  The Church will 
  provide you with horses, rations – whatever 
  reasonable measures you think you will require.” 
   
  An old Raoan priest interrupts, “Pardon my 
  boldness, Canon, but we do not know for sure what to 
  do!  Certainly you ... er, we do not want to act before 
  reasoning this all the way through.” 
   
  The Canon looks calmly at the old man and 
  smiles just a bit.  “I understand your concern, Joffrey. 
   I have learned valuable lessons over the past years.”  
  Joffrey flushes, embarrassed, and looks down into his 
  lap.  Truft turns back to address the entire room. 
   
  “I am not advocating rushing off blindly.  We will 
  continue to investigate the divinations. If something 
  
  VEL8-04 The Planting 
   
  Page 4 
  in the interpretation changes, or find something new, 
  we will find a way to contact them and inform them 
  of our findings.”  He turns back to you. 
   
  “Go.  And may Rao guide you.” 
   
  Before the PCs can begin preparations for their trip, 
  they must complete their adventuring party.  If any PCs 
  at the table still need recruited, have the PCs do it if at all 
  possible.  Otherwise, the Church ‘recommends’ additions 
  to the party.  If they go looking for companions in Mitrik, 
  read the following: 
   
  Trepidation walks alone in the streets of Mitrik.  
  Few people are out and about, and those that are 
  scurry along, avoiding all contact.  Most doors are 
  closed, most windows shuttered.  After a bit of a 
  search, you finally find a bar that is still open, and in 
  that bar, some adventurers. 
   
  Once the party is together, go to Party Preparations.  
  INTRODUCTION B 
  If there are NO PCs that played VEL8-03 “A Day at the 
  Museum”, then the whole table gets the following 
  introduction: 
   
  Trepidation walks alone in the streets of Mitrik.  
  Few people are out and about, and those that are 
  scurry along, avoiding all contact.  Most doors are 
  closed, most windows shuttered.  Luckily (or not), 
  you seem to have found the one bar still open – a 
  rough place simply called “Belch’s Bar”. 
   
  Why are the streets so empty, you may ask?  The 
  news has spread that the wasting disease, a terrible 
  curse previously limited to the most devout of the 
  Raoan clergy, has begun spreading outside that 
  limited sphere of victims.  Rumors say that the plague 
  is spreading like wildfire, that there is no cure, and 
  that even powerful magic can only delay the 
  inevitable.   
   
  The Church has tried to calm the fears, stating 
  that the contagion has not spread nearly as much as 
  some of the rumors indicate, and that they have 
  recently discovered the means to a cure.  They still 
  advise caution, however, and hence, the normally 
  bustling avenues of Mitrik are nearly empty. 
   
  You assume the few patrons in the bar to be, like 
  you, adventurous types.  Not only from the way they 
  dress and comport themselves, but from the basic fact 
  that they are here, brave (or foolish) enough to come 
  have a drink in the face of an epidemic. 
   
   Allow the PCs to come together as a group if they 
  wish.  (Or they can wait until after the job offer appears.) 
   
  After a round of drinks or two, a Mitrik Temple 
  Guardsman pokes his head in the door.  Seeing there 
  are people here, he steps in.  In addition to his normal 
  uniform, you can see he is wearing his dress gloves, as 
  well as a handkerchief over his nose and mouth. 
   
  “You are adventurers, yes?”  he addresses you 
  from 
  the 
  doorway. 
   
  Assuming 
  you 
  answer 
  affirmatively, he continues, “The Church has urgent 
  need of your assistance.  Come with me, please.” 
   
  If the party asks him any questions, he can only 
  impart the following information: 
  • 
  What’s the job?  “The Church requires some 
  adventurer types to pursue a mission that will 
  hopefully lead to a cure for the Wasting Disease.” 
  • 
  Why don’t they do it themselves?  “Of course the 
  Church is working on the problem as well, but the 
  majority of its people are focusing on protecting the 
  populace and tending to those already ill.“ 
  • 
  What’s the pay?  “I’m sure you will be well 
  compensated.” 
  • 
  What’s up with the handkerchief and gloves?  
  “I’m just taking every precaution I can.  The powers 
  that be say the disease is fairly well contained at this 
  point, and the chance of getting it is very slim, but 
  I’d rather be safe than sorry.” 
   
  Assuming the party goes along, read the following: 
  The Guardsman leads you to the Cathedral of 
  Rao, where he calls out to a group of priests huddled 
  near the doorway. 
  “Sirs!  I found some!  Adventurers!” 
  The priests turn toward the call, and you can see 
  that the one in the center is none other than Canon 
  Truft himself.  He looks worn and tired, as if he has 
  gone without sleep for some time. 
  “Thank you, Guardsman.  And thank you for 
  coming, brothers and sisters.  The Church is in need 
  of a small group such as yourselves for a simple, yet 
  very important job.  Are you amenable to a short trip 
  to plant some seeds?” 
   Assuming the party has questions: 
  • 
  What are we to do?  “Simply take some seeds up to 
  the Lake Krag Dam and plant them – as close to the 
  water as possible.  If the divinations have been 
  interpreted correctly, the plant should sprout and 
  you can bring back berries and leaves.” 
  • 
  What does the plant look like?  “We are not sure, 
  actually.  There had only been one in this world and 
  it died with the heavy winter two years ago.  The fey 
  the seeds came from are unreachable at this time.  
  Trouble of some sort with evil fey, we gather.” 
  
  VEL8-04 The Planting 
   
  Page 5 
  • 
  What’s so special about this plant?  “It is a very rare 
  fey tea plant that is fabled to grant immortality to 
  those that drink its tea.  I don’t know about that, but 
  the tea did seem to cure a Bishop that had been 
  suffering from the Wasting Disease.” 
  • 
  What’s the pay?  “He seems disappointed in the 
  question.  “I have no figures for you at this time, but 
  rest assured you will be compensated.  We will 
  provide horses and other equipment as well.” 
  • 
  Why don’t the druids do it?  “The divinations seem 
  to indicate that druidic assistance may actually be 
  harmful to the process – one of the details we are 
  researching.  Still, we can send one along with you if 
  you would like.” 
  • 
  What did the divinations say?   
   
  “Death brought life which led to death 
   
  That is where the seeds grow best 
   
  The longest reign of Pelor’s light 
   
  Feeds the seeds through one dark night 
   
  Beory’s blessings come unbidden 
   
  To the seeds once they’re hidden 
   
  Ravens steal, bugs lay waste 
   
  But that which harms the most is haste   
   
  Royal fruit and blushing palm 
   
  Are truly gifts from the Shalm 
   
  Thus nature will, with the support of reason 
   
  Cleanse the land within the season” 
  • 
  What’s the catch?  “There’s no catch as far as we 
  know.  Obviously, Old Wicked would not want the 
  cure to be found, but we have already defeated some 
  of his agents that tried to intercept the seeds coming 
  back from faerie.  A small group of trained 
  adventurers could be small enough to escape notice, 
  but able enough to deal with problems should any 
  arise. 
  Assuming the party takes the job, go to Party 
  Preparations. 
  PARTY PREPARATIONS 
  Once the party is together, they may begin preparations 
  for the trip.: 
  • 
  PCs may request horses (and related gear), plus any 
  other mundane gear from the “Adventuring Gear”, 
  “Special Substances and Items”, and “Tools and Skill 
  Kits” sections of Table 7-8 in the PHB.  Anything not 
  used this adventure must be returned (though PCs 
  could obviously purchase the items to keep). 
  • 
  PCs may purchase potions or scrolls, or even hire 
  NPCs to cast spells on them.  At this time (and 
  ONLY at this time), these items (and services) can be 
  purchased at half price.  Costs derived from 
  expensive material components and/or a caster’s 
  expenditure of XP are NOT halved when calculating 
  this cost. Assume the Colleges of the Arcane and 
  Divine have the access to the following: 
  • 
  Open spells, levels 1-3 (PHB):  
  4 of each 
  • 
  Open spells, levels 1-3 (SC): 3 of each 
  • 
  Open spells, levels 4-6 (PHB): 
  2 of each 
  • 
  Open spells, levels 4-6 (SC): 1 of each 
  • 
  PCs may request the assistance of someone with 
  Knowledge 
  (Nature), 
  Survival, 
  Profession 
  (Herbalist), or such.  If they do, it comes in the form 
  of a druid from the Circle of Life, Sunbeam 
  Moonblossom.  She is a dedicated pacifist (read non-
  combatant) who serves to provide advice about 
  planting, deliver messages back to Mitrik, etc: 
  Sunbeam Moonblossom: female half-elf druid, see 
  Appendix 1.    
   
  These preparations occupy all of one day, which 
  happens to be the day before Midsummer’s Festival 
  begins.  Once preparations are finished, proceed with the 
  following text for all PCs: 
   
  You are finally ready to head out on this 
  important mission.  Midsummer’s Festival starts 
  tomorrow, meaning you have one week to accomplish 
  the task set before you.  Hopefully nothing goes 
  wrong... 
   
  It takes 3 days to travel to the dam site on foot (base 
  speed 30), 2 days by laden horse (base speed 45), and 7 
  hours if flying (base speed 60). 
  1: TILLING THE SOIL 
  Following first the Fals River and then the Krag 
  Stream upstream to where the massive lumber and ice 
  dam once stood takes quite a while, though not as 
  long as it did even mere weeks ago, when the forest 
  teemed with beasts both dire and magical. 
   
  No such beasts interrupt your travel on this trip 
  however, and soon you arrive at what could only be 
  the dam site.  The quarter-mile gap between two large, 
  rocky hills is still blocked by a twenty-foot high wall 
  of truly massive tree trunks and boulders.  More 
  timber and rocks are strewn about the area as well.  
  Water cascades down the face of the wall from various 
  gaps, forming into the stream you followed here. 
   
  Climbing up what is left of the dam is not terribly 
  difficult, despite the slickness from the water.  
  Reaching the top, you see that it is not a mere wall of 
  rock and wood, but a huge hill in and of itself at least 
  250’ across.  Walking across the tumbled mass of 
  timber and chunks of stone is a chore, made more 
  
  VEL8-04 The Planting 
   
  Page 6 
  difficult by the occasional bush or tree that has grown 
  up from the rich soil trapped within the dam. 
   
  Finally, you espy the lake itself.  At least a mile 
  across, it reflects the sunlight with multi-colored 
  brilliance.  A beautiful site for a garden… 
   
  PCs that encountered the primal conduit’s guardian 
  in VEL8-02 may feel comfortable that the great danger in 
  this area has already been dealt with (either by them or 
  by the Church).  Unfortunately for the PCs, something 
  else had been growing here all the while; it just never 
  came in contact with the drake that guarded the lake.  
  With the guardian gone, it now considers this area its 
  own private hunting ground.  
  APL 2 (EL 5)   
   
  Advanced Fetid Fungus (2): hp 20, 20; Appendix 1 
   
  APL 4 (EL 4) 
   
  Advanced Fetid Fungus (2): hp 36, 36; Appendix 1 
   
   
  APL 6 (EL 6) 
   
  Advanced Vine Horror: hp 77; Appendix 1 
   
  APL 8 (EL 8) 
   
  Burrow Root: hp 120; Appendix 1 
   
  APL 10 (EL 10) 
   
  Corrupture: hp 240; Appendix 1 
   
  APL 12 (EL 12) 
   
  Sentry Corrupture: hp 240; Appendix 1 
   
  APL 14 (EL 14) 
   
  Sentry Corrupture (2): hp 240, 240; Appendix 1. 
   
  Conditions: The water, as well as the detritus from the 
  shattered dam may well affect combat in this area:  
  • 
  In the water – there is no gradual slope to the 
  bottom of the lake.  The shallowest part is 10’ deep, 
  and it gets deeper from there.  In the event of 
  underwater combat, see the DMG, pg 93. 
  • 
  At the edge of the lake (within 15’) the logs are very 
  large, but are also very slick.  Running and charging 
  are impossible.  Moving more than half speed 
  requires a DC15 Balance check.  Tumbling checks 
  are made at –5. 
  • 
  Away from the lake (16’+), the footing is more solid, 
  but the ground itself is fairly swampy (from water 
  seeping through from the lake).  This reduces 
  landbound movement speeds by 5’, and increases 
  Balance and Tumble checks by 2.  Running and 
  charging are possible, however. 
  • 
  A detect magic, followed by a DC20 Spellcraft check, 
  will reveal that there is lingering transmutation 
  magic in the soil. 
  Tactics:  At all APLs, the monster is just out for food.  If a 
  PC goes down, the monster will try to take him or her 
  away to eat at its leisure.  Continued attacks may distract 
  it from that plan, at the DM’s discretion. 
  Treasure:  None 
  Development:  Once the plant monster has been dealt 
  with, the PCs may proceed with the planting process.  Go 
  to Encounter 2. 
  2A: SOWING THE SEEDS 
  Now that that is out of the way, you can get down to 
  the business at hand – planting the fey seeds in the 
  rich soil that has been soaking in life-rich energies for 
  over two years. 
   
  There is really no special ritual to perform for 
  planting the seeds (though see below regarding plant 
  growth, etc), but you can have some fun making them 
  think there is if you want (and if you have the time).  
  Sunbeam Moonblossom is a good source for this, if you 
  need some way to suggest a ‘special dance of thanks’ to 
  the soil.  And the water.  And the sun.  And the seeds....) 
   
  Plant Growth: The delicate nature of this plant will 
  be disrupted if its germination and growth is accelerated 
  beyond the rate at which the primal-energy soaked soil 
  will already be growing it.  This was alluded to in the 
  Church’s divination. 
   
  If the players did not pick up on that, and are 
  making plans to cast plant growth or similar magic, they 
  need a nudge away from that path.  (If they choose to 
  ignore the nudge, then so be it – all Oerth will suffer 
  from their hubris.)  This nudge should come from a druid 
  PC or Sunbeam Moonblossom (see below).  If there are 
  no druids in the group, any PC with Knowledge (Nature) 
  or Survival will have to do. 
   
  If the only druid in the group is a PC, then take them 
  aside and have them a Knowledge (Arcana), Knowledge 
  (Religion) or plain Wisdom check.  As long as they don’t 
  really tank the roll, remind them of the divination’s lines 
  that “Beory’s blessings come unbidden” and “that which 
  harms the most is haste”.  Try to get them to come up 
  with the idea that plant growth is not a good idea. 
   
  If Sunbeam is the group’s druid, she will wonder 
  aloud if the PCs’ magic might interfere with whatever 
  magics there are here.  After all, this place was chosen for 
  a reason – if plant growth would do the job, why not just 
  grow the plant in the College itself?   
   
  If the PCs pursue this line of doubt:  
  
  VEL8-04 The Planting 
   
  Page 7 
  • 
  A successful augury, divination, or similar magic, 
  gets a response indicating that trying to hurry the 
  process along would be a bad idea.   
  • 
  Contacting the Church for advice (via sending or 
  other means), gets a response that those debating the 
  previous 
  divination 
  have 
  agreed 
  that 
  using 
  accelerative magics of any sorts would be a bad thing 
  to do. 
  Development:  Once the seeds have been planted, make 
  note if the PCs use plant growth or similar magic or not.  
  If they do, the plant will not grow to full ripeness (see 
  Encounter 4).   
   
  At this point, the PCs may choose to leave for home 
  or to stay and set up defenses for the plant.  
   
  If they leave, this adventure is over.  Go to 
  Conclusion A. 
   
  If they stay, go to Encounter 2B.  
  2B: BUILDING A FENCE 
  Give the players some time to devise their defenses for 
  their newly planted seeds.  The PCs have five hours 
  before Encounter 3, when the first group of bad guys 
  attacks.  (Of course, they don’t know that.)   
   
  Some details that may or may not come into play in 
  the PCs’ plans: 
  • 
  The dam area contains a good amount of rich dirt, 
  but the bulk of it is huge trees and massive boulders, 
  too big and too securely wedged together to move 
  around.   
  • 
  There are many trees already growing on the dam – 
  each can provide cover to any one standing behind 
  it.  Most are large enough to support a Medium or 
  smaller creature in their branches. 
  • 
  The logs at the edge of the lake (within 15’) are very 
  large, but are also very slick.  Running and charging 
  are impossible.  Moving more than half speed 
  requires a DC15 Balance check.  
  • 
  Away from the lake (16’+), the footing is more solid, 
  but the ground itself is fairly swampy (from water 
  seeping through from the lake).  This reduces 
  landbound movement speeds by 5’, and increases 
  Balance and Tumble checks by 2.  Running and 
  charging are possible, however. 
  • 
  The hills to either side of the dam (each a couple 
  hundred yards from the planting site) are very dense 
  rock with only a thin layer of dirt, with small 
  scrubby plants at best. 
  • 
  There is no wildlife (mundane or otherwise) within a 
  half mile of the dam at this time (an occasional bird – 
  such as a hawk or buzzard – may be seen high 
  overhead or in the distance). 
  • 
  A detect magic, followed by a DC20 Spellcraft check, 
  will reveal that there is lingering transmutation 
  magic in the soil. 
   
  After the PCs have made their plans, read the 
  following then proceed to Encounter 3. 
   
  As you finalize your preparations, you notice that 
  the seeds have already sprouted.  The divinations 
  must have been correct – this was definitely a good 
  location to grow the herb.   Given its rate of growth, 
  the plant should be fully grown within a day. 
  3: FENDING OFF CROWS  
  Five hours after the PCs start planning their defenses, a 
  group of Incabulites led by a cancer mage arrive on the 
  scene, intent on capturing the seeds/plant for themselves 
  and the cult of the greater god of diseases.  
   
  (Remember that even if the PCs have rested since 
  the last fight, spells cast within the past 8 hours count 
  against the PCs’ number of spells prepared.  PHB pp 178, 
  180.) 
   
  Have any PCs on watch roll Spot and Listen checks 
  to determine the distance at which they detect the 
  Incabulite’s (or his minions) approach; due to the flora 
  scattered here and there on top of the dam, and the 
  swampy terrain, the maximum distance the PCs will be 
  able to spot any of them is 2d8x10 feet – adjust downward 
  for the PCs’ Spot and Listen checks, and the NPCs’ Hide 
  and Move Silently checks (if any). The plague walkers 
  and filth-eater trolls will always approach through the 
  forested area. Karosh’s approach varies depending on the 
  PCs’ actions in setting up watches. 
   
  See Tactics for precautions the cultists have taken at 
  each APL which may affect their checks.  
  APL 2 (EL 5)   
   
  Karosh: male Flan druid 5; hp 42; Appendix 1. 
   
  Dysentery: dire rat animal companion; hp 17; 
  Appendix 1. 
   
  APL 4 (EL 7) 
   
  Karosh: male Flan druid 6; hp 51; Appendix 1. 
   
  Dysentery: dire rat animal companion; hp 29; 
  Appendix 1. 
   
  Plague Walker: hp 57; Appendix 1. 
   
   
  APL 6 (EL 9) 
   
  Karosh: male Flan druid 7/ranger 1; hp 68; 
  Appendix 1. 
   
  Dysentery: dire rat animal companion; hp 29; 
  Appendix 1. 
   
  Plague Walker (2): hp 57, 57; Appendix 1. 
   
  
  VEL8-04 The Planting 
   
  Page 8 
  APL 8 (EL 11) 
   
  Karosh: male Flan druid 7/ranger 1/cancer mage 2; 
  hp 75; Appendix 1. 
   
  Dysentery: dire rat animal companion; hp 29; 
  Appendix 1. 
   
  Plague Walker (2): hp 57, 57; Appendix 1. 
   
  Filth-eater: troll barbarian 3; hp 141; Appendix 1. 
   
   
  APL 10 (EL 13) 
   
  Karosh: male Flan druid 7/ranger 1/cancer mage 4; 
  hp 87; Appendix 1. 
   
  Dysentery: dire rat animal companion; hp 29; 
  Appendix 1. 
   
  Filth-eater (2): troll barbarian 3; hp 141, 141; 
  Appendix 1. 
   
  APL 12 (EL 15) 
   
  Karosh: male Flan druid 9/ranger 1/cancer mage 4; 
  hp 102; Appendix 1. 
   
  Dysentery: dire rat animal companion; hp 48; 
  Appendix 1. 
   
  Filth-eater (2): troll barbarian 4; hp 158, 158; 
  Appendix 1. 
   
  APL 14 (EL 17) 
   
  Karosh: male Flan druid 11/ranger 1/cancer mage 4; 
  hp 117; Appendix 1. 
   
  Dysentery: dire rat animal companion; hp 48; 
  Appendix 1. 
   
  Filth-eater (2): troll barbarian 6; hp 192, 192; 
  Appendix 1. 
   
  Conditions:  The water, as well as the detritus from the 
  shattered dam may well affect combat in this area:  
  • 
  In the water – there is no gradual slope to the 
  bottom of the lake.  The shallowest part is 10’ deep, 
  and it gets deeper from there.  In the event of 
  underwater combat, see the DMG, pg 93. 
  • 
  At the edge of the lake (within 15’) the logs are very 
  large, but are also very slick.  Running and charging 
  are impossible.  Moving more than half speed 
  requires a DC15 Balance check.  Tumbling checks 
  are made at –5. 
  • 
  Away from the lake (16’+), the footing is more solid, 
  but the ground itself is fairly swampy (from water 
  seeping through from the lake).  This reduces 
  landbound movement speeds by 5’, and increases 
  Balance and Tumble checks by 2.  Running and 
  charging are possible, however.  
  • 
  A detect magic, followed by a DC20 Spellcraft check, 
  will reveal that there is lingering transmutation 
  magic in the soil. 
  Tactics:  The Incabulites want to capture the seeds for 
  themselves, so they don’t want to destroy the plant.  They 
  will try not to damage it with area spells, won’t charge 
  through it, etc.   
   
  Particularly creative PCs may try to use this to their 
  advantage (to stop or slow down the attack) by 
  threatening the plant.  Let the PC with the idea make a 
  Bluff check against the thug types’ Sense Motive Checks. 
   (Remember that he/she should be in a position where he 
  can actually threaten the plant.)  At best, a success will 
  only get the thug types to delay a bit – specifically, until 
  after their leader’s action (when he chastises them back 
  on track).  Otherwise, Karosh will delight in causing as 
  much pain and suffering as he can from spreading his 
  diseases. 
   
  At all APLs, Karosh’s woodland stride ability allows 
  him to move about the terrain on top of the dam without 
  impediment. Though not a particularly sneaky type, he 
  plans on using his wild shape ability to get as close to the 
  PCs as possible without alerting them to his presence. 
   
  At APL 2, Karosh only has one use of wild shape 
  available to him for the day. He will try to conserve its 
  use in case he runs out of spells or if his rat proves 
  ineffective, so at this lowest APL, he will simply try to 
  approach as close as possible (in his normal form) over 
  the top of the dam, along with his companion. He will 
  lead off with an entangle spell, trying to catch as many 
  PCs as possible in its area of effect. 
   
  (Due to the lingering effects of the wild growth 
  magic, the plants in the area are quite receptive to spells 
  like entangle and spore field, etc., and the DC for saves 
  and checks resulting from any such spell are increased by 
  2; this increase is already reflected in Karosh’s stat block.) 
   
  At all other APLs, Karosh will position himself some 
  distance away from the PCs (on one of the hills on either 
  side of the dam), try to determine if they are setting up 
  any way to watch above the trees on top of the dam – at 
  higher APLs, this would likely be PCs under the effects 
  of fly, a flying animal companion or familiar, etc.; creative 
  types without such capabilities at lower APLs will 
  undoubtedly come up with alternatives, so adjudicate as 
  necessary. 
   
  If there does not appear to be any sort of aerial 
  watch, then Karosh will approach from the air (typically 
  as some kind of scavenger bird, such as a hawk or 
  buzzard). Ground-to-air spotting distance would normally 
  be quite high, but the jumble of trees on top of the dam 
  grant him sporadic cover from sight, so the maximum 
  spotting distance is the same as if he were approaching 
  on the ground – 2d8x10 feet. 
   
  If he determines that the PCs are watching the skies, 
  then he can also choose to wild-shape into an aquatic 
  form that would likely appear in Krag Lake (any type of 
  lake fish will do – trout, salmon, etc.) and approach via 
  
  VEL8-04 The Planting 
   
  Page 9 
  the water. Because of the difficulty of spotting 
  underwater creatures from the ground, it would be 
  possible for him to approach very close to the PCs before 
  surfacing at the shoreline (within 50-100 feet), and 
  commencing his attack. (But remember that if there are 
  druids in the PCs’ party, they might use similar tactics to 
  patrol, so use your best judgment.) 
   
  At higher APLs he will try to keep at least one wild 
  shape “in reserve” as an escape route, and does not 
  consider himself a strong melee combatant (despite 
  having a lot of touch delivery spells). 
   
  At APL 4 and above, Karosh’s minions are the “first 
  wave” of attack. At APL 4 through 8, the druid has 
  constructed a plague walker (or two) with the hope of 
  sickening a few PCs with its Diseased Touch ability, or 
  catching them in its Putrid Burst explosion when it can. 
  He will start them lumbering through the trees on the 
  dam towards the PCs and attempt to attack from the 
  opposite side once the PCs are distracted. 
   
  At APL 8 and above, the filth-eater troll(s) perform a 
  similar function, though they can be much more 
  effective combatants, and will also serve to try and keep 
  PCs directly away from Karosh while he whittles them 
  down with his spells. 
   
  At APL 10 and above, Karosh can also use his 
  Children of the Night ability to summon a swarm of dire 
  rats (these are not a swarm, as in the Swarm type, but 4d8 
  dire rats) before approaching the PCs’ position, and he 
  can mentally command them for up to 40 minutes. Use 
  this as you see fit, either as a distraction to soak up PC 
  attacks, to form a “wall” of rats for blocking, or simply as 
  an atmospheric element (since the rats will be hard 
  pressed to damage many PCs at the higher APLs). 
   
  As far as spellcasting is concerned, Karosh tends to 
  favor his spells and abilities that poison and sicken his 
  enemies. If possible, one round before making himself 
  known, he will cast decomposition to establish its effects. 
  Following that, he will try to cast breath of the jungle 
  centered somewhere near the plant, so that PCs must 
  enter its mists (and be subject to its effects) if they want 
  to defend the plant. Other than that, he likes to affect as 
  many PCs as possible, so spells such as mass contagion or 
  pox are his first choice (when available). 
   
  Buff spells that Karosh has precast are marked in his 
  stat blocks with “Already Cast”; he has sufficient caster 
  level that you can assume that his min./level spells have 
  at least 2 minutes remaining on them, and his 10 
  min./level spells have at least 20 minutes remaining. 
   
  If severely damaged (below 20% of his maximum hit 
  points at any given APL), Karosh is not above retreating 
  and trying to nurse his wounds (though he does not have 
  much in the way of healing magic memorized or available 
  to him). If the PCs do not actively pursue him, it is 
  possible that he might hang around enough that he could 
  come back to haunt the PCs in the final encounter. He 
  wants to obtain the plant for himself and the “glory” of 
  Incabulos, and he is mad, but not so much so that he’s 
  willing to die today.  The plague walkers fight until 
  destroyed or until they can use their Putrid Burst ability. 
  The trolls are in a blood-lust by the time they begin 
  fighting the PCs, and will fight to the death, even if 
  Karosh flees. 
  Diseases 
   
  Karosh is cancer mage (or an aspiring one), and 
  delights in all manner of diseases. At APL 2 through 6, he 
  keeps delay disease running every day to stall the effects 
  of the diseases on his body (giving him time to study 
  them), while at APL 8 and above, him simply has 
  immunity to their effects as a result of his cancer mage 
  levels. However, this does not prevent him from 
  infecting others, and in fact, as a worshipper of Incabulos, 
  it amuses him greatly to share his “gifts” with others. 
  Karosh is infected with at least one disease at every APL, 
  and he “gains” them in the following order: 
  • 
  APL 2: Shakes (Ex)—incubation period 1 day, 
  damage 1d8 Dex. 
  • 
  APL 4: Slimy Doom (Ex)—incubation period 1 
  day, damage 1d4 Con. When damaged, victim 
  must succeed on a second saving throw or 1 
  point of damage is drain instead. 
  • 
  APL 6: Sandeyes (Ex)—incubation period 1 
  day, damage 1d4 Cha. Each time the disease 
  deals 2 or more points of Charisma damage, a 
  victim must make another successful Fortitude 
  save or become permanently blind. 
  • 
  APL 8: Melting Fury (Su)—incubation period 
  1d6 days, damage 1d4 Str, 1d4 Dex, and 1d3 
  Con. 
  • 
  APL 10: Lightning Curse (Su)—incubation 
  period 1 day, damage 1d6 Int. When damaged, 
  victim must succeed on a second saving throw 
  or 1 point of damage is drain instead. 
  • 
  APL 12: Sea Rot (Ex)—incubation period 1 
  day, damage 1d6 Con and 1d6 Str. When 
  damaged, victim must succeed on a second 
  saving throw or 1 point of damage is drain 
  instead. 
  • 
  APL 14: Death Song (Su)—incubation period 1 
  day, damage 1d8 Str, 1d8 Dex, and 1d8 Con. 
  
  VEL8-04 The Planting 
   
  Page 10 
   
  Details on shakes and slimy doom can be found on 
  DMG page 292, while the others are detailed in Appendix 
  2. The save DC for each disease varies with Karosh’s hit 
  dice and Constitution modifier, and is detailed in his stat 
  block at each APL. Note that some of the diseases are 
  supernatural in nature, so class or racial features that 
  grant immunity to disease may or may not extend to 
  those diseases (for example, a 3rd level or higher paladin 
  would be immune to melting fury, but a 5th level or 
  higher or monk would not). 
   
  Because all of these diseases are transmitted via 
  contact, any creature striking Karosh with an unarmed 
  strike, a natural weapon, or a melee touch attack risks 
  exposure to the diseases, and must save against possible 
  infection. Any time any such attack succeeds in striking 
  Karosh, pick one disease at random with which Karosh is 
  infected at that APL (for example, if playing at APL 6, a 
  PC striking Karosh can be exposed to either shakes, slimy 
  doom, or sandeyes). PCs must then make the appropriate 
  Fortitude save to stave off infection (generally, this roll is 
  made in secret by the DM, as the PC would not 
  immediately know that he had been infected). 
   
  Any PC so foolish as to try grappling with Karosh 
  has a greater risk of infection. In addition to the infection 
  that can occur on the initial touch attack to start the 
  grapple, for each round the grapple is maintained, the 
  grappling PC is exposed to half of the diseases currently 
  affecting Karosh (minimum of 1 per round; choose 
  randomly). As Karosh is quite mad, he may actually 
  choose to stay in a grapple at APL 6 or above (when he 
  has freedom of movement in effect – he can choose not 
  to resist grapple checks), just so he might spread his 
  afflictions (since he does not have the Improved 
  Unarmed Strike feat, nor any natural weapons, he would 
  take an attack of opportunity if he attempted an unarmed 
  strike or touch attack just to deliver a disease) 
   
  If Karosh must make a melee touch attack to deliver 
  a touch spell, there is a 50% chance that the energy of the 
  magic will suppress the infection at the moment of 
  delivering the spell; regardless of whether a disease is 
  passed, the spell is still delivered as normal. 
  Treasure: The PCs can gain the following treasure here; 
  note that looting Karosh’s corpse will expose the PC(s) 
  doing the looting to one disease (determine randomly) 
  that Karosh was infected with at that APL: 
   
  APL 2: Loot 130 gp; Coin 5 gp; Magic 216 gp; potion 
  of cure light wounds (x2) (4 gp each), tunic of steady 
  spellcasting (208 gp); Total 351 gp. 
   
  APL 4: Loot 130 gp; Coin 5 gp; Magic 257 gp; 
  chronocharm of the uncaring archmage (41 gp), potion of 
  cure light wounds (x2) (4 gp each), tunic of steady 
  spellcasting (208 gp); Total 392 gp. 
   
  APL 6: Loot 97 gp; Coin 5 gp; Magic 514 gp; +1 
  chitin breastplate (141 gp), anklet of translocation (116 
  gp), chronocharm of the uncaring archmage (41 gp), 
  potion of cure light wounds (x2) (4 gp each), tunic of 
  steady spellcasting (208 gp); Total 616 gp. 
   
  APL 8: Loot 93 gp; Coin 5 gp; Magic 1106 gp; +1 
  nimbleness chitin breastplate (391 gp), anklet of 
  translocation (116 gp), pearl of speech (Giant) (50 gp), 
  periapt of wisdom +2 (333 gp), potion of cure light 
  wounds (x2) (4 gp each), tunic of steady spellcasting (208 
  gp); Total 1204 gp. 
   
  APL 10: Loot 66 gp; Coin 5 gp; Magic 2129 gp; +2 
  tatterdemalion (treat as padded armor) (346 gp), +1 chitin 
  buckler (110 gp), anklet of translocation (116 gp), cloak of 
  comfort +1 (250 gp), pearl of speech (Giant) (50 gp), 
  periapt of wisdom +2 (333 gp), potion of cure moderate 
  wounds (x2) (25 gp each), talisman of undying fortitude 
  (666 gp), tunic of steady spellcasting (208 gp); Total 2200 
  gp. 
   
  APL 12: Loot 57 gp; Coin 5 gp; Magic 3700 gp; +1 
  small leather barding (97 gp), +2 tatterdemalion (treat as 
  padded armor) (346 gp), +1 chitin buckler (110 gp), anklet 
  of translocation (116 gp), cloak of comfort +1 (250 gp), 
  pearl of speech (Giant) (50 gp), periapt of wisdom +4 
  (1333 gp), potion of cure moderate wounds (25 gp), ring 
  of counterspells (333 gp), ring of protection +1 (166 gp), 
  talisman of undying fortitude (666 gp), tunic of steady 
  spellcasting (208 gp); Total 3762 gp. 
   
  APL 14: Loot 40 gp; Coin 5 gp; Magic 6308 gp; +1 
  sickle (192 gp), +1 small leather barding (97 gp), +2 
  tatterdemalion (treat as padded armor) (346 gp), +1 chitin 
  buckler (110 gp), anklet of translocation (116 gp), cloak of 
  comfort +2 (500 gp), gloves of dexterity +2 (333), 
  greatreach bracers (166 gp), pearl of speech (Giant) (50 
  gp), periapt of wisdom +6 (3000 gp), potion of cure 
  moderate wounds (25 gp), ring of counterspells (333 gp), 
  ring of protection +1 (166 gp), talisman of undying 
  fortitude (666 gp), tunic of steady spellcasting (208 gp); 
  Total 6353 gp. 
  Development:  
  If this attack succeeds in capturing the 
  plant, the PCs have failed – go to Conclusion B. 
   
  If this attack is rebuffed, continue: 
   
  After the fight, you check to see how the seedling 
  is doing.  It has weathered the storm well, and there 
  are some small green berries appearing here and 
  there.  When you check on it again a couple of hours 
  later, the berries have turned a bright blue.    
   
  If the PCs harvest the leaves and berries at this time, 
  go to Conclusion A. 
   
  If the PCs wait longer, go to Encounter 4. 
  
  VEL8-04 The Planting 
   
  Page 11 
  4: SPRAYING FOR BUGS 
  Three hours after the Incabulites’ attack, a group of 
  Iuzians attack, dead set on destroying the seeds/plant 
  that could cure their master’s cursed disease.    
   
  (Remember that even if the PCs have rested since 
  the last fight, spells cast within the past 8 hours count 
  against the PCs’ number of spells prepared.  PHB pp 178, 
  180.) 
   
  At APL 2-8 have any PCs on watch roll Spot and 
  Listen checks to determine the distance at which they 
  detect the Iuzian’s approach.  Distance = (Highest [Spot 
  or Listen] check) x 10’. The Iuzians approach along the 
  lake side of the dam, just inside the “slick zone” next to 
  the lake. 
   
  At APL 10-14, you’ll need to determine how the PCs 
  are watching for danger (if at all), as Spot and Listen 
  checks will vary depending on the NPCs’ approach 
  vector.  All three can coordinate their actions via the 
  rings of communication they all wear.  The displacer 
  beast soul eater will be flying in low, next to the lake and 
  just below the tree-line; any PCs watching the shoreline 
  could spot it up to 6d10x10 feet away; however, even 
  though it could be in plain sight, it’s displacement ability, 
  and the varying terrain and background as it approaches 
  will allow the displacer beast to make Hide checks to 
  remain hidden until it is within 150 feet – once the PCs 
  spot it within that distance, it will need cover to attempt 
  to Hide again. Cuániel uses his teleport ability to arrive in 
  the midst of the PCs just as the soul eater closes (not 
  directly on top of the plant though – he is closer to the 
  shoreline than not). Finally,   Fal’a’Zil is approaching 
  through trees; due to the flora scattered here and there 
  on top of the dam, and the swampy terrain, the maximum 
  distance the PCs will be able to spot him is 2d8x10 feet 
  (adjust for their Spot and Listen, checks, and his Hide 
  and Move Silently checks). If he can remain hidden until 
  closing within 60 feet, he will wait until  appears to 
  attack.  
  APL 2 (EL 5)   
   
  Fal’a’Zil: male unholy scion hexblade 3; hp 27; 
  Appendix 1. 
   
  I’kizichs: quasit; hp 18; Appendix 1. 
   
  APL 4 (EL 7) 
   
  Fal’a’Zil: male unholy scion hexblade 5; hp 45; 
  Appendix 1. 
   
  I’kizichs: quasit; hp 18; Appendix 1. 
   
  APL 6 (EL 9) 
   
  Fal’a’Zil: male unholy scion hexblade / warrior of 
  darkness 1; hp 63; Appendix 1. 
   
  Cuániel: fallen hound archon; hp 40; Appendix 1. 
   
  APL 8 (EL 11) 
   
  Fal’a’Zil: male unholy scion hexblade 8 unholy scion 
  1; hp 91; Appendix 1. 
   
  Cuániel: fallen hound archon barbarian 2; hp 88; 
  Appendix 1. 
   
  APL 10 (EL 13) 
   
  Fal’a’Zil: male unholy scion hexblade 9 / warrior of 
  darkness 1; hp 107; Appendix 1. 
   
  Cuániel: fallen warden archon; hp 82; Appendix 1. 
   
  Soul Eater: advanced half-fiend displacer beast soul 
  eater 1; hp 90; Appendix 1. 
   
  APL 12 (EL 15) 
   
  Fal’a’Zil: male unholy scion hexblade 9 / warrior of 
  darkness 2; hp 125; Appendix 1. 
   
  Cuániel: advanced fallen warden archon; hp 126; 
  Appendix 1. 
   
  Soul Eater: advanced half-fiend displacer beast soul 
  eater 1; hp 143; Appendix 1. 
   
  APL 14 (EL 17) 
   
  Fal’a’Zil: male unholy scion hexblade 9 / warrior of 
  darkness 4; hp 147; Appendix 1. 
   
  Cuániel: advanced fallen sword archon; hp 149; 
  Appendix 1. 
   
  Soul Eater: advanced half-fiend displacer beast soul 
  eater 3; hp 195; Appendix 1. 
  Conditions:  The water, as well as the detritus from the 
  shattered dam may well affect combat in this area:  
  • 
  In the water – there is no gradual slope to the 
  bottom of the lake.  The shallowest part is 10’ deep, 
  and it gets deeper from there.  In the event of 
  underwater combat, see the DMG, pg 93. 
  • 
  At the edge of the lake (within 15’) the logs are very 
  large, but are also very slick.  Running and charging 
  are impossible.  Moving more than half speed 
  requires a DC15 Balance check.  Tumbling checks 
  are made at –5. 
  • 
  Away from the lake (16’+), the footing is more solid, 
  but the ground itself is fairly swampy (from water 
  seeping through from the lake).  This reduces 
  landbound movement speeds by 5’, and increases 
  Balance and Tumble checks by 2.  Running and 
  charging are possible, however.  
  • 
  A detect magic, followed by a DC20 Spellcraft check, 
  will reveal that there is lingering transmutation 
  magic in the soil. 
  Tactics:  These Iuzians have one mission – prevent the 
  plant from growing, or die trying.  They will not ignore 
  PCs, but if an opportunity presents itself to attack the 
  
  VEL8-04 The Planting 
   
  Page 12 
  plant, they will take it.  The plant itself is not “statted out” 
  – most PCs and NPCs would easily kill it or destroy it in 
  one blow if they wanted to. If the PCs are making “good 
  faith” efforts to have the plant avoid taking damage 
  (blocking the NPCs from getting to close, making sure it 
  is not in the area of effect of damaging spells, etc.), then 
  you can assume it makes it through the battle intact 
  (perhaps a few singed leaves, or dropped berries, but 
  nothing substantial). Otherwise, note what happens to 
  damage the plant – use your best, fair judgment. 
   
  The NPCs have two different sets of tactics.  From 
  APLs 2 through 8, they will actually attempt to trick the 
  PCs into letting them get close. Fal’a’Zil will have used 
  his eternal wand of undetectable alignment on both 
  himself and his companion (I’kizichs the quasit at APL 2 
  and 4, and Cuániel the fallen hound archon at APL 6 and 
  8) earlier in the day. His companion will adopt the form 
  of a wolf. (Since Cuániel’s change shape ability does not 
  meld his equipment into his form, Fal’a’Zil straps the 
  archon’s sword onto the archon’s back, along with a 
  supply pack, to make it appear as though the wolf carries 
  some of Fal’a’Zil’s equipment). The two will then 
  approach the party openly, Fal’a’Zil pretending to be a 
  ranger-type, with Cuániel playing the role of animal 
  companion. 
   
  As there is nothing in particular in his apparel that 
  distinguishes Fal’a’Zil (as a hexblade) as being something 
  other than a ranger (he wears light armor, is rather dirty, 
  and travels quite light – as outsiders, neither he nor his 
  companions require food or drink), this interaction with 
  the party will involve more use of the Bluff skill than 
  Disguise. He will try to convince the party that he was 
  traveling through the area and saw signs of their activity, 
  and tries to “offer” whatever assistance he can, while 
  trying to get close to the tea plant. He knows enough 
  about surviving in the wild (2-3 ranks in Survival, 
  depending on the APL), but very little about local 
  customs and organizations, so a wise nature-oriented PC 
  (druid or ranger) might be able to see through some of 
  his posturing – members of the Circle of Life receive a +4 
  circumstance bonus on Sense Motive checks if any 
  questioning/conversation concerns local events (such as 
  why the dam is here in the first place, the events of the 
  Cleansing/Flood from VEL6-03 Circular Logic, etc.). 
   
  If at any time the PCs become extremely suspicious 
  of his motives, or see through his bluffs, he will drop all 
  pretense and attack. I’Kizichs takes that as his cue to turn 
  invisible, while Cuániel changes shape back to archon 
  form, and summon his great sword into his hands (a 
  move action, via its attached lesser crystal of return) at his 
  first opportunity. 
   
  (I’kizichs will actually be present at APL 6 and 
  higher, but he will always be invisible, always in quasit 
  form, and will never participate in attacking the party – 
  he remains a true coward at these levels. You can use him 
  for comic relief if necessary – gleeful little cackles 
  coming from seemingly nowhere whenever Fal’a’Zil or 
  Cuániel land a particularly devastating blow against a PC, 
  for example. If you need to impress upon the party the 
  need to defend the tea plant, have them make a free DC 
  10 Spot check during the battle, to notice leaves being 
  plucked from the tea plant by an invisible hand.  If one or 
  more of the PCs want to target I’kizichs (perhaps because 
  they have see invisibility or similar effect up), just use his 
  APL 2 stat block, and if he takes any damage, he will flee 
  the scene, cursing in Abyssal…) 
   
  At APL 10 and above, however, the bad guys are 
  simply out to destroy.  They will have as many of their 
  buff spells and abilities active as possible (noted in the 
  stat blocks where appropriate), and will approach directly 
  without fear, though they will try and get as close as 
  possible (using Hide and Move Silently checks) before 
  being noticed. At these APLs, Fal’a’Zil can also use major 
  image to create whatever distraction seems appropriate. 
  APL specific tactics/notes: 
  At APL 6+, Cuániel will have precast aid on himself. 
  At APL 8+, Fal’a’Zil will have precast false life. In addition 
  to himself, Cuániel will have precast aid on the soul eater. 
  At APL 10+, Fal’a’Zil will have already activated his belt of 
  growth, and will also have activated his eternal wand of 
  shield. Cuániel will use all three of his daily uses of his 
  true seeing spell-like ability to grant its effects to himself, 
  Fal’a’Zil, and the soul eater. 
  At APL 10 and 12, Cuániel will have detect scrying active 
  on himself. 
  At APL 12 and 14, all creatures will have the effects of an 
  unholy aura active.  At APL 12, the effect comes from the 
  soul eater and has a DC of 18; at APL 14, the effect comes 
  from Fal’a’Zil and has a DC of 25. 
  APL 14 *** IMPORTANT NOTE *** 
  At APL 14, the sword archon has a strong attack ability – 
  Discorporating Dive – with the potentially devastating 
  side effect of permanently remove a PC from play. For 
  the purposes of the adventure, you may have the sword 
  archon use the ability, but you must also use the 
  following guidelines: 
  • 
  Resolve the attack as described in the ability’s text. If 
  the attack succeeds, and the PC fails the Fortitude 
  
  VEL8-04 The Planting 
   
  Page 13 
  save, then the PC is dead and his soul is sent to the 
  Seven Heavens. HOWEVER... 
  • 
  The soul appears in a featureless room suffused with 
  soft golden light. Shortly after arriving, a creature 
  appears radiating a profound sense of calm tinged 
  with sorrow and regret (this can be any type of 
  celestial being the DM feels appropriate, but “type” 
  wise, it will be some sort of angel or archon. 
  • 
  The angel explains that the sword archon that just 
  sliced and diced the PC was one captured and 
  tortured during one of the Abyss’s many attempts at 
  assaulting the gates of Heaven.  It finally succumbed 
  to the torture, its spirit broken and converted to evil. 
  But by some twist of fate, those killed by its attack 
  are still sent to the heavenly donjons. The being 
  explains that this may be because the archon still 
  believes it is fulfilling its original purpose (in some 
  twisted way). 
  • 
  It has been determined that it is a grave injustice for 
  an individual to be sent to the heavens as a result of 
  the evil archon’s in this situation. As such, the PC 
  will be returned to where he came from and restored 
  to life. 
  • 
  The in-game effect is that the PC’s body is restored to 
  wholeness, and the PC is returned to life as if raise 
  dead were cast on his body, including removal of 
  disease and poison effects, amount of hit points, 
  level loss, etc. Until the end of the encounter, treat 
  the level loss as if the PC had gained a negative level, 
  but once the encounter is over, the level loss is 
  permanent. There is no material component cost to 
  this effect. 
  • 
  The PC returns to life one round after he is killed, 
  though it seems like he speaks with the angel for 
  hours. (Basically, the PC will lose one turn in the 
  initiative order.) 
  • 
  The PC also receives an “insurance policy” – 35 
  temporary hit points, damage reduction 5/magic, 
  and a +2 luck bonus on saving throws, as if a stalwart 
  pact (CL 14) had been triggered on him. If the PC’s 
  alignment is neutral, chaotic good, or chaotic 
  neutral, the angel will also issue a stern warning and 
  a recommendation for the PC to consider changing 
  his ways. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 2: Loot 29 gp; Coin 4 gp; Magic 243 gp; +1 
  mithral shirt (175 gp), eternal wand (undetectable 
  alignment) (68 gp); Total 276 gp. 
   
  APL 4: Loot 29 gp; Coin 4 gp; Magic 526 gp; +1 
  mithral shirt (175 gp), least crystal of return (25 gp), 
  eternal wand (undetectable alignment) (68 gp), hexbands 
  (258 gp); Total 559 gp. 
   
  APL 6: Loot 29 gp; Coin 4 gp; Magic 1251 gp; +1 
  greatsword  (x2) (196 gp each), +1 mithral shirt (175 gp), 
  belt of growth (250 gp), least crystal of return (25 gp), 
  lesser crystal of return (83 gp), eternal wand 
  (undetectable alignment) (68 gp), hexbands (258 gp); 
  Total 1284 gp. 
   
  APL 8: Loot 1 gp; Coin 8 gp; Magic 2174 gp; +1 
  greatsword (x2) (196 gp each), +1 mithral shirt (175 gp), 
  belt of growth (250 gp), cloak of charisma +2 (333 gp), 
  cloak of predatory vigor (116 gp), lesser crystal of return 
  (x2) (83 gp each), eternal wand (undetectable alignment) 
  (68 gp), gauntlets of ogre power (333 gp), hexbands (258 
  gp), vest of resistance +1 (83 gp); Total 2183 gp. 
   
  APL 10: Loot 1 gp; Coin 8 gp; Magic 4080 gp; +1 
  greatsword (196 gp), large +1 light fortification full plate 
  (596 gp), +1 mithral shirt (175 gp), amulet of health +2 
  (333 gp), amulet of natural armor +2 (666 gp), belt of 
  growth (250 gp), cloak of charisma +2 (333 gp), 
  counterstrike bracers (208 gp), eternal wand (shield) (68 
  gp), gauntlets of ogre power (333 gp), hexbands (258 gp), 
  lesser crystal of return (83 gp), ring of communication 
  (x3) (166 gp each), vest of resistance +1 (83 gp); Total 4089 
  gp. 
   
  APL 12: Loot 1 gp; Coin 8 gp; Magic 6662 gp; +1 
  keen greatsword (696 gp), large +1 light fortification full 
  plate (596 gp), +2 mithral shirt (425 gp), amulet of health 
  +4 (1333 gp), amulet of natural armor +2 (666 gp), belt of 
  growth (250 gp), cloak of charisma +2 (333 gp), 
  counterstrike bracers (208 gp), eternal wand (shield) (68 
  gp), gauntlets of ogre power (333 gp), hexbands (258 gp), 
  lesser crystal of return (83 gp), ring of communication 
  (x3) (166 gp each), ring of protection +1 (166 gp), ring of 
  protection +2 (666 gp), vest of resistance +1 (83 gp); Total 
  6671 gp. 
   
  APL 14: Loot 1 gp; Coin 8 gp; Magic 11365 gp; +1 
  keen greatsword (696 gp), +2 mithral breastplate (683 gp), 
  amulet of health +4 (x3) (1333 gp each), belt of growth 
  (250 gp), belt of giant strength +4 (1333 gp), boots of swift 
  passage (416 gp), circlet of mages (416 gp), cloak of 
  charisma +4 (1333 gp), eternal wand (shield) (68 gp), 
  gauntlets of ogre power (333 gp), hexbands (258 gp), 
  lesser crystal of return (83 gp), ring of communication 
  (x3) (166 gp each), ring of protection +2 (666 gp), vest of 
  resistance +2 (333 gp); Total 11374 gp. 
  Development:  If this attack succeeds in destroying the 
  plant, the PCs have failed, go to Conclusion B. 
   
  If this attack is rebuffed, but plant growth (or similar 
  magic) WAS used on the plant, read this and then go to 
  Conclusion A: 
   
  A couple of days pass with no further attacks. The 
  plant doesn’t seem to be changing anymore, perhaps 
  it is time to return to Mitrik. 
  
  VEL8-04 The Planting 
   
  Page 14 
   
  If this attack is rebuffed, and plant growth (or similar 
  magic) was NOT used on the plant, continue: 
   
  A couple of days pass with no further attacks. 
  With nothing to do but wait and watch, you notice 
  that the berries on the bush soon begin to turn a rich 
  purple color, and the leaves develop a reddish tint.   
   
  PCs should get some leaves and berries and return to 
  Mitrik.  Go to Conclusion C.   
  CONCLUSION 
  A:  PCs planted the seeds, but didn’t wait long enough for 
  them to ‘ripen’: 
   
  You return to Mitrik, bringing some leaves and 
  the [green or blue] berries. Rushed into the Colleges, 
  the ingredients are swiftly but carefully prepared as 
  the divinations instructed. 
   
  A monk of Zodal takes the small mug to a special 
  infirmary where one of the disease’s victims rests.  
  Butlers and bishops, guards and gardeners all wait in 
  the hallway with bated breath.  After a tense few 
  minutes, the monk exits the room, his head hung low 
  and face drawn. 
   
  “It didn’t work.” 
   
  Much discussion takes place over the next few 
  hours, and it is reasoned that the berries were not 
  quite ripe, and the leaves needed more curing.  A 
  mage quickly teleports you back to the Dam, but 
  when you arrive all that remains of the bush is a 
  charred stump, and an Iuzian holy symbol that seems 
  to maliciously smile at you.  
   
   
  You have failed.  The Wasting Disease will rage 
  unchecked until all the good peoples of Oerth have 
  fallen to the scythe of Old Wicked’s wrath. 
  B: PCs planted the seeds, but allowed them to be 
  destroyed or captured: 
   
  You have failed.  The Wasting Disease will rage 
  unchecked until all the good peoples of Oerth have 
  fallen to the scythe of Old Wicked’s wrath. 
  C: PCs planted the seeds and defended them from all 
  attacks: 
  You return to Mitrik with a delivery of the 
  precious berries and leaves.  Rushed into the 
  Colleges, the ingredients are swiftly but carefully 
  prepared just as the divinations instructed.   
  A monk of Zodal takes the small mug to a special 
  infirmary where one of the disease’s victims rests.  
  Butlers and bishops, guards and gardeners all wait in 
  the hallway with baited breath.  After a tense few 
  minutes, the monk bursts out of the door, smiling, 
  but still concerned. 
  “It worked, but it looks like it was only 
  temporary.  It looks like we will need the – um – 
  other ingredient.  The support of reason.” 
  Everyone in the hallway turns to look at the 
  ranking Bishop present.  He sighs, and turns to you. 
  “So, would you be interested in one more trip?” 
  To be concluded in VEL8-05 “The Essence of Peace”. 
   
  CAMPAIGN CONSEQUENCES 
  Success:  We’re almost there – now we just need to get 
  that missing Crook back...  Go to VEL8-05 “The Essence 
  of Peace”. 
  Failure:  Uh-oh.  We’re all gonna die... 
  
  VEL8-04 The Planting 
   
  Page 15 
  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. 
   
  1: Tilling the Soil 
  Defeating the bad plant(s)/ooze(s) 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
  APL 14  
  420 XP 
   
  3: Fending Off Crows  
  Defeating the Incabulites 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
   
  4: Spraying For Bugs 
  Defeating the Iuzians 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
   
  Story Award 
  Successfully growing the plant 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12 
  315 XP 
  APL 14 
  360 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12 
  1,575 XP 
  APL 14 
  1,800 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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  3: Fending Off Crows  
   
  APL 2: Loot 130 gp; Coin 5 gp; Magic 216 gp; potion 
  of cure light wounds (x2) (4 gp each), tunic of steady 
  spellcasting (208 gp); Total 351 gp. 
  
  VEL8-04 The Planting 
   
  Page 16 
   
  APL 4: Loot 130 gp; Coin 5 gp; Magic 257 gp; 
  chronocharm of the uncaring archmage (41 gp), potion of 
  cure light wounds (x2) (4 gp each), tunic of steady 
  spellcasting (208 gp); Total 392 gp. 
   
  APL 6: Loot 97 gp; Coin 5 gp; Magic 514 gp; +1 
  chitin breastplate (141 gp), anklet of translocation (116 
  gp), chronocharm of the uncaring archmage (41 gp), 
  potion of cure light wounds (x2) (4 gp each), tunic of 
  steady spellcasting (208 gp); Total 616 gp. 
   
  APL 8: Loot 93 gp; Coin 5 gp; Magic 1106 gp; +1 
  nimbleness chitin breastplate (391 gp), anklet of 
  translocation (116 gp), pearl of speech (Giant) (50 gp), 
  periapt of wisdom +2 (333 gp), potion of cure light 
  wounds (x2) (4 gp each), tunic of steady spellcasting (208 
  gp); Total 1204 gp. 
   
  APL 10: Loot 66 gp; Coin 5 gp; Magic 2129 gp; +2 
  tatterdemalion (treat as padded armor) (346 gp), +1 chitin 
  buckler (110 gp), anklet of translocation (116 gp), cloak of 
  comfort +1 (250 gp), pearl of speech (Giant) (50 gp), 
  periapt of wisdom +2 (333 gp), potion of cure moderate 
  wounds (x2) (25 gp each), talisman of undying fortitude 
  (666 gp), tunic of steady spellcasting (208 gp); Total 2200 
  gp. 
   
  APL 12: Loot 57 gp; Coin 5 gp; Magic 3700 gp; +1 
  small leather barding (97 gp), +2 tatterdemalion (treat as 
  padded armor) (346 gp), +1 chitin buckler (110 gp), anklet 
  of translocation (116 gp), cloak of comfort +1 (250 gp), 
  pearl of speech (Giant) (50 gp), periapt of wisdom +4 
  (1333 gp), potion of cure moderate wounds (25 gp), ring 
  of counterspells (333 gp), ring of protection +1 (166 gp), 
  talisman of undying fortitude (666 gp), tunic of steady 
  spellcasting (208 gp); Total 3762 gp. 
   
  APL 14: Loot 40 gp; Coin 5 gp; Magic 6308 gp; +1 
  sickle (192 gp), +1 small leather barding (97 gp), +2 
  tatterdemalion (treat as padded armor) (346 gp), +1 chitin 
  buckler (110 gp), anklet of translocation (116 gp), cloak of 
  comfort +2 (500 gp), gloves of dexterity +2 (333), 
  greatreach bracers (166 gp), pearl of speech (Giant) (50 
  gp), periapt of wisdom +6 (3000 gp), potion of cure 
  moderate wounds (25 gp), ring of counterspells (333 gp), 
  ring of protection +1 (166 gp), talisman of undying 
  fortitude (666 gp), tunic of steady spellcasting (208 gp); 
  Total 6353 gp. 
   
  4: Spraying for Bugs 
   
  APL 2: Loot 29 gp; Coin 4 gp; Magic 243 gp; +1 
  mithral shirt (175 gp), eternal wand (undetectable 
  alignment) (68 gp); Total 276 gp. 
   
  APL 4: Loot 29 gp; Coin 4 gp; Magic 526 gp; +1 
  mithral shirt (175 gp), least crystal of return (25 gp), 
  eternal wand (undetectable alignment) (68 gp), hexbands 
  (258 gp); Total 559 gp. 
   
  APL 6: Loot 29 gp; Coin 4 gp; Magic 1251 gp; +1 
  greatsword  (x2) (196 gp each), +1 mithral shirt (175 gp), 
  belt of growth (250 gp), least crystal of return (25 gp), 
  lesser crystal of return (83 gp), eternal wand 
  (undetectable alignment) (68 gp), hexbands (258 gp); 
  Total 1284 gp. 
   
  APL 8: Loot 1 gp; Coin 8 gp; Magic 2174 gp; +1 
  greatsword (x2) (196 gp each), +1 mithral shirt (175 gp), 
  belt of growth (250 gp), cloak of charisma +2 (333 gp), 
  cloak of predatory vigor (116 gp), lesser crystal of return 
  (x2) (83 gp each), eternal wand (undetectable alignment) 
  (68 gp), gauntlets of ogre power (333 gp), hexbands (258 
  gp), vest of resistance +1 (83 gp); Total 2183 gp. 
   
  APL 10: Loot 1 gp; Coin 8 gp; Magic 4080 gp; +1 
  greatsword (196 gp), large +1 light fortification full plate 
  (596 gp), +1 mithral shirt (175 gp), amulet of health +2 
  (333 gp), amulet of natural armor +2 (666 gp), belt of 
  growth (250 gp), cloak of charisma +2 (333 gp), 
  counterstrike bracers (208 gp), eternal wand (shield) (68 
  gp), gauntlets of ogre power (333 gp), hexbands (258 gp), 
  lesser crystal of return (83 gp), ring of communication 
  (x3) (166 gp each), vest of resistance +1 (83 gp); Total 4089 
  gp. 
   
  APL 12: Loot 1 gp; Coin 8 gp; Magic 6662 gp; +1 
  keen greatsword (696 gp), large +1 light fortification full 
  plate (596 gp), +2 mithral shirt (425 gp), amulet of health 
  +4 (1333 gp), amulet of natural armor +2 (666 gp), belt of 
  growth (250 gp), cloak of charisma +2 (333 gp), 
  counterstrike bracers (208 gp), eternal wand (shield) (68 
  gp), gauntlets of ogre power (333 gp), hexbands (258 gp), 
  lesser crystal of return (83 gp), ring of communication 
  (x3) (166 gp each), ring of protection +1 (166 gp), ring of 
  protection +2 (666 gp), vest of resistance +1 (83 gp); Total 
  6671 gp. 
   
  APL 14: Loot 1 gp; Coin 8 gp; Magic 11365 gp; +1 
  keen greatsword (696 gp), +2 mithral breastplate (683 gp), 
  amulet of health +4 (x3) (1333 gp each), belt of growth 
  (250 gp), belt of giant strength +4 (1333 gp), boots of swift 
  passage (416 gp), circlet of mages (416 gp), cloak of 
  charisma +4 (1333 gp), eternal wand (shield) (68 gp), 
  gauntlets of ogre power (333 gp), hexbands (258 gp), 
  lesser crystal of return (83 gp), ring of communication 
  (x3) (166 gp each), ring of protection +2 (666 gp), vest of 
  resistance +2 (333 gp); Total 11374 gp. 
   
  Treasure Cap 
   
  APL 2: 
   
   
   
  450 gp 
   
  APL 4: 
   
   
   
  650 gp 
   
  APL 6: 
   
   
   
  900 gp 
   
  APL 8: 
   
   
   
  1300 gp 
   
  APL 10: 
   
   
   
  2300 gp 
   
  APL 12: 
   
   
   
  3300 gp 
   
  APL 14:  
   
   
   
  6600 gp 
  
  VEL8-04 The Planting 
   
  Page 17 
   
   
  Total Possible Treasure 
   
  APL 2: 
   
   
   
  450 gp 
   
  APL 4: 
   
   
   
  650 gp 
   
  APL 6: 
   
   
   
  900 gp 
   
  APL 8: 
   
   
   
  1,300 gp 
   
  APL 10: 
   
   
   
  2,300 gp 
   
  APL 12: 
   
   
   
  3,300 gp 
   
  APL 14:  
   
   
   
  6,600 gp 
   
  AR ITEM GUIDELINES: 
  A Blessing from the Shalm:  Every PC that defeats the 
  corruption of nature in Encounter 1 gets this reward. 
  All together now – Kum-ba-yaaa....:  Every PC that 
  travels with Sunbeam Moonflower gets this reward 
  UNLESS they killed a helpless foe. 
  For Your Next Mission:   Every PC that successfully 
  completes this adventure (i.e. gets to Conclusion C) 
  receives this reward. 
  I Don't Want to Go On the Cart... : Any PC infected by 
  a disease from the druid / cancer mage of Incabulos in 
  Encounter 3 receives this reward. The PC must have 
  actually been infected, even if later cured of the disease. 
  I'm Getting Better! : Any PC infected by a disease from 
  the druid / cancer mage of Incabulos in Encounter 3 
  *AND* who has the Scars of the Sewers favor from 
  VEL8-01 One Dirty Job receives this reward. The PC 
  must have actually been infected, even if later cured of 
  the disease. 
  I'm Not Dead Yet! : Any PC sent to the Seven Heavens 
  as a result of the sword archon’s Discorporating Dive 
  attack (encounter 4) receives this item. NOTE: this can 
  only be awarded at APL 14 (the sword archon does not 
  appear at any other APL). 
  ADVENTURE RECORD ITEMS 
  A Blessing from the Shalm:  You helped to cleanse the 
  land of an abomination of nature.  Obad-Hai thanks you 
  with a boon: one time, as an immediate action, you may 
  call out for his aid.  This aid will manifest in one of three 
  ways, to be chosen by you at the time you call upon him.  
  You gain characteristics of either a fish (swim [speed 20] 
  and water breathing), a bird (fly [speed 40]), or a beast (+3 
  natural armor).  Whichever effect you choose takes effect 
  immediately and lasts for 5 minutes.  Cross this off when 
  used.  
  All together now – Kum-ba-yaaa....:  This PC learned a 
  lot from Sunbeam Moonshadow, and now has access to 
  the following feats: Animal Friend, Gift of Faith, Sacred 
  Vow, Subduing Strike, Vow of Nonviolence and Vow of 
  Peace. 
  For Your Next Mission:  The Church of Rao will do one 
  of the following for you:  
  (a) upgrade any one suit of armor or weapon or shield 
  with a synergy enhancement from the MIC with an 
  enchantment bonus of +1 (PC must pay normal cost, 
  and item must meet the synergy prerequisite) 
  (b) add a +2 or +4 ability boost enhancement to any one 
  magic item which occupies the appropriate body slot 
  (i.e., Str = hands or waist; Dex = feet; Con = throat; 
  Int = head; Wis = throat; Cha = shoulders).  The cost 
  for this is 4000 gp for a +2 bonus, or 12,000 gp for a 
  +4 bonus 
  I Don't Want to Go On the Cart... You survived 
  exposure to something a bit stronger than a nasty cold. 
  Three times, as an immediate action, you may add a +4 
  circumstance bonus to your saving throw to resist a 
  disease or disease effect. Cross this off once used. [ ] [ ] [ ]  
  I'm Getting Better! As long as you don't go on the cart, 
  you gain the spell-like ability to cast remove disease once 
  per adventure (caster level = hit dice). 
  I'm Not Dead Yet! You took a small side trip while 
  fighting some fiends, and met some friends of Rao. You 
  now have access to the Contemplative prestige class (Rao, 
  Allitur, Zodal). 
  Chitin armor:  This equipment appears to be constructed 
  from the carapace of a giant beetle or other similar 
  vermin. Though quite sturdy, there are stains and 
  discolorations that just won't come out (and it smells 
  funny, too).  Chitin armor is non-metallic, so druids can 
  wear it without penalty. Armor and shields fashioned 
  from chitin are always masterwork items; the masterwork 
  cost is included in the prices given below. Chitin armor 
  has 10 hit points per inch of thickness and hardness 5.  
  Breastplate cost: 700 gp; armor bonus: +5; maximum Dex 
  bonus: +4; armor check penalty: -3; arcane spell failure: 
  25%; speed 20 ft./15 ft.; weight: 30 lb. Buckler cost: 330 
  gp; armor bonus: +1; maximum Dex bonus: -; armor check 
  penalty: 0; arcane spell failure: 5%; speed: -; weight: 5 lb.  
   
  ITEM ACCESS 
  APL 2: 
  +1 mithral shirt (Adventure; DMG) 
  Chitin breastplate (Adventure; see above) 
  Chitin buckler (Adventure; see above) 
  Eternal wand (undetectable alignment) (Adventure; 820 
  gp; MIC) 
  Tunic of steady spellcasting (Adventure; MIC) 
   
  
  VEL8-04 The Planting 
   
  Page 18 
  APL 4 (all of APL 2 plus the following): 
  Chronocharm of the uncaring archmage (Adventure; 
  MIC) 
  Least crystal of return (Adventure; MIC) 
  Hexbands (Adventure; MIC) 
   
  APL 6 (all of APL 2-4 plus the following): 
  +1 chitin breastplate (Adventure; 1,700 gp; see above) 
  Belt of growth (Adventure; MIC) 
  Lesser crystal of return (Adventure; MIC) 
   
  APL 8 (all of APL 2-6 plus the following): 
  +1 nimbleness chitin breastplate (Adventure; 4,700 gp; 
  see above) 
  Cloak of predatory vigor (Adventure; MIC) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  +1 chitin buckler (Adventure; 1,330 gp; see above) 
  Large +1 light fortification full plate (Adventure; 7,150 
  gp; DMG) 
  Cloak of comfort +1 (Adventure; CM) 
  Counterstrike bracers (Adventure; MIC) 
   
  APL 12 (all of APLs 2-10 plus the following): 
  +2 mithral shirt (Adventure; 5,100gp; DMG)  
  Ring of counterspells (Adventure; DMG) 
   
  APL 14 (all of APLs 2-12 plus the following): 
  +2 mithral breastplate (Adventure; 8,200gp; DMG) 
  Boots of swift passage (Adventure; MIC) 
  Greatreach bracers (Adventure; MIC) 
   
  
  VEL8-04 The Planting 
   
  Page 19 
  APPENDIX 1: APL 2
  PARTY PREPARATIONS 
  SUNBEAM MOONFLOWER 
  CR 2 
  Female half-elf druid 1/expert 2 
  NG Humanoid (half-elf) 
  Init +1; Senses low-light vision; Listen +1, Spot +1  
  Languages Common, Druidic, Elven 
  AC 11, touch 11, flat-footed 11;  
   (+1 Dex, +1 armor) 
  hp 13 (3 HD) 
  Immune sleep spells and effects 
  Fort +1, Ref +0, Will +6; +2 vs enchantment spells 
  and effects 
  Speed 30 feet (6 squares) 
  Melee mw quarterstaff -4 (1d6-1 non-lethal) 
  Base Atk +1; Grp +0 
  Atk Options spontaneous casting 
  Combat Gear potion of cure light wounds (x2) 
  Druid Spells Prepared (CL 1st): 
   1st— charm animal (DC12), speak with animals 
   0— create water, cure minor wounds, light 
  Abilities Str 8, Dex 10, Con 9, Int 11, Wis 13, Cha 12  
  SQ Link, share spells, wild empathy (+2) 
  Feats Sacred Vow*, Vow of Nonviolence * 
  Skills Craft (Basket Weaving) +2, Craft (Pottery) +2, 
  Diplomacy +4, Gather Information +2, Handle 
  Animal +7, Heal +2, Knowledge (Nature) +10, 
  Perform (Folk Singing) +2, Profession (Herbalist) 
  +5, Survival +7 (+9 above ground), Listen +1, 
  Search +1, Spot +1 
  Possessions combat gear plus masterwork 
  quarterstaff, padded armor, masterwork lute, 
  flowers in her hair 
   
  Sunbeam is a young half-elven woman with pale 
  skin and wide brown eyes.  Into her long, straight, 
  straw-colored hair she has woven some small white 
  and yellow flowers, which match the one painted on 
  her right cheek.  Over a plain cloth jerkin she wears a 
  colorful, hand quilted poncho, and there are simple 
  sandals on her feet. 
  She is quiet of voice, and speaks with love, peace, 
  and flowers making numerous appearances in any 
  discussion.  She is very knowledgeable about plants 
  and nature, makes her own clothes, and enjoys 
  singing – especially if she can get a whole group to 
  join her. 
   
  HER LITTLE PONY 
   
  CR - 
  N Medium animal 
  Init +1; Senses low-light vision, scent; Listen +5, Spot 
  +5 
  AC 13, touch 11, flat-footed 12 
   (+1 Dex, +2natural) 
  hp 11 (2 HD) 
  Fort +4, Ref +4, Will +0 
  Speed 40 ft. (8 squares)  
  Melee hoof –3 (1d3) 
  Base Atk +1; Grp +2 
  Abilities Str 12, Dex 13, Con 12, Int 2, Wis 11, Cha 4  
  SQ  Link, share spells 
  Feats Endurance 
  Skills Listen +5, Spot +5 
   
  1: TILLING THE SOIL 
  ADVANCED FETID FUNGUS (2) CR 1 
  N Medium plant 
  Init -1; Senses blind, blindsight 60 ft.; Listen +0 
  Aura sickening gas 
  Languages — 
  AC 14, touch 9, flat-footed 14 
   (-1 Dex, +5 natural) 
  hp 20 (3 HD); death throes 
  Immune acid, gaze attacks, illusions, plant 
  immunities, visual effects 
  Fort +4, Ref +0, Will +1 
  Weakness vulnerability to fire 
  Speed 20 ft. (4 squares) 
  Melee acid touch +2 (1d6 acid) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2 
  Atk Options decomposing slime 
  Special Actions engulf 
  Abilities Str 11, Dex 8, Con 13, Int 1, Wis 10, Cha 5 
  SQ plant traits 
  Feats Track, Improved Natural Armor 
  Skills Hide +3 (+13 in marsh or swamp terrain), 
  Listen +0, Survival +2 
  Sickening Gas (Ex) A fetid fungus’s amorphous body 
  is filled with gases given off by decomposing 
  matter. All living creatures within 30 feet of a fetid 
  fungus must succeed on a DC 12 Fortitude save or 
  be sickened for 10 rounds. The save DC is 
  Constitution-based. 
  Creatures that successfully save cannot be affected 
  by that same fetid fungus’s gas for 24 hours. A 
  delay poison or neutralize poison spell removes the 
  effect from the sickened creature. Creatures that 
  have immunity to poison are unaffected, and 
  creatures resistant to poison receive their normal 
  bonus on their saving throws. 
  Death Throes (Ex) When destroyed, a fetid fungus 
  explodes in a 10-foot-radius burst of corrosive ichor 
  that deals 1d4 points of acid damage (Reflex DC 
  12 half) to all creatures in the area. The save DC is 
  Constitution-based. 
  Decomposing Slime (Ex) A fetid fungus’s body 
  produces a decomposing slime. Any creature that 
  strikes or touches a fetid fungus with its body, or 
  that grapples a fetid fungus, takes 1 point of acid 
  damage. A creature takes damage from this ability 
  only once per round. 
  Engulf (Ex) As a standard action, a fetid fungus can 
  envelop creatures of its size or smaller, entrapping 
  them within itself. The fungus simply moves into 
  
  VEL8-04 The Planting 
   
  Page 20 
  the opponent’s space; any creature whose space it 
  completely covers is subject to the engulf attack. A 
  fungus cannot make a touch attack during a round 
  in which it engulfs. It can engulf as many creatures 
  as can fit in its space. 
  Opponents can make attacks of opportunity against 
  the fungus, but if they do so, they are not entitled to 
  a saving throw. Those who do not attempt attacks 
  of opportunity must succeed on a DC 12 Reflex 
  save or be engulfed. On a success, a creature 
  moves aside or back (opponent’s choice) to move 
  out of the fungus’s path. The save DC is 
  Constitution-based. 
  Engulfed creatures are considered to be grappled 
  within the fungus’s body, they are subject to its 
  touch attack, and they take 1 point of acid damage 
  per round from its decomposing slime. 
  Skills Fetid fungi have a +10 racial bonus on Hide 
  checks when in marsh or swamp terrain. 
   
  3: FENDING OFF CROWS 
  KAROSH 
  CR 5 
  Male human (Flan) druid 5 
  NE Medium humanoid (human) 
  Init +2; Senses Listen +5, Spot +5 
  Languages Common, Druidic  
  AC 20, touch 12, flat-footed 18 
   (+2 Dex, +5 armor, +1 shield, +2 natural) 
  hp 42 (5 HD)  
  Fort +6, Ref +3, Will +7; +4 against spell-like abilities 
  of fey 
  Speed 20 ft. in chitin breastplate (4 squares); 
  woodland stride 
  Melee mwk sickle +5 (1d6+1) or 
  Melee quarterstaff +4 (1d6+1) or 
  Melee unarmed strike +4 (1d3+1 nonlethal plus 
  disease) or 
  Melee touch +4 (disease) 
  Ranged sling +5 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4  
  Special Actions spontaneous affliction* (DC 13), wild 
  shape 1/day (5 hours) 
  Combat Gear potion of cure light wounds (x2), 
  tanglefoot bag 
  Class Spells Prepared (CL 5th): 
   3rd—contagion (+4 melee touch, DC 18), poison 
  (+4 melee touch, DC 18) 
   2nd—barkskin, decomposition*, summon swarm  
   1st—breath of the jungle*, delay disease*, entangle 
  (DC 16), produce flame (+4 melee touch or +5 
  ranged touch) 
   0—cure minor wounds, detect magic, detect 
  poison, flare, naturewatch* 
  Already cast 
  Abilities Str 12, Dex 14, Con 14, Int 10, Wis 16, Cha 
  10 
  SQ animal companion, link with companion, resist 
  nature’s lure, share spells, trackless step, wild 
  empathy +7 (+3 magical beasts) 
  Feats Greater Spell Focus (necromancy), Improved 
  Toughness, Spell Focus (necromancy)  
  Skills Concentration +15, Handle Animal +7 (+11 with 
  animal companion), Heal +9, Knowledge (nature) 
  +9, Listen +5, Spellcraft +5, Spot +5, Survival +10 
  Possessions combat gear plus Dysentery (dire rat 
  animal companion), chitin breastplate, chitin 
  buckler, mwk sickle, sling, 10 bullets, handmade 
  holy symbol (x2), spell component pouch (x2),  
  tunic of steady spellcasting, trail rations (4 days), 
  bag of scab- and pus-filled vials 
  Disease (Ex) Shakes—unarmed strike or touch, 
  Fortitude DC 14, incubation period 1 day, damage 
  1d8 Dex. 
  Spontaneous Affliction (Ex) You can spend a 
  standard action and sacrifice a prepared spell. All 
  humanoids within 30 feet of you must succeed on a 
  Fortitude save (DC 10 + 1/2 your class level + your 
  Cha modifier) or become sickened for a number of 
  rounds equal to the level of the spell sacrificed. 
   
  DYSENTERY 
  CR — 
  N Small animal 
  Init +4; Senses low-light vision, scent; Listen +4, Spot 
  +4 
  Languages — 
  AC 20, touch 15, flat-footed 16 
   (+1 size, +4 Dex, +2 armor, +3 natural) 
  hp 17 (3 HD)  
  Resist evasion 
  Fort +4, Ref +7, Will +4 
  Speed 40 ft. in (8 squares), climb 20 ft. 
  Melee bite +7 (1d4 plus disease) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -2 
  Abilities Str 11, Dex 18, Con 12, Int 1, Wis 12, Cha 4  
  SQ Link, share spells 
  Feats Ability Focus (disease), Alertness, Weapon 
  FinesseB 
  Skills Climb +12, Hide +10, Listen +4, Move Silently 
  +6, Spot +4, Swim +12 
  Possessions combat gear plus mwk small leather 
  barding 
  Disease (Ex) Filth fever—bite, Fortitude DC 14, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. 
  Tricks This animal companion knows the following 
  tricks: Attack, Defend, Down, Fetch, Seek. 
  Skills Dire rats have a +8 racial bonus on Swim 
  checks. They have a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
  Dire rats use their Dexterity modifier for Climb and 
  Swim checks. 
   
  4: SPRAYING FOR BUGS 
  FAL’A’ZIL 
  CR 4 
  Male unholy scion* human hexblade** 3 
  * Heroes of Horror, ** Complete Warrior 
  
  VEL8-04 The Planting 
   
  Page 21 
  CE Medium outsider (augmented humanoid (human), 
  evil, native) 
  Init +3; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages Common, Abyssal, Draconic 
  AC 22, touch 17, flat-footed 19 
   (+3 Dex, +5 armor, +4 deflection) 
  hp 27 (3 HD); fast healing 4; DR 5/good or magic 
  Immune mind-affecting effects, poison 
  Resist acid 5, cold 5, electricity 5, fire 5; SR 13 
  Fort +3, Ref +4, Will +3; +4 against spells and spell-
  like effects; mettle 
  Speed 30 ft. in +1 mithral shirt (6 squares) 
  Melee mwk greatsword +8 (2d6+4/19-20 plus 2d6 
  against good) or 
  Melee 2 claws +6 (1d4+3 plus 2d6 against good) 
  Ranged javelin +6 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6 
  Atk Options Power Attack, aligned strike (evil) 
  Special Actions Chaos Devotion* (d6), hexblade’s 
  curse 1/day (DC 15) 
  Combat Gear  
  Spell-Like Abilities (CL 3rd): 
   3/day—charm person (DC 15) 
   1/day—desecrate 
  Abilities Str 16, Dex 16, Con 14, Int 14, Wis 10, Cha 
  18 
  Feats Chaos DevotionB*, Power Attack, Weapon 
  Focus (greatsword) 
  Skills Bluff +10, Concentration +8, Intimidate +8, 
  Knowledge (arcana) +7, Spellcraft +9, Survival +2 
  Possessions combat gear plus +1 mithral shirt, mwk 
  greatsword, javelin (x3), eternal wand* 
  (undetectable alignment), backpack with moldy trail 
  rations, bottle of vinegary wine 
  Hexblade’s Curse (Su) Twice per day as a free 
  action, Fal’a’Zil can bestow a curse on a single 
  target within 60 feet. The target takes a –2 penalty 
  on attack rolls, saves, ability checks, skill checks, 
  and weapon damage rolls for 1 hour. A successful 
  Will save (DC 10 + 1/2 hexblade’s class level + 
  hexblade’s Cha modifier) negates the effect. 
  Multiple hexblade’s curses don’t stack, and any foe 
  that successfully resists the effect cannot be 
  affected again by the same hexblade’s curse for 24 
  hours. 
  Any effect that removes or dispels a curse eliminates 
  the effect of a hexblade’s curse. 
  Mettle (Ex) If Fal’a’Zil makes a successful Will or 
  Fortitude save against an attack that normally 
  would have a lesser effect on a successful save 
  (such as any spell with a saving throw entry of Will 
  half or Fortitude partial), he instead completely 
  negates the effect. An unconscious or sleeping 
  hexblade does not gain the benefit of mettle. 
  Arcane Resistance (Su) Fal’a’Zil gains a bonus 
  equal to his Charisma bonus (minimum +1) on 
  saving throws against spells and spell-like effects. 
  Unholy Strike (Su) Fal’a’Zil’s natural weapons and 
  any melee weapon he wields are treated as evil-
  aligned for the purpose of overcoming damage 
  reduction. In addition, all such attacks deal an extra 
  2d6 points of damage against good-aligned 
  opponents. 
   
  I’KIZICHS (QUASIT) 
  CR 2 
  CE Tiny outsider (chaotic, extraplanar, evil) 
  Init +7; Senses darkvision 60 ft.; Listen +7, Spot +6 
  Languages Common, Abyssal 
  AC 18, touch 15, flat-footed 15 
   (+2 size, +3 Dex, +3 natural) 
  hp 18 (3 HD); fast healing 2; DR 5/cold iron or good 
  Immune poison 
  Resist fire 10 
  Fort +3, Ref +6, Will +4 
  Speed 20 ft. (4 squares), fly 50 ft. (perfect) 
  Melee 2 claws +8 (1d3-1 plus poison) and 
  bite +3 (1d4-1) 
  Space 2-1/2 ft.; Reach 0 ft. 
  Base Atk +3; Grp -6  
  Atk Options aligned strike (chaotic, evil), poison (DC 
  13, 1d4 Dex, 2d4 Dex) 
  Spell-Like Abilities (CL 6th): 
   At Will—detect good, detect magic, invisibility (self 
  only) 
   1/day—cause fear (as the spell, except that its area 
  is a 30-foot radius from the quasit, save DC 11) 
  Abilities Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 
  10  
  SQ alternate form (bat, wolf) 
  Feats Improved Initiative, Weapon Finesse 
  Skills Bluff +6, Diplomacy +2, Disguise +0 (+2 
  acting), Hide +17, Intimidate +2, Knowledge 
  (planes) +6, Listen +7, Move Silently +9, Search 
  +6, Spellcraft +6, Spot +6 
  Possessions combat gear plus  
  Poison (Ex) Injury, Fortitude DC 13, initial damage 
  1d4 Dex, secondary damage 2d4 Dex. The save 
  DC is Constitution-based and includes a +2 racial 
  bonus. 
  Alternate Form (Su) A quasit can assume another 
  form at will as a standard action. I’kizichs can 
  assume the form of a bat or a wolf. 
   
  While in wolf form, I’kizichs has the following changed 
  statistics: 
  Medium size 
  Init +6 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 natural) 
  Fort +5, Ref +5 
  Speed 50 ft. (10 squares) 
  Melee bite +5 (1d6+1 plus trip) 
  Space 5 ft.; Reach 5 ft. 
  Grp +4  
  Abilities Str 13, Dex 15, Con 15  
  Skills Hide +16, Move Silently +8 
  Alternate Form While in his alternate form, I’kizichs 
  loses his poison ability. 
  
  VEL8-04 The Planting 
   
  Page 22 
  Trip (Ex) A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as 
  a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the wolf. 
   
   
  
  VEL8-04 The Planting 
   
  Page 23 
  APL 4 
  PARTY PREPARATIONS 
  SUNBEAM MOONFLOWER 
  CR 2 
  Female half-elf druid 1/expert 2 
  NG Humanoid (half-elf) 
  Init +1; Senses low-light vision; Listen +1, Spot +1  
  Languages Common, Druidic, Elven 
  AC 11, touch 11, flat-footed 11;  
   (+1 Dex, +1 armor) 
  hp 13 (3 HD) 
  Immune sleep spells and effects 
  Fort +1, Ref +0, Will +6; +2 vs enchantment spells 
  and effects 
  Speed 30 feet (6 squares) 
  Melee mw quarterstaff -4 (1d6-1 non-lethal) 
  Base Atk +1; Grp +0 
  Atk Options spontaneous casting 
  Combat Gear potion of cure light wounds (x2) 
  Druid Spells Prepared (CL 1st): 
   1st— charm animal (DC12), speak with animals 
   0— create water, cure minor wounds, light 
  Abilities Str 8, Dex 10, Con 9, Int 11, Wis 13, Cha 12  
  SQ Link, share spells, wild empathy (+2) 
  Feats Sacred Vow*, Vow of Nonviolence * 
  Skills Craft (Basket Weaving) +2, Craft (Pottery) +2, 
  Diplomacy +4, Gather Information +2, Handle 
  Animal +7, Heal +2, Knowledge (Nature) +10, 
  Perform (Folk Singing) +2, Profession (Herbalist) 
  +5, Survival +7 (+9 above ground), Listen +1, 
  Search +1, Spot +1 
  Possessions  combat gear plus masterwork 
  quarterstaff, padded armor, masterwork lute, 
  flowers in her hair 
   
  Sunbeam is a young half-elven woman with pale 
  skin and wide brown eyes.  Into her long, straight, 
  straw-colored hair she has woven some small white 
  and yellow flowers, which match the one painted on 
  her right cheek.  Over a plain cloth jerkin she wears a 
  colorful, hand quilted poncho, and there are simple 
  sandals on her feet. 
  She is quiet of voice, and speaks with love, peace, 
  and flowers making numerous appearances in any 
  discussion.  She is very knowledgeable about plants 
  and nature, makes her own clothes, and enjoys 
  singing – especially if she can get a whole group to 
  join her. 
   
  HER LITTLE PONY 
   
  CR - 
  N Medium animal 
  Init +1; Senses low-light vision, scent; Listen +5, Spot 
  +5 
  AC 13, touch 11, flat-footed 12 
   (+1 Dex, +2natural) 
  hp 11 (2 HD) 
  Fort +4, Ref +4, Will +0 
  Speed 40 ft. (8 squares)  
  Melee hoof –3 (1d3) 
  Base Atk +1; Grp +2 
  Abilities Str 12, Dex 13, Con 12, Int 2, Wis 11, Cha 4  
  SQ  Link, share spells 
  Feats Endurance 
  Skills Listen +5, Spot +5 
   
  1: TILLING THE SOIL  
  ADVANCED FETID FUNGUS (2) CR 2 
  N Large plant 
  Init -2; Senses blind, blindsight 60 ft.; Listen +0 
  Aura sickening gas 
  Languages — 
  AC 14, touch 7, flat-footed 14 
   (-1 size, -2 Dex, +7 natural) 
  hp 36 (4 HD); death throes 
  Immune acid, gaze attacks, illusions, plant 
  immunities, visual effects 
  Fort +8, Ref -1, Will +1 
  Weakness vulnerability to fire 
  Speed 20 ft. (4 squares) 
  Melee acid touch +6 (1d6 acid) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +11 
  Atk Options decomposing slime 
  Special Actions engulf 
  Abilities Str 19, Dex 6, Con 18, Int 1, Wis 10, Cha 5 
  SQ plant traits 
  Feats Track, Improved Natural Armor 
  Skills Hide -1 (+9 in marsh or swamp terrain), Listen 
  +0, Survival +2 
  Sickening Gas (Ex) A fetid fungus’s amorphous body 
  is filled with gases given off by decomposing 
  matter. All living creatures within 30 feet of a fetid 
  fungus must succeed on a DC 17 Fortitude save or 
  be sickened for 10 rounds. The save DC is 
  Constitution-based. 
  Creatures that successfully save cannot be affected 
  by that same fetid fungus’s gas for 24 hours. A 
  delay poison or neutralize poison spell removes the 
  effect from the sickened creature. Creatures that 
  have immunity to poison are unaffected, and 
  creatures resistant to poison receive their normal 
  bonus on their saving throws. 
  Death Throes (Ex) When destroyed, a fetid fungus 
  explodes in a 10-foot-radius burst of corrosive ichor 
  that deals 1d4 points of acid damage (Reflex DC 
  17 half) to all creatures in the area. The save DC is 
  Constitution-based. 
  Decomposing Slime (Ex) A fetid fungus’s body 
  produces a decomposing slime. Any creature that 
  strikes or touches a fetid fungus with its body, or 
  that grapples a fetid fungus, takes 1 point of acid 
  damage. A creature takes damage from this ability 
  only once per round. 
  Engulf (Ex) As a standard action, a fetid fungus can 
  envelop creatures of its size or smaller, entrapping 
  them within itself. The fungus simply moves into 
  
  VEL8-04 The Planting 
   
  Page 24 
  the opponent’s space; any creature whose space it 
  completely covers is subject to the engulf attack. A 
  fungus cannot make a touch attack during a round 
  in which it engulfs. It can engulf as many creatures 
  as can fit in its space. 
  Opponents can make attacks of opportunity against 
  the fungus, but if they do so, they are not entitled to 
  a saving throw. Those who do not attempt attacks 
  of opportunity must succeed on a DC 17 Reflex 
  save or be engulfed. On a success, a creature 
  moves aside or back (opponent’s choice) to move 
  out of the fungus’s path. The save DC is 
  Constitution-based. 
  Engulfed creatures are considered to be grappled 
  within the fungus’s body, they are subject to its 
  touch attack, and they take 1 point of acid damage 
  per round from its decomposing slime. 
  Skills Fetid fungi have a +10 racial bonus on Hide 
  checks when in marsh or swamp terrain. 
   
  3: FENDING OFF CROWS 
  KAROSH 
  CR 6 
  Male human (Flan) druid 6 
  NE Medium humanoid (human) 
  Init +3; Senses Listen +7, Spot +7 
  Languages Common, Druidic  
  AC 22, touch 13, flat-footed 18 
   (+3 Dex, +5 armor, +1 shield, +3 natural) 
  hp 51 (6 HD)  
  Fort +7, Ref +5, Will +8; +4 against spell-like abilities 
  of fey 
  Speed 20 ft. in chitin breastplate (4 squares); 
  woodland stride 
  Melee mwk sickle +8 (1d6) or 
  Melee quarterstaff +4 (1d6) or 
  Melee unarmed strike +7 (1d3+1 nonlethal plus 
  disease) or 
  Melee touch +7 (disease) 
  Ranged sling +7 (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4  
  Special Actions spontaneous affliction* (DC 12), wild 
  shape 2/day (6 hours) 
  Combat Gear chronocharm of the uncaring 
  archmage, potion of cure light wounds (x2), 
  tanglefoot bag 
  Class Spells Prepared (CL 6th): 
   3rd—contagion (+7 melee touch, DC 18), 
  dehydrate* (DC 18), poison (+7 melee touch, DC 
  18) 
   2nd—barkskin, decomposition*, healing sting* (+7 
  melee touch), summon swarm 
   1st—breath of the jungle*, delay disease*, entangle 
  (DC 16), produce flame (+7 melee touch or +7 
  ranged touch) 
   0—cure minor wounds, detect magic, detect 
  poison, flare, naturewatch* 
  Already cast 
  Abilities Str 10, Dex 16, Con 14, Int 10, Wis 16, Cha 
  8 
  SQ animal companion, link with companion, resist 
  nature’s lure, share spells, trackless step, wild 
  empathy +7 (+3 magical beasts) 
  Feats Greater Spell Focus (necromancy), Improved 
  Toughness, Spell Focus (necromancy), Weapon 
  Finesse  
  Skills Concentration +16, Handle Animal +7 (+11 with 
  animal companion), Heal +8, Knowledge (nature) 
  +9, Listen +7, Spellcraft +5, Spot +7, Survival +10 
  Possessions combat gear plus Dysentery (dire rat 
  animal companion), chitin breastplate, chitin 
  buckler, mwk sickle, sling, 10 bullets, handmade 
  holy symbol (x2), spell component pouch (x2),  
  tunic of steady spellcasting, trail rations (4 days), 
  bag of scab- and pus-filled vials 
  Disease (Ex) Shakes—unarmed strike or touch, 
  Fortitude DC 14, incubation period 1 day, damage 
  1d8 Dex. 
  Disease (Ex) Slimy Doom—unarmed strike or touch, 
  Fortitude DC 14, incubation period 1 day, damage 
  1d4 Con. When damaged, victim must succeed on 
  a second saving throw or 1 point of damage is 
  drain instead. 
  Spontaneous Affliction (Ex) You can spend a 
  standard action and sacrifice a prepared spell. All 
  humanoids within 30 feet of you must succeed on a 
  Fortitude save (DC 10 + 1/2 your class level + your 
  Cha modifier) or become sickened for a number of 
  rounds equal to the level of the spell sacrificed. 
   
  DYSENTERY 
  CR — 
  N Small animal 
  Init +4; Senses low-light vision, scent; Listen +4, Spot 
  +4 
  Languages — 
  AC 22, touch 15, flat-footed 18 
   (+1 size, +4 Dex, +2 armor, +5 natural) 
  hp 29 (5 HD)  
  Resist evasion 
  Fort +5, Ref +8, Will +5 (+9 against enchantment 
  spells and effects) 
  Speed 40 ft. in (8 squares), climb 20 ft. 
  Melee bite +8 (1d4+1 plus disease) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +0 
  Abilities Str 12, Dex 19, Con 12, Int 1, Wis 12, Cha 4  
  SQ Link, share spells, devotion 
  Feats Ability Focus (disease), Alertness, Weapon 
  FinesseB 
  Skills Climb +12, Hide +10, Listen +4, Move Silently 
  +8, Spot +4, Swim +12 
  Possessions combat gear plus mwk small leather 
  barding 
  Disease (Ex) Filth fever—bite, Fortitude DC 15, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. 
  Tricks This animal companion knows the following 
  tricks: Attack, Defend, Down, Fetch, Heel, Seek. 
  Skills Dire rats have a +8 racial bonus on Swim 
  checks. They have a +8 racial bonus on Climb 
  
  VEL8-04 The Planting 
   
  Page 25 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
  Dire rats use their Dexterity modifier for Climb and 
  Swim checks. 
   
  PLAGUE WALKER 
  CR 3 
  CE Medium undead 
  Init -2; Senses darkvision 60 ft..; Listen +10, Spot +1 
  Languages understands creator’s orders 
  AC 12, touch 8, flat-footed 12 
   (-2 Dex, +4 natural) 
  hp 57 (6 HD) 
  Immune undead immunities 
  Fort +2, Ref +0, Will +6 
  Speed 20 ft. (4 squares) 
  Melee 2 claws +8 each (1d6+4 plus diseased touch) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +7 
  Atk Options diseased touch 
   
  Special Actions putrid burst 
  Abilities Str 18, Dex 6, Con —, Int 4, Wis 13, Cha 3  
  SQ bloated target, undead traits 
  Feats Skill Focus (Listen), Toughness, Weapon 
  Focus (claws) 
  Skills Climb +7, Listen +10, Spot +1 
  Diseased Touch (Su) Any living creature struck by a 
  plague walker’s claws must succeed on a DC 13 
  Fortitude save or be overcome with racking pain 
  and nausea, causing that creature to become 
  sickened for 1 minute. The save DC is 
  Constitution-based. Creatures that have immunity 
  to disease are not affected by this ability. 
  Putrid Burst (Ex) When reduced to one-quarter of its 
  starting hit points or fewer, a plague walker can use 
  a swift action to explode. This burst has a 30-foot 
  radius and deals 3d6 points of damage to 
  everything in the area. All living creatures in the 
  area are nauseated for 1 round; a DC 15 Reflex 
  save halves the damage and negates the 
  nauseated effect. 
  If reduced to 0 hit points before it can activate its 
  putrid burst, a plague walker simply dissolves into a 
  pile of rotting flesh. 
  Bloated Target (Ex) The –4 penalty for firing into 
  melee does not apply to ranged attacks made 
  against a plague walker. This penalty does, 
  however, apply to other creatures in melee with it. 
   
  4: SPRAYING FOR BUGS 
  FAL’A’ZIL 
  CR 7 
  Male unholy scion* human hexblade** 5 
  * Heroes of Horror, ** Complete Warrior 
  CE Medium outsider (augmented humanoid (human), 
  evil, native) 
  Init +2; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages Common, Abyssal, Draconic 
  AC 22, touch 17, flat-footed 20 
   (+2 Dex, +5 armor, +5 deflection) 
  hp 45 (5 HD); fast healing 4; DR 5/good or magic 
  Immune mind-affecting effects, poison 
  Resist acid 5, cold 5, electricity 5, fire 5; SR 15 
  Fort +3, Ref +3, Will +4; +5 against spells and spell-
  like effects; mettle 
  Speed 30 ft. in +1 mithral shirt (6 squares) 
  Melee mwk greatsword +10 (2d6+4/19-20 plus 2d6 
  against good) or 
  Melee 2 claws +8 (1d4+3 plus 2d6 against good) 
  Ranged javelin +7 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8 
  Atk Options Power Attack, aligned strike (evil) 
  Special Actions Chaos Devotion* (d6), hexblade’s 
  curse 2/day (DC 18) 
  Combat Gear least crystal of return* (on greatsword), 
  hexbands* 5/day (+5 damage) 
  Class Spells Known (CL 2nd): 
   1st (2/day)—karmic aura* (DC 16), Tasha’s 
  hideous laughter (DC 16) 
  Spell-Like Abilities (CL 5th): 
   3/day—charm person (DC 16), protection from 
  good 
   1/day—desecrate, enervation (+7 ranged touch) 
  Abilities Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 
  20 
  SQ dark companion* 
  Feats Chaos DevotionB*, Combat CastingB, Power 
  Attack, Weapon Focus (greatsword) 
  Skills Bluff +13, Concentration +10 (+14 when casting 
  defensively), Intimidate +9, Knowledge (arcana) 
  +8, Spellcraft +10, Survival +3 
  Possessions combat gear plus +1 mithral shirt, mwk 
  greatsword, javelin (x3), eternal wand* 
  (undetectable alignment), backpack with moldy trail 
  rations, bottle of vinegary wine 
  Hexblade’s Curse (Su) Twice per day as a free 
  action, Fal’a’Zil can bestow a curse on a single 
  target within 60 feet. The target takes a –2 penalty 
  on attack rolls, saves, ability checks, skill checks, 
  and weapon damage rolls for 1 hour. A successful 
  Will save (DC 10 + 1/2 hexblade’s class level + 
  hexblade’s Cha modifier) negates the effect. 
  Multiple hexblade’s curses don’t stack, and any foe 
  that successfully resists the effect cannot be 
  affected again by the same hexblade’s curse for 24 
  hours. 
  Any effect that removes or dispels a curse eliminates 
  the effect of a hexblade’s curse. 
  Mettle (Ex) If Fal’a’Zil makes a successful Will or 
  Fortitude save against an attack that normally 
  would have a lesser effect on a successful save 
  (such as any spell with a saving throw entry of Will 
  half or Fortitude partial), he instead completely 
  negates the effect. An unconscious or sleeping 
  hexblade does not gain the benefit of mettle. 
  Arcane Resistance (Su) Fal’a’Zil gains a bonus 
  equal to his Charisma bonus (minimum +1) on 
  saving throws against spells and spell-like effects. 
  Unholy Strike (Su) Fal’a’Zil’s natural weapons and 
  any melee weapon he wields are treated as evil-
  aligned for the purpose of overcoming damage 
  
  VEL8-04 The Planting 
   
  Page 26 
  reduction. In addition, all such attacks deal an extra 
  2d6 points of damage against good-aligned 
  opponents. 
   
  I’KIZICHS (QUASIT) 
  CR 2 
  CE Tiny outsider (chaotic, extraplanar, evil) 
  Init +7; Senses darkvision 60 ft.; Listen +7, Spot +6 
  Languages Common, Abyssal 
  AC 18, touch 15, flat-footed 15 
   (+2 size, +3 Dex, +3 natural) 
  hp 18 (3 HD); fast healing 2; DR 5/cold iron or good 
  Immune poison 
  Resist fire 10 
  Fort +3, Ref +6, Will +4 
  Speed 20 ft. (4 squares), fly 50 ft. (perfect) 
  Melee 2 claws +8 (1d3-1 plus poison) and 
  bite +3 (1d4-1) 
  Space 2-1/2 ft.; Reach 0 ft. 
  Base Atk +3; Grp -6  
  Atk Options aligned strike (chaotic, evil), poison (DC 
  13, 1d4 Dex, 2d4 Dex) 
  Spell-Like Abilities (CL 6th): 
   At Will—detect good, detect magic, invisibility (self 
  only) 
   1/day—cause fear (as the spell, except that its area 
  is a 30-foot radius from the quasit, save DC 11) 
  Abilities Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 
  10  
  SQ alternate form (bat, wolf) 
  Feats Improved Initiative, Weapon Finesse 
  Skills Bluff +6, Diplomacy +2, Disguise +0 (+2 
  acting), Hide +17, Intimidate +2, Knowledge 
  (planes) +6, Listen +7, Move Silently +9, Search 
  +6, Spellcraft +6, Spot +6 
  Possessions combat gear plus  
  Poison (Ex) Injury, Fortitude DC 13, initial damage 
  1d4 Dex, secondary damage 2d4 Dex. The save 
  DC is Constitution-based and includes a +2 racial 
  bonus. 
  Alternate Form (Su) A quasit can assume another 
  form at will as a standard action. I’kizichs can 
  assume the form of a bat or a wolf. 
   
  While in wolf form, I’kizichs has the following changed 
  statistics: 
  Medium size 
  Init +6 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 natural) 
  Fort +5, Ref +5 
  Speed 50 ft. (10 squares) 
  Melee bite +5 (1d6+1 plus trip) 
  Space 5 ft.; Reach 5 ft. 
  Grp +4  
  Abilities Str 13, Dex 15, Con 15  
  Skills Hide +16, Move Silently +8 
  Alternate Form While in his alternate form, I’kizichs 
  loses his poison ability. 
  Trip (Ex) A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as 
  a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the wolf. 
   
   
  
  VEL8-04 The Planting 
   
  Page 27 
  APL 6 
  PARTY PREPARATIONS 
  SUNBEAM MOONFLOWER 
  CR 2 
  Female half-elf druid 1/expert 2 
  NG Humanoid (half-elf) 
  Init +1; Senses low-light vision; Listen +1, Spot +1  
  Languages Common, Druidic, Elven 
  AC 11, touch 11, flat-footed 11;  
   (+1 Dex, +1 armor) 
  hp 13 (3 HD) 
  Immune sleep spells and effects 
  Fort +1, Ref +0, Will +6; +2 vs enchantment spells 
  and effects 
  Speed 30 feet (6 squares) 
  Melee mw quarterstaff -4 (1d6-1 non-lethal) 
  Base Atk +1; Grp +0 
  Atk Options spontaneous casting 
  Combat Gear potion of cure light wounds (x2) 
  Druid Spells Prepared (CL 1st): 
   1st— charm animal (DC12), speak with animals 
   0— create water, cure minor wounds, light 
  Abilities Str 8, Dex 10, Con 9, Int 11, Wis 13, Cha 12  
  SQ Link, share spells, wild empathy (+2) 
  Feats Sacred Vow*, Vow of Nonviolence * 
  Skills Craft (Basket Weaving) +2, Craft (Pottery) +2, 
  Diplomacy +4, Gather Information +2, Handle 
  Animal +7, Heal +2, Knowledge (Nature) +10, 
  Perform (Folk Singing) +2, Profession (Herbalist) 
  +5, Survival +7 (+9 above ground), Listen +1, 
  Search +1, Spot +1 
  Possessions  combat gear plus masterwork 
  quarterstaff, padded armor, masterwork lute, 
  flowers in her hair 
   
  Sunbeam is a young half-elven woman with pale 
  skin and wide brown eyes.  Into her long, straight, 
  straw-colored hair she has woven some small white 
  and yellow flowers, which match the one painted on 
  her right cheek.  Over a plain cloth jerkin she wears a 
  colorful, hand quilted poncho, and there are simple 
  sandals on her feet. 
  She is quiet of voice, and speaks with love, peace, 
  and flowers making numerous appearances in any 
  discussion.  She is very knowledgeable about plants 
  and nature, makes her own clothes, and enjoys 
  singing – especially if she can get a whole group to 
  join her. 
   
  HER LITTLE PONY 
   
  CR - 
  N Medium animal 
  Init +1; Senses low-light vision, scent; Listen +5, Spot 
  +5 
  AC 13, touch 11, flat-footed 12 
   (+1 Dex, +2natural) 
  hp 11 (2 HD) 
  Fort +4, Ref +4, Will +0 
  Speed 40 ft. (8 squares)  
  Melee hoof –3 (1d3) 
  Base Atk +1; Grp +2 
  Abilities Str 12, Dex 13, Con 12, Int 2, Wis 11, Cha 4  
  SQ  Link, share spells 
  Feats Endurance 
  Skills Listen +5, Spot +5 
   
  1: TILLING THE SOIL  
   
   
  ADVANCED VINE HORROR 
  CR 6 
  NE Large plant (aquatic) 
  Init -1; Senses low-light vision; Listen +3, Spot +3 
  Languages Sylvan 
  AC 18, touch 8, flat-footed 18 
   (-1 size, -1 Dex, +10 natural) 
  hp 77 (7 HD); DR 5/bludgeoning 
  Immune plant immunities 
  Fort +11, Ref +1, Will +3 
  Speed 30 ft. (6 squares), swim 20 ft. 
  Melee 2 slams +12 melee (1d8+8) 
  Space 10 ft.; Reach 15 ft. 
  Base Atk +5; Grp +17  
  Special Actions animate vines 
  Abilities Str 26, Dex 8, Con 23, Int 9, Wis 13, Cha 10 
  SQ plant traits 
  Feats Alertness, Blind-Fight, Extended Reach* 
  Skills Hide +0 (+15 in swamps), Listen +3, Spot +3, 
  Swim +20 
  Animate Vines (Sp) A vine horror can use this ability 
  to animate any single vine or similar kind of plant 
  life within 90 feet. An animated vine fights as an 
  assassin vine in all respects (see the Monster 
  Manual). An animated vine loses its ability to fight if 
  the vine horror that animated it is incapacitated or 
  moves out of range. 
  Malleability (Ex) Because of a vine horror’s unusual 
  body structure, it can compress its body enough to 
  squeeze through a 1- inch-wide crack. Cracks and 
  similar openings that are 1 inch or more in width do 
  not slow the vine horror at all. 
  Skills Vine horrors have a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard and can always choose to take 10 
  on Swim checks, even if distracted or endangered. 
  Vine horrors have a +15 racial bonus on Hide 
  checks in swamps or other areas with noticeable 
  concentrations of algae. 
   
  3: FENDING OFF CROWS 
  KAROSH 
  CR 8 
  Male human (Flan) druid 7/ranger 1 
  NE Medium humanoid (human) 
  Init +2; Senses Listen +9, Spot +9 
  Languages Common, Druidic  
  AC 22, touch 12, flat-footed 20 
   (+2 Dex, +6 armor, +1 shield, +3 natural) 
  hp 68 (8 HD)  
  
  VEL8-04 The Planting 
   
  Page 28 
  Fort +9, Ref +6, Will +9; +4 against spell-like abilities 
  of fey 
  Speed 20 ft. in +1 chitin breastplate* (4 squares); 
  freedom of movement, woodland stride 
  Melee mwk sickle +8/+3 (1d6+1) or 
  Melee quarterstaff +7/+2 (1d6+1) or 
  Melee unarmed strike +7/+2 (1d3+1 nonlethal plus 
  disease) or 
  Melee touch +7/+2 (disease) 
  Ranged sling +8 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +7  
  Special Actions spontaneous affliction* (DC 12), wild 
  shape 3/day (7 hours) 
  Atk Options favored enemy humans +2 
  Combat Gear anklet of translocation*, chronocharm 
  of the uncaring archmage*, potion of cure light 
  wounds (x2) 
  Class Spells Prepared (CL 7th): 
   4th—freedom of movement, sudden stalagmite* 
  (DC 18) 
   3rd—Moilian contagion (+7 melee touch, DC 19), 
  Moilian dehydrate* (DC 19), Moilian poison (+7 
  melee touch, DC 19) 
   2nd—barkskin, Moilian decomposition*, Moilian 
  healing sting* (+7 melee touch), summon swarm 
   1st—breath of the jungle*, delay disease*, entangle 
  (DC 17), produce flame (+7 melee touch or +8 
  ranged touch), Moilian sunstroke* (DC 17 
   0—cure minor wounds, detect magic, detect 
  poison, flare (x2), naturewatch* 
  Already cast 
  Abilities Str 12, Dex 14, Con 14, Int 10, Wis 18, Cha 
  8 
  SQ animal companion, link with companion, resist 
  nature’s lure, share spells, trackless step, wild 
  empathy +9 (+5 magical beasts) 
  Feats Black Lore of Moil*, Greater Spell Focus 
  (necromancy), Improved Toughness*, Spell Focus 
  (necromancy), TrackB 
  Skills Concentration +18, Handle Animal +7 (+11 with 
  animal companion), Heal +13, Hide +1, Knowledge 
  (nature) +9, Listen +9, Move Silently +1, Spellcraft 
  +5, Spot +9, Survival +11 
  Possessions combat gear plus Dysentery (dire rat 
  animal companion), +1 chitin breastplate*, chitin 
  buckler*, mwk sickle, sling, 10 bullets, handmade 
  holy symbol (x2), spell component pouch (x2), 50-
  gp runebone (x6), 25-gp runebone (x2), tunic of 
  steady spellcasting*, trail rations (4 days), bag of 
  scab- and pus-filled vials 
  Disease (Ex) Sandeyes—unarmed strike or touch, 
  Fortitude DC 16, incubation period 1 day, damage 
  1d4 Cha. Each time the disease deals 2 or more 
  points of Charisma damage, a victim must make 
  another successful Fortitude save or become 
  permanently blind. 
  Disease (Ex) Shakes—unarmed strike or touch, 
  Fortitude DC 16, incubation period 1 day, damage 
  1d8 Dex. 
  Disease (Ex) Slimy Doom—unarmed strike or touch, 
  Fortitude DC 16, incubation period 1 day, damage 
  1d4 Con. When damaged, victim must succeed on 
  a second saving throw or 1 point of damage is 
  drain instead. 
  Spontaneous Affliction (Ex) You can spend a 
  standard action and sacrifice a prepared spell. All 
  humanoids within 30 feet of you must succeed on a 
  Fortitude save (DC 10 + 1/2 your class level + your 
  Cha modifier) or become sickened for a number of 
  rounds equal to the level of the spell sacrificed. 
   
  DYSENTERY 
  CR — 
  N Small animal 
  Init +4; Senses low-light vision, scent; Listen +4, Spot 
  +4 
  Languages — 
  AC 22, touch 15, flat-footed 18 
   (+1 size, +4 Dex, +2 armor, +5 natural) 
  hp 29 (5 HD)  
  Resist evasion 
  Fort +5, Ref +8, Will +5 (+9 against enchantment 
  spells and effects) 
  Speed 40 ft. in (8 squares), climb 20 ft. 
  Melee bite +8 (1d4+1 plus disease) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +0 
  Abilities Str 12, Dex 19, Con 12, Int 1, Wis 12, Cha 4  
  SQ Link, share spells, devotion 
  Feats Ability Focus (disease), Alertness, Weapon 
  FinesseB 
  Skills Climb +12, Hide +10, Listen +4, Move Silently 
  +8, Spot +4, Swim +12 
  Possessions combat gear plus mwk small leather 
  barding 
  Disease (Ex) Filth fever—bite, Fortitude DC 15, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Tricks This animal companion knows the following 
  tricks: Attack, Defend, Down, Fetch, Heel, Seek. 
  Skills Dire rats have a +8 racial bonus on Swim 
  checks. They have a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
  Dire rats use their Dexterity modifier for Climb and 
  Swim checks. 
   
  PLAGUE WALKER (2) 
  CR 3 
  CE Medium undead 
  Init -2; Senses darkvision 60 ft..; Listen +10, Spot +1 
  Languages understands creator’s orders 
  AC 12, touch 8, flat-footed 12 
   (-2 Dex, +4 natural) 
  hp 57 (6 HD) 
  Immune undead immunities 
  Fort +2, Ref +0, Will +6 
  Speed 20 ft. (4 squares) 
  Melee 2 claws +8 each (1d6+4 plus diseased touch) 
  Space 5 ft.; Reach 5 ft. 
  
  VEL8-04 The Planting 
   
  Page 29 
  Base Atk +3; Grp +7 
  Atk Options diseased touch 
   
  Special Actions putrid burst 
  Abilities Str 18, Dex 6, Con —, Int 4, Wis 13, Cha 3  
  SQ bloated target, undead traits 
  Feats Skill Focus (Listen), Toughness, Weapon 
  Focus (claws) 
  Skills Climb +7, Listen +10, Spot +1 
  Diseased Touch (Su) Any living creature struck by a 
  plague walker’s claws must succeed on a DC 13 
  Fortitude save or be overcome with racking pain 
  and nausea, causing that creature to become 
  sickened for 1 minute. The save DC is 
  Constitution-based. Creatures that have immunity 
  to disease are not affected by this ability. 
  Putrid Burst (Ex) When reduced to one-quarter of its 
  starting hit points or fewer, a plague walker can use 
  a swift action to explode. This burst has a 30-foot 
  radius and deals 3d6 points of damage to 
  everything in the area. All living creatures in the 
  area are nauseated for 1 round; a DC 15 Reflex 
  save halves the damage and negates the 
  nauseated effect. 
  If reduced to 0 hit points before it can activate its 
  putrid burst, a plague walker simply dissolves into a 
  pile of rotting flesh. 
  Bloated Target (Ex) The –4 penalty for firing into 
  melee does not apply to ranged attacks made 
  against a plague walker. This penalty does, 
  however, apply to other creatures in melee with it. 
   
  4: SPRAYING FOR BUGS 
  FAL’A’ZIL 
  CR 9 
  Male unholy scion* human hexblade** 6 / warrior of 
  darkness*** 1 
  * Heroes of Horror, ** Complete Warrior, ***Book of 
  Vile Darkness 
  CE Medium outsider (augmented humanoid (human), 
  evil, native) 
  Init +2; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages Common, Abyssal, Draconic 
  AC 22, touch 17, flat-footed 20 
   (+2 Dex, +5 armor, +5 deflection) 
  hp 63 (7 HD); fast healing 4; DR 5/good or magic 
  Immune mind-affecting effects, poison 
  Resist acid 5, cold 5, electricity 5, fire 5; SR 17 
  Fort +6, Ref +4, Will +9; +5 against spells and spell-
  like effects; mettle 
  Speed 30 ft. in +1 mithral shirt (6 squares) 
  Melee +1 greatsword +12/+7 (2d6+5/19-20 plus 2d6 
  against good) or 
  Melee 2 claws +10 (1d4+3 plus 2d6 against good) 
  Ranged javelin +9/+4 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +10 
  Atk Options Blind-Fight, Power Attack, aligned strike 
  (evil) 
  Special Actions Chaos Devotion* (d6), hexblade’s 
  curse 2/day (DC 19) 
  Combat Gear least crystal of return* (on greatsword), 
  belt of growth* 1/day, hexbands* 5/day (+5 
  damage) 
  Class Spells Known (CL 3rd): 
   1st (3/day)—karmic aura* (DC 16), reaving aura*, 
  Tasha’s hideous laughter (DC 16) 
  Spell-Like Abilities (CL 7th): 
   3/day—charm person (DC 16), major image (DC 
  18), poison (+10 melee touch, DC 19) protection 
  from good 
   1/day—desecrate, enervation (+9 ranged touch) 
  Abilities Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 
  20 
  SQ dark companion* 
  Feats Blind-Fight B, Chaos DevotionB*, Combat 
  CastingB, Iron Will, Power Attack, Weapon Focus 
  (greatsword) 
  Skills Bluff +15, Concentration +12 (+16 when casting 
  defensively), Intimidate +14, Knowledge (arcana) 
  +8, Spellcraft +8, Survival +3 
  Possessions combat gear plus +1 greatsword, +1 
  mithral shirt, javelin (x3), eternal wand* 
  (undetectable alignment), backpack with moldy trail 
  rations, bottle of vinegary wine 
  Hexblade’s Curse (Su) Twice per day as a free 
  action, Fal’a’Zil can bestow a curse on a single 
  target within 60 feet. The target takes a –2 penalty 
  on attack rolls, saves, ability checks, skill checks, 
  and weapon damage rolls for 1 hour. A successful 
  Will save (DC 10 + 1/2 hexblade’s class level + 
  hexblade’s Cha modifier) negates the effect. 
  Multiple hexblade’s curses don’t stack, and any foe 
  that successfully resists the effect cannot be 
  affected again by the same hexblade’s curse for 24 
  hours. 
  Any effect that removes or dispels a curse eliminates 
  the effect of a hexblade’s curse. 
  Mettle (Ex) If Fal’a’Zil makes a successful Will or 
  Fortitude save against an attack that normally 
  would have a lesser effect on a successful save 
  (such as any spell with a saving throw entry of Will 
  half or Fortitude partial), he instead completely 
  negates the effect. An unconscious or sleeping 
  hexblade does not gain the benefit of mettle. 
  Arcane Resistance (Su) Fal’a’Zil gains a bonus 
  equal to his Charisma bonus (minimum +1) on 
  saving throws against spells and spell-like effects. 
  Black Magic Oil (Su) A warrior of darkness can use 
  his forbidden arcane arts to create a magic oil that 
  he anoints himself. Fal’a’Zil has chosen to create 
  an oil that grants him the Blind-Fight feat. 
  Unholy Strike (Su) Fal’a’Zil’s natural weapons and 
  any melee weapon he wields are treated as evil-
  aligned for the purpose of overcoming damage 
  reduction. In addition, all such attacks deal an extra 
  2d6 points of damage against good-aligned 
  opponents. 
   
  When enlarged via his belt of growth, Fal’a’Zil has the 
  following changed statistics: 
  Large size 
  
  VEL8-04 The Planting 
   
  Page 30 
  AC 20, touch 15, flat-footed 19 
  Ref +3 
  Melee +1 greatsword +12/+7 (3d6+7/19-20 plus 2d6 
  against good) or  
  Melee 2 claws +10 (1d6+4 plus 2d6 against good) 
  Ranged javelin +7/+2 (1d6+4) 
  Ranged touch +7 (—) 
  Space 10 ft.; Reach 10 ft. 
  Grp +15 
  Abilities Str 18, Dex 12 
   
  CUÁNIEL 
  CR 4 
  Fallen hound archon 
  CE Medium outsider (archon, lawful, good, 
  extraplanar) 
  Init +4; Senses darkvision 60 ft., low-light vision, 
  scent; Listen +10, Spot +10 
  Aura magic circle against good (10 ft.), menace (20 
  ft., DC 16) 
  Languages Celestial; tongues 
  AC 19, touch 10, flat-footed 19 
   (+9 natural) 
  hp 50 (6 HD); DR 10/evil 
  Immune electricity, petrification 
  SR 16 
  Fort +6 (+10 against poison), Ref +5, Will +6; +1 
  against fear effects 
  Speed 40 ft. (8 squares) 
  Melee +1 greatsword +10/+5 (2d6+4/19-20) and 
  bite +4 (1d8+1) or 
  Melee bite +9 (1d8+2) and 
  slam +4 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8  
  Atk Options Power Attack, aligned strike (lawful, 
  good) 
  Special Actions change shape, teleport 
  Combat Gear lesser crystal of return* (on 
  greatsword) 
  Spell-Like Abilities (CL 6th): 
   At Will—aid, continual flame, detect evil, message 
  Abilities Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 
  12  
  SQ outsider traits 
  Feats Improved Initiative, Power Attack, Track 
  Skills Concentration +10, Diplomacy +3, Hide +9*, 
  Jump +15, Listen +10, Move Silently +9, Sense 
  Motive +10, Spot +10, Survival +10* (+12 following 
  tracks) 
  Possessions combat gear plus +1 greatsword, 
  bloody sack with unidentifiable hunk of meat 
  Fallen Archon Any effect that depends on alignment 
  affects Cuániel as if he had a lawful good 
  alignment. He also suffers effects according to his 
  actual alignment. 
  Aura of Menace (Su) An aura surrounds archons that 
  fight or get angry. Any hostile creature within a 20-
  foot radius of Cuániel must succeed on a Will save 
  to resist its effects. The save DC is Charisma-
  based, and includes a +2 racial bonus. Those who 
  fail take a -2 penalty on attacks, AC, and saves for 
  24 hours or until they successfully hit the archon 
  that generated the aura. A creature that has 
  resisted or broken the effect cannot be affected 
  again by Cuániel‘s aura for 24 hours. 
  Change Shape (Su) Cuániel can assume any canine 
  form of Small to Large size. While in canine form, 
  he loses his bite, slam, and greatsword attacks, but 
  gains the bite attack of the form he chooses. For 
  the purposes of this ability, canines include any 
  doglike or wolflike animal of the animal type. 
  Magic Circle against Good (Su) A magic circle 
  against good effect always surrounds Cuániel (CL 
  6). (The defensive benefits from the circle are not 
  included in his statistics block.) 
  Teleport (Su) Cuániel can use greater teleport at will, 
  as the spell (CL 14), except that he can transport 
  only himself and up to 50 pounds of objects. 
  Tongues (Su) Cuániel can speak with any creature 
  that has a language, as though using a tongues 
  spell (CL 14). This ability is always active. 
  Skills While in canine form, Cuániel gains a +4 
  circumstance bonus on Hide and Survival checks. 
   
  Cuániel currently has the following spells in effect 
  (already included in his stat block): 
   
  —aid (10 hp, +1 morale bonus to attacks) 
   
   
  
  VEL8-04 The Planting 
   
  Page 31 
  APL 8 
  PARTY PREPARATIONS  
  SUNBEAM MOONFLOWER 
   
  CR 8 
  Female half-elf druid 5/expert 4 
  NG Humanoid (half-elf) 
  Init +1; Senses low-light vision; Listen +1, Spot +1  
  Languages Common, Druidic, Elven 
  AC 11, touch 11, flat-footed 11;  
   
  (+1 Dex, +3 armor) 
  hp 28 (9 HD) 
  Immune sleep spells and effects 
  Fort +2, Ref +1, Will +7; +2 vs enchantment spells 
  and effects, +4 vs fey spell-like abilities 
  Speed 30 feet (6 squares) 
  Melee +1 merciful quarterstaff +3 (1d6+1d6 non-
  lethal) 
  Base Atk +3; Grp +2 
  Atk Options spontaneous casting 
  Combat Gear potion of cure serious wounds (x2) 
  Druid Spells Prepared (CL 1st): 
   3rd—dominate animal (DC 15) 
   2nd—barkskin, gust of wind, hold animal (DC14) 
   1st—charm animal (DC13), speak with animals 
   0—create water, cure minor wounds (x3), light 
  Abilities Str 8, Dex 10, Con 10, Int 11, Wis 14, Cha 
  12  
  SQ Link, share spells, trackless step, wild empathy 
  (+8), wild shape 1/day, woodland stride 
  Feats Eschew Materials, Natural Spell, Sacred Vow*, 
  Vow of Nonviolence * 
  Skills Craft (Basket Weaving) +6, Craft (Pottery) +6, 
  Diplomacy +4, Gather Information +2, Handle 
  Animal +11, Heal +10, Knowledge (Nature) +18, 
  Perform (Folk Singing) +6, Profession (Herbalist) 
  +9, Survival +11 (+13 above ground), Listen +1, 
  Search +1, Spot +1 
  Possessions  combat gear plus +1 merciful 
  quarterstaff, +2 padded armor, wilding clasp, 
  masterwork lute, flowers in her hair 
   
  Sunbeam is a young half-elven woman with pale 
  skin and wide brown eyes.  Into her long, straight, 
  straw-colored hair she has woven some small white 
  and yellow flowers, which match the one painted on 
  her right cheek.  Over a plain cloth jerkin she wears a 
  colorful, hand quilted poncho, and there are simple 
  sandals on her feet. 
  She is quiet of voice, and speaks with love, peace, 
  and flowers making numerous appearances in any 
  discussion.  She is very knowledgeable about plants 
  and nature, makes her own clothes, and enjoys 
  singing – especially if she can get a whole group to 
  join her. 
   
  HER LITTLE PONY 
   
  CR - 
  N Medium animal 
  Init +1; Senses low-light vision, scent; Listen +6, Spot 
  +6 
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 natural) 
  hp 27 (4 HD) 
  Fort +5, Ref +6 (evasion), Will +1 
  Speed 40 ft. (8 squares)  
  Melee hoof –1 (1d3) 
  Base Atk +3; Grp +4 
  Abilities Str 13, Dex 14, Con 12, Int 2, Wis 11, Cha 4  
  SQ  Link, share spells 
  Feats Endurance, Run 
  Skills Listen +6, Spot +6 
   
  1: TILLING THE SOIL  
   
   
  BURROW ROOT 
  CR 8 
  N Large plant 
  Init +6; Senses blind, blindsight 30 ft., tremorsense 
  60 ft.; Listen +1 
  Languages — 
  AC 22, touch 11, flat-footed 20 
   (-1 size, +2 Dex, +11 natural) 
  hp 120 (12 HD) 
  Immune plant immunities, visual effects 
  Fort +13, Ref +6, Will +5 
  Speed 30 ft. (6 squares), burrow 20 ft.; speed burrow 
  Melee bite +16 (2d6+12/19–20 plus wounding) or 
  Melee tail spike +16 (1d6+4 plus 1 Con plus 
  wounding) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +21 
  Atk Options Improved Bull Rush, Power Attack 
  Special Actions split 
  Abilities Str 26, Dex 15, Con 20, Int 2, Wis 12, Cha 7 
  SQ plant traits 
  Feats Improved Bull Rush, Improved Critical (bite), 
  Improved Initiative, Improved Natural Attack (bite), 
  Power Attack 
  Skills Hide +13, Listen +1 
  Speed Burrow (Ex) A burrow root can move quickly 
  through loose soil. Three times per day, as an 
  immediate action, a burrow root can move 20 feet 
  through the ground. This movement does not 
  provoke attacks of opportunity. 
  Split (Ex) When a burrow root is reduced to half of its 
  full normal hit points or fewer, it splits in half. The 
  new root’s game statistics are identical to those of 
  its parent. Divide the parent creature’s remaining 
  hit points evenly between the two organisms. The 
  older burrow root cannot split again for 24 hours, 
  and the younger burrow root cannot split for 24 
  hours after it emerges. 
  Wounding (Ex) Any living creature damaged by a 
  burrow root continues to bleed, losing 1 hit point 
  per round thereafter. Multiple wounds do not result 
  in cumulative blood loss. The bleeding can be 
  stopped by a DC 21 Heal check or the application 
  of healing magic. 
   
  
  VEL8-04 The Planting 
   
  Page 32 
  3: FENDING OFF CROWS 
  KAROSH 
  CR 10 
  Male human (Flan) druid 7/ranger 1/cancer mage* 2 
  * Book of Vile Darkness 
  NE Medium humanoid (human) 
  Init +2; Senses blindsight 30 ft.; Listen +6, Spot +6 
  Languages Common, Druidic, Giant; telepathy with 
  cancerous companion 
  AC 22, touch 12, flat-footed 20 
   (+2 Dex, +6 armor, +1 shield, +3 natural) 
  hp 75 (10 HD)  
  Immune striped toadstool poison 
  Fort +14 (+15 against poisons), Ref +9, Will +10; +4 
  against spell-like abilities of fey 
  Weakness remove disease 
  Speed 30 ft. in +1 nimbleness chitin breastplate (6 
  squares); freedom of movement, woodland stride 
  Melee mwk sickle +9/+4 (1d6+1) or 
  Melee quarterstaff +8/+3 (1d6+1) or 
  Melee unarmed strike +8/+3 (1d3+1 nonlethal plus 
  disease) or 
  Melee touch +8/+3 (disease) 
  Ranged sling +9 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +8  
  Special Actions spontaneous affliction* (DC 12), wild 
  shape 3/day (7 hours) 
  Atk Options favored enemy humans +2, sneak attack 
  +1d6 
  Combat Gear anklet of translocation*, potion of cure 
  light wounds (x2) 
  Class Spells Prepared (CL 7th): 
   4th—freedom of movement, sudden stalagmite* 
  (DC 19) 
   3rd—Moilian dehydrate* (DC 19), Moilian 
  infestation of maggots* (+8 melee touch, DC 19), 
  Moilian poison (+8 melee touch, DC 19) 
   2nd—barkskin, Moilian decomposition*, Moilian 
  healing sting* (+8 melee touch), summon swarm 
   1st— breath of the jungle*, entangle (DC 18), 
  longstrider, produce flame (+8 melee touch or +9 
  ranged touch), spore field* (DC 18), Moilian 
  sunstroke* (DC 17) 
   0—cure minor wounds, detect magic, detect 
  poison, flare (x2), naturewatch* 
  Already cast 
  Spell-Like Abilities (CL 10th): 
   2/day—contagion (+8 melee touch, DC 18) 
  Abilities Str 12, Dex 14, Con 14, Int 10, Wis 20, Cha 
  8 
  SQ animal companion, cancerous companion, 
  disease host, link with animal companion, resist 
  nature’s lure, share spells, trackless step, wild 
  empathy +9 (+5 magical beasts) 
  Feats Black Lore of Moil*, Great Fortitude, Poison 
  Immunity*, Spell Focus (necromancy), Toughness, 
  TrackB 
  Skills Concentration +19, Handle Animal +7 (+11 with 
  animal companion), Heal +14, Hide +10, 
  Knowledge (nature) +9, Listen +6, Move Silently 
  +10, Sense Motive +5, Spellcraft +5, Spot +6, 
  Survival +12 
  Possessions combat gear plus Dysentery (dire rat 
  animal companion), +1 nimbleness chitin 
  breastplate*, chitin buckler*, mwk sickle, sling, 10 
  bullets, handmade holy symbol (x2), spell 
  component pouch (x2), 50-gp runebone (x5), 25-gp 
  runebone (x2), pearl of speech (Giant)*, periapt of 
  wisdom +2, tunic of steady spellcasting*, trail 
  rations (4 days), bag of scab- and pus-filled vials 
  Disease (Su) Melting Fury—unarmed strike or touch, 
  Fortitude DC 17, incubation period 1d6 days, 
  damage 1d4 Str, 1d4 Dex, and 1d3 Con. 
  Disease (Ex) Sandeyes—unarmed strike or touch, 
  Fortitude DC 17, incubation period 1 day, damage 
  1d4 Cha. Each time the disease deals 2 or more 
  points of Charisma damage, a victim must make 
  another successful Fortitude save or become 
  permanently blind. 
  Disease (Ex) Shakes—unarmed strike or touch, 
  Fortitude DC 17, incubation period 1 day, damage 
  1d8 Dex. 
  Disease (Ex) Slimy Doom—unarmed strike or touch, 
  Fortitude DC 17, incubation period 1 day, damage 
  1d4 Con. When damaged, victim must succeed on 
  a second saving throw or 1 point of damage is 
  drain instead. 
  Cancerous Companion (Ex) An intelligent (Int 6) 
  tumor grows inside Karosh. The tumor and Karosh 
  can communicate telepathically. The tumor uses all 
  of Karosh’s statistics except Intelligence. The 
  tumor cannot take actions. It bestows Karosh with 
  blindsight out to 30 feet. 
  Disease Host (Ex) Karosh never takes damage from 
  disease, though he might manifest cosmetic 
  effects. Whenever he encounters a disease, he 
  becomes a carrier and can transmit the disease to 
  others. If Karosh is the target of a remove disease 
  spell or effect, he must make a Fortitude save, or 
  else he takes 1d6 points of damage per caster 
  level and loses his blindsight for 1d10 days. 
  Spontaneous Affliction (Ex) You can spend a 
  standard action and sacrifice a prepared spell. All 
  humanoids within 30 feet of you must succeed on a 
  Fortitude save (DC 10 + 1/2 your class level + your 
  Cha modifier) or become sickened for a number of 
  rounds equal to the level of the spell sacrificed. 
   
  DYSENTERY 
  CR — 
  N Small animal 
  Init +4; Senses low-light vision, scent; Listen +4, Spot 
  +4 
  Languages — 
  AC 22, touch 15, flat-footed 18 
   (+1 size, +4 Dex, +2 armor, +5 natural) 
  hp 29 (5 HD)  
  Resist evasion 
  Fort +5, Ref +8, Will +5 (+9 against enchantment 
  spells and effects) 
  Speed 40 ft. in (8 squares), climb 20 ft. 
  Melee bite +8 (1d4+1 plus disease) 
  
  VEL8-04 The Planting 
   
  Page 33 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +0 
  Abilities Str 12, Dex 19, Con 12, Int 1, Wis 12, Cha 4  
  SQ Link, share spells, devotion 
  Feats Ability Focus (disease), Alertness, Weapon 
  FinesseB 
  Skills Climb +12, Hide +10, Listen +4, Move Silently 
  +8, Spot +4, Swim +12 
  Possessions combat gear plus mwk small leather 
  barding 
  Disease (Ex) Filth fever—bite, Fortitude DC 15, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. 
  Tricks This animal companion knows the following 
  tricks: Attack, Defend, Down, Fetch, Heel, Seek. 
  Skills Dire rats have a +8 racial bonus on Swim 
  checks. They have a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
  Dire rats use their Dexterity modifier for Climb and 
  Swim checks. 
   
  PLAGUE WALKER (2) 
  CR 3 
  CE Medium undead 
  Init -2; Senses darkvision 60 ft..; Listen +10, Spot +1 
  Languages understands creator’s orders 
  AC 12, touch 8, flat-footed 12 
   (-2 Dex, +4 natural) 
  hp 57 (6 HD) 
  Immune undead immunities 
  Fort +2, Ref +0, Will +6 
  Speed 20 ft. (4 squares) 
  Melee 2 claws +8 each (1d6+4 plus diseased touch) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +7 
  Atk Options diseased touch 
   
  Special Actions putrid burst 
  Abilities Str 18, Dex 6, Con —, Int 4, Wis 13, Cha 3  
  SQ bloated target, undead traits 
  Feats Skill Focus (Listen), Toughness, Weapon 
  Focus (claws) 
  Skills Climb +7, Listen +10, Spot +1 
  Diseased Touch (Su) Any living creature struck by a 
  plague walker’s claws must succeed on a DC 13 
  Fortitude save or be overcome with racking pain 
  and nausea, causing that creature to become 
  sickened for 1 minute. Creatures that have 
  immunity to disease are not affected by this ability. 
  Putrid Burst (Ex) When reduced to one-quarter of its 
  starting hit points or fewer, a plague walker can use 
  a swift action to explode. This burst has a 30-foot 
  radius and deals 3d6 points of damage to 
  everything in the area. All living creatures in the 
  area are nauseated for 1 round; a DC 15 Reflex 
  save halves the damage and negates the 
  nauseated effect. 
  If reduced to 0 hit points before it can activate its 
  putrid burst, a plague walker simply dissolves into a 
  pile of rotting flesh. 
  Bloated Target (Ex) The –4 penalty for firing into 
  melee does not apply to ranged attacks made 
  against a plague walker. This penalty does, 
  however, apply to other creatures in melee with it. 
   
  FILTH-EATER (RAGING) 
  CR 8 
  Male troll barbarian 3 
  CE Large giant 
  Init +2; Senses darkvision 90 ft., low-light-vision, 
  scent; Listen +8, Spot +8 
  Languages Giant 
  AC 16, touch 9, flat-footed 16; uncanny dodge 
   (-1 size, +2 Dex, +2 armor, +5 natural, -2 rage) 
  hp 141 (9 HD); regeneration 5 
  Immune normal disease 
  Fort +18, Ref +5, Will +7 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +17 each (1d6+11 plus disease) and 
  bite +12 (1d6+5 plus disease) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +22 
  Atk Options Power Attack, rage 1/day (13 rounds), 
  rend 2d6+16 
  Abilities Str 32, Dex 14, Con 30, Int 4, Wis 10, Cha 9  
  SQ trap sense +1 
  Feats Alertness, Iron Will, Power Attack, Track 
  Skills Climb +11, Jump +15, Listen +8, Spot +8 
  Possessions large leather armor  
  Disease (Ex) Filth fever—claw or bite, Fortitude DC 
  23, incubation period 1d3 days, damage 1d3 Dex 
  and 1d3 Con. 
  Regeneration (Ex) Acid and fire deal normal damage 
  to a troll filth-eater. If a troll filth-eater loses a limb 
  or body part, the lost portion regrows in 3d6 
  minutes. The creature can reattach the severed 
  member instantly by holding it to the stump. 
  Rend (Ex) If a troll filth-eater hits with both claw 
  attacks, it latches onto the opponent’s body and 
  tears the flesh, dealing an additional 2d6+16 points 
  of damage. 
   
  When not raging, a troll filth-eater has the following 
  changed statistics: 
  AC 18, touch 11, flat-footed 18 
  hp 123 (9 HD) 
  Fort +16, Will +5 
  Melee 2 claws +15 each (1d6+9 plus disease) and 
  bite +10 (1d6+4 plus disease) 
  Grp +20 
  Atk Options disease (Fort DC 21), rend 2d6+13 
  Abilities Str 28, Con 26  
  Skills Climb +9, Jump +13 
   
  4: SPRAYING FOR BUGS 
  FAL’A’ZIL 
  CR 11 
  Male unholy scion* human hexblade** 8 / warrior of 
  darkness*** 1 
  * Heroes of Horror, ** Complete Warrior, ***Book of 
  Vile Darkness 
  
  VEL8-04 The Planting 
   
  Page 34 
  CE Medium outsider (augmented humanoid (human), 
  evil, native) 
  Init +3; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages Common, Abyssal, Draconic 
  AC 24, touch 19, flat-footed 21 
   (+3 Dex, +5 armor, +6 deflection) 
  hp 91 (9 HD); fast healing 4; DR 5/good or magic 
  Immune mind-affecting effects, poison 
  Resist acid 5, cold 5, electricity 5, fire 5; SR 19 
  Fort +7, Ref +6, Will +11; +6 against spells and spell-
  like effects; mettle 
  Speed 30 ft. in +1 mithral shirt (6 squares) 
  Melee +1 greatsword +15/+10 (2d6+7/17-20 plus 2d6 
  against good) or 
  Melee 2 claws +13 (1d4+4 plus 2d6 against good) 
  Ranged javelin +12/+7 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +13 
  Atk Options Blind-Fight, Power Attack, aligned strike 
  (evil) 
  Special Actions Chaos Devotion* (d6), hexblade’s 
  curse 2/day (DC 21) 
  Combat Gear lesser crystal of return* (on 
  greatsword), belt of growth* 1/day, hexbands* 
  5/day (+6 damage) 
  Class Spells Known (CL 4th): 
   2nd (2/day)—false life, karmic backlash* (DC 18) 
   1st (3/day)—expeditious retreat, karmic aura* (DC 
  17), reaving aura*, Tasha’s hideous laughter (DC 
  17) 
  Already cast 
  Spell-Like Abilities (CL 9th): 
   3/day—charm person (DC 17), major image (DC 
  19), poison (+13 melee touch, DC 20) protection 
  from good 
   1/day—baleful polymorph (DC 21), desecrate, 
  dominate person (DC 21), enervation (+12 
  ranged touch) 
  Abilities Str 18, Dex 16, Con 14, Int 14, Wis 10, Cha 
  22 
  SQ dark companion* 
  Feats Blind-FightB, Chaos DevotionB*, Combat 
  CastingB, Improved Critical (greatsword), Iron Will, 
  Power Attack, Weapon Focus (greatsword) 
  Skills Bluff +18, Concentration +14 (+18 when casting 
  defensively), Craft (alchemy) +5, Intimidate +14, 
  Knowledge (arcana) +10, Knowledge (planes) +3, 
  Spellcraft +10, Survival +3 
  Possessions combat gear plus +1 greatsword, +1 
  mithral shirt, javelin (x3), cloak of charisma +2, 
  eternal wand* (undetectable alignment), gauntlets 
  of ogre power, vest of resistance +1, backpack with 
  moldy trail rations, bottle of vinegary wine 
  Greater Hexblade’s Curse (Su) Two times per day 
  as a free action, Fal’a’Zil can bestow a curse on a 
  single target within 60 feet. The target takes a –4 
  penalty on attack rolls, saves, ability checks, skill 
  checks, and weapon damage rolls for 1 hour. A 
  successful Will save (DC 10 + 1/2 hexblade’s class 
  level + hexblade’s Cha modifier) negates the effect. 
  Multiple hexblade’s curses don’t stack, and any foe 
  that successfully resists the effect cannot be 
  affected again by the same hexblade’s curse for 24 
  hours. 
  Any effect that removes or dispels a curse eliminates 
  the effect of a hexblade’s curse. 
  Mettle (Ex) If Fal’a’Zil makes a successful Will or 
  Fortitude save against an attack that normally 
  would have a lesser effect on a successful save 
  (such as any spell with a saving throw entry of Will 
  half or Fortitude partial), he instead completely 
  negates the effect. An unconscious or sleeping 
  hexblade does not gain the benefit of mettle. 
  Arcane Resistance (Su) Fal’a’Zil gains a bonus 
  equal to his Charisma bonus (minimum +1) on 
  saving throws against spells and spell-like effects. 
  Black Magic Oil (Su) A warrior of darkness can use 
  his forbidden arcane arts to create a magic oil that 
  he anoints himself. Fal’a’Zil has chosen to create 
  an oil that grants him the Blind-Fight feat. 
  Unholy Strike (Su) Fal’a’Zil’s natural weapons and 
  any melee weapon he wields are treated as evil-
  aligned for the purpose of overcoming damage 
  reduction. In addition, all such attacks deal an extra 
  2d6 points of damage against good-aligned 
  opponents. 
   
  Fal’a’Zil currently has the following spells in effect 
  (already included in his stat block): 
   
  —false life (10 hp) 
   
  When enlarged via his belt of growth, Fal’a’Zil has the 
  following changed statistics: 
  Large size 
  AC 22, touch 17, flat-footed 20 
  Ref +5 
  Melee +1 greatsword +15/+10 (3d6+8/17-20 plus 2d6 
  against good) or  
  Melee 2 claws +13 (1d6+5 plus 2d6 against good) 
  Ranged javelin +10/+5 (1d6+5) 
  Ranged touch +10 (—) 
  Space 10 ft.; Reach 10 ft. 
  Grp +18 
  Abilities Str 20, Dex 14 
   
  CUÁNIEL (RAGING) 
  CR 6 
  Fallen hound archon barbarian 2 
  CE Medium outsider (archon, lawful, good, 
  extraplanar) 
  Init +5; Senses darkvision 60 ft., low-light vision, 
  scent; Listen +13, Spot +11 
  Aura magic circle against good (10 ft.), menace (20 
  ft., DC 16) 
  Languages Celestial; tongues 
  AC 18, touch 9, flat-footed 17; uncanny dodge 
   (+1 Dex, +9 natural, -2 raging) 
  hp 100 (8 HD); DR 10/evil 
  Immune electricity, petrification 
  SR 18 
  Fort +13 (+17 against poison), Ref +6, Will +9; +1 
  against fear effects 
  
  VEL8-04 The Planting 
   
  Page 35 
  Speed 50 ft. (10 squares) 
  Melee +1 greatsword +16/+11 (2d6+11/19-20) and 
  bite +10 (1d8+3) or 
  Melee Bite +15 (1d8+7) and 
  slam +10 (1d4+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +15  
  Atk Options Power Attack, aligned strike (lawful, 
  good), rage 1/day (10 rounds) 
  Special Actions change shape, teleport 
  Combat Gear cloak of predatory vigor* 2/day, lesser 
  crystal of return* (on greatsword) 
  Spell-Like Abilities (CL 8th): 
   At Will—aid, continual flame, detect evil, message 
  Abilities Str 24, Dex 13, Con 20, Int 10, Wis 14, Cha 
  10  
  SQ fast movement, outsider traits 
  Feats Improved Initiative, Power Attack, Track 
  Skills Climb +9, Concentration +14, Diplomacy +2, 
  Hide +10*, Jump +26, Listen +13, Move Silently 
  +10, Sense Motive +11, Spot +11, Survival +13* 
  (+15 following tracks) 
  Possessions combat gear plus +1 greatsword, 
  bloody sack with unidentifiable hunk of meat 
  Fallen Archon Any effect that depends on alignment 
  affects Cuániel as if he had a lawful good 
  alignment. He also suffers effects according to his 
  actual alignment. 
  Aura of Menace (Su) An aura surrounds archons that 
  fight or get angry. Any hostile creature within a 20-
  foot radius of Cuániel must succeed on a Will save 
  to resist its effects. The save DC is Charisma-
  based, and includes a +2 racial bonus. Those who 
  fail take a -2 penalty on attacks, AC, and saves for 
  24 hours or until they successfully hit the archon 
  that generated the aura. A creature that has 
  resisted or broken the effect cannot be affected 
  again by Cuániel‘s aura for 24 hours. 
  Change Shape (Su) Cuániel can assume any canine 
  form of Small to Large size. While in canine form, 
  he loses his bite, slam, and greatsword attacks, but 
  gains the bite attack of the form he chooses. For 
  the purposes of this ability, canines include any 
  doglike or wolflike animal of the animal type. 
  Magic Circle against Good (Su) A magic circle 
  against good effect always surrounds Cuániel (CL 
  8). (The defensive benefits from the circle are not 
  included in his statistics block.) 
  Teleport (Su) Cuániel can use greater teleport at will, 
  as the spell (CL 14), except that he can transport 
  only himself and up to 50 pounds of objects. 
  Tongues (Su) Cuániel can speak with any creature 
  that has a language, as though using a tongues 
  spell (CL 14). This ability is always active. 
  Skills While in canine form, Cuániel gains a +4 
  circumstance bonus on Hide and Survival checks. 
   
  Cuániel currently has the following spells in effect 
  (already included in his stat block): 
   
  —aid (12 hp, +1 morale bonus to attacks) 
   
  When not raging, Cuániel has the following changed 
  statistics: 
  AC 20, touch 11, flat-footed 19 
  hp 84 (8 HD) 
  Fort +11 (+15 against poison), Will +7 
  Melee +1 greatsword +14/+9 (2d6+8/19-20) and 
  bite +8 (1d8+2) or 
  Melee Bite +13 (1d8+5) and 
  slam +8 (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Grp +13 
  Abilities Str 20, Con 16  
  Skills Climb +7, Concentration +12, Jump +24 
   
  
  VEL8-04 The Planting 
   
  Page 36 
  APL 10 
  PARTY PREPARATIONS  
  SUNBEAM MOONFLOWER 
   
  CR 8 
  Female half-elf druid 5/expert 4 
  NG Humanoid (half-elf) 
  Init +1; Senses low-light vision; Listen +1, Spot +1  
  Languages Common, Druidic, Elven 
  AC 11, touch 11, flat-footed 11;  
   
  (+1 Dex, +3 armor) 
  hp 28 (9 HD) 
  Immune sleep spells and effects 
  Fort +2, Ref +1, Will +7; +2 vs enchantment spells 
  and effects, +4 vs fey spell-like abilities 
  Speed 30 feet (6 squares) 
  Melee +1 merciful quarterstaff +3 (1d6+1d6 non-
  lethal) 
  Base Atk +3; Grp +2 
  Atk Options spontaneous casting 
  Combat Gear potion of cure serious wounds (x2) 
  Druid Spells Prepared (CL 1st): 
   3rd—dominate animal (DC 15) 
   2nd—barkskin, gust of wind, hold animal (DC14) 
   1st—charm animal (DC13), speak with animals 
   0—create water, cure minor wounds (x3), light 
  Abilities Str 8, Dex 10, Con 10, Int 11, Wis 14, Cha 
  12  
  SQ Link, share spells, trackless step, wild empathy 
  (+8), wild shape 1/day, woodland stride 
  Feats Eschew Materials, Natural Spell, Sacred Vow*, 
  Vow of Nonviolence * 
  Skills Craft (Basket Weaving) +6, Craft (Pottery) +6, 
  Diplomacy +4, Gather Information +2, Handle 
  Animal +11, Heal +10, Knowledge (Nature) +18, 
  Perform (Folk Singing) +6, Profession (Herbalist) 
  +9, Survival +11 (+13 above ground), Listen +1, 
  Search +1, Spot +1 
  Possessions  combat gear plus +1 merciful 
  quarterstaff, +2 padded armor, wilding clasp, 
  masterwork lute, flowers in her hair 
   
  Sunbeam is a young half-elven woman with pale 
  skin and wide brown eyes.  Into her long, straight, 
  straw-colored hair she has woven some small white 
  and yellow flowers, which match the one painted on 
  her right cheek.  Over a plain cloth jerkin she wears a 
  colorful, hand quilted poncho, and there are simple 
  sandals on her feet. 
  She is quiet of voice, and speaks with love, peace, 
  and flowers making numerous appearances in any 
  discussion.  She is very knowledgeable about plants 
  and nature, makes her own clothes, and enjoys 
  singing – especially if she can get a whole group to 
  join her. 
   
  HER LITTLE PONY 
   
  CR - 
  N Medium animal 
  Init +1; Senses low-light vision, scent; Listen +6, Spot 
  +6 
  AC 16, touch 12, flat-footed 14 
   
  (+2 Dex, +4 natural) 
  hp 27 (4 HD) 
  Fort +5, Ref +6 (evasion), Will +1 
  Speed 40 ft. (8 squares)  
  Melee hoof –1 (1d3) 
  Base Atk +3; Grp +4 
  Abilities Str 13, Dex 14, Con 12, Int 2, Wis 11, Cha 4  
  SQ  Link, share spells 
  Feats Endurance, Run 
  Skills Listen +6, Spot +6 
   
  1: TILLING THE SOIL  
   
   
  CORRUPTURE 
  CR 10 
  N Huge ooze (aquatic) 
  Init -5; Senses blind, blindsight 60 ft.; Listen -5 
  Languages — 
  AC 3, touch 3, flat-footed 3 
   (-2 size, -5 Dex) 
  hp 240 (15 HD); DR 5/— 
  Immune acid, gaze attacks, illusions, visual effects; 
  ooze immunities 
  SR 18 
  Fort +15, Ref +0, Will +0 
  Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft. 
  Melee slam +19 (2d6+15 plus 2d6 acid) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +11; Grp +29 
  Atk Options acid sheath, trample 2d6+15 plus 2d6 
  acid 
  Special Actions acid burst 
  Abilities Str 31, Dex 1, Con 30, Int —, Wis 1, Cha 1 
  SQ amphibious, ooze traits 
  Skills Climb +18, Listen -5, Swim +18 
  Acid Sheath (Ex) A corrupture’s body produces 
  corrosive slime. Any creature that strikes or 
  touches a corrupture with its body, or that grapples 
  a corrupture, automatically takes 2d6 points of acid 
  damage. A creature takes damage from this ability 
  only once per turn. 
  Trample (Ex) Reflex DC 27 half. The save DC is 
  Strength-based. 
  Acid Burst (Ex) A corrupture can activate an acid 
  burst as a standard action. Any creature within 20 
  feet must succeed on a DC 27 Reflex save or take 
  6d6 points of acid damage. A successful save 
  results in half damage. The save DC is 
  Constitution-based. 
  Amphibious (Ex) A corrupture can survive indefinitely 
  on land or underwater. 
  Skills A corrupture has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. In addition, it 
  has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run 
  
  VEL8-04 The Planting 
   
  Page 37 
  action while swimming, provided it swims in a 
  straight line. 
   
  3: FENDING OFF CROWS 
  KAROSH 
  CR 12 
  Male human (Flan) druid 7/ranger 1/cancer mage* 4 
  * Book of Vile Darkness 
  NE Medium humanoid (human) 
  Init +2; Senses blindsight 30 ft.; Listen +8, Spot +8 
  Languages Common, Druidic, Giant; telepathy with 
  cancerous companion 
  AC 23, touch 12, flat-footed 21 
   (+2 Dex, +6 armor, +2 shield, +3 natural) 
  hp 87 (12 HD)  
  Resist evasion 
  Immune striped toadstool poison 
  Fort +16 (+17 against poisons), Ref +11, Will +12; +4 
  against spell-like abilities of fey 
  Weakness remove disease 
  Speed 40 ft. in +2 tatterdemalion (8 squares); 
  freedom of movement, woodland stride 
  Melee mwk sickle +11/+6 (1d6+1) or 
  Melee quarterstaff +10/+5 (1d6+1) or 
  Melee unarmed strike +10/+5 (1d3+1 nonlethal plus 
  disease) or 
  Melee touch +10/+5 (disease) 
  Ranged sling +11 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +10  
  Special Actions children of the night (40 min.), 
  spontaneous affliction* (DC 12), wild shape 3/day 
  (7 hours) 
  Atk Options favored enemy humans +2, sneak attack 
  +1d6 
  Combat Gear anklet of translocation*, potion of cure 
  moderate wounds (x2), talisman of undying 
  fortitude* 
  Class Spells Prepared (CL 7th): 
   4th—freedom of movement, sudden stalagmite* 
  (DC 19) 
   3rd—downdraft (DC 18), Moilian dehydrate* (DC 
  20), Moilian infestation of maggots* (+10 melee 
  touch, DC 20) 
   2nd—barkskin, Moilian decomposition*, Moilian 
  healing sting* (+10 melee touch), summon swarm 
   1st— breath of the jungle*, entangle (DC 18), 
  longstrider, produce flame (+10 melee touch or 
  +11 ranged touch), spore field* (DC 18), Moilian 
  sunstroke* (DC 18) 
   0—cure minor wounds, detect magic, detect 
  poison, flare (x2), naturewatch* 
  Already cast 
  Spell-Like Abilities (CL 12th): 
   4/day—contagion (+10 melee touch, DC 18), 
  poison (+10 melee touch, DC 19) 
  Abilities Str 12, Dex 14, Con 14, Int 10, Wis 21, Cha 
  8 
  SQ animal companion, cancerous companion, 
  disease host, link with animal companion, resist 
  nature’s lure, share spells, trackless step, wild 
  empathy +9 (+5 magical beasts) 
  Feats Black Lore of Moil*, Great Fortitude, Greater 
  Spell Focus (necromancy), Poison Immunity*, Spell 
  Focus (necromancy), Toughness, TrackB 
  Skills Concentration +19, Handle Animal +7 (+11 with 
  animal companion), Heal +16, Hide +12, 
  Knowledge (nature) +11, Listen +8, Move Silently 
  +12, Sense Motive +7, Spellcraft +5, Spot +8, 
  Survival +12 
  Possessions combat gear plus Dysentery (dire rat 
  animal companion), +2 tatterdemalion, +1 chitin 
  buckler*, mwk sickle, sling, 10 bullets, handmade 
  holy symbol (x2), spell component pouch (x2), 50-
  gp runebone (x5), 25-gp runebone (x2), cloak of 
  comfort +1*, pearl of speech (Giant)*, periapt of 
  wisdom +2, tunic of steady spellcasting*, trail 
  rations (4 days), bag of scab- and pus-filled vials 
  Disease (Su) Lightning Curse—unarmed strike or 
  touch, Fortitude DC 18, incubation period 1 day, 
  damage 1d6 Int. When damaged, victim must 
  succeed on a second saving throw or 1 point of 
  damage is drain instead. 
  Disease (Su) Melting Fury—unarmed strike or touch, 
  Fortitude DC 18, incubation period 1d6 days, 
  damage 1d4 Str, 1d4 Dex, and 1d3 Con. 
  Disease (Ex) Sandeyes—unarmed strike or touch, 
  Fortitude DC 18, incubation period 1 day, damage 
  1d4 Cha. Each time the disease deals 2 or more 
  points of Charisma damage, a victim must make 
  another successful Fortitude save or become 
  permanently blind. 
  Disease (Ex) Shakes—unarmed strike or touch, 
  Fortitude DC 18, incubation period 1 day, damage 
  1d8 Dex. 
  Disease (Ex) Slimy Doom—unarmed strike or touch, 
  Fortitude DC 18, incubation period 1 day, damage 
  1d4 Con. When damaged, victim must succeed on 
  a second saving throw or 1 point of damage is 
  drain instead. 
  Cancerous Companion (Ex) An intelligent (Int 8) 
  tumor grows inside Karosh. The tumor and Karosh 
  can communicate telepathically. The tumor uses all 
  of Karosh’s statistics except Intelligence. The 
  tumor can use one of Karosh’s spells or spell-like 
  abilities on its own as a standard action once per 
  day, requiring no action from Karosh. The tumor 
  cannot take any other actions. It bestows Karosh 
  with evasion and blindsight out to 30 feet. 
  Children of the Night (Su) A 4th-level cancer mage 
  commands the lesser creatures of the world and 
  can call forth a swarm of 2d6 Small monstrous 
  spiders or a pack of 4d8 dire rats or a swarm of 
  10d10 bats, once per day, as a standard action. 
  These creatures arrive in 2d6 rounds and serve the 
  cancer mage (understanding his mental 
  commands) for up to 10 minutes per class level. 
  Karosh only ever summons dire rats using this ability. 
  Disease Host (Ex) Karosh never takes damage from 
  disease, though he might manifest cosmetic 
  effects. Whenever he encounters a disease, he 
  
  VEL8-04 The Planting 
   
  Page 38 
  becomes a carrier and can transmit the disease to 
  others. If Karosh is the target of a remove disease 
  spell or effect, he must make a Fortitude save, or 
  else he takes 1d6 points of damage per caster 
  level and loses his blindsight and evasion for 1d10 
  days. 
  Spontaneous Affliction (Ex) You can spend a 
  standard action and sacrifice a prepared spell. All 
  humanoids within 30 feet of you must succeed on a 
  Fortitude save (DC 10 + 1/2 your class level + your 
  Cha modifier) or become sickened for a number of 
  rounds equal to the level of the spell sacrificed. 
  Tatterdemalion (Ex) Gathering scraps of clothing and 
  old, discarded rags, a 3rd-level cancer mage is 
  able to make such articles into light armor with a 
  the following stats: armor bonus +4, maximum Dex 
  bonus +5, armor check penalty –1, arcane spell 
  failure 15%, speed 30 ft./20 ft., weight 20 lb. Only a 
  3rd-level or higher cancer mage can wear this 
  armor and gain these benefits; other wearers treat 
  it as padded armor. This armor is considered 
  masterwork quality and can be fashioned into 
  magic armor. 
   
  DYSENTERY 
  CR — 
  N Small animal 
  Init +4; Senses low-light vision, scent; Listen +4, Spot 
  +4 
  Languages — 
  AC 22, touch 15, flat-footed 18 
   (+1 size, +4 Dex, +2 armor, +5 natural) 
  hp 29 (5 HD)  
  Resist evasion 
  Fort +5, Ref +8, Will +5 (+9 against enchantment 
  spells and effects) 
  Speed 40 ft. in (8 squares), climb 20 ft. 
  Melee bite +8 (1d4+1 plus disease) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +0 
  Abilities Str 12, Dex 19, Con 12, Int 1, Wis 12, Cha 4  
  SQ Link, share spells, devotion 
  Feats Ability Focus (disease), Alertness, Weapon 
  FinesseB 
  Skills Climb +12, Hide +10, Listen +4, Move Silently 
  +8, Spot +4, Swim +12 
  Possessions combat gear plus mwk small leather 
  barding 
  Disease (Ex) Filth fever—bite, Fortitude DC 15, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Tricks This animal companion knows the following 
  tricks: Attack, Defend, Down, Fetch, Heel, Seek. 
  Skills Dire rats have a +8 racial bonus on Swim 
  checks. They have a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
  Dire rats use their Dexterity modifier for Climb and 
  Swim checks. 
   
  FILTH-EATER (RAGING) (2) 
  CR 8 
  Male troll barbarian 3 
  CE Large giant 
  Init +2; Senses darkvision 90 ft., low-light-vision, 
  scent; Listen +8, Spot +8 
  Languages Giant 
  AC 16, touch 9, flat-footed 16; uncanny dodge 
   (-1 size, +2 Dex, +2 armor, +5 natural, -2 rage) 
  hp 141 (9 HD); regeneration 5 
  Immune normal disease 
  Fort +18, Ref +5, Will +7 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +17 each (1d6+11 plus disease) and 
  bite +12 (1d6+5 plus disease) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +22 
  Atk Options Power Attack, rage 1/day (13 rounds), 
  rend 2d6+16 
  Abilities Str 32, Dex 14, Con 30, Int 4, Wis 10, Cha 9  
  SQ trap sense +1 
  Feats Alertness, Iron Will, Power Attack, Track 
  Skills Climb +11, Jump +15, Listen +8, Spot +8 
  Possessions large leather armor  
  Disease (Ex) Filth fever—claw or bite, Fortitude DC 
  23, incubation period 1d3 days, damage 1d3 Dex 
  and 1d3 Con. The save DC is Constitution-based. 
  Regeneration (Ex) Acid and fire deal normal damage 
  to a troll filth-eater. If a troll filth-eater loses a limb 
  or body part, the lost portion regrows in 3d6 
  minutes. The creature can reattach the severed 
  member instantly by holding it to the stump. 
  Rend (Ex) If a troll filth-eater hits with both claw 
  attacks, it latches onto the opponent’s body and 
  tears the flesh, dealing an additional 2d6+16 points 
  of damage. 
   
  When not raging, a troll filth-eater has the following 
  changed statistics: 
  AC 18, touch 11, flat-footed 18 
  hp 123 (9 HD) 
  Fort +16, Will +5 
  Melee 2 claws +15 each (1d6+9 plus disease) and 
  bite +10 (1d6+4 plus disease) 
  Grp +20 
  Atk Options disease (Fort DC 21), rend 2d6+13 
  Abilities Str 28, Con 26  
  Skills Climb +9, Jump +13 
   
  4: SPRAYING FOR BUGS 
  FAL’A’ZIL 
  CR 12 
  Male unholy scion* human hexblade** 9/warrior of 
  darkness*** 1 
   
  *Heroes of Horror, **Complete Warrior, 
  ***Book of Vile Darkness 
  CE Large outsider (augmented humanoid (human), 
  evil, native) 
  Init +2; Senses darkvision 60 ft., true seeing; Listen 
  +0, Spot +0 
  Languages Common, Abyssal, Draconic 
  AC 26, touch 17, flat-footed 24 
  
  VEL8-04 The Planting 
   
  Page 39 
   (-1 size, +2 Dex, +5 armor, +4 shield, +6 deflection) 
  hp 107 (10 HD); fast healing 4; DR 5/good or magic 
  Immune mind-affecting effects, poison 
  Resist acid 5, cold 5, electricity 5, fire 5; SR 20 
  Fort +9, Ref +6, Will +11; +6 against spells and spell-
  like effects; mettle 
  Speed 30 ft. in +1 mithral shirt (6 squares) 
  Melee +1 greatsword +16/+11 (3d6+8/17-20 plus 2d6 
  against good) or 
  Melee 2 claws +14 (1d6+5 plus 2d6 against good) 
  Ranged javelin +11/+6 (1d6+5) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +19 
  Atk Options Blind-Fight, Power Attack, aligned strike 
  (evil) 
  Special Actions Chaos Devotion* (d8), hexblade’s 
  curse 3/day (DC 21) 
  Combat Gear hexbands* 5/day (+6 damage), lesser 
  crystal of return* (on greatsword) 
  Class Spells Known (CL 4th): 
   2nd (2/day)—false life, karmic backlash* (DC 18) 
   1st (3/day)—expeditious retreat, karmic aura* (DC 
  17), reaving aura*, Tasha’s hideous laughter (DC 
  17) 
  Already cast 
  Spell-Like Abilities (CL 10th): 
   3/day—charm person (DC 17), major image (DC 
  19), poison (+14 melee touch, DC 20) protection 
  from good 
   1/day—baleful polymorph (DC 21), desecrate, 
  dominate person (DC 21), enervation (+11 
  ranged touch) 
  Abilities Str 20, Dex 14, Con 16, Int 14, Wis 10, Cha 
  22 
  SQ dark companion* 
  Feats Blind-Fight B, Chaos DevotionB*, Combat 
  CastingB, Improved Critical (greatsword), Iron Will, 
  Power Attack, Weapon Focus (greatsword) 
  Skills Bluff +19, Concentration +16 (+20 when casting 
  defensively), Craft (alchemy) +5, Intimidate +14, 
  Knowledge (arcana) +12, Knowledge (planes) +3, 
  Spellcraft +10, Survival +3 
  Possessions combat gear plus +1 greatsword, +1 
  mithral shirt, javelin (x3), amulet of health +2, belt 
  of growth*, cloak of charisma +2, eternal wand* 
  (shield), gauntlets of ogre power, ring of 
  communication*, vest of resistance +1, backpack 
  with moldy trail rations, bottle of vinegary wine 
  Greater Hexblade’s Curse (Su) Three times per day 
  as a free action, Fal’a’Zil can bestow a curse on a 
  single target within 60 feet. The target takes a –4 
  penalty on attack rolls, saves, ability checks, skill 
  checks, and weapon damage rolls for 1 hour. A 
  successful Will save (DC 10 + 1/2 hexblade’s class 
  level + hexblade’s Cha modifier) negates the effect. 
  Multiple hexblade’s curses don’t stack, and any foe 
  that successfully resists the effect cannot be 
  affected again by the same hexblade’s curse for 24 
  hours. 
  Any effect that removes or dispels a curse eliminates 
  the effect of a hexblade’s curse. 
  Arcane Resistance (Su) Fal’a’Zil gains a bonus 
  equal to his Charisma bonus (minimum +1) on 
  saving throws against spells and spell-like effects. 
  Black Magic Oil (Su) A warrior of darkness can use 
  his forbidden arcane arts to create a magic oil that 
  he anoints himself. Fal’a’Zil has chosen to create 
  an oil that grants him the Blind-Fight feat. 
  Mettle (Ex) If Fal’a’Zil makes a successful Will or 
  Fortitude save against an attack that normally 
  would have a lesser effect on a successful save 
  (such as any spell with a saving throw entry of Will 
  half or Fortitude partial), he instead completely 
  negates the effect. An unconscious or sleeping 
  hexblade does not gain the benefit of mettle. 
  Unholy Strike (Su) Fal’a’Zil’s natural weapons and 
  any melee weapon he wields are treated as evil-
  aligned for the purpose of overcoming damage 
  reduction. In addition, all such attacks deal an extra 
  2d6 points of damage against good-aligned 
  opponents. 
   
  Fal’a’Zil currently has the following spells in effect 
  (already included in his stat block): 
   
  —false life (10 hp) 
   
  —true seeing 
   
  When not enlarged via his belt of growth, Fal’a’Zil has 
  the following changed statistics: 
  Large size 
  AC 28, touch 19, flat-footed 25 
  Ref +7 
  Melee +1 greatsword +16/+11 (2d6+7/17-20 plus 2d6 
  against good) or  
  Melee 2 claws +14 (1d4+4 plus 2d6 against good) 
  Ranged javelin +13/+8 (1d6+4) 
  Ranged touch +13 (—) 
  Space 5 ft.; Reach 5 ft. 
  Grp +14 
  Abilities Str 18, Dex 16 
   
  CUÁNIEL 
  CR 9 
  Fallen warden archon 
  CE Large outsider (archon, lawful, good, extraplanar) 
  Init +4; Senses darkvision 60 ft., low-light vision, 
  scent, true seeing; Listen +22, Spot +22 
  Aura magic circle against good (10 ft.), menace (20 
  ft., DC 18) 
  Languages Celestial; tongues 
  AC 30, touch 9, flat-footed 30; uncanny dodge 
   (-1 size, +9 armor, +12 natural) 
  hp 96 (10 HD); DR 10/evil 
  Immune electricity, petrification 
  SR 26 
  Fort +10 (+14 against poison), Ref +7, Will +8; +1 
  against fear effects 
  Speed 30 ft. in +1 light fortification full plate (6 
  squares); base 40 ft. 
  Melee 2 claws +18 melee (2d6+8) and 
  bite +13 melee (2d6+4) 
  Space 10 ft.; Reach 10 ft. 
  
  VEL8-04 The Planting 
   
  Page 40 
  Base Atk +10; Grp +22  
  Atk Options aligned strike (lawful, good), rend 
  2d8+12 
  Special Actions teleport 
  Combat Gear counterstrike bracers* 2/day 
  Spell-Like Abilities (CL 12th): 
   3/day—true seeing (DC 16) 
   At Will—aid, continual flame, detect scrying, detect 
  thoughts (DC 13), locate creature, scrying (DC 
  16), see invisibility, true strike 
  Abilities Str 27, Dex 11, Con 17, Int 16, Wis 12, Cha 
  12  
  SQ outsider traits 
  Feats Alertness, Improved Initiative, Improved Natural 
  Attack (claw), Power Attack 
  Skills Climb +14, Concentration +16, Diplomacy +14, 
  Jump +14, Knowledge (religion) +16, Knowledge 
  (the planes) +16, Listen +24, Search +14, Sense 
  Motive +14, Spot +24, Survival +6 (+8 following 
  tracks or on other planes), Swim +9, Tumble +13 
  Possessions combat gear plus +1 light fortification 
  full plate, ring of communication* 
  Fallen Archon Any effect that depends on alignment 
  affects Cuániel as if he had a lawful good 
  alignment. He also suffers effects according to his 
  actual alignment. 
  Aura of Menace (Su) An aura surrounds archons that 
  fight or get angry. Any hostile creature within a 20-
  foot radius of Cuániel must succeed on a Will save 
  to resist its effects. The save DC is Charisma-
  based, and includes a +2 racial bonus. Those who 
  fail take a -2 penalty on attacks, AC, and saves for 
  24 hours or until they successfully hit the archon 
  that generated the aura. A creature that has 
  resisted or broken the effect cannot be affected 
  again by Cuániel‘s aura for 24 hours. 
  Magic Circle against Good (Su) A magic circle 
  against good effect always surrounds Cuániel (CL 
  10). (The defensive benefits from the circle are not 
  included in his statistics block.) 
  Rend (Ex) When Cuániel hits with both claw attacks 
  he latches onto his opponent’s body and tears its 
  flesh. This attack automatically deals an extra 
  4d6+12 points of damage. 
  Teleport (Su) Cuániel can use greater teleport at will, 
  as the spell (CL 14), except that he can transport 
  only himself and up to 50 pounds of objects. 
  Tongues (Su) Cuániel can speak with any creature 
  that has a language, as though using a tongues 
  spell (CL 14). This ability is always active. 
  Uncanny Dodge (Ex) Cuániel retains his Dexterity 
  bonus to AC even when flat-footed and cannot be 
  flanked except by a 12th level or higher rogue. 
  Unerring Assay (Su) Cuániel instinctively knows the 
  alignment of any creature within 60 feet.  Typical 
  methods of masking alignment, such as 
  misdirection or nondetection, have no effect upon a 
  warden archon’s unerring assay. 
  Skills A warden archon’s keen senses give it a +8 
  racial bonus on Listen and Spot checks. 
   
  Cuániel currently has the following spells in effect 
  (already included in his stat block): 
   
  —aid (14 hp, +1 morale bonus to attacks) 
   
  —true seeing 
   
  LARGE SOUL EATER 
  CR 8 
  Advanced half-fiend displacer beast soul eater* 1 
  Usually LE Large outsider (augmented magical beast, 
  native) 
  Init +5; Senses darkvision 60 ft., low-light vision, true 
  seeing; Listen +15, Spot +15 
  Languages Common  
  AC 22, touch 14, flat-footed 17; Dodge 
   (-1 size, +5 Dex, +8 natural) 
  Miss Chance 50% (displacement) 
  hp 104 (10 HD); DR 5/magic 
  Immune poison 
  Resist acid 10, cold 10, fire 10, electricity 10; SR 20 
  Fort +12, Ref +12, Will +6; +2 against ranged attacks 
  (see below); +1 against fear effects 
  Speed 40 ft. (8 squares), fly 40 ft. (average) 
  Melee 2 tentacles +17 (1d6+6 plus energy drain) and 
  bite +11 (1d8+3) and 
  2 claws +11 (1d6+3) or 
  Melee 2 claws +16 (1d6+6) and 
  bite +11 (1d8+3) 
  Space 10 ft.; Reach 5 ft. (10 ft. with tentacles) 
  Base Atk +10; Grp +20 
  Atk Options magic strike 
  Special Actions smite good 1/day (+10 damage) 
  Spell-Like Abilities (CL 10th): 
   3/day—darkness, poison (+16 melee touch, DC 14) 
   1/day—contagion (+16 melee touch, DC 14), 
  desecrate, unholy blight (DC 14) 
  Abilities Str 22, Dex 20, Con 18, Int 9, Wis 12, Cha 
  10  
  Feats Alertness, Dodge, Stealthy, Weapon Focus 
  (tentacles) 
  Skills Balance +7, Climb +12, Concentration +7, Hide 
  +23, Jump +17, Knowledge (arcana) +1, Listen 
  +15, Move Silently +19, Spot +15, Tumble +12 
  Possessions combat gear plus amulet of natural 
  armor +2, ring of communication* 
  Displacement (Su) A light-bending glamer continually 
  surrounds a displacer beast, making it difficult to 
  surmise the creature’s true location. Any melee or 
  ranged attack directed at it has a 50% miss chance 
  unless the attacker can locate the beast by some 
  means other than sight. A true seeing effect allows 
  the user to see the beast’s position, but see 
  invisibility has no effect. 
  Energy Drain (Su) Living creatures hit by the soul 
  eater’s tentacle attack gain one negative level. For 
  each negative level bestowed, the soul eater gains 
  5 temporary hit points that last for up to 1 hour. DC 
  15 Fortitude save to remove a negative level. The 
  save DC is Charisma-based. 
  Magic Strike (Su) A half-fiend’s natural weapons are 
  treated as magic weapons for the purpose of 
  overcoming damage reduction. 
  
  VEL8-04 The Planting 
   
  Page 41 
  Resistance to Ranged Attacks (Su) A displacer 
  beast has a +2 resistance bonus on saves against 
  any ranged magical attack that specifically targets 
  it (except for ranged touch attacks). 
  Smite Good (Su) Once per day a half-fiend displacer 
  beast can make a normal melee attack to deal 
  extra damage equal to its HD (maximum of +20) 
  against a good foe. 
  Skills A displacer beast has a +8 racial bonus on 
  Hide checks, thanks to its displacement ability. 
   
  The soul eater currently has the following spells in 
  effect (already included in his stat block): 
  —aid (14 hp, +1 morale bonus to attacks) 
  —true seeing 
   
   
  
  VEL8-04 The Planting 
   
  Page 42 
  APL 12 
  PARTY PREPARATIONS  
  SUNBEAM MOONFLOWER 
   
  CR 8 
  Female half-elf druid 5/expert 4 
  NG Humanoid (half-elf) 
  Init +1; Senses low-light vision; Listen +1, Spot +1  
  Languages Common, Druidic, Elven 
  AC 11, touch 11, flat-footed 11;  
   
  (+1 Dex, +3 armor) 
  hp 28 (9 HD) 
  Immune sleep spells and effects 
  Fort +2, Ref +1, Will +7; +2 vs enchantment spells 
  and effects, +4 vs fey spell-like abilities 
  Speed 30 feet (6 squares) 
  Melee +1 merciful quarterstaff +3 (1d6+1d6 non-
  lethal) 
  Base Atk +3; Grp +2 
  Atk Options spontaneous casting 
  Combat Gear potion of cure serious wounds (x2) 
  Druid Spells Prepared (CL 1st): 
   3rd—dominate animal (DC 15) 
   2nd—barkskin, gust of wind, hold animal (DC14) 
   1st—charm animal (DC13), speak with animals 
   0—create water, cure minor wounds (x3), light 
  Abilities Str 8, Dex 10, Con 10, Int 11, Wis 14, Cha 
  12  
  SQ Link, share spells, trackless step, wild empathy 
  (+8), wild shape 1/day, woodland stride 
  Feats Eschew Materials, Natural Spell, Sacred Vow*, 
  Vow of Nonviolence * 
  Skills Craft (Basket Weaving) +6, Craft (Pottery) +6, 
  Diplomacy +4, Gather Information +2, Handle 
  Animal +11, Heal +10, Knowledge (Nature) +18, 
  Perform (Folk Singing) +6, Profession (Herbalist) 
  +9, Survival +11 (+13 above ground), Listen +1, 
  Search +1, Spot +1 
  Possessions  combat gear plus +1 merciful 
  quarterstaff, +2 padded armor, wilding clasp, 
  masterwork lute, flowers in her hair 
   
  Sunbeam is a young half-elven woman with pale 
  skin and wide brown eyes.  Into her long, straight, 
  straw-colored hair she has woven some small white 
  and yellow flowers, which match the one painted on 
  her right cheek.  Over a plain cloth jerkin she wears a 
  colorful, hand quilted poncho, and there are simple 
  sandals on her feet. 
  She is quiet of voice, and speaks with love, peace, 
  and flowers making numerous appearances in any 
  discussion.  She is very knowledgeable about plants 
  and nature, makes her own clothes, and enjoys 
  singing – especially if she can get a whole group to 
  join her. 
   
  HER LITTLE PONY 
   
  CR - 
  N Medium animal 
  Init +1; Senses low-light vision, scent; Listen +6, Spot 
  +6 
  AC 16, touch 12, flat-footed 14 
   
  (+2 Dex, +4 natural) 
  hp 27 (4 HD) 
  Fort +5, Ref +6 (evasion), Will +1 
  Speed 40 ft. (8 squares)  
  Melee hoof –1 (1d3) 
  Base Atk +3; Grp +4 
  Abilities Str 13, Dex 14, Con 12, Int 2, Wis 11, Cha 4  
  SQ  Link, share spells 
  Feats Endurance, Run 
  Skills Listen +6, Spot +6 
   
  1: TILLING THE SOIL  
   
   
  SENTRY CORRUPTURE 
  CR 12 
  N Huge ooze (aquatic) 
  Init +2; Senses blind, blindsight 60 ft.; Listen +6 
  Languages — 
  AC 6, touch 6, flat-footed 6 
   (-2 size, -2 Dex) 
  hp 240 (15 HD); DR 5/— 
  Immune acid, critical hits, flanking, gaze attacks, 
  illusions, paralysis, poison, polymorph, sleep 
  effects, stunning, visual effects 
  SR 18 
  Fort +15, Ref +5, Will +7; +4 against mind-affecting 
  Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft. 
  Melee slam +19 (3d6+15 plus 2d6 acid) 
  Space 15 ft.; Reach 20 ft. 
  Base Atk +11; Grp +29 
  Atk Options acid sheath, Power Attack, trample 
  3d6+15 plus 2d6 acid 
  Special Actions acid burst 
  Abilities Str 31, Dex 7, Con 30, Int 2, Wis 11, Cha 11 
  SQ amphibious, ooze traits 
  Feats Extended Reach*, Improved Initiative, 
  Improved Natural Attack (slam), Iron Will, Lightning 
  Reflexes, Power Attack, Stealthy 
  Skills Climb +18, Hide +2, Listen +6, Move Silently 
  +2, Swim +18 
  Acid Sheath (Ex) A corrupture’s body produces 
  corrosive slime. Any creature that strikes or 
  touches a corrupture with its body, or that grapples 
  a corrupture, automatically takes 2d6 points of acid 
  damage. A creature takes damage from this ability 
  only once per turn. 
  Trample (Ex) Reflex DC 27 half. The save DC is 
  Strength-based. 
  Acid Burst (Ex) A corrupture can activate an acid 
  burst as a standard action. Any creature within 20 
  feet must succeed on a DC 27 Reflex save or take 
  6d6 points of acid damage. A successful save 
  results in half damage. The save DC is 
  Constitution-based. 
  Amphibious (Ex) A corrupture can survive indefinitely 
  on land or underwater. 
  Skills A corrupture has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  
  VEL8-04 The Planting 
   
  Page 43 
  checks, even if rushed or threatened. In addition, it 
  has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a 
  straight line. 
   
  3: FENDING OFF CROWS 
  KAROSH 
  CR 14 
  Male human (Flan) druid 9/ranger 1/cancer mage* 4 
  * Book of Vile Darkness 
  NE Medium humanoid (human) 
  Init +2; Senses blindsight 30 ft.; Listen +11, Spot +11 
  Languages Common, Druidic, Giant; telepathy with 
  cancerous companion 
  AC 25, touch 13, flat-footed 23 
   (+2 Dex, +6 armor, +2 shield, +1 deflection, +4 
  natural) 
  hp 102 (14 HD)  
  Resist evasion, ring of counterspells (remove 
  disease) 
  Immune poison 
  Fort +17, Ref +12, Will +14; +4 against spell-like 
  abilities of fey 
  Weakness remove disease 
  Speed 40 ft. in +2 tatterdemalion (8 squares); 
  freedom of movement, woodland stride 
  Melee mwk sickle +12/+7 (1d6+1) or 
  Melee quarterstaff +11/+6 (1d6+1) or 
  Melee unarmed strike +11/+6 (1d3+1 nonlethal plus 
  disease) or 
  Melee touch +11/+6 (disease) 
  Ranged sling +12 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +11  
  Special Actions children of the night (40 min.), 
  spontaneous affliction* (DC 14), wild shape 3/day 
  (9 hours, Large) 
  Atk Options favored enemy humans +2, sneak attack 
  +1d6 
  Combat Gear anklet of translocation*, potion of cure 
  moderate wounds, talisman of undying fortitude* 
  Class Spells Prepared (CL 9th): 
   5th—Moilian mass contagion* (DC 23), quill blast* 
  (DC 21) 
   4th—freedom of movement, sudden stalagmite* 
  (DC 20), vortex of teeth* 
   3rd—downdraft (DC 19), Moilian dehydrate* (DC 
  21), Moilian infestation of maggots* (+11 melee 
  touch, DC 21), spiritjaws* (Atk +16/+11; Grp +20) 
   2nd—barkskin, blinding spittle* (x2) (+8 ranged 
  touch), Moilian decomposition*, Moilian healing 
  sting* (+11 melee touch), summon swarm 
   1st— breath of the jungle*, entangle (DC 18), 
  longstrider, produce flame (+11 melee touch or 
  +12 ranged touch), spore field* (DC 18), Moilian 
  sunstroke* (DC 19) 
   0—cure minor wounds, detect magic, detect 
  poison, flare (x2), naturewatch* 
  Already cast 
  Spell-Like Abilities (CL 14th): 
   4/day—contagion (+11 melee touch, DC 19), 
  poison (+11 melee touch, DC 20) 
  Abilities Str 12, Dex 14, Con 14, Int 10, Wis 22, Cha 
  10 
  SQ animal companion, cancerous companion, 
  disease host, link with animal companion, resist 
  nature’s lure, share spells, trackless step, wild 
  empathy +12 (+8 magical beasts) 
  Feats Black Lore of Moil*, Great Fortitude, Greater 
  Spell Focus (necromancy), Poison Immunity*, Spell 
  Focus (necromancy), Toughness, TrackB 
  Skills Concentration +21, Handle Animal +8 (+12 with 
  animal companion), Heal +19, Hide +12, 
  Knowledge (nature) +11, Listen +11, Move Silently 
  +12, Sense Motive +10, Spellcraft +5, Spot +11, 
  Survival +13 
  Possessions combat gear plus Dysentery (dire rat 
  animal companion), +2 tatterdemalion, +1 chitin 
  buckler*, mwk sickle, sling, 10 bullets, handmade 
  holy symbol (x2), spell component pouch (x2), 75-
  gp runebone (x1), 50-gp runebone (x5), 25-gp 
  runebone (x2), cloak of comfort +1*, pearl of 
  speech (Giant)*, periapt of wisdom +4, ring of 
  counterspells, ring of protection +1, tunic of steady 
  spellcasting*, trail rations (4 days), bag of scab- 
  and pus-filled vials 
  Disease (Su) Lightning Curse—unarmed strike or 
  touch, Fortitude DC 19, incubation period 1 day, 
  damage 1d6 Int. When damaged, victim must 
  succeed on a second saving throw or 1 point of 
  damage is drain instead. 
  Disease (Su) Melting Fury—unarmed strike or touch, 
  Fortitude DC 19, incubation period 1d6 days, 
  damage 1d4 Str, 1d4 Dex, and 1d3 Con. 
  Disease (Ex) Sandeyes—unarmed strike or touch, 
  Fortitude DC 19, incubation period 1 day, damage 
  1d4 Cha. Each time the disease deals 2 or more 
  points of Charisma damage, a victim must make 
  another successful Fortitude save or become 
  permanently blind. 
  Disease (Ex) Sea Rot—unarmed strike or touch, 
  Fortitude DC 19, incubation period 1 day, damage 
  1d6 Con and 1d6 Str. When damaged, victim must 
  succeed on a second saving throw or 1 point of 
  damage is drain instead. 
  Disease (Ex) Shakes—unarmed strike or touch, 
  Fortitude DC 19, incubation period 1 day, damage 
  1d8 Dex. 
  Disease (Ex) Slimy Doom—unarmed strike or touch, 
  Fortitude DC 19, incubation period 1 day, damage 
  1d4 Con. When damaged, victim must succeed on 
  a second saving throw or 1 point of damage is 
  drain instead. 
  Cancerous Companion (Ex) An intelligent (Int 8) 
  tumor grows inside Karosh. The tumor and Karosh 
  can communicate telepathically. The tumor uses all 
  of Karosh’s statistics except Intelligence. The 
  tumor can use one of Karosh’s spells or spell-like 
  abilities on its own as a standard action once per 
  
  VEL8-04 The Planting 
   
  Page 44 
  day, requiring no action from Karosh. The tumor 
  cannot take any other actions. It bestows Karosh 
  with evasion and blindsight out to 30 feet. 
  Children of the Night (Su) A 4th-level cancer mage 
  commands the lesser creatures of the world and 
  can call forth a swarm of 2d6 Small monstrous 
  spiders or a pack of 4d8 dire rats or a swarm of 
  10d10 bats, once per day, as a standard action. 
  These creatures arrive in 2d6 rounds and serve the 
  cancer mage (understanding his mental 
  commands) for up to 10 minutes per class level. 
  Karosh only ever summons dire rats using this ability. 
  Disease Host (Ex) Karosh never takes damage from 
  disease, though he might manifest cosmetic 
  effects. Whenever he encounters a disease, he 
  becomes a carrier and can transmit the disease to 
  others. If Karosh is the target of a remove disease 
  spell or effect, he must make a Fortitude save, or 
  else he takes 1d6 points of damage per caster 
  level and loses his blindsight and evasion for 1d10 
  days. 
  Spontaneous Affliction (Ex) You can spend a 
  standard action and sacrifice a prepared spell. All 
  humanoids within 30 feet of you must succeed on a 
  Fortitude save (DC 10 + 1/2 your class level + your 
  Cha modifier) or become sickened for a number of 
  rounds equal to the level of the spell sacrificed. 
  Tatterdemalion (Ex) Gathering scraps of clothing and 
  old, discarded rags, a 3rd-level cancer mage is 
  able to make such articles into light armor with a 
  the following stats: armor bonus +4, maximum Dex 
  bonus +5, armor check penalty –1, arcane spell 
  failure 15%, speed 30 ft./20 ft., weight 20 lb. Only a 
  3rd-level or higher cancer mage can wear this 
  armor and gain these benefits; other wearers treat 
  it as padded armor. This armor is considered 
  masterwork quality and can be fashioned into 
  magic armor. 
   
  DYSENTERY 
  CR — 
  N Small animal 
  Init +5; Senses low-light vision, scent; Listen +4, Spot 
  +4 
  Languages — 
  AC 26, touch 16, flat-footed 21 
   (+1 size, +5 Dex, +3 armor, +7 natural) 
  hp 48 (7 HD)  
  Resist evasion 
  Fort +6, Ref +10, Will +6 (+10 against enchantment 
  spells and effects) 
  Speed 40 ft. in (8 squares), climb 20 ft. 
  Melee bite +11/+6 (1d4+1 plus disease) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +2 
  Abilities Str 13, Dex 20, Con 12, Int 1, Wis 12, Cha 4  
  SQ Link, share spells, devotion 
  Feats Ability Focus (disease), Alertness, Improved 
  Toughness, Weapon FinesseB 
  Skills Climb +13, Hide +11, Listen +4, Move Silently 
  +11, Spot +4, Swim +13 
  Possessions combat gear plus +1 small leather 
  barding 
  Disease (Ex) Filth fever—bite, Fortitude DC 15, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Tricks This animal companion knows the following 
  tricks: Attack, Come, Defend, Down, Fetch, Heel, 
  Seek. 
  Skills Dire rats have a +8 racial bonus on Swim 
  checks. They have a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
  Dire rats use their Dexterity modifier for Climb and 
  Swim checks. 
   
  FILTH-EATER (RAGING) (2) 
  CR 9 
  Male troll barbarian 4 
  CE Large giant 
  Init +2; Senses darkvision 90 ft., low-light-vision, 
  scent; Listen +8, Spot +9 
  Languages Giant 
  AC 16, touch 9, flat-footed 16; uncanny dodge 
   (-1 size, +2 Dex, +2 armor, +5 natural, -2 rage) 
  hp 158 (10 HD); regeneration 5 
  Immune normal disease 
  Fort +19, Ref +5, Will +7 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +18 each (1d6+11 plus disease) and 
  bite +13 (1d6+5 plus disease) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +23 
  Atk Options Power Attack, rage 2/day (13 rounds), 
  rend 2d6+16 
  Abilities Str 32, Dex 14, Con 30, Int 4, Wis 10, Cha 9  
  SQ trap sense +1 
  Feats Alertness, Iron Will, Power Attack, Track 
  Skills Climb +11, Jump +15, Listen +8, Spot +9 
  Possessions large leather armor  
  Disease (Ex) Filth fever—claw or bite, Fortitude DC 
  23, incubation period 1d3 days, damage 1d3 Dex 
  and 1d3 Con. The save DC is Constitution-based. 
  Regeneration (Ex) Acid and fire deal normal damage 
  to a troll filth-eater. If a troll filth-eater loses a limb 
  or body part, the lost portion regrows in 3d6 
  minutes. The creature can reattach the severed 
  member instantly by holding it to the stump. 
  Rend (Ex) If a troll filth-eater hits with both claw 
  attacks, it latches onto the opponent’s body and 
  tears the flesh, dealing an additional 2d6+16 points 
  of damage. 
   
  When not raging, a troll filth-eater has the following 
  changed statistics: 
  AC 18, touch 11, flat-footed 18 
  hp 138 (10 HD) 
  Fort +17, Will +5 
  Melee 2 claws +16 each (1d6+9 plus disease) and 
  bite +11 (1d6+4 plus disease) 
  Grp +21 
  Atk Options disease (Fort DC 21), rend 2d6+13 
  
  VEL8-04 The Planting 
   
  Page 45 
  Abilities Str 28, Con 26  
  Skills Climb +9, Jump +13 
   
  4: SPRAYING FOR BUGS 
  FAL’A’ZIL 
  CR 14 
  Male unholy scion* human hexblade** 9/warrior of 
  darkness*** 2 
  *Heroes of Horror, **Complete Warrior, ***Book of 
  Vile Darkness 
  CE Large outsider (augmented humanoid (human), 
  evil, native) 
  Init +2; Senses darkvision 60 ft., true seeing; Listen 
  +0, Spot +0 
  Languages Common, Abyssal, Draconic 
  AC 27, touch 17, flat-footed 25 
   (-1 size, +2 Dex, +6 armor, +4 shield, +6 deflection) 
  hp 125 (11 HD); fast healing 4; DR 5/good or magic 
  Immune mind-affecting effects, poison 
  Resist acid 5, cold 5, electricity 5, fire 5; SR 21 (25 
  against good spells and spells cast by good 
  creatures) 
  Fort +15, Ref +10, Will +16; +6 against spells and 
  spell-like effects; mettle 
  Speed 30 ft. in +2 mithral shirt (6 squares) 
  Melee +1 corrosive keen greatsword +17/+12/+7 
  (3d6+8/17-20 plus 1d6 acid plus 2d6 against good) 
  or 
  Melee 2 claws +15 (1d6+5 plus 2d6 against good) 
  Ranged javelin +12/+7/+2 (1d6+5) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +20 
  Atk Options Blind-Fight, Power Attack, Power Critical 
  (greatsword), aligned strike (evil) 
  Special Actions Chaos Devotion* (d8), hexblade’s 
  curse 3/day (DC 21) 
  Combat Gear hexbands* 5/day (+6 damage), lesser 
  crystal of return* (on greatsword) 
  Class Spells Known (CL 4th): 
   2nd (2/day)—false life, karmic backlash* (DC 18) 
   1st (3/day)—expeditious retreat, karmic aura* (DC 
  17), reaving aura*, Tasha’s hideous laughter (DC 
  17) 
  Already cast 
  Spell-Like Abilities (CL 11th): 
   3/day—charm person (DC 17), major image (DC 
  19), poison (+15 melee touch, DC 20) protection 
  from good, true seeing 
   1/day—animate dead (up to 44 HD), baleful 
  polymorph (DC 21), desecrate, dominate person 
  (DC 21), enervation (+12 ranged touch) 
  Abilities Str 20, Dex 14, Con 18, Int 14, Wis 10, Cha 
  22 
  SQ dark companion* 
  Feats Blind-Fight B, Chaos DevotionB*, Combat 
  CastingB, Power Critical* (greatsword), Iron Will, 
  Power Attack, Weapon Focus (greatsword) 
  Skills Bluff +20, Concentration +18 (+22 when casting 
  defensively), Craft (alchemy) +5, Intimidate +16, 
  Knowledge (arcana) +10, Knowledge (planes) +3, 
  Spellcraft +14, Survival +3 
  Possessions combat gear plus +1 keen greatsword, 
  +2 mithral shirt, javelin (x3), amulet of health +4, 
  belt of growth*, cloak of charisma +2, eternal 
  wand* (shield), gauntlets of ogre power, ring of 
  communication*, vest of resistance +1, backpack 
  with moldy trail rations, bottle of vinegary wine 
  Greater Hexblade’s Curse (Su) Three times per day 
  as a free action, Fal’a’Zil can bestow a curse on a 
  single target within 60 feet. The target takes a –4 
  penalty on attack rolls, saves, ability checks, skill 
  checks, and weapon damage rolls for 1 hour. A 
  successful Will save (DC 10 + 1/2 hexblade’s class 
  level + hexblade’s Cha modifier) negates the effect. 
  Multiple hexblade’s curses don’t stack, and any foe 
  that successfully resists the effect cannot be 
  affected again by the same hexblade’s curse for 24 
  hours. 
  Any effect that removes or dispels a curse eliminates 
  the effect of a hexblade’s curse. 
  Arcane Resistance (Su) Fal’a’Zil gains a bonus 
  equal to his Charisma bonus (minimum +1) on 
  saving throws against spells and spell-like effects. 
  Black Magic Oil (Su) At 1st level, a warrior of 
  darkness can use his forbidden arcane arts to 
  create a magic oil that he anoints himself with, 
  granting him a select permanent supernatural 
  ability. 
  Fal’a’Zil has chosen to create an oil that grants him 
  the Blind-Fight feat. 
  Darkling Weapon (Su) With 3 rounds of preparation 
  (involving rituals and alchemical substances that 
  cost 50 gp), a warrior of darkness can imbue any 
  weapon with a +1 enhancement bonus on attack 
  and damage rolls. If the weapon already has an 
  enhancement bonus, the warrior of darkness can 
  instead imbue the weapon with any magical special 
  quality that is the equivalent of a +1 bonus. The 
  bonus or special quality only functions when the 
  weapon is in the hands of the warrior of darkness, 
  and it lasts 1 hour per warrior of darkness level. 
  The warrior can imbue only one special quality in a 
  weapon at a time. 
  Fal’a’Zil has chosen to add the corrosive ability to his 
  greatsword. (Benefit already included in stat block) 
  Mettle (Ex) If Fal’a’Zil makes a successful Will or 
  Fortitude save against an attack that normally 
  would have a lesser effect on a successful save 
  (such as any spell with a saving throw entry of Will 
  half or Fortitude partial), he instead completely 
  negates the effect. An unconscious or sleeping 
  hexblade does not gain the benefit of mettle. 
  Unholy Strike (Su) Fal’a’Zil’s natural weapons and 
  any melee weapon he wields are treated as evil-
  aligned for the purpose of overcoming damage 
  reduction. In addition, all such attacks deal an extra 
  2d6 points of damage against good-aligned 
  opponents. 
   
  Fal’a’Zil currently has the following spells in effect 
  (already included in his stat block): 
   
  —false life (10 hp) 
   
  —true seeing 
  
  VEL8-04 The Planting 
   
  Page 46 
   
  —unholy aura (DC 18) 
   
  When not enlarged via his belt of growth, Fal’a’Zil has 
  the following changed statistics: 
  Large size 
  AC 29, touch 19, flat-footed 26 
  Ref +7 
  Melee +1 corrosive keen greatsword +17/+12/+7 
  (2d6+7/17-20 plus 1d6 acid plus 2d6 against good) 
  or  
  Melee 2 claws +15 (1d4+4 plus 2d6 against good) 
  Ranged javelin +14/+9/+4 (1d6+4) 
  Ranged touch +14 (—) 
  Space 5 ft.; Reach 5 ft. 
  Grp +15 
  Abilities Str 18, Dex 16 
   
  CUÁNIEL 
  CR 11 
  Fallen warden archon 
  CE Large outsider (archon, lawful, good, extraplanar) 
  Init +4; Senses darkvision 60 ft., low-light vision, 
  scent, detect scrying, true seeing; Listen +22, Spot 
  +22 
  Aura magic circle against good (10 ft.), menace (20 
  ft., DC 20) 
  Languages Celestial; tongues 
  AC 34, touch 24, flat-footed 34; uncanny dodge 
   (-1 size, +9 armor, +4 deflection, +12 natural) 
  hp 140 (14 HD); DR 10/evil 
  Immune electricity, petrification 
  SR 28 
  Fort +17 (+21 against poison), Ref +13, Will +14; +1 
  against fear effects 
  Speed 30 ft. in +1 light fortification full plate (6 
  squares); base 40 ft. 
  Melee 2 claws +22 melee (2d6+8) and 
  bite +17 melee (2d6+4) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +14; Grp +26  
  Atk Options aligned strike (lawful, good), rend 
  2d8+12 
  Special Actions teleport 
  Combat Gear counterstrike bracers* 2/day 
  Spell-Like Abilities (CL 14th): 
   3/day—quickened true strike, true seeing (DC 16) 
   At Will—aid, continual flame, detect scrying, detect 
  thoughts (DC 13), locate creature, scrying (DC 
  16), see invisibility, true strike 
  Abilities Str 27, Dex 11, Con 18, Int 16, Wis 12, Cha 
  12 
  SQ outsider traits 
  Feats Alertness, Improved Initiative, Improved Natural 
  Attack (claw), Power Attack, Quicken Spell-Like 
  Ability (true strike) 
  Skills Climb +18, Concentration +21, Diplomacy +18, 
  Jump +18, Knowledge (religion) +20, Knowledge 
  (the planes) +20, Listen +28, Search +18, Sense 
  Motive +18, Spot +28, Survival +7 (+9 following 
  tracks or on other planes), Swim +10, Tumble +14 
  Possessions combat gear plus +1 light fortification 
  full plate, ring of communication*, ring of protection 
  +2 
  Fallen Archon Any effect that depends on alignment 
  affects Cuániel as if he had a lawful good 
  alignment. He also suffers effects according to his 
  actual alignment. 
  Aura of Menace (Su) An aura surrounds archons that 
  fight or get angry. Any hostile creature within a 20-
  foot radius of Cuániel must succeed on a Will save 
  to resist its effects. The save DC is Charisma-
  based, and includes a +2 racial bonus. Those who 
  fail take a -2 penalty on attacks, AC, and saves for 
  24 hours or until they successfully hit the archon 
  that generated the aura. A creature that has 
  resisted or broken the effect cannot be affected 
  again by Cuániel‘s aura for 24 hours. 
  Magic Circle against Good (Su) A magic circle 
  against good effect always surrounds Cuániel (CL 
  14). (The defensive benefits from the circle are not 
  included in his statistics block.) 
  Rend (Ex) When Cuániel hits with both claw attacks 
  he latches onto his opponent’s body and tears its 
  flesh. This attack automatically deals an extra 
  4d6+12 points of damage. 
  Teleport (Su) Cuániel can use greater teleport at will, 
  as the spell (CL 14), except that he can transport 
  only himself and up to 50 pounds of objects. 
  Tongues (Su) Cuániel can speak with any creature 
  that has a language, as though using a tongues 
  spell (CL 14). This ability is always active. 
  Uncanny Dodge (Ex) Cuániel retains his Dexterity 
  bonus to AC even when flat-footed and cannot be 
  flanked except by a 12th level or higher rogue. 
  Unerring Assay (Su) Cuániel instinctively knows the 
  alignment of any creature within 60 feet.  Typical 
  methods of masking alignment, such as 
  misdirection or nondetection, have no effect upon a 
  warden archon’s unerring assay. 
  Skills A warden archon’s keen senses give it a +8 
  racial bonus on Listen and Spot checks. 
   
  Cuániel currently has the following spells in effect, 
  (already included in his stat block): 
   
  —aid (14 hp, +1 morale bonus to attacks) 
   
  —true seeing 
   
  —detect scrying 
   
  —unholy aura (DC 18) 
   
  HUGE SOUL EATER 
  CR 10 
  Advanced half-fiend displacer beast soul eater* 1 
  * Book of Vile Darkness 
  Usually LE Huge outsider (augmented magical beast, 
  native) 
  Init +4; Senses darkvision 60 ft., low-light vision, true 
  seeing; Listen +18, Spot +18 
  Languages Common  
  AC 27, touch 16, flat-footed 23; Dodge 
   (-2 size, +4 Dex, +4 deflection, +11 natural) 
  Miss Chance 50% (displacement) 
  hp 157 (13 HD); DR 10/magic 
  
  VEL8-04 The Planting 
   
  Page 47 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 23 
  (25 against good spells and spells cast by good 
  creatures) 
  Fort +20, Ref +18, Will +11; +2 against ranged 
  attacks (see below; does not apply while unholy 
  aura is active); +1 against fear effects 
  Speed 40 ft. (8 squares), fly 40 ft. (average); Flyby 
  Attack 
  Melee 2 tentacles +23 (1d8+10 plus energy drain) 
  and 
  bite +17 (2d6+5) and 
  2 claws +17 (1d8+5) or 
  Melee 2 claws +22 (1d8+10) and 
  bite +17 (2d6+5) 
  Space 15 ft.; Reach 10 ft. (20 ft. with tentacles) 
  Base Atk +13; Grp +31 
  Atk Options magic strike 
  Special Actions smite good 1/day (+13 damage) 
  Spell-Like Abilities (CL 13th): 
   3/day—darkness, poison (+22 melee touch, DC 
  14), unholy aura (DC 18) 
   1/day—blasphemy (DC 17), contagion (+22 melee 
  touch, DC 14), desecrate, unhallow, unholy blight 
  (DC 14) 
  Abilities Str 30, Dex 18, Con 22, Int 10, Wis 12, Cha 
  10  
  Feats Alertness, Dodge, Flyby Attack, Stealthy, 
  Weapon Focus (tentacles) 
  Skills Balance +13, Climb +17, Concentration +17, 
  Hide +21, Intimidate +7, Jump +23, Knowledge 
  (arcana) +6, Listen +18, Move Silently +21, Sense 
  Motive +8, Spellcraft +7, Spot +18, Tumble +13 
  Possessions combat gear plus amulet of natural 
  armor +2, ring of communication*, ring of protection 
  +1 
  Displacement (Su) A light-bending glamer continually 
  surrounds a displacer beast, making it difficult to 
  surmise the creature’s true location. Any melee or 
  ranged attack directed at it has a 50% miss chance 
  unless the attacker can locate the beast by some 
  means other than sight. A true seeing effect allows 
  the user to see the beast’s position, but see 
  invisibility has no effect. 
  Energy Drain (Su) Living creatures hit by the soul 
  eater’s tentacle attack gain one negative level. For 
  each negative level bestowed, the soul eater gains 
  5 temporary hit points that last for up to 1 hour. DC 
  16 Fortitude save to remove a negative level. The 
  save DC is Charisma-based. 
  Magic Strike (Su) A half-fiend’s natural weapons are 
  treated as magic weapons for the purpose of 
  overcoming damage reduction. 
  Resistance to Ranged Attacks (Su) A displacer 
  beast has a +2 resistance bonus on saves against 
  any ranged magical attack that specifically targets 
  it (except for ranged touch attacks). 
  Smite Good (Su) Once per day a half-fiend displacer 
  beast can make a normal melee attack to deal 
  extra damage equal to its HD (maximum of +20) 
  against a good foe. 
  Skills A displacer beast has a +8 racial bonus on 
  Hide checks, thanks to its displacement ability. 
   
  The soul eater currently has the following spells in 
  effect, (already included in his stat block): 
   
  —aid (14 hp, +1 morale bonus to attacks) 
   
  —true seeing 
   
  —unholy aura (DC 18) 
   
  
  VEL8-04 The Planting 
   
  Page 48 
  If Fal’a’Zil has the opportunity to use his animate dead 
  spell-like ability on one of the troll corpses (from 
  Encounter 3: Fending Off Crows), use one of the 
  following stat blocks: 
   
  TROLL ZOMBIE 
  CR — 
  NE Large undead 
  Init +1; Senses Listen +0, Spot +0 
  AC 18, touch 10, flat-footed 17 
   (-1 size, +1 Dex, +8 natural) 
  hp 81 (12 HD); DR 5/slashing 
  Fort +4, Ref +5, Will +8 
  Speed 30 ft. (6 squares) 
  Melee claws +12 each (1d6+7) or 
  Melee bite +12 (1d6+3) or 
  Melee slam +12 each (1d8+10)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +17 
  Atk Options single actions only 
  Abilities Str 25, Dex 12, Con —, Int —, Wis 10, Cha 1 
  SQ undead traits 
  Feats Toughness 
  Single Actions Only (Ex) Zombies have poor 
  reflexes and can perform only a single move action 
  or attack action each round. A zombie can move 
  up to its speed and attack in the same round, but 
  only if it attempts a charge. 
   
  TROLL SKELETON 
  CR — 
  NE Large undead 
  Init +7; Senses darkvision 60 ft.; Listen +0, Spot +0 
  AC 14, touch 12, flat-footed 11 
   (-1 size, +3 Dex, +2 natural) 
  hp 39 (6 HD); DR 5/bludgeoning 
  Immune cold 
  Fort +2, Ref +5, Will +5 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +8 melee (1d6+6) and 
  bite +3 melee (1d6+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +3; Grp +13 
  Atk Options single actions only 
  Abilities Str 23, Dex 16, Con —, Int —, Wis 10, Cha 1 
  SQ undead traits 
  Feats Improved Initiative 
  
  VEL8-04 The Planting 
   
  Page 49 
  APL 14 
  PARTY PREPARATIONS  
  SUNBEAM MOONFLOWER 
   
  CR 8 
  Female half-elf druid 5/expert 4 
  NG Humanoid (half-elf) 
  Init +1; Senses low-light vision; Listen +1, Spot +1  
  Languages Common, Druidic, Elven 
  AC 11, touch 11, flat-footed 11;  
   
  (+1 Dex, +3 armor) 
  hp 28 (9 HD) 
  Immune sleep spells and effects 
  Fort +2, Ref +1, Will +7; +2 vs enchantment spells 
  and effects, +4 vs fey spell-like abilities 
  Speed 30 feet (6 squares) 
  Melee +1 merciful quarterstaff +3 (1d6+1d6 non-
  lethal) 
  Base Atk +3; Grp +2 
  Atk Options spontaneous casting 
  Combat Gear potion of cure serious wounds (x2) 
  Druid Spells Prepared (CL 1st): 
   3rd—dominate animal (DC 15) 
   2nd—barkskin, gust of wind, hold animal (DC14) 
   1st—charm animal (DC13), speak with animals 
   0—create water, cure minor wounds (x3), light 
  Abilities Str 8, Dex 10, Con 10, Int 11, Wis 14, Cha 
  12  
  SQ Link, share spells, trackless step, wild empathy 
  (+8), wild shape 1/day, woodland stride 
  Feats Eschew Materials, Natural Spell, Sacred Vow*, 
  Vow of Nonviolence* 
  Skills Craft (Basket Weaving) +6, Craft (Pottery) +6, 
  Diplomacy +4, Gather Information +2, Handle 
  Animal +11, Heal +10, Knowledge (Nature) +18, 
  Perform (Folk Singing) +6, Profession (Herbalist) 
  +9, Survival +11 (+13 above ground), Listen +1, 
  Search +1, Spot +1 
  Possessions  combat gear plus +1 merciful 
  quarterstaff, +2 padded armor, wilding clasp, 
  masterwork lute, flowers in her hair 
   
  Sunbeam is a young half-elven woman with pale 
  skin and wide brown eyes.  Into her long, straight, 
  straw-colored hair she has woven some small white 
  and yellow flowers, which match the one painted on 
  her right cheek.  Over a plain cloth jerkin she wears a 
  colorful, hand quilted poncho, and there are simple 
  sandals on her feet. 
  She is quiet of voice, and speaks with love, peace, 
  and flowers making numerous appearances in any 
  discussion.  She is very knowledgeable about plants 
  and nature, makes her own clothes, and enjoys 
  singing – especially if she can get a whole group to 
  join her. 
   
  HER LITTLE PONY 
   
  CR - 
  N Medium animal 
  Init +1; Senses low-light vision, scent; Listen +6, Spot 
  +6 
  AC 16, touch 12, flat-footed 14 
   
  (+2 Dex, +4 natural) 
  hp 27 (4 HD) 
  Fort +5, Ref +6 (evasion), Will +1 
  Speed 40 ft. (8 squares)  
  Melee hoof –1 (1d3) 
  Base Atk +3; Grp +4 
  Abilities Str 13, Dex 14, Con 12, Int 2, Wis 11, Cha 4  
  SQ  Link, share spells 
  Feats Endurance, Run 
  Skills Listen +6, Spot +6 
   
  1: TILLING THE SOIL  
   
   
  SENTRY CORRUPTURE (2) 
  CR 12 
  N Huge ooze (aquatic) 
  Init +2; Senses blind, blindsight 60 ft.; Listen +6 
  Languages — 
  AC 6, touch 6, flat-footed 6 
   (-2 size, -2 Dex) 
  hp 240 (15 HD); DR 5/— 
  Immune acid, critical hits, flanking, gaze attacks, 
  illusions, paralysis, poison, polymorph, sleep 
  effects, stunning, visual effects 
  SR 18 
  Fort +15, Ref +5, Will +7; +4 against mind-affecting 
  Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft. 
  Melee slam +19 (3d6+15 plus 2d6 acid) 
  Space 15 ft.; Reach 20 ft. 
  Base Atk +11; Grp +29 
  Atk Options acid sheath, Power Attack, trample 
  3d6+15 plus 2d6 acid 
  Special Actions acid burst 
  Abilities Str 31, Dex 7, Con 30, Int 2, Wis 11, Cha 11 
  SQ amphibious, ooze traits 
  Feats Extended Reach*, Improved Initiative, 
  Improved Natural Attack (slam), Iron Will, Lightning 
  Reflexes, Power Attack 
  Skills Climb +18, Hide +0, Listen +6, Move Silently 
  +0, Swim +18 
  Acid Sheath (Ex) A corrupture’s body produces 
  corrosive slime. Any creature that strikes or 
  touches a corrupture with its body, or that grapples 
  a corrupture, automatically takes 2d6 points of acid 
  damage. A creature takes damage from this ability 
  only once per turn. 
  Trample (Ex) Reflex DC 27 half. The save DC is 
  Strength-based. 
  Acid Burst (Ex) A corrupture can activate an acid 
  burst as a standard action. Any creature within 20 
  feet must succeed on a DC 27 Reflex save or take 
  6d6 points of acid damage. A successful save 
  results in half damage. The save DC is 
  Constitution-based. 
  Amphibious (Ex) A corrupture can survive indefinitely 
  on land or underwater. 
  Skills A corrupture has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  
  VEL8-04 The Planting 
   
  Page 50 
  checks, even if rushed or threatened. In addition, it 
  has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a 
  straight line. 
   
  3: FENDING OFF CROWS 
  KAROSH 
  CR 16 
  Male human (Flan) druid 11/ranger 1/cancer mage* 4 
  * Book of Vile Darkness 
  NE Medium humanoid (human) 
  Init +3; Senses blindsight 30 ft.; Listen +11, Spot +11 
  Languages Common, Druidic, Giant; telepathy with 
  cancerous companion 
  AC 26, touch 14, flat-footed 23 
   (+3 Dex, +6 armor, +2 shield, +1 deflection, +4 
  natural) 
  hp 117 (16 HD)  
  Resist antilife shell, evasion, ring of counterspells 
  (remove disease) 
  Immune poison 
  Fort +19, Ref +14, Will +18; +4 against spell-like 
  abilities of fey 
  Weakness remove disease 
  Speed 40 ft. in +2 tatterdemalion (8 squares); 
  freedom of movement, woodland stride 
  Melee +1 sickle +14/+9/+4 (1d6+2) or 
  Melee quarterstaff +13/+8/+3 (1d6+1) or 
  Melee unarmed strike +13/+8/+3 (1d3+1 nonlethal 
  plus disease) or 
  Melee touch +13/+8/+3 (disease) 
  Ranged sling +15 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +13  
  Special Actions children of the night (40 min.), 
  spontaneous affliction* (DC 14), wild shape 4/day 
  (11 hours, Large, Tiny) 
  Atk Options Fearsome Necromancy*, favored enemy 
  humans +2, greatreach bracers*, sneak attack 
  +1d6 
  Combat Gear anklet of translocation*, potion of cure 
  moderate wounds, talisman of undying fortitude* 
  Class Spells Prepared (CL 11th): 
   6th—antilife shell, Moilian pox* (DC 26) 
   5th—memory rot* (DC 23), Moilian mass 
  contagion* (DC 25), quill blast* (DC 23) 
   4th—air walk, freedom of movement, languor* (+15 
  ranged touch, DC 22), sudden stalagmite* (DC 
  22), vortex of teeth* 
   3rd—downdraft (DC 21), Moilian contagion (+13 
  melee touch, DC 23), Moilian dehydrate* (DC 
  23), Moilian infestation of maggots* (+13 melee 
  touch, DC 23), quillfire* (+13 melee or +15 
  ranged, DC 21), spiritjaws* (Atk +20/+15/+10; 
  Grp +24) 
   2nd—barkskin, blinding spittle* (x2) (+11 ranged 
  touch), Moilian decomposition*, Moilian healing 
  sting* (+13 melee touch), summon swarm 
   1st—breath of the jungle*, entangle (DC 21), 
  longstrider, produce flame (x2) (+13 melee touch 
  or +15 ranged touch), spore field* (DC 21), 
  Moilian sunstroke* (DC 21) 
   0—cure minor wounds, detect magic, detect 
  poison, flare (x2), naturewatch* 
  Already cast 
  Spell-Like Abilities (CL 16th): 
   4/day—contagion (+13 melee touch, DC 21), 
  poison (+13 melee touch, DC 22) 
  Abilities Str 12, Dex 16, Con 14, Int 10, Wis 26, Cha 
  8 
  SQ animal companion, cancerous companion, 
  disease host, link with animal companion, resist 
  nature’s lure, share spells, trackless step, wild 
  empathy +13 (+9 magical beasts) 
  Feats Black Lore of Moil*, Fearsome Necromancy*, 
  Great Fortitude, Greater Spell Focus 
  (necromancy), Poison Immunity*, Spell Focus 
  (necromancy), Toughness, TrackB 
  Skills Concentration +23, Handle Animal +7 (+11 with 
  animal companion), Heal +23, Hide +13, 
  Knowledge (nature) +11, Listen +15, Move Silently 
  +13, Sense Motive +14, Spellcraft +5, Spot +15, 
  Survival +15 
  Possessions combat gear plus Dysentery (dire rat 
  animal companion), +2 tatterdemalion, +1 chitin 
  buckler*, +1 sickle, sling, 10 bullets, handmade 
  holy symbol (x2), spell component pouch (x2), 100-
  gp runebone (x1), 75-gp runebone (x1), 50-gp 
  runebone (x6), 25-gp runebone (x2), cloak of 
  comfort +2*, gloves of dexterity +2, greatreach 
  bracers, pearl of speech (Giant)*, periapt of 
  wisdom +6, ring of counterspells, ring of protection 
  +1, tunic of steady spellcasting*, trail rations (4 
  days), bag of scab- and pus-filled vials 
  Disease (Su) Death Song—unarmed strike or touch, 
  Fortitude DC 25, incubation period 1 day, damage 
  1d8 Str, 1d8 Dex, and 1d8 Con. 
  Disease (Su) Lightning Curse—unarmed strike or 
  touch, Fortitude DC 20, incubation period 1 day, 
  damage 1d6 Int. When damaged, victim must 
  succeed on a second saving throw or 1 point of 
  damage is drain instead. 
  Disease (Su) Melting Fury—unarmed strike or touch, 
  Fortitude DC 20, incubation period 1d6 days, 
  damage 1d4 Str, 1d4 Dex, and 1d3 Con. 
  Disease (Ex) Sandeyes—unarmed strike or touch, 
  Fortitude DC 20, incubation period 1 day, damage 
  1d4 Cha. Each time the disease deals 2 or more 
  points of Charisma damage, a victim must make 
  another successful Fortitude save or become 
  permanently blind. 
  Disease (Ex) Sea Rot—unarmed strike or touch, 
  Fortitude DC 20, incubation period 1 day, damage 
  1d6 Con and 1d6 Str. When damaged, victim must 
  succeed on a second saving throw or 1 point of 
  damage is drain instead. 
  Disease (Ex) Shakes—unarmed strike or touch, 
  Fortitude DC 20, incubation period 1 day, damage 
  1d8 Dex. 
  
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  Page 51 
  Disease (Ex) Slimy Doom—unarmed strike or touch, 
  Fortitude DC 20, incubation period 1 day, damage 
  1d4 Con. When damaged, victim must succeed on 
  a second saving throw or 1 point of damage is 
  drain instead. 
  Cancerous Companion (Ex) An intelligent (Int 8) 
  tumor grows inside Karosh. The tumor and Karosh 
  can communicate telepathically. The tumor uses all 
  of Karosh’s statistics except Intelligence. The 
  tumor can use one of Karosh’s spells or spell-like 
  abilities on its own as a standard action once per 
  day, requiring no action from Karosh. The tumor 
  cannot take any other actions. It bestows Karosh 
  with evasion and blindsight out to 30 feet. 
  Children of the Night (Su) A 4th-level cancer mage 
  commands the lesser creatures of the world and 
  can call forth a swarm of 2d6 Small monstrous 
  spiders or a pack of 4d8 dire rats or a swarm of 
  10d10 bats, once per day, as a standard action. 
  These creatures arrive in 2d6 rounds and serve the 
  cancer mage (understanding his mental 
  commands) for up to 10 minutes per class level. 
  Karosh only ever summons dire rats using this ability. 
  Disease Host (Ex) Karosh never takes damage from 
  disease, though he might manifest cosmetic 
  effects. Whenever he encounters a disease, he 
  becomes a carrier and can transmit the disease to 
  others. If Karosh is the target of a remove disease 
  spell or effect, he must make a Fortitude save, or 
  else he takes 1d6 points of damage per caster 
  level and loses his blindsight and evasion for 1d10 
  days. 
  Spontaneous Affliction (Ex) You can spend a 
  standard action and sacrifice a prepared spell. All 
  humanoids within 30 feet of you must succeed on a 
  Fortitude save (DC 10 + 1/2 your class level + your 
  Cha modifier) or become sickened for a number of 
  rounds equal to the level of the spell sacrificed. 
  Tatterdemalion (Ex) Gathering scraps of clothing and 
  old, discarded rags, a 3rd-level cancer mage is 
  able to make such articles into light armor with a 
  the following stats: armor bonus +4, maximum Dex 
  bonus +5, armor check penalty –1, arcane spell 
  failure 15%, speed 30 ft./20 ft., weight 20 lb. Only a 
  3rd-level or higher cancer mage can wear this 
  armor and gain these benefits; other wearers treat 
  it as padded armor. This armor is considered 
  masterwork quality and can be fashioned into 
  magic armor. 
   
  DYSENTERY 
  CR — 
  N Small animal 
  Init +5; Senses low-light vision, scent; Listen +4, Spot 
  +4 
  Languages — 
  AC 26, touch 16, flat-footed 21 
   (+1 size, +5 Dex, +3 armor, +7 natural) 
  hp 48 (7 HD)  
  Resist evasion 
  Fort +6, Ref +10, Will +6 (+10 against enchantment 
  spells and effects) 
  Speed 40 ft. in (8 squares), climb 20 ft. 
  Melee bite +11/+6 (1d4+1 plus disease) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +2 
  Abilities Str 13, Dex 20, Con 12, Int 1, Wis 12, Cha 4  
  SQ Link, share spells, devotion 
  Feats Ability Focus (disease), Alertness, Improved 
  Toughness, Weapon FinesseB 
  Skills Climb +13, Hide +11, Listen +4, Move Silently 
  +11, Spot +4, Swim +13 
  Possessions combat gear plus +1 small leather 
  barding 
  Disease (Ex) Filth fever—bite, Fortitude DC 15, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Tricks This animal companion knows the following 
  tricks: Attack, Come, Defend, Down, Fetch, Heel, 
  Seek. 
  Skills Dire rats have a +8 racial bonus on Swim 
  checks. They have a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
  Dire rats use their Dexterity modifier for Climb and 
  Swim checks. 
   
  FILTH-EATER (RAGING) (2) 
  CR 11 
  Male troll barbarian 6 
  CE Large giant 
  Init +2; Senses darkvision 90 ft., low-light-vision, 
  scent; Listen +8, Spot +9 
  Languages Giant 
  AC 16, touch 9, flat-footed 16; improved uncanny 
  dodge 
   (-1 size, +2 Dex, +2 armor, +5 natural, -2 rage) 
  hp 192 (12 HD); regeneration 5 
  Immune normal disease 
  Fort +22, Ref +6, Will +8 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +20 each (1d6+11 plus disease) and 
  bite +15 (1d6+5 plus disease) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +25 
  Atk Options Power Attack, rage 2/day (13 rounds), 
  rend 2d6+16 
  Abilities Str 32, Dex 14, Con 30, Int 5, Wis 10, Cha 9  
  SQ trap sense +2 
  Feats Alertness, Great Fortitude, Iron Will, Power 
  Attack, Track 
  Skills Climb +13, Jump +15, Listen +8, Spot +9 
  Possessions large leather armor  
  Disease (Ex) Filth fever—claw or bite, Fortitude DC 
  23, incubation period 1d3 days, damage 1d3 Dex 
  and 1d3 Con. The save DC is Constitution-based. 
  Regeneration (Ex) Acid and fire deal normal damage 
  to a troll filth-eater. If a troll filth-eater loses a limb 
  or body part, the lost portion regrows in 3d6 
  minutes. The creature can reattach the severed 
  member instantly by holding it to the stump. 
  
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  Rend (Ex) If a troll filth-eater hits with both claw 
  attacks, it latches onto the opponent’s body and 
  tears the flesh, dealing an additional 2d6+16 points 
  of damage. 
   
  When not raging, a troll filth-eater has the following 
  changed statistics: 
  AC 18, touch 11, flat-footed 18 
  hp 168 (12 HD) 
  Fort +20, Will +6 
  Melee 2 claws +18 each (1d6+9 plus disease) and 
  bite +13 (1d6+4 plus disease) 
  Grp +23 
  Atk Options disease (Fort DC 21), rend 2d6+13 
  Abilities Str 28, Con 26  
  Skills Climb +11, Jump +13 
   
  4: SPRAYING FOR BUGS 
  FAL’A’ZIL 
  CR 16 
  Male unholy scion* human hexblade** 9/warrior of 
  darkness*** 4 
  *Heroes of Horror, **Complete Warrior, ***Book of 
  Vile Darkness 
  CE Large outsider (augmented humanoid (human), 
  evil, native) 
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft., 
  true seeing; Listen +0, Spot +0 
  Languages Common, Abyssal, Draconic 
  AC 29, touch 18, flat-footed 27 
   (-1 size, +2 Dex, +7 armor, +4 shield, +7 deflection) 
  hp 147 (13 HD); fast healing 4; DR 10/good or magic 
  Immune mind-affecting effects, poison 
  Resist acid 5, cold 5, electricity 5, fire 5; SR 23 (25 
  against good spells and spells cast by good 
  creatures) 
  Fort +17, Ref +14, Will +18; +7 against spells and 
  spell-like effects; mettle 
  Speed 30 ft. in +2 mithral breastplate (6 squares) 
  Melee +1 corrosive keen greatsword +20/+15/+10 
  (3d6+10/17-20 plus 1d6 acid plus 2d6 against 
  good) or 
  Melee 2 claws +18 (1d6+6 plus 2d6 against good) 
  Ranged javelin +14/+9/+4 (1d6+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +13; Grp +23 
  Atk Options Blind-Fight, Power Attack, Power Critical 
  (greatsword), aligned strike (evil) 
  Special Actions Chaos Devotion* (d8), hexblade’s 
  curse 3/day (DC 22) 
  Combat Gear boots of swift passage* 5/day, circlet of 
  mages* (3 charges), hexbands* 5/day (+6 
  damage), lesser crystal of return* (on greatsword) 
  Class Spells Known (CL 4th): 
   2nd (2/day)—false life, karmic backlash* (DC 19) 
   1st (3/day)—expeditious retreat, karmic aura* (DC 
  18), reaving aura*, Tasha’s hideous laughter (DC 
  18) 
  Spell-Like Abilities (CL 13th): 
   3/day—charm person (DC 18), major image (DC 
  20), poison (+18 melee touch, DC 21) protection 
  from good, true seeing, unholy aura (DC 25) 
   1/day—animate dead (up to 52 HD), baleful 
  polymorph (DC 22), desecrate, dominate person 
  (DC 22), enervation (+14 ranged touch), unhallow 
  Abilities Str 22, Dex 14, Con 18, Int 14, Wis 10, Cha 
  24 
  SQ dark companion* 
  Feats Blind-Fight B, Chaos DevotionB*, Combat 
  CastingB, Lightning Reflexes, Power Critical* 
  (greatsword), Iron Will, Power Attack, Weapon 
  Focus (greatsword) 
  Skills Bluff +23, Concentration +22 (+26 when casting 
  defensively), Craft (alchemy) +5, Intimidate +18, 
  Knowledge (arcana) +12, Knowledge (planes) +6, 
  Spellcraft +16, Survival +3 
  Possessions combat gear plus +1 keen greatsword, 
  +2 mithral breastplate, javelin (x3), amulet of 
  health+4, belt of growth*, cloak of charisma +4, 
  eternal wand* (shield), gauntlets of ogre power, 
  ring of communication*, vest of resistance +2, 
  backpack with moldy trail rations, bottle of vinegary 
  wine 
  Greater Hexblade’s Curse (Su) Three times per day 
  as a free action, Fal’a’Zil can bestow a curse on a 
  single target within 60 feet. The target takes a –4 
  penalty on attack rolls, saves, ability checks, skill 
  checks, and weapon damage rolls for 1 hour. A 
  successful Will save (DC 10 + 1/2 hexblade’s class 
  level + hexblade’s Cha modifier) negates the effect. 
  Multiple hexblade’s curses don’t stack, and any foe 
  that successfully resists the effect cannot be 
  affected again by the same hexblade’s curse for 24 
  hours. 
  Any effect that removes or dispels a curse eliminates 
  the effect of a hexblade’s curse. 
  Arcane Resistance (Su) Fal’a’Zil gains a bonus 
  equal to his Charisma bonus (minimum +1) on 
  saving throws against spells and spell-like effects. 
  Black Magic Oil (Su) At 1st and 4th level, a warrior of 
  darkness can use his forbidden arcane arts to 
  create magic oils that he anoints himself with, 
  granting him select permanent supernatural 
  abilities. 
  Fal’a’Zil has chosen to create oils that grants him the 
  Blind-Fight feat, and a +1 inherent bonus to 
  Strength. 
  Black Magic Elixir (Su) A warrior of darkness can 
  use his knowledge of black magic and alchemy to 
  create an elixir that he then imbibes, granting him a 
  select permanent supernatural ability. 
  . Fal’a’Zil has chosen to create an elixir that grants 
  him the tremorsense ability out to 60 feet.. 
  Darkling Weapon (Su) With 3 rounds of preparation 
  (involving rituals and alchemical substances that 
  cost 50 gp), a warrior of darkness can imbue any 
  weapon with a +1 enhancement bonus on attack 
  and damage rolls. If the weapon already has an 
  enhancement bonus, the warrior of darkness can 
  instead imbue the weapon with any magical special 
  
  VEL8-04 The Planting 
   
  Page 53 
  quality that is the equivalent of a +1 bonus. The 
  bonus or special quality only functions when the 
  weapon is in the hands of the warrior of darkness, 
  and it lasts 1 hour per warrior of darkness level. 
  The warrior can imbue only one special quality in a 
  weapon at a time. 
  Fal’a’Zil has chosen to add the corrosive ability to his 
  greatsword. (Benefit already included in stat block) 
  Mettle (Ex) If Fal’a’Zil makes a successful Will or 
  Fortitude save against an attack that normally 
  would have a lesser effect on a successful save 
  (such as any spell with a saving throw entry of Will 
  half or Fortitude partial), he instead completely 
  negates the effect. An unconscious or sleeping 
  hexblade does not gain the benefit of mettle. 
  Unholy Strike (Su) Fal’a’Zil’s natural weapons and 
  any melee weapon he wields are treated as evil-
  aligned for the purpose of overcoming damage 
  reduction. In addition, all such attacks deal an extra 
  2d6 points of damage against good-aligned 
  opponents. 
   
  Fal’a’Zil currently has the following spells in effect 
  (already included in his stat block): 
   
  —false life (10 hp) 
   
  —true seeing 
   
  —unholy aura (DC 25) 
   
  When not enlarged via his belt of growth, Fal’a’Zil has 
  the following changed statistics: 
  Medium size 
  AC 31, touch 20, flat-footed 28 
  Ref +11 
  Melee +1 corrosive keen greatsword +20/+15/+10 
  (2d6+8/17-20 plus 1d6 acid plus 2d6 against good) 
  or  
  Melee 2 claws +18 (1d6+5 plus 2d6 against good) 
  Ranged javelin +16/+11/+6 (1d6+5) 
  Ranged touch +16 (—) 
  Space 5 ft.; Reach 5 ft. 
  Grp +18 
  Abilities Str 20, Dex 16 
   
  CUÁNIEL 
  CR 13 
  Fallen sword archon 
  CE Large outsider (archon, lawful, good, extraplanar) 
  Init +7; Senses darkvision 60 ft., low-light vision, 
  scent, detect scrying, true seeing; Listen +15, Spot 
  +15 
  Aura magic circle against good (10 ft.), menace (20 
  ft., DC 22) 
  Languages Celestial, Infernal; tongues 
  AC 30, touch 16, flat-footed 27 
   (-1 size, +3 Dex, +4 deflection, +14 natural) 
  hp 149 (15 HD); DR 10/evil 
  Immune electricity, petrification 
  SR 28 
  Fort +17 (+21 against poison), Ref +16, Will +15; +1 
  against fear effects 
  Speed 40 ft. (8 squares), fly 90 ft. (good); Flyby 
  Attack 
  Melee 2 armblades +27 melee (1d8+12/19–20 plus 
  2d6 unholy plus 1d6 fire) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15; Grp +29 
  Atk Options Awesome Blow, Cleave, Improved Bull 
  Rush, Power Attack, aligned strike (lawful, good) 
  Special Actions discorporating dive, teleport 
  Combat Gear  
  Spell-Like Abilities (CL 15th): 
   3/day—commune, dispel law (DC 18), bestow 
  curse (DC 17), mark of justice, wages of sin* (DC 
  19) 
   1/day—touch of adamantine*(DC 19) 
   At Will—aid, continual flame, divination, locate 
  creature, locate object, message 
  Abilities Str 30, Dex 17, Con 18, Int 12, Wis 14, Cha 
  17 
  SQ outsider traits 
  Feats Awesome Blow, Cleave, Flyby Attack, 
  Improved Bull Rush, Improved Initiative, Power 
  Attack 
  Skills Balance +18, Concentration +19, Decipher 
  Script +12, Diplomacy +17, Disguise +14, Gather 
  Information +15, Hide +12, Knowledge (religion) 
  +12, Knowledge (the planes) +12, Listen +15, 
  Search +12, Sense Motive +14, Spot +15, Survival 
  +12 (+14 following tracks or on other planes) 
  Possessions combat gear plus amulet of health +4, 
  belt of giant strength +4 
  Fallen Archon Any effect that depends on alignment 
  affects Cuániel as if he had a lawful good 
  alignment. He also suffers effects according to his 
  actual alignment. 
  Aura of Menace (Su) An aura surrounds archons that 
  fight or get angry. Any hostile creature within a 20-
  foot radius of Cuániel must succeed on a Will save 
  to resist its effects. The save DC is Charisma-
  based, and includes a +2 racial bonus. Those who 
  fail take a -2 penalty on attacks, AC, and saves for 
  24 hours or until they successfully hit the archon 
  that generated the aura. A creature that has 
  resisted or broken the effect cannot be affected 
  again by Cuániel‘s aura for 24 hours. 
  Magic Circle against Good (Su) A magic circle 
  against good effect always surrounds Cuániel (CL 
  15). (The defensive benefits from the circle are not 
  included in his statistics block.) 
  Armblades (Ex) As a free action, a sword archon can 
  mold the flesh of its forearms, hardening and 
  sharpening organic matter into the form of powerful 
  magic blades. The archon wields the blades like 
  longswords, and they gain the properties of +2 
  unholy flaming longswords. 
  Sword archons can shift back to their “normal” hands 
  as a free action. The armblades cannot be 
  disarmed or sundered, and they automatically 
  assume limb form upon the archon’s death. 
  Discorporating Dive (Su) [NOTE: Please see 
  Tactics section in adventure for how to handle 
  this ability] Three times per day, a sword archon 
  can attempt to destroy a living enemy with a 
  
  VEL8-04 The Planting 
   
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  powerful dive attack, literally flying through its 
  opponent armblades-first, tearing apart its body 
  and sending its soul to imprisonment in the Seven 
  Heavens. 
  Resolve a flying charge as normal. If the archon fails 
  to damage its opponent, the discorporating dive 
  attack is wasted. If damaged, however, the target 
  must make a DC 21 Fortitude save. Those who 
  succeed on the Fortitude save suffer no further 
  effect beyond the damage of the attack. 
  If the save fails, the attack utterly annihilates the 
  victim’s body, killing it instantly. Further, the victim’s 
  soul is bound to a great prison in the Seven 
  Heavens of Celestia, where it remains until the 
  archons that manage the celestial donjon see fit to 
  release it. Release generally involves bartering with 
  a throne archon, with some quest for the cause of 
  law and goodness being the most common price. 
  Such agents of Heaven never release the soul of 
  an unredeemed evil creature. 
  Teleport (Su) Cuániel can use greater teleport at will, 
  as the spell (CL 14), except that he can transport 
  only himself and up to 50 pounds of objects. 
  Tongues (Su) Cuániel can speak with any creature 
  that has a language, as though using a tongues 
  spell (CL 14). This ability is always active. 
  Skills A sword archon’s innate understanding of law, 
  detection, and the taint of sin grants it a +8 racial 
  bonus on Gather Information and Sense Motive 
  checks. 
   
  Cuániel currently has the following spells in effect, 
  (already included in his stat block): 
   
  —aid (14 hp, +1 morale bonus to attacks) 
   
  —true seeing 
   
  —detect scrying 
   
  —unholy aura (DC 25) 
   
  SOUL EATER 
  CR 12 
  Advanced half-fiend displacer beast soul eater* 3 
  * Book of Vile Darkness 
  Usually LE Huge outsider (augmented magical beast, 
  native) 
  Init +4; Senses darkvision 60 ft., low-light vision, true 
  seeing; Listen +18, Spot +18 
  Languages Common  
  AC 25, touch 16, flat-footed 21; Dodge 
   (-2 size, +4 Dex, +4 deflection, +9 natural) 
  Miss Chance 50% (displacement) 
  hp 195 (15 HD); DR 10/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 25 
  Fort +23, Ref +19, Will +12; +2 against ranged 
  attacks (see below; does not apply while unholy 
  aura is active), +1 against fear effects 
  Speed 40 ft. (8 squares), fly 40 ft. (average); Flyby 
  Attack 
  Melee 2 tentacles +27 (1d8+12 plus energy drain) 
  and 
  bite +21 (2d6+6) and 
  2 claws +21 (1d8+6) or 
  Melee 2 claws +16 (1d8+12) and 
  bite +21 (2d6+6) 
  Space 15 ft.; Reach 10 ft. (20 ft. with tentacles) 
  Base Atk +15; Grp +35 
  Atk Options Power Attack, magic strike 
  Special Actions smite good 1/day (+15 damage), 
  soul blast 1/day (3d6, DC 13) 
  Spell-Like Abilities (CL 15th): 
   3/day—darkness, poison (+25 melee touch, DC 
  14), unholy aura (DC 18) 
   1/day—blasphemy (DC 17), contagion (+25 melee 
  touch, DC 14), desecrate, horrid wilting (DC 18), 
  unhallow, unholy blight (DC 14) 
  Abilities Str 34, Dex 18, Con 26, Int 10, Wis 12, Cha 
  10  
  Feats Alertness, Dodge, Flyby Attack, Power Attack, 
  Stealthy, Weapon Focus (tentacles) 
  Skills Balance +13, Climb +19, Concentration +23, 
  Hide +21, Intimidate +7, Jump +25, Knowledge 
  (arcana) +6, Listen +18, Move Silently +21, Sense 
  Motive +8, Spellcraft +7, Spot +18, Tumble +13 
  Possessions combat gear plus amulet of natural 
  armor +2, ring of communication*, ring of protection 
  +2 
  Displacement (Su) A light-bending glamer continually 
  surrounds a displacer beast, making it difficult to 
  surmise the creature’s true location. Any melee or 
  ranged attack directed at it has a 50% miss chance 
  unless the attacker can locate the beast by some 
  means other than sight. A true seeing effect allows 
  the user to see the beast’s position, but see 
  invisibility has no effect. 
  Energy Drain (Su) Living creatures hit by the soul 
  eater’s tentacle attack gain one negative level. For 
  each negative level bestowed, the soul eater gains 
  5 temporary hit points that last for up to 1 hour. DC 
  17 Fortitude save to remove a negative level. The 
  save DC is Charisma-based. 
  Magic Strike (Su) A half-fiend’s natural weapons are 
  treated as magic weapons for the purpose of 
  overcoming damage reduction. 
  Resistance to Ranged Attacks (Su) A displacer 
  beast has a +2 resistance bonus on saves against 
  any ranged magical attack that specifically targets 
  it (except for ranged touch attacks). 
  Smite Good (Su) Once per day a half-fiend displacer 
  beast can make a normal melee attack to deal 
  extra damage equal to its HD (maximum of +20) 
  against a good foe. 
  Soul Blast (Su) When a 3rd-level soul eater uses its 
  energy drain ability, it may project a 100-foot ray of 
  force that deals 1d6 points of damage per soul 
  eater level against one target. The target is allowed 
  a Reflex saving throw to avoid the damage (DC 10 
  + soul eater’s class level + soul eater’s Cha 
  bonus). This ability can be used once per day, and 
  only on a day when the soul eater has drained 
  levels. 
  Soul Strength (Su) When a 2nd-level soul eater uses 
  its energy drain ability, it gains a +4 enhancement 
  
  VEL8-04 The Planting 
   
  Page 55 
  bonus to Strength for 24 hours. (Benefit already 
  included in stat block) 
  Skills A displacer beast has a +8 racial bonus on 
  Hide checks, thanks to its displacement ability. 
   
  The soul eater currently has the following spells in 
  effect, (already included in his stat block): 
   
  —aid (14 hp, +1 morale bonus to attacks) 
   
  —true seeing 
   
  —unholy aura (DC 25) 
  If Fal’a’Zil has the opportunity to use his animate dead 
  spell-like ability on one of the troll corpses (from 
  Encounter 3: Fending Off Crows), use one of the 
  following stat blocks: 
  TROLL ZOMBIE 
  CR — 
  NE Large undead 
  Init +1; Senses Listen +0, Spot +0 
  AC 18, touch 10, flat-footed 17 
   (-1 size, +1 Dex, +8 natural) 
  hp 81 (12 HD); DR 5/slashing 
  Fort +4, Ref +5, Will +8 
  Speed 30 ft. (6 squares) 
  Melee claws +12 each (1d6+7) or 
  Melee bite +12 (1d6+3) or 
  Melee slam +12 each (1d8+10)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +17 
  Atk Options single actions only 
  Abilities Str 25, Dex 12, Con —, Int —, Wis 10, Cha 1 
  SQ undead traits 
  Feats Toughness 
  Single Actions Only (Ex) Zombies have poor 
  reflexes and can perform only a single move action 
  or attack action each round. A zombie can move 
  up to its speed and attack in the same round, but 
  only if it attempts a charge. 
   
  TROLL SKELETON 
  CR — 
  NE Large undead 
  Init +7; Senses darkvision 60 ft.; Listen +0, Spot +0 
  AC 14, touch 12, flat-footed 11 
   (-1 size, +3 Dex, +2 natural) 
  hp 39 (6 HD); DR 5/bludgeoning 
  Immune cold 
  Fort +2, Ref +5, Will +5 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +8 melee (1d6+6) and 
  bite +3 melee (1d6+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +3; Grp +13 
  Atk Options single actions only 
  Abilities Str 23, Dex 16, Con —, Int —, Wis 10, Cha 1 
  SQ undead traits 
  Feats Improved Initiative 
   
  
  VEL8-04 The Planting 
   
  Page 56 
  APPENDIX 2: NEW RULES ITEMS 
  ALTERNATE CLASS FEATURES 
  DARK COMPANION 
  Class: Hexblade 
   
  Level: 4th. 
   
  Replaces: If you select this class feature, you do 
  not gain a familiar. 
   
  Benefit: At 4th level, you can create an illusory 
  companion resembling a panther, spun from the 
  darkness of the night. Doing so takes 24 hours and uses 
  up magic materials that cost 100 gp. Once created, your 
  dark companion stands with you in battle, hindering 
  your enemies’ defenses. 
   
  Any enemy adjacent to your dark companion takes 
  a –2 penalty on its saves and to its AC. Your 
  companion’s speed is equal to yours (including all 
  modes of movement you possess) and it acts during 
  your turn each round. It follows your mental 
  commands perfectly—in effect, it is merely an 
  extension of your will. 
   
  Your dark companion has no real substance, and 
  thus can’t attack or otherwise affect creatures or 
  objects. It occupies a 5-foot space. Even though any 
  creature can enter a dark companion’s 5-foot space 
  without restriction, it must occupy its own space in 
  order to have any effect on enemies. It is immune to 
  any damage or other effects that might harm creatures, 
  though it can be dispelled or suppressed just like a 
  spell effect. Your dark companion is treated as a spell 
  whose level is equal to 1/4 your hexblade level. If it is 
  dispelled, it automatically reforms at your side 24 
  hours later. 
   
  A dark companion can’t create flanking situations, 
  nor does it provoke attacks of opportunity from 
  movement, because enemies automatically recognize it 
  as an illusion. If it is more than 120 feet from you at the 
  start of your turn, or if you ever lose line of effect to it, 
  it instantly reappears adjacent to you. 
   
  Source: Player’s Handbook II, page 47 
   
  Spontaneous Affliction 
  Class: Druid. 
   
  Level: 1st. 
   
  Replaces: If you select this class feature, you do 
  not gain the ability to spontaneously convert prepared 
  spells into summon nature’s ally spells. 
   
  Benefit: You can transform the stored energy of a 
  spell you have prepared and use it to weaken your 
  enemies. To use spontaneous affliction, you must 
  spend a standard action and sacrifice a prepared spell. 
  All humanoids within 30 feet of you must succeed on a 
  Fortitude save (DC 10 + 1/2 your class level + your Cha 
  modifier) or become sickened for a number of rounds 
  equal to the level of the spell sacrificed. 
   
  Source: Exemplars of Evil, page 21 
   
  CONDITIONS 
  Treating Heatstroke 
  Nonlethal damage from heatstroke (including the 
  accompanying fatigue) cannot be recovered until a 
  character gets cooled off—by reaching shade, 
  surviving until nightfall, getting doused in water, 
  being targeted by endure elements, or the equivalent. 
  Once the character is cooled or reaches a cooler 
  environment (a temperature of 90 degrees or lower), 
  the character responds normally to healing that 
  removes nonlethal damage. When the character 
  recovers the nonlethal damage taken from heatstroke, 
  the fatigue penalties also end. 
   
  Source: Sandstorm, page 13 
   
  DISEASES 
  Death Song (Su)—Contact, Fortitude DC 25, 
  incubation period 1 day, damage 1d8 Str, 1d8 Dex, and 
  1d8 Con. 
   
  One of the worst diseases known, this terrible 
  plague has laid waste to entire communities in less 
  than a week. Victims of deathsong can do nothing but 
  shriek and howl as their bodies wither and blacken. 
  Once the incubation period expires, the progress of the 
  disease is so fast that a victim can hear his skin crackle 
  and his bones grow brittle and break. 
   
  Source: Book of Vile Darkness, page 30 
   
  Lightning Curse (Su)—Contact, Fortitude DC 18, 
  incubation period 1 day, damage 1d6 Int; when 
  damaged, victim must succeed on a second saving 
  throw or 1 point of damage is drain instead. 
   
  When a character takes more than 30 points of 
  electricity damage and is at the same time exposed to 
  great evil (as with acid fever, above), she risks 
  contracting lightning curse. As her blood vessels burst, 
  the victim is covered in blue and black bruises. Her 
  muscles ache and she cannot think straight. 
   
  Source: Book of Vile Darkness, page 30 
   
  Melting Fury (Su)—Contact, Fortitude DC 16, 
  incubation period 1d6 days, damage 1d4 Str, 1d4 Dex, 
  and 1d3 Con. 
   
  Caught by characters who handle undead flesh, 
  this disease is as horrific to watch as it is to contract. 
  The victim’s flesh slowly liquefies and “melts” off his 
  body until he is dead. 
  
  VEL8-04 The Planting 
   
  Page 57 
   
  Source: Book of Vile Darkness, page 30 
   
  Sandeyes (Ex)—Contact, Fortitude DC 14, incubation 
  period 1 day, damage 1d4 Cha; each time the disease 
  deals 2 or more points of Charisma damage, a victim 
  must make another successful Fortitude save or 
  become permanently blind. 
   
  A creeping blindness caused by desiccated eye 
  tissue. 
   
  Source: Sandstorm, page 21 
   
  Sea rot (Ex)—Contact, Fortitude DC 20, incubation 
  period 1 day, damage 1d6 Con and 1d6 Str; when 
  damaged, victim must succeed on a second saving 
  throw or 1 point of damage is drain instead. 
   
  Usually found in the worst sort of sargasso, sea rot 
  is caused by contact with infected creatures. 
   
  Source: Stormwrack, page 12 
   
  FEATS 
  Awesome Blow 
  A creature that has this feat can choose to deliver blows 
  that send its smaller opponents flying like bowling 
  pins. 
   
  Prerequisites: Str 25, Power Attack, Improved 
  Bull Rush, size Large or larger. 
   
  Benefit: As a standard action, the creature can 
  choose to subtract 4 from its melee attack roll and 
  deliver an awesome blow. If the creature hits a 
  corporeal opponent smaller than itself with an 
  awesome blow, its opponent must succeed on a Reflex 
  save (DC equal to damage dealt) or be knocked flying 
  10 feet in a direction of the attacking creature’s choice 
  and fall prone. The attacking creature can push the 
  opponent only in a straight line, and the opponent 
  can’t move closer to the attacking creature than the 
  square it started in. If an obstacle prevents the 
  completion of the opponent’s move, the opponent and 
  the obstacle each take 1d6 points of damage, and the 
  opponent stops in the space adjacent to the obstacle. 
   
  Special: A fighter can select Awesome Blow as 
  one of his fighter bonus feats. 
   
  Source: Monster Manual V, page 204 
   
  Black Lore of Moil [Metamagic] 
  Your study of the sinister knowledge and spellcasting 
  techniques of the long-dead Nightlords of Moil makes 
  your necromancy spells especially potent. 
   
  Prerequisites: Spell Focus (necromancy), caster 
  level 7th. 
   
  Benefit: Any necromancy spell you cast can be 
  cast instead as a Moilian spell, dealing an extra 1d6 
  points of negative energy damage +1d6 per two spell 
  levels (+1d6 for 1st-level spells, +2d6 for 2nd- or 3rd-
  level spells, and so on). If the spell normally allows a 
  saving throw, the target takes half the negative energy 
  damage on a successful save, regardless of the outcome 
  of the save on the spell’s normal effect. 
   
  In addition to its normal spell components, a 
  Moilian spell requires the creation and expenditure of 
  a Moilian runebone — a small human bone (often a 
  finger bone) scribed with carefully prepared arcane 
  markings. Only a character trained in the Black Lore of 
  Moil knows the secrets of creating a runebone, which 
  takes 1 hour to craft and requires special inks and 
  powders costing 25 gp per die of negative energy 
  damage to be generated. For example, a runebone 
  capable of adding 3d6 points of negative energy 
  damage to a spell costs 75 gp to craft. 
   
  While the maximum negative energy damage 
  dealt by a Moilian spell is based on the spell’s level, the 
  actual damage is limited by the runebone. For example, 
  if a sorcerer casts finger of death (a 7th-level spell, so 
  normally +4d6) with a 75-gp (3d6) runebone, the spell 
  deals only 3d6 points of additional negative energy 
  damage. 
  A Moilian spell uses a spell slot of the spell’s normal 
  level. 
   
  Source: Complete Arcane, page 75 
   
  Chaos Devotion [Domain] 
  The forces of chaos assist you in combat. 
   
  Benefit: Once per day as a swift action, you can 
  summon the force of chaos to aid you. When you 
  activate this ability, roll 1d6. If the result is odd, add 
  that number as a sacred (if your deity is good or 
  neutral) or profane (if your deity is evil) bonus on your 
  attack rolls until your next action. If the result is even, 
  add that number as a sacred or profane bonus to your 
  AC. At the beginning of each action thereafter, roll the 
  die again and apply the designated bonus. This effect 
  lasts for 1 minute. 
   
  Source: Complete Champion, page 56 
   
  Extended Reach [Monstrous] 
  Your flexible body allows you to reach farther than 
  normal. 
   
  Prerequisite: Small or larger size, nonrigid body 
  or a nonrigid attack form such as a tentacle, feeler, or 
  pseudopod. 
   
  Benefit: Your body or a part of your body with 
  which you can deliver a melee attack is boneless and 
  flexible, allowing you to threaten a larger than normal 
  area with melee attacks. Add +5 feet to your normal 
  reach. 
   
  Source: Savage Species, page 34 
  
  VEL8-04 The Planting 
   
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  Fearsome Necromancy [General] 
  Creatures subjected to your necromantic spells feel the 
  chill of fear. 
   
  Prerequisite: Spell Focus (necromancy) or 
  necromancer level 1st. 
   
  Benefit: Any foe required to save against a 
  necromancy spell you cast is shaken for 1 round, 
  regardless of the result of the save. This mind-affecting 
  fear ability does not stack with any other fear effect (it 
  can't make a foe worse than shaken). 
   
  Special: A necromancer can select this feat as a 
  wizard bonus feat. 
   
  Source: Complete Mage, page 42 
   
  Improved Toughness [General] 
  A creature with this feat is significantly tougher than 
  normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: The creature gains a number of hit points 
  equal to its current Hit Dice. Each time it gains a Hit 
  Die (such as by gaining a level or advancing), it gains 1 
  additional hit point. If it loses a Hit Die (such as by 
  losing a level), it loses 1 hit point permanently. 
   
  Special: A fighter can select Improved Toughness 
  as one of his fighter bonus feats. 
   
  Source: Monster Manual IV, page 203 
   
  Poison Immunity [General] 
  After prolonged exposure to a poison or toxin, the 
  character has rendered himself immune to it. 
   
  Benefit: The character is immune to one specific 
  poison (chosen by the DM or the character’s player), 
  whether available as a blade poison, the venom of a 
  specific creature, or one other toxin. The character also 
  gains a +1 circumstance bonus on saving throws 
  against other poisons. 
   
  Special: A character may take this feat multiple 
  times, choosing a different poison each time. The +1 
  bonus against other poisons doesn’t stack with itself, 
  because the circumstances of each poison immunity 
  are essentially the same. 
   
  Source: Book of Vile Darkness, page 49 
   
  Power Critical [General] 
  Choose one weapon, such as a longsword or a greataxe. 
   With that weapon, you know how to hit where it 
  hurts. 
   
  Prerequisite: Weapon focus with weapon, base 
  attack bonus +4. 
   
  Benefit: When using weapon you selected, you 
  gain a +4 bonus on the roll to confirm a threat. 
   
  Special: A fighter may select Power Critical as one 
  of his fighter bonus feats. 
   
  You can gain Power Critical multiple times.  Each 
  time you take the feat, it may be with a different 
  weapon or the same weapon.  If you take it with the 
  same weapon, the effects of the feats stack. 
   
  Source: Complete Warrior, page 103 
   
  Sacred Vow [Exalted] 
  You have willingly given yourself to the service of a 
  good deity or cause, denying yourself an ordinary life 
  to better serve your highest ideals. 
   
  Benefit:  You gain a +2 perfection bonus on 
  Diplomacy checks. 
   
  Special:  This feat serves as the prerequisite for 
  several other feats, including the Vow of Nonviolence. 
   
  Source: Book of Exalted Deeds, pg 45. 
   
  Vow of Nonviolence [Exalted] 
  You have taken a sacred vow to avoid violence against 
  humanoids. 
   
  Prerequisite:  Sacred Vow 
   
  Benefit:  The saving throw DCs for spells you cast 
  or other special abilities you use against humanoid or 
  monstrous humanoid targets is increased by +4 if the 
  spell does not deal lethal damage (including ability 
  damage, but not nonlethal damage), bestow negative 
  levels, or cause death.  Spells affected by this feat 
  include most Abjuration, Enchantment, and Illusion 
  spells (though not phantasmal killer, for example), 
  those few Divination spells that have targets and 
  require saving throws (including detect thoughts and 
  discern lies), and even Necromancy spells such as 
  waves of fatigue and ray of exhaustion.  It does not 
  affect most Evocation, Conjuration and Transmutation 
  spells. 
   
  The bonus granted by this feat does not stack with 
  the bonus granted by the Spell Focus feat.  It affects 
  only saving throw DCs, not caster level checks or other 
  elements of a spell. 
   
  The benefit of this feat extends to special abilities 
  other than spells that allow a saving throw, but only if 
  the ability does not deal damage and is not dependent 
  on dealing damage.  For example, a character with the 
  Stunning Fist feat can increase the saving throw DC to 
  avoid being stunned by +4 if she deals nonlethal 
  damage, rather than regular damage, with her stunning 
  attack.  A couatl’s venom would not become more 
  virulent because of this feat, however, because it deals 
  ability damage and requires the couatl to deal hit point 
  damage in order to deliver it. 
   
  Special:  To fulfill your vow, you must not cause 
  harm or suffering to humanoid or monstrous 
  
  VEL8-04 The Planting 
   
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  humanoid foes.  You may not deal real damage or 
  ability damage to such forces through spells or 
  weapons, though you may deal nonlethal damage.  You 
  may not target them with death effects, disintegrate, 
  pain effects, or other spells that have the immediate 
  potential to cause death, suffering or great harm. 
   
  Your purity is so great that any ally of yours who 
  slays a helpless or defenseless foe within 120 feet of 
  you feels great remorse.  Your ally takes a –1 morale 
  penalty on his attack rolls for 1 hour per your character 
  level.  For each helpless foe slain, the attack penalty 
  increases by 1, to a maximum equal to your character 
  level.  The duration of the increased penalty starts from 
  the latest slaying. 
   
  You may ask your allies to give you an oath that a 
  helpless foe will not be slain.  IF the oath is sworn, an 
  ally who later breaks the oath takes the penalty for 
  doing so as if you were present.  If you leave a helpless 
  foe to be killed by your allies, you have broken your 
  vow.  You may ask a defeated creature to give you an 
  oath of surrender or noninterference in exchange for 
  its life.  If the creature breaks this oath to you, you can 
  allow your allies to deal with the creature as they see fit 
  without breaking their oaths or your vow of 
  nonviolence. 
   
  If you intentionally break your vow, you 
  immediately and irrevocably lose the benefits of this 
  feat.  You may not take another feat to replace it.  If you 
  break your vow as a result of magical compulsion, you 
  lose the benefit of this feat until you perform a suitable 
  penance and receive an atonement spell. 
   
  Source: Book of Exalted Deeds, pg 45. 
   
  MAGIC ITEMS 
  (All items from Magic Item Compendium except as 
  noted) 
  Anklet of Translocation 
  Price (Item Level): 1,400 gp (5th) 
  Body Slot: Feet 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) conjuration 
  Activation: Swift (command) 
  Weight: — 
   
  An anklet of translocation allows you to make short 
  dimensional hops. When it is activated, you can 
  instantly teleport (with no chance of error) up to 10 
  feet. The new space must be within line of sight and 
  line of effect. 
   
  You can’t use the anklet to move into a space 
  occupied by another creature, nor can you teleport into 
  a solid object; if you attempt to do so, the anklet’s 
  activation is wasted. You can bring along objects 
  weighing up to your maximum load, but you can’t 
  bring another creature with you. 
   
  An anklet of translocation functions two times per 
  day. 
   
  Prerequisites: Craft Wondrous Item, dimension 
  door. 
   
  Cost to Create: 700 gp, 56 XP, 2 days. 
   
  Belt of Growth 
  Price (Item Level): 3,000 gp (7th) 
  Body Slot: Waist 
  Caster Level: 10th 
  Aura: Moderate; (DC 20) transmutation 
  Activation: Standard (command) 
  Weight: — 
   
  When you activate a belt of growth, you instantly 
  increase in size (as if affected by enlarge person). This 
  effect lasts for 10 minutes or until you command it to 
  end. This ability doesn’t stack with any other effect that 
  increases your size. 
   
  A belt of growth functions once per day. 
   
  Prerequisites: Craft Wondrous Item, enlarge 
  person. 
   
  Cost to Create: 1,500 gp, 120 XP, 3 days. 
   
  Boots of Swift Passage 
  Price (Item Level): 5,000 gp (9th) 
  Body Slot: Feet 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) conjuration 
  Activation: Move (command) 
  Weight: 1 lb. 
   
  When activated, boots of swift passage teleport you up 
  to 20 feet in any direction (with no chance of error). 
   
  You must have line of sight and line of effect to 
  your destination to use the boots. You can’t use the 
  boots to move into a space occupied by another 
  creature, nor can you teleport into a solid object; if you 
  attempt to do so, the boots’ activation is wasted. You 
  can bring along objects weighing up to your maximum 
  load, but you can’t bring another creature with you. 
   
  Boots of swift passage function five times per day. 
   
  Prerequisites: Craft Wondrous Item, dimension 
  door. 
   
  Cost to Create: 2,500 gp, 200 XP, 5 days. 
   
  Chronocharm of the Uncaring Archmage 
  Price (Item Level): 500 gp (3rd) 
  Body Slot: Throat 
  Caster Level: 9th 
  Aura: Moderate; (DC 19) transmutation 
  
  VEL8-04 The Planting 
   
  Page 60 
  Activation: Swift (command) 
  Weight: — 
   
  A chronocharm of the uncaring archmage alters your 
  perception of time, allowing you to cast a single spell 
  more quickly. When it is activated, the next spell of 3rd 
  level or lower you cast that has a casting time of 1 full 
  round can be cast as a standard action instead. If you 
  don’t cast such a spell by the end of your turn, the 
  effect fades. 
   
  This ability functions once per day. 
   
  Prerequisites: Craft Wondrous Item, Quicken 
  Spell. 
   
  Cost to Create: 250 gp, 20 XP, 1 day. 
   
  Circlet of Mages 
  Price (Item Level): 5,000 gp (9th) 
  Body Slot: Head 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) transmutation 
  Activation: — and free (command) 
  Weight: — 
   
  A circlet of mages grants you a +2 competence 
  bonus on Concentration checks. This is a continuous 
  effect and requires no activation. 
   
  In addition, this circlet has 3 charges, which are 
  renewed each day at dawn. Spending 1 or more charges 
  when you cast a spell allows you to avoid losing that 
  prepared spell or spell slot (as if you hadn’t cast it). 
  • 
  1 charge: Retain a spell of up to 1st level. 
  • 
  2 charges: Retain a spell of up to 2nd level. 
  • 
  3 charges: Retain a spell of up to 3rd level. 
   
  Prerequisites: Craft Wondrous Item, Rary’s 
  mnemonic enhancer. 
   
  Cost to Create: 2,500 gp, 200 XP, 5 days. 
   
  Cloak of Comfort 
  Price (Item Level): 3,000 gp (7th) (+1), 6,000 gp (10th) 
  (+2) 
  Body Slot: Shoulders 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) abjuration 
  Activation: — 
  Weight: 2 lb. 
   
  You are protected by a constant endure elements effect, 
  as are any allies within 30 feet of you. You also gain a +1 
  resistance bonus on saving throws. 
   
  These are continuous effects and require no 
  activation. 
   
  Variants: More powerful versions of this cloak 
  can be created with a higher resistance bonus on saves. 
   
  Prerequisites: Craft Wondrous Item, endure 
  elements or cold comfort (CM 123), resistance. 
   
  Cost to Create: 1,500 gp, 120 XP, 3 days (+1); 3,000 
  gp, 240 XP, 6 days (+2). 
   
  Source: Complete Mage, page 132 
   
  Cloak of Predatory Vigor 
  Price (Item Level): 1,400 gp (5th) 
  Body Slot: Shoulders 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) conjuration 
  Activation: Swift (mental) 
  Weight: 2 lb. 
   
  A cloak of predatory vigor helps you channel the 
  power of your combat frenzy into rejuvenating energy. 
  While in a rage or frenzy, you can activate this cloak to 
  heal damage to yourself equal to your Hit Dice. 
   
  This effect functions two times per day. 
   
  Prerequisites: Craft Wondrous Item, cure 
  moderate wounds. 
   
  Cost to Create: 700 gp, 56 XP, 2 days. 
   
  Corrosive 
  Price: +1 bonus 
  Property: Weapon 
  Caster Level: 10th 
  Aura: Moderate; (DC 20) conjuration 
  Activation: Standard (command) 
   
  When activated, a corrosive weapon is sheathed in 
  acid. The acid does not harm you as long as you have 
  the weapon in hand. The effect persists until you speak 
  a second command word. A weapon that has this 
  property deals an extra 1d6 points of acid damage on a 
  successful hit. 
   
  Projectile weapons bestow this property upon 
  their ammunition. 
   
  Prerequisites: Craft Magic Arms and 
  Armor, 
  acid fog, acid storm (SC 7), Melf’s acid arrow, or storm 
  of vengeance. 
   
  Cost to Create: Varies. 
   
  Counterstrike Bracers 
  Price (Item Level): 2,500 gp (7th) 
  Body Slot: Arms 
  Caster Level: 5th 
  Aura: Faint; (DC 17) transmutation 
  Activation: Immediate (command) 
  Weight: — 
   
  Counterstrike bracers allow you to answer an 
  unsuccessful melee attack against you with an 
  
  VEL8-04 The Planting 
   
  Page 61 
  unexpected riposte. You can activate the bracers 
  immediately after an enemy has missed you with a 
  melee attack. Doing this grants you a free attack of 
  opportunity against that enemy (even if you have 
  already used up your allotted attacks of opportunity for 
  the round). You must activate the bracers before your 
  enemy takes any other attacks or actions. 
   
  This ability functions two times per day. 
   
  Prerequisites: Craft Wondrous Item, haste. 
   
  Cost to Create: 1,250 gp, 100 XP, 3 days. 
   
  Crystal of Return 
  Price (Item Level): 300 gp (2nd) (least); 1,000 (4th) 
  (lesser); 4,000 gp (8th) (greater) 
  Body Slot: — (weapon crystal) 
  Caster Level: 5th 
  Aura: Faint; (DC 17) transmutation 
  Activation: — 
  Weight: — 
   
  A crystal of return allows a weapon to leap into its 
  owner’s hand. 
   
  Least: This crystal allows you to draw the weapon 
  to which it is attached as a free action. 
   
  Lesser: As the least crystal, and in addition you 
  can call the weapon (if unattended) to your hand from 
  up to 30 feet away as a move action. 
   
  Greater: As the lesser crystal, and the weapon also 
  gains the returning property (DMG 225). This property 
  functions only for a weapon designed to be thrown. 
   
  Prerequisites: Craft Magic Arms and Armor, mage 
  hand. 
   
  Cost to Create: 150 gp, 12 XP, 1 day (least); 500 gp, 
  40 XP, 1 day (lesser); 2,000 gp, 160 XP, 4 days (greater). 
   
  Eternal Wand 
  Price (Item Level): see table 
  Body Slot: — (held) 
  Caster Level: See table 
  Aura: Faint; (see table) school of spell contained in 
  eternal wand 
  Activation: Standard (command) 
  Weight: — 
   
  An eternal wand holds a single arcane spell of 3rd level 
  or lower, determined during creation. Any character 
  who can cast arcane spells can activate the wand to use 
  the spell contained in it, regardless of whether the 
  spell appears on his class spell list. 
   
  An eternal wand functions two times per day. 
   
  Prerequisites: Craft Wand, Craft Wondrous Item, 
  the spell contained in the eternal wand. 
   
  Cost to Create: see table 
   
  ETERNAL WAND 
  Spell 
  Level 
  Caster 
  Level 
  Price 
  (Item Level) 
  Spellcraft 
  DC 
  Cost to Create 
  0 
  1st 
  460 gp (3rd) 
  15 
  230 gp, 18 XP, 
  1day 
  1st 
  1st 
  820 gp (4th) 
  15 
  410 gp, 32 XP, 1 
  day 
  2nd 
  3rd 
  4,420 gp (9th) 
  16 
  2,210 gp, 176 
  XP, 3 days 
  3rd 
  5th 
  10,900 gp (13th) 
  17 
  5,450 gp, 436 
  XP, 11 days 
   
  Greatreach Bracers 
  Price (Item Level): 2,000 gp (6th) 
  Body Slot: Arms 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) transmutation 
  Activation: Swift (command) 
  Weight: 5 lb. 
   
  Sometimes called “choker sleeves” due to their 
  appearance and effect, these pliable bracers allow you 
  to attack from a surprising distance. When you activate 
  greatreach bracers, your arms stretch and elongate, 
  extending your reach by 10 feet for 1 round. 
   
  This ability functions three times per day. 
   
  Prerequisites: Craft Wondrous Item, enlarge 
  person. 
   
  Cost to Create: 1,000 gp, 80 XP, 2 days. 
   
  Hexbands 
  Price (Item Level): 3,100 gp (8th) 
  Body Slot: Arms 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) transmutation 
  Activation: — and swift (command) 
  Weight: 3 lb. 
   
  Hexblades (CW 5) rely on these items to enhance their 
  curse power and their combat prowess. While worn, 
  hexbands increase the save DC of your hexblade’s curse 
  by 1. This is a continuous effect and requires no 
  activation. 
   
  In addition, when you activate your hexbands, you 
  can add your Charisma bonus (if any) on weapon 
  damage rolls you make against any creature currently 
  affected by your hexblade’s curse. This benefit lasts for 
  1 round, and this ability functions five times per day. 
   
  Prerequisites: Craft Wondrous Item, eagle’s 
  splendor. 
   
  Cost to Create: 1,550 gp, 124 XP, 4 days. 
   
  Nimbleness 
  
  VEL8-04 The Planting 
   
  Page 62 
  Price: +1 bonus 
  Property: Armor 
  Caster Level: 8th 
  Aura: Moderate; (DC 19) transmutation 
  Activation: — 
   
  A suit of armor that has this property has a maximum 
  Dexterity bonus 1 higher than normal, and its armor 
  check penalty is reduced by 2. 
   
  Prerequisites: Craft Magic Arms and Armor, cat’s 
  grace. 
   
  Cost to Create: Varies. 
   
  Pearl of Speech 
  Price (Item Level): 600 gp (3rd) 
  Body Slot: Face 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) divination 
  Activation: — and standard (command) 
  Weight: — 
   
  These items were originally created by drow and used 
  to command their slaves without stooping to learn 
  their foul languages. The secret of creating pearls of 
  speech long ago became known to bards and others 
  who rely on languages. When you place a pearl of 
  speech upon your tongue (a standard action), it is 
  absorbed into your mouth until you speak the proper 
  command word to release it. While absorbed, the pearl 
  grants you the ability to speak and understand a 
  specific language, such as Dwarven or Draconic. Each 
  pearl is created for a specific language, and you can 
  have only one pearl of speech active at a time. 
   
  In addition, while the pearl is active, it can be 
  activated to produce a command effect once per day 
  (Will DC 11 negates). 
   
  Prerequisites: Craft Wondrous Item, command, 
  tongues. 
   
  Cost to Create: 300 gp, 24 XP, 1 day. 
   
  Ring of Communication 
  Price (Item Level): 2,000 gp (6th) 
  Body Slot: Ring 
  Caster Level: 5th 
  Aura: Faint; (DC 17) divination 
  Activation: Free (mental) 
  Weight: — 
   
  When you activate a ring of communication, for the 
  next minute you can clearly hear any words spoken by 
  anyone within 1 mile who is wearing another ring of 
  communication to which you are attuned. The volume 
  of the speech and the background noise at either end 
  make no difference; whispers are audible above even 
  the sounds of combat. 
   
  Any two or more ring wearers need only touch 
  their rings together (a standard action) and speak the 
  command word in unison to attune the rings to each 
  other. Any number of rings can become attuned to one 
  another in this manner, so long as all are touched 
  together at the same time. 
   
  A ring remains attuned to the others until you 
  attune it to a different ring. 
   
  Prerequisites: Forge Ring, detect thoughts. 
   
  Cost to Create: 1,000 gp, 80 XP, 2 days. 
   
  Talisman of Undying Fortitude 
  Price (Item Level): 8,000 gp (11th) 
  Body Slot: — (held) 
  Caster Level: 15th 
  Aura: Strong; (DC 22) necromancy 
  Activation: Swift (command) 
  Weight: — 
   
  A talisman of undying fortitude allows you to take on 
  some of the physical qualities of undead. When you 
  activate the talisman, you gain immunity to poison, 
  sleep effects, paralysis, stunning, disease, death effects, 
  critical hits, nonlethal damage, physical ability damage, 
  ability drain, energy drain, fatigue, exhaustion, death 
  from massive damage, and any effect that requires a 
  Fortitude save. Also, you do not need to breathe. This 
  effect lasts for 3 rounds. 
   
  A talisman of undying fortitude functions two 
  times per day. 
   
  Prerequisites: Craft Wondrous Item, veil of 
  undeath (SC 229). 
   
  Cost to Create: 4,000 gp, 320 XP, 8 days. 
   
  Tunic of Steady Spellcasting 
  Price (Item Level): 2,500 gp (7th) 
  Body Slot: Torso 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: — 
  Weight: 1 lb. 
   
  You gain a +5 competence bonus on Concentration 
  checks. Despite the name, the tunic’s bonus applies on 
  all Concentration checks, not just those made to cast 
  spells. 
   
  Prerequisites: Craft Wondrous Item, bear’s 
  endurance. 
   
  Cost to Create: 1,250 gp, 100 XP, 3 days. 
   
  
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  MUNDANE EQUIPMENT 
  Chitin Armor 
   
  Though less durable than dragonhide, chitin 
  armor (also known as beetleback armor) has other 
  advantages. Chitin is less restricting than metal, even 
  though it weighs the same amount. The maximum 
  Dexterity bonus of an armor or shield made of chitin is 
  1 greater than that of the same type of armor made 
  from metal. Breastplates, half-plate armor, full plate 
  armor, and shields can be made from chitin. (Typically, 
  the only kind of shield crafted from chitin is a tower 
  shield, since most shields don’t have a maximum 
  Dexterity bonus.) 
   
  A single giant beetle provides enough material to 
  create a single breastplate or tower shield sized for a 
  character of the same size category as the beetle (or two 
  such items for a character two or more sizes smaller 
  than the beetle). For example, a Large giant stag beetle 
  has enough chitin to make either a breastplate or a 
  tower shield sized for a Large character, or two such 
  items for Medium or smaller characters. A suit of half-
  plate or full plate armor takes twice as much chitin, 
  while a light shield or heavy shield takes half as much. 
  (A chitin buckler can be made from the cast-off bits of 
  any giant beetle.) The chitin from multiple giant 
  beetles can be combined; a Small beetle counts as half 
  of a Medium beetle, a Medium beetle as half of a Large 
  beetle, and so forth. 
   
  Because chitin armor isn’t made from metal, 
  druids can wear it without penalty. Armor and shields 
  fashioned from chitin are always masterwork items; 
  the masterwork cost is included in the prices given 
  below. Chitin armor or shields cost double what 
  masterwork armor of that type ordinarily costs, but 
  take no longer to make than ordinary armor of that 
  type. 
   
  Chitin armor has 10 hit points per inch of 
  thickness and hardness 5. 
   
  Breastplate cost: 700 gp; armor bonus: +5; 
  maximum Dex bonus: +4; armor check penalty: -3; 
  arcane spell failure: 25%; speed 20 ft./15 ft.; weight: 30 
  lb. 
   
  Buckler cost: 330 gp; armor bonus: +1; maximum 
  Dex bonus: -; armor check penalty: 0; arcane spell 
  failure: 5%; speed: -; weight: 5 lb. 
   
  Source: Races of the Dragon, page 121 
   
  SPELLS 
  (All spells from Spell Compendium except as noted) 
  Blinding Spittle 
  Transmutation 
  Level: Druid 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One missile of spit 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  Whipping your head forward with the last word of the 
  spell, you spit a globule of dark liquid at your foe. 
   
  You spit caustic saliva into your target’s eyes with a 
  successful ranged touch attack. A –4 penalty applies to 
  the attack roll. The subject is blinded until it can wash 
  its eyes with water or some other rinsing fluid, which 
  requires a standard action. 
   
  This spell has no effect on creatures without eyes 
  or creatures that don’t depend on eyes for vision. 
   
  Breath of the Jungle 
  Transmutation 
  Level: Druid 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Mist spreads in a 40-ft. radius, 20 ft. high 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  With a word of power and flick of your wrist, a foul-
  smelling, fine mist appears. 
   
  With a word of power and flick of your wrist, a foul-
  smelling, fine mist appears. The DC of any saving 
  throw made within the mist against poison or disease 
  increases by 2. 
   
  The mist does not provide concealment. 
   
  Contagion, Mass 
  Necromancy [Evil] 
  Level: Cleric 5, druid 5, sorcerer/wizard 6 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 20-ft.-radius spread 
   
  Forcing a hacking cough, you complete the spell. In 
  the area you’ve designated, you see swirling red and 
  black mist rise up, accompanied by the distant sound of 
  your echoing cough. 
   
  This spell functions like contagion (PH 213), but all 
  creatures within the area are infected. 
   
  Decomposition 
  Necromancy 
  
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  Level: Druid 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 50 ft. 
  Area: Living enemies within a 50-ft.-radius emanation 
  centered on you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  Using your link to the natural world, you create an air 
  of decay that makes death come quicker to the 
  wounded. 
   
  Whenever an enemy within the area takes normal (not 
  nonlethal) damage, that wound festers for an 
  additional 3 points of damage at the beginning of its 
  turn each round thereafter for the duration of the spell. 
  A DC 15 Heal check or the application of any cure spell 
  or other healing magic stops the festering. Only one 
  wound festers at a time; additional wounds taken while 
  the first is still festering are not subject to this effect. 
  Once festering has been stopped, however, any new 
  wound taken while the subject is within the area 
  (before the spell expires) begins the process anew. 
   
  For example, a subject who takes 6 points of 
  damage from an attack while within the area of a 
  decomposition spell takes 3 points of damage from the 
  festering wound in the next round, and another 3 
  points in the round after that. In the following round, 
  that subject receives 4 points of healing from a cure 
  light wounds spell, so the festering stops and the 
  subject takes no festering damage that round. In the 
  next round, the subject remains within the emanation 
  and takes another 3 points of damage in battle. The 
  festering begins again, dealing 3 points of festering 
  damage in the following round. 
   
  Dehydrate 
  Necromancy 
  Level: Druid 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  With a squeezing gesture, you indicate your target and 
  see sweat pour off it. 
   
  You afflict the target with a horrible, desiccating curse 
  that deals 1d6 points of Constitution damage, plus 1 
  additional point of Constitution damage per three 
  caster levels, to a maximum of 1d6+5 at 15th level. 
  Oozes, plants, and creatures with the aquatic subtype 
  are more susceptible to this spell than other targets. 
  Such creatures take 1d8 points of Constitution damage, 
  plus 1 additional point of Constitution damage per 
  three caster levels, to a maximum of 1d8+5. 
   
  Delay Disease 
  Conjuration (Healing) 
  Level: Cleric 1, druid 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 24 hours 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You press your focus to the creature and implore the 
  contagion that ravages it to lie dormant. As the spell 
  takes effect, a dim yellow glow passes over the 
  creature’s body. 
   
  The progress of any nonmagical disease that already 
  afflicts the target is halted for the duration of the spell. 
  Delay disease allows the subject to skip the required 
  saving throw against the disease for the day that the 
  spell is in effect. During this period, the subject accrues 
  no further ability damage from the disease. A skipped 
  saving throw counts as neither a success nor a failure 
  for the purpose of recovery from the disease. 
  Furthermore, the incubation period of any disease to 
  which the subject is exposed during the spell’s 
  duration does not begin until the spell expires. Delay 
  disease does not cure any damage that a disease might 
  already have dealt, and it has no effect on magical or 
  supernatural diseases. 
   
  Downdraft 
  Evocation [Air] 
  Level: Cleric 3, druid 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: Cylinder (20-ft. radius, 100 ft. high) 
  Duration: Instantaneous 
  Saving Throw: Reflex partial; see text 
  Spell Resistance: Yes 
   
  Dropping the small carving in your hand to the 
  ground, you crush it with your foot as you recite the 
  last few words of the spell. In the distance you see a 
  column of air turn a hazy gray. The air column then 
  
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  blasts toward the ground, and you hear a distant 
  whoosh. 
   
  Downdraft sends a column of turbulent air rushing 
  toward the earth. Airborne creatures caught in the area 
  of a downdraft must succeed on a Reflex save or 
  immediately plummet up to 100 feet straight 
  downward, taking falling damage (1d6 points of 
  damage per 10 feet fallen) if the downdraft makes them 
  hit the ground or collide with an object. Those who 
  succeed on the Reflex save plummet only 50 feet. 
   
  Creatures already on the ground must succeed on 
  a Reflex save or be knocked prone by the spell. 
   
  Material Component: A balsa-wood bird carving, 
  which is crushed underfoot. 
   
  Healing Sting 
  Necromancy 
  Level: Druid 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: You and one living creature 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  Your palms tingle as you smash the dead wasps 
  between your hands. The tingling intensifies as you 
  strike the opposing warrior, pulling his vitality into 
  yourself. 
   
  Focusing the power of negative energy, you deal 1d12 
  points of damage +1 per caster level (maximum 
  1d12+10) to a living creature and gain an equal amount 
  of hit points if you make a successful melee touch 
  attack. A healing sting cannot give you more hit points 
  than your full normal total. Excess hit points are lost. 
   
  Material Component: Five dried wasp bodies. 
   
  Infestation of Maggots 
  Necromancy 
  Level: Druid 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/2 levels 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  You touch your foe with the dust of dead flies on your 
  fingers, giving birth to hundreds of writhing maggots 
  in his flesh. 
   
  With a successful melee touch attack, you infest a 
  creature with maggotlike creatures. If the touched 
  creature fails a Fortitude saving throw, the magical 
  maggots deal 1d4 points of Constitution damage each 
  round at the beginning of your turn. The subject makes 
  a new Fortitude save each round to negate the damage 
  in that round and end the effect. 
   
  The infestation can be removed with a remove 
  disease or heal spell. 
   
  Material Component: A handful of dead, dried 
  flies. 
   
  Karmic Aura 
  Abjuration 
  Level: Hexblade 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: 20 ft. 
  Area: 20-ft.-radius emanation, centered on you 
  Duration: 1 round/level 
  Saving Throw: Will partial 
  Spell Resistance: Yes 
   
  You feel the currents of fate flow through you, tugging 
  on the strings of chance. 
   
  While this spell is in effect, any creature within range 
  that deals damage to you with an attack, spell, or other 
  effect becomes fatigued for 3 rounds. A successful Will 
  save indicates that the attacker is unaffected and 
  immune to the spell's effect until the start of your next 
  turn, but must save again if he damages you after that 
  point. An attacker already fatigued suffers no 
  additional effect from this spell. 
   
  Karmic aura, karmic backlash, and karmic 
  retribution interact in an unusual fashion. If you have 
  more than one of these spells active at once, the subject 
  must save against each spell in descending order of 
  spell level. If he fails any of these saves, he is 
  automatically fails any save against any lower-level 
  spell of the set that you have active. (Spell resistance 
  still applies to each effect separately.) 
   
  For example, suppose you have all three spells 
  active when a foe strikes you. He first attempts to save 
  against karmic retribution. If that save fails, he is 
  treated as if he had failed his saving throws against all 
  three spells. If the first save succeeds, but the save 
  against karmic backlash fails, he is treated as if he had 
  failed his saves against both that spell and karmic aura. 
  Only if he succeeds on both of the first two saves is he 
  entitled to a save against karmic aura. 
   
  Source: Complete Mage, page 108 
   
  
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  Karmic Backlash 
  Abjuration 
  Level: Hexblade 2, sorcerer/wizard 3 
   
  Your magic influences the flow of fate, doing harm to 
  all who would dare attack you. 
   
  This spell functions like karmic aura, except that any 
  creature that damages you and fails its Will save 
  becomes exhausted for 2 rounds. 
   
  Source: Complete Mage, page 109 
   
  Languor 
  Transmutation 
  Level: Druid 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: 1 round/level 
  Saving Throw: Will partial 
  Spell Resistance: Yes 
   
  With a low thrumming sound, a blue beam lances from 
  your finger to strike your foe and weaken him. 
   
  You must succeed on a ranged touch attack with the 
  ray to strike a target. This ray causes creatures it hits to 
  become weak and slow for the spell’s duration. A 
  struck creature takes a penalty to Strength equal to 
  1d6+1 per two caster levels (maximum 1d6+10). In 
  addition, a subject that fails a Will save is slowed. 
   
  The spell’s slow effect counters and is countered 
  by haste. 
   
  Memory Rot 
  Evocation 
  Level: Druid 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  You blow across your open palm at your opponent, and 
  your breath coalesces into a cloud of glowing yellow 
  spores that surround your foe’s head, driving through 
  its scalp into the brain beneath. 
   
  You create a cloud of spores that infests the brain of the 
  subject creature, gradually destroying its mind. The 
  spores deal 1d6 points of Intelligence damage 
  immediately. The spores then gradually eat away at the 
  subject’s brain, dealing 1 point of Intelligence drain 
  each round thereafter at the beginning of your turn. 
  The subject can attempt a Fortitude save each round to 
  combat the effect of the spores. A successful save ends 
  the spores’ advance and halts any further Intelligence 
  drain. 
   
  Naturewatch 
  Necromancy 
  Level: Druid 0, ranger 1 
  Components: S 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: Cone-shaped emanation 
  Duration: 10 minutes/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  Reaching out with your heart, you seek knowledge of 
  the health of plants and animals in the area. 
   
  This spell is similar to deathwatch (PH 
  217), but it functions only on animals and plants. In 
  addition, it also allows you to determine a variety of 
  other mundane information about the animals and 
  plants (whether or not the plants are dehydrated, the 
  animals are malnourished, and so forth). 
   
  Pox 
  Necromancy [Evil] 
  Level: Druid 6 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: Up to one living creature/level, no two of 
  which can be more than 10 ft. apart 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  The affected creatures take 1d4 points of Constitution 
  drain. Their skin breaks out in lesions and takes on a 
  pale yellow pallor. 
   
  Source: Lords of Madness, page 213 
   
  Quill Blast 
  Conjuration (Creation) 
  Level: Druid 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 20 ft. 
  Area: 20-ft.-radius spread centered on you 
  Duration: Instantaneous 
  
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  Saving Throw: Reflex half; see text 
  Spell Resistance: Yes 
   
  Needle-sharp quills emerge from your skin as you 
  begin casting this spell, then fly outward in every 
  direction when you complete the spell. 
   
  Creatures within the spread of a quill blast are hit by 
  one or more quills, depending on their size: Tiny or 
  smaller, 4 quills; Small, 6 quills; Medium, 8 quills; 
  Large, 10 quills; and Huge or larger, 12 quills. Small or 
  larger creatures that make their saves are struck by half 
  as many quills; Tiny or smaller creatures that make 
  their saves avoid the quills completely. 
   
  Each quill deals 1d6 points of damage and lodges 
  itself into the creature it hits. Lodged quills impose a 
  noncumulative –1 penalty on attack rolls, saves, and 
  checks. All quills can be removed safely as a standard 
  action with a DC 20 Heal check. Otherwise, removing 
  the quills deals an extra 1d6 points of damage. 
   
  Material Component: A porcupine quill. 
   
  Quillfire 
  Transmutation 
  Level: Druid 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  You evoke the power of nature, and the back of your 
  hand bristles with a spikelike growth of quills. 
   
  Your hand sprouts poisonous quills that you can use in 
  melee or as a ranged attack. 
   
  The quills deal 1d8 points of damage. They can be 
  thrown (range increment 10 feet). The quills are 
  poisonous (injury DC equal DC of quillfire, 1d6 
  Str/1d6 Str). 
   
  Reaving Aura 
  Necromancy [Evil] 
  Level: Assassin 1, cleric 1, hexblade 1, sorcerer/wizard 
  1 
  Components: V 
  Casting Time: 1 swift action 
  Range: 10 ft. 
  Area: 10-ft.-radius emanation, centered on you 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  The air around you turns black as it floods with 
  negative energy. 
   
  This spell deals 1 point of damage to every creature in 
  the area that has 0 or fewer hit points. Stable creatures 
  that were at –1 to –8 hit points become dying, while 
  creatures at –9 hit points die immediately. 
   
  This spell has no effect on creatures that have 0 or 
  more hit points. 
   
  Source: Complete Mage, page 114 
   
  Spiritjaws 
  Evocation [Force] 
  Level: Druid 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 + 10 ft./level) 
  Effect: Jaws of force 
  Duration: 1 round/level (D) 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  You call upon the power of the dinosaurs to complete 
  the spell. A set of ghostly dinosaur jaws comes into 
  being and attacks the creature you designate. 
   
  This spell creates a set of powerful jaws of force. The 
  jaws attempt to grapple the designated opponent, 
  starting with one attack in the round the spell is cast 
  and continuing each round thereafter. The spiritjaws 
  use your base attack bonus (possibly allowing it 
  multiple attacks per round in subsequent rounds) + 
  your Wis modifier as its attack bonus. If an initial 
  attack hits, the spiritjaws deal 2d6 points of damage 
  and attempt to start a grapple as a free action. The jaws’ 
  bonus on grapple checks is equal to their attack bonus 
  + 4. 
   
  Once the opponent is grappled, the jaws deal 2d6 
  points of damage with each subsequent grapple check. 
  The target is considered to be grappling and cannot 
  move. The target creature no longer threatens squares 
  and loses its Dexterity bonus to AC against opponents 
  not grappling it. 
   
  The set of jaws always strikes from your direction. 
  It does not get a bonus for flanking or help a 
  combatant get one. Your feats do not affect the jaws. If 
  the jaws move beyond the range of the spell, they 
  vanish. Attacking the set of jaws has no effect. As a 
  magical force effect, the jaws cannot be damaged, but 
  disintegrate or a sphere of annihilation destroys the 
  effect. 
   
  The grappled opponent can cast a spell only if the 
  spell has no somatic component, the material 
  components are in hand, and a Concentration check 
  
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  (DC 20 + spell level) is made. A creature grappled by 
  the set of jaws can attempt to escape by succeeding on a 
  grapple check against the jaws or by making a 
  successful Escape Artist check as a standard action 
  opposed by the set of jaws’ grapple check. 
   
  As a free action, you can direct the jaws to pin a 
  grappled opponent instead of dealing damage with a 
  grapple check. If the jaws win the opposed grapple 
  check, the opponent is pinned. A pinned opponent is 
  held immobile and must break the pin before it can 
  escape the grapple. Creatures other than those 
  grappling the pinned target gain a +4 bonus on attack 
  rolls to hit it. If the jaws have multiple attacks (granted 
  by your attack bonus), you can use them to cause 
  damage to a pinned target or to make more grapple 
  attempts against that target. 
   
  If you become unable to command the jaws, they 
  vanish. 
   
  Material Component: A piece of bone from a 
  dinosaur’s jaw. 
   
  Spore Field 
  Transmutation 
  Level: Druid 1, ranger 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 10-ft.-radius spread 
  Duration: 1 minute/level 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: No 
   
  The ground at which you point erupts with countless 
  puffball mushrooms. 
   
  You cause the ground to become thick with spore-
  ridden fungus. The area affected by this spell becomes 
  difficult terrain. Entering a square of difficult terrain 
  costs 2 squares of movement, and creatures cannot 
  charge or run through such squares (PH 148). The 
  uneven surface created by this spell also increases the 
  DCs of Balance and Tumble checks by 5 and the DC of 
  Move Silently checks by 2. 
   
  In addition, any creature that enters a square 
  affected by this spell bursts several mushrooms, 
  causing their choking spores to fill the air. The spores 
  render the creature sickened for 1 round (Fortitude 
  negates). Treat the spore cloud as an inhaled poison for 
  the purpose of bonuses on the save or immunity to 
  poison. Entering more than one affected square during 
  a turn doesn’t force multiple saves. 
   
  You can cast spore field on any type of ground or 
  flooring, regardless of the material that comprises it. 
   
  Source: Complete Scoundrel, page 104 
   
  Stalwart Pact 
  Evocation 
  Level: Cleric 5, Pact 5 
  Components: V, S, M, DF 
  Casting Time: 10 minutes 
  Range: Touch 
  Target: Willing living creature touched 
  Duration: Permanent until triggered, then 1 
  round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You touch your ally and empower him with a spell that 
  will later take effect in dire need. 
   
  Once this spell is cast, it remains dormant until the 
  subject is reduced to half or less of its full normal hit 
  points. Once the subject has taken enough damage to 
  reduce it to half or lower hit points, it immediately 
  gains 5 temporary hit points per two caster levels 
  (maximum 35 hit points at 14th level), damage 
  reduction 5/magic, and a +2 luck bonus on saving 
  throws. The hit points, damage reduction, and saving 
  throw bonus disappear when the spell ends. 
  Material Component: Incense worth 250 gp. 
   
  Sudden Stalagmite 
  Conjuration (Creation) [Earth] 
  Level: Druid 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
   
  You point your finger upward and utter a curt shout. 
  Immediately, a razor-sharp stalagmite bursts from the 
  ground to impale your foe. 
   
  This spell creates a stalagmite about 1 foot wide at its 
  base and up to 10 feet tall. If it encounters a ceiling 
  before it reaches full size, it stops growing. The 
  stalagmite grows from the ground under the target 
  creature and shoots upward. An airborne creature 
  within 10 feet of the ground gains a +4 bonus on its 
  saving throw, and airborne creatures more than 10 feet 
  above the ground cannot be harmed by this spell. 
   
  The stalagmite deals 1d6 points of piercing 
  damage per caster level (maximum 10d6). In addition, a 
  target that fails to make a saving throw against this 
  spell and takes damage from it is impaled on the 
  
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  stalagmite and cannot move from its current location 
  until it makes a DC 15 Escape Artist check. The 
  stalagmite can be removed in other ways as well, such 
  as with a stone shape spell. The victim can break free 
  with a DC 25 Strength check, although doing this deals 
  it 3d6 points of slashing damage. 
   
  A creature’s damage reduction, if any, applies to 
  the damage from this spell. The damage from sudden 
  stalagmite is treated as piercing for the purpose of 
  overcoming damage reduction. 
   
  Sunstroke 
  Necromancy 
  Level: Druid 1, sorcerer/wizard 1, Summer 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
   
  You cause a living creature to experience the effects of 
  heatstroke. The target takes 2d6 points of nonlethal 
  damage. If the target fails a Fortitude save, it 
  immediately becomes fatigued, or exhausted if already 
  fatigued. Since this spell causes heatstroke [see 
  Conditions in this appendix], the damage and fatigue 
  dealt can only be healed after that condition is treated 
  properly. 
   
  Source: Sandstorm, page 123 
   
  Touch of Adamantine 
  Transmutation 
  Level: Cleric 6, druid 6, sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 minute/level 
  Saving Throw: Will negates (object, harmless) 
  Spell Resistance: Yes (object, harmless) 
   
  This spell grants one weapon the properties of an 
  adamantine weapon. The weapon gains a +1 
  enhancement bonus on attack rolls (as though it was a 
  masterwork weapon) and bypasses hardness when 
  striking objects or sundering weapons, ignoring 
  hardness less than 20. The affected weapon also has 
  one-third more hit points than normal for the duration 
  of the spell. 
   
  You can’t cast this spell on a natural weapon, such 
  as an unarmed strike. A monk’s unarmed strike is 
  considered a weapon, and thus it can be enhanced by 
  this spell. 
   
  If the weapon is made of another special material 
  (cold iron or silver, for example), it loses the benefits of 
  its original special material for the spell’s duration. 
   
  Touch of adamantine cannot be made permanent 
  with a permanency spell. 
   
  Source: Book of Exalted Deeds, page 110 
   
  Vortex of Teeth 
  Evocation [Force] 
  Level: Druid 4, sorcerer/wizard 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Hollow cylinder (40-ft. radius, 20 ft. high, with a 
  5-ft.-radius safe zone at the center) 
  Duration: 1 round/level (D) 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  A huge school of transparent piranhas swims rapidly 
  through the air in the area you indicate. These magic 
  fish are made of force and tear into the bodies of 
  creatures as though ravenous. 
   
  Creatures in the area take 3d8 points of damage per 
  round at the beginning of your turn. Because this spell 
  is a force effect, it harms incorporeal creatures. 
   
  Material Component: A fish tooth. 
   
  TEMPLATES 
  Sentry Ooze 
  “Sentry” is an inherited template that can be added to 
  any living corporeal ooze with no Intelligence 
  (referred to hereafter as the base creature). A sentry 
  ooze uses all the base creature’s statistics and special 
  abilities except as noted here. 
   
  Special Qualities: A sentry ooze retains the 
  special qualities of the base creature, and also gains the 
  following qualities. 
   
  —Spell resistance equal to Hit Dice + 2. 
   
  —No longer mindless, a sentry ooze is susceptible 
  to mind-affecting spells and effects. However, it has a 
  +4 racial bonus on its Will saves against such spells and 
  effects. 
   
  Abilities: Increase from the base creature as 
  follows: Dex +6, Int +2, Wis +10, Cha +10. 
   
  Skills: A sentry ooze gains skill points equal to (2 + 
  Int modifier, minimum 1) × (Hit Dice + 3) to account 
  for its new Intelligence score of 2. The ooze’s class 
  skills are Climb, Hide, Listen, and Move Silently. 
  
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  Page 70 
   
  Feats: A sentry ooze gains one feat for every 3 Hit 
  Dice. Typical feats include Ability Focus, Improved 
  Initiative, Lightning Reflexes, Iron Will, Power Attack, 
  and Stealthy. 
   
  Challenge Rating: As the base creature + 2. 
   
  Source: Dungeonscape, page 114 
   
  Unholy Scion 
  Source: Heroes of Horror, page 155 
   
  “Unholy scion” is an inherited template that can 
  be added to any living humanoid or animal (referred to 
  hereafter as the base creature). Animal scions are 
  exceptionally rare; the overwhelming majority of 
  unholy scions are humanoids. 
   
  An unholy scion uses all the base creature’s 
  statistics and special abilities except as noted here. 
   
  Size and Type: The creature’s type changes to 
  outsider (evil, native). Do not recalculate Hit Dice, base 
  attack bonus, or saving throws. Size is unchanged. 
   
  Armor Class: The unholy power of a scion grants 
  it a deflection bonus to AC equal to its Charisma 
  modifier (minimum 1). 
   
  Attack: An unholy scion gains a claw attack if it 
  did not already possess one. (The creature’s nails or 
  claws do not appear to be any stronger or sharper than 
  normal for its race.) If the base creature can use 
  weapons, the scion retains this ability. A scion fighting 
  without weapons uses its claws when making an attack 
  action. When it has a weapon, it usually uses the 
  weapon instead. 
   
  Full Attack: An unholy scion fighting without 
  weapons uses its claws when making a full attack. If 
  armed with a weapon, it uses the weapon as its primary 
  attack and its claws as a natural secondary attack. 
   
  Damage: Unholy scions have claw attacks. Use 
  the damage values in the table below, or the base 
  creature’s damage values (if any), whichever is greater. 
   
  Size 
  Claw Damage 
  Fine  
  1 
  Diminutive 
  1 
  Tiny 
  1d2 
  Small 
  1d3 
  Medium 
  1d4 
  Large 
  1d6 
  Huge 
  1d8 
  Gargantuan 
  2d6 
  Colossal 
  3d6 
   
   
  Special Attacks: An unholy scion retains all the 
  special attacks of the base creature and gains the 
  following special attacks. 
   
  Familial Charm (Su): An unholy scion’s mother is 
  under a constant charm person or charm animal effect 
  (as appropriate), generated by the scion. The mother 
  might be aware that her actions are inappropriate, even 
  that her child is evil, but she cannot shake her 
  emotional devotion to it. The scion can switch between 
  its own senses and its mother’s at will as a free action. 
  The scion can use any of its spell-like abilities with its 
  mother, rather than itself, as the source, much as 
  wizards can deliver touch attacks through their 
  familiars. Familial charm does not allow a save, and 
  applies even before the scion’s actual birth (since the 
  unborn scion is already intelligent and knowledgeable 
  enough to have its own agenda). 
   
  Spell-Like Abilities (Sp): An unholy scion with an 
  Intelligence or Wisdom score of 8 or higher has spell-
  like abilities depending on its Hit Dice, as indicated on 
  the table below. These abilities are cumulative. Unless 
  otherwise noted, an ability is usable once per day. 
  Caster level equals the creature’s HD, and the save DC 
  is Charisma-based. 
   
  HD 
  Abilities 
  1-2 
  Charm animal or charm person 3/day
  1 
  3–4  
  Desecrate 
  5–6 
  Enervation, protection from good 3/day 
  7–8 
  Major image 3/day, poison 3/day 
  9–10 
  Dominate animal or dominate person1, 
  baleful polymorph 
  11–12 
  Animate dead
  2, true seeing 3/day 
  13–14 
  Unholy aura 3/day, unhallow 
  15–16 
  Harm 
  17–18 
  Gate
  3 
  19–20 
  Polymorph any object 
  1 An unholy scion gains charm animal and dominate animal 
  if the base creature is an animal, or charm person and 
  dominate person if the base creature is humanoid. 
  2 An unholy scion can control up to four times its HD in 
  skeletons and zombies with this ability, in addition to any 
  similar ability the scion might gain from class features. 
  3 This ability can only open a gate to the home plane of the 
  parent or possessing fiend who created the scion. If the 
  scion was created by taint rather than by fiendish 
  possession, the gate opens to the Abyss. 
   
   
  Unholy Strike (Su): An unholy scion’s natural 
  weapons and any melee weapon it wields are treated as 
  evil-aligned for the purpose of overcoming damage 
  reduction. In addition, all such attacks deal an extra 
  2d6 points of damage against good-aligned opponents. 
   
  Special Qualities: An unholy scion has all the 
  special qualities of the base creature, plus the following 
  special qualities. 
  • Damage reduction 5/good or magic (if HD 11 
  or less) or 10/good or magic (if HD 12 or more) 
  • Darkvision out to 60 feet 
  • Fast healing 4 
  
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  • Immunity to poison and mind-affecting spells 
  and abilities 
  • Instant Knowledge: The moment a fetus is 
  corrupted or possessed, it gains a working 
  knowledge of the world and has full access to its 
  mental abilities, skills, and spell-like abilities 
  • Resistance to acid 5, cold 5, electricity 5, and 
  fire 5 
  • Spell resistance equal to creature’s HD + 10 
  (maximum 35) 
   
  Abilities: Increase from the base creature as 
  follows: Dex +2, Int +6, Wis +2, Cha +4. (Note: 
  Intelligence, Wisdom, and Charisma modifiers apply 
  even before birth.) 
   
  Skills: An unholy scion gains skill points as an 
  outsider and has skill points equal to (8 + Int modifier) 
  × (HD + 3). Do not include Hit Dice from class levels in 
  this calculation—a scion gains outsider skill points 
  only for its racial Hit Dice, and gains the normal 
  amount of skill points for its class levels. Treat skills 
  from the base creature’s list as class skills and other 
  skills as cross-class. 
   
  Organization: Unholy scions are usually solitary 
  creatures (not counting any minions they might gain), 
  regardless of the proclivities of the base creature. 
   
  Challenge Rating: HD 4 or less, as base creature 
  +1; HD 5 to 10, as base creature +2; HD 11 or more, as 
  base creature +3. 
   
  Alignment: Always evil (any). 
   
  Level Adjustment: +5. 
   
  Treasure: As base creature. 
   
  Source: Heroes of Horror, page 155 
   
   
   
  
  VEL8-04 The Planting 
   
  Page 72 
  APPENDIX 3: DM AIDS 
  The following information can be used to assist players who make appropriate knowledge checks to determine 
  information about various foes they may encounter in the adventure. Descriptions are taken from the 
  sourcebook where the creature originally appeared. Where appropriate, (mainly in regard to the various 
  archons in Encounter 4: Spraying for Bugs), the description has been modified to reflect the creatures as 
  they appear in this adventure. 
   
  1: TILLING THE SOIL 
  Fetid Fungus lore – Knowledge (nature) 
  An amorphous mass of colorful, lichen-crusted bubbles 
  lumbers toward you. Its outer layer is mottled with bright 
  red, amber, and flesh-colored blotches, and covered with a 
  slick coat of leafy, hairlike stalks. As the bubbles writhe to 
  the surface, some of them pop, releasing the unmistakable 
  stench of decomposing matter and swamp gas. 
   
  � 
  DC 11 – This is a fetid fungus, an aggressive plant 
  that envelops opponents, smothering and digesting 
  them with its amorphous body. This result reveals 
  all plant traits. 
  � 
  DC 16 – A fetid fungus’s stench is caused by 
  decomposing matter and can sicken people. Fetid 
  fungus gas is flammable, making the fungus 
  extremely susceptible to fire attacks. 
  � 
  DC 21 – Fetid fungi spew acid when attacking, and 
  they explode in a shower of acidic ichor when 
  slain. 
  Vine Horror lore – Knowledge (nature) 
  A large, green-skinned humanoid covered in algae, with 
  features that appear smooth and somewhat unformed, 
  rises from the swampy waters. It seems to speak, its voice 
  changing pitch in unusual and seemingly random 
  patterns. 
   
  � 
  DC 14 – This is a vine horror, a sentient algae 
  colony with the ability to assume a humanoid 
  form. They stalk swamps and similar areas, and 
  they attack by surprise whenever possible. This 
  result reveals all plant traits. 
  � 
  DC 19 – Vine horrors seek to harm and slay any 
  who enter their territory. Their unusual body 
  structure lets them squeeze through almost any 
  opening. 
  � 
  DC 24 – Vine horrors can animate the plants 
  around them, forcing them to attack foes one at a 
  time. Unlike treants and similar creatures, vine 
  horrors care nothing for the trees they animate or 
  the swamps they inhabit. 
   
  Burrow Root lore – Knowledge (nature) 
  A massive ripple churns through the topsoil with great speed 
  and fluidity. Suddenly, a strange, serpentine root—twice 
  the length of a grown human—bursts through the 
  surface. Its massive, thorny jaws snap at you with a 
  ravenous hunger. 
   
  � 
  DC 18 – This is a burrow root, a strange, burrowing 
  plant. Wounds caused by a burrow root continue to 
  bleed, spilling blood into the soil and providing the 
  creature with food. 
  � 
  DC 23 – A burrow root can quickly burrow 
  underground to escape its enemies. Its tail is a 
  spiked root that can drain blood and small amounts 
  of vitality from creatures it pierces. 
  � 
  DC 28 – When severely wounded, a burrow root 
  becomes two independent creatures. 
   
  Corrupture lore – Knowledge (nature) 
  A hideous avalanche of flesh rolls down upon you, 
  undulating like a wave of skin. Warts full of thick, yellow 
  liquid swell up continually across its mass, bursting with 
  loud pops and spraying corrosive fluids into the air. 
   
  � 
  DC 19 – Corruptures are acid-spraying oozes that 
  feed on flesh. This result reveals all ooze traits. 
  � 
  DC 24 – Corruptures are equally at home on land 
  or underwater. They move relatively swiftly and 
  can climb and swim as well. 
  � 
  DC 29 – Corruptures come into being wherever 
  the wilderness has been horribly befouled or 
  natural laws have been repeatedly broken. They 
  hunger endlessly for flesh, which they dissolve 
  with their acid. 
   
  3: FENDING OFF CROWS 
  Plague Walker lore – Knowledge (religion) 
  Staggering forward with an uneven gait, this moving corpse 
  is a large sphere of bloated, rotting flesh. Its bloodshot 
  eyes dart back and forth, and a gurgling sound issues from 
  deep in its throat. 
   
  � 
  DC 13 – This creature is a plague walker, a 
  disgusting kind of undead. This result reveals all 
  undead traits. 
  � 
  DC 18 – A plague walker’s filth-encrusted claws 
  can sicken a creature. 
  � 
  DC 23 – When a plague walker takes enough 
  damage, it detonates in a sickening blast. If it is 
  killed outright, before it triggers its body to 
  explode, it collapses into a pile of putrid flesh. 
   
  Troll lore – Knowledge (nature) 
  A thin, green-skinned creature, at least 9 feet tall, flails at you 
  with elongated arms tipped with filth-encrusted claws. It 
  
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  bares yellow fangs in a snarl, and a blast of foul air buffets 
  you. 
   
  � 
  DC 15 – This creature is a troll, a bestial giant of 
  immense toughness and ferocity. This result 
  reveals all giant traits. 
  � 
  DC 20 – Trolls can heal damage with amazing 
  speed, although they are susceptible to acid and 
  fire. 
  � 
  DC 25 – Trolls can be found almost anywhere. 
  Some live in filth and are carriers of disease, and 
  others are stealthy hunters. 
   
  4: SPRAYING FOR BUGS 
  Quasit lore – Knowledge (the planes) 
  A tiny humanoid-shaped creature with spiky horns and bat 
  wings hovers nearby. Its hands and feet are long and 
  slender, with long, claw-tipped digits. Warts or pustules 
  cover its greenish skin. 
   
  � 
  DC 12 – This creature is quasit, an insidious demon 
  from the Abyss. This result reveals all outsider 
  traits. 
  � 
  DC 17 –  Quasits are often found serving chaotic 
  evil spellcasters as counselors and spies.  Their 
  claws are coated in a poison that makes the victim 
  clumsier. 
  � 
  DC 22 – Though they thirst for power, quasits are 
  cowards at heart. They can turn invisible at will, 
  and can also take the form of one or two other 
  creatures, such as a bat, toad, or wolf. 
   
  Hound archon lore – Knowledge (the planes) 
  A powerfully built humanoid with the head of a dog appears 
  agitated and ready for action, with a greatsword strapped 
  across its broad back and an expression that indicates 
  cunning and a lust for battle. Foam and bile drip from its 
  bared fangs. 
  � 
  DC 14 – This creature seems to be a hound archon, 
  a creature normally charged with the protection of 
  the Seven Mounting Heavens of Celestia. This 
  result reveals all outsider traits. 
  � 
  DC 19 – Hound archons consider themselves 
  guardians of all who are innocent or free of evil. 
  They are the natural enemies of fiends, particularly 
  demons. Archons never attack without 
  provocation. They possess a few simple magical 
  abilities, and can take the form of almost any 
  canine creature. This result reveals all archon traits. 
  � 
  DC 24 – Their broad shoulders and meaty fists 
  mark hound archons as able combatants; they 
  prefer to attack with their natural weapons but 
  occasionally use greatswords. Likewise, their 
  strong legs indicate that fleeing enemies won’t get 
  very far. They avoid harming other good creatures 
  if they can, using nonlethal spells or subdual 
  attacks if possible. An angry archon can be wrath 
  incarnate, however. 
   
  Warden archon lore – Knowledge (the planes) 
  Standing as tall as an ogre, this hulking creature has blood-
  stained fur that may have once been white, a bearlike 
  head, and eyes like gleaming black opals. Its broad white 
  paws end in razor-sharp, jet-black claws dripping with 
  gore. The creature is clad in fearsome full plate engraved 
  with faintly glowing symbols of decadence and vice. 
  � 
  DC 18 – This creature seems to be a warden 
  archon, a creature normally charged with guarding 
  the gates to the Seven Mounting Heavens of 
  Celestia. This result reveals all outsider traits. 
  � 
  DC 23 – Wardens never sleep, spending all of their 
  time observing their assigned gates, or the affairs of 
  the Material Plane through great magical scrying 
  pools located near the gates. Many mortals hence 
  refer to wardens as “Watchers.” They have more 
  interactions with and a keener understanding of 
  the mortal world than any other archons. This 
  result reveals all archon traits. 
  � 
  DC 28 – Enemies often assume that warden’s share 
  the ursine disposition toward laziness, a conclusion 
  soon proven wrong by powerful jaws and claws 
  once combat has begun. Wardens generally use 
  their keen senses and observational abilities to 
  locate potential targets before wading into melee 
  and attempting to grab, constrict, and rend as many 
  opponents as possible. Their powerful muscles and 
  razor-sharp claws make them stunning, if reluctant, 
  hand-to-hand fighters. 
   
  Sword archon lore – Knowledge (the planes) 
  This creature resembles a ruggedly handsome, oversized 
  human with what must have once been glorious, 
  feathered wings, now covered in filth and ichor. As it 
  enters the battle, it transforms its forearms into sharp, 
  fiery blades that ripple the air around them with sickly 
  black and green flames. 
  � 
  DC 21 – This creature seems to be a sword archon, 
  creatures normally charged with enforcing of the 
  heavenly laws of the Seven Mounting Heavens of 
  Celestia. This result reveals all outsider traits. 
  � 
  DC 26 – The beauty of a sword archon’s feathered 
  wings rivals that of the most stunning giant eagles. 
  When angered or in combat, the forearms of a 
  sword archon shift form to take on the quality of 
  holy flaming longswords. This result reveals all 
  archon traits. 
  � 
  DC 31 – Unless the situation requires a specific 
  weapon, sword archons generally prefer to use 
  their armblades in combat. While most sword 
  archons revel in battle, they understand the heavy 
  burden of their magic abilities available to them. 
  They are known to use a fierce diving attack to 
  render justice against the sworn enemies of Mount 
  Celestia and lawful good deities. 
   
   
   
  
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  Page 74 
  APPENDIX 4: DM MAPS 
   
   
  
  VEL8-04 The Planting 
   
  Page 75 
  APPENDIX 5: PLAYER HANDOUTS 
  The divination of the seeds 
   
  Part I  
   
  Consume that not of this world 
    but born of Oerth and blessed by my hand  
   
  to stop the plague of the old one  
   
  before he consumes the good of Oerth. 
   
  The Church had interpreted this original divination to mean that a certain fey-bred herb (not of this 
  world), when grown here (born of Oerth), blessed by Rao (blessed by my hand) and consumed as tea could 
  cure the Wasting Disease (the plague of the Old One). 
   
  Part II  
   
  Death brought life which led to death 
   
  That is where the seeds grow best 
   
  The longest reign of Pelor’s light 
   
  Feeds the seeds through one dark night 
   
   
  The Church had interpreted this part of the further divinations to indicate that the seeds should be 
  planted at the Krag Lake Dam (the flood brought the primal life surge, which was stopped with a sacrifice of a 
  hero’s life) during the Midsummer’s Festival (the longest reign of Pelor’s light). 
   
  Part III 
   
  Beory’s blessings come unbidden 
   
  To the seeds once they’re hidden 
   
  Ravens steal, bugs lay waste 
   
  But that which harms the most is haste 
   
  Royal fruit and blushing palm 
   
  Truly are the gifts of the Shalm  
   
  Thus nature will, with the support of reason 
   
  Cleanse the land within the season 
   
   
  The priests have yet to agree on an interpretation for this stanza, though “Beory’s blessings” most likely 
  refers to the plant’s growth and/or properties, and “the Shalm” is definitely Obad-Hai, so the “royal fruit and 
  blushing palm” probably refers to the plant itself (berries, etc), which can be used by the Raoans (“the support 
  of reason”) will cure the disease. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Veluna/598/Normal Scenarios/VEL8-04 - The Planting (APL 2-14)/VEL8-04 - The Planting.pdf