TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
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  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  URC7−01 
   
   
   
   
   
  The Mare of Applebee 
   
  A One−Round Dungeons & Dragons® Living 
  Greyhawk™  
  Regional Adventure set in the County of Urnst 
  Version 1.2 
   
   
  by Jean−Philipe ‘JP’ Chapleau 
   
  Circle Reviewers: Colleen Simpson 
  Triad Reviewers: D’Anne Rooney and David Geissinger 
  Playtesters: Sean Clark, Sean ‘The Bold’ Curtis, John Foye, Brian Glose, Ryan Julian, Rich Kohl, Leonard Logan, Murry 
  McEntire, Homer Meyer, Bill Scharfenberg 
  Based on original material by Dennis Stalnaker 
   
  The peaceful village of Applebee has changed very little over the years, despite the radical changes that swept the 
  County these last few years. And that’s just the way the local Halflings like it. However the peace and tranquility has 
  been disturbed. Is this a sign from Yondalla herself? It is up to you to bring back peace to this community. Part one of 
  the Small Problems series. A regional adventure set in the County of Urnst for characters level 1-15 (APLs 2-12) but is 
  recommended for APLs 2-8. 
   
  Resources for this adventure [and the authors of those works] include Complete Arcane [Richard Baker], Complete Warrior 
  [Dale Donovan & Kim Mohan], Draconomicaon [Michelle Carter, Dale Donovan, Gwendolyn F.M. Kestrel, Charles 
  Ryan], Monster Manual III[Greg Collins, John D. Rateliff, & Gary Sarli], Races of Stone [David Noonan, Jesse Decker, & 
  Michelle Lyons], Races of the Wild [Skip Williams], Spell Compendium [Matthew Sernett, Jeff Grub, & Mike McArtor] The 
  Miniatures Handbook [Charles Ryan & Jennifer Clarke Wilkes]. 
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  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 determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
  URC7-01 The Mare of Appleby 
   
  Page 1 
  
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the County of Urnst. Characters from the County of 
  Urnst pay one (1) Time Unit per round, while all other 
  characters pay two (2) Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  This story began at the end of 593CY. A beautiful unicorn 
  named Panarestiel lived in the Honeypot forest. She lived 
  amongst a court composed of fey. 
   
  When the fiends pored into the County many of 
  them sought refuge in the forests. Only when they 
  entered the Honeypot, they found the fey well organized 
  and many of the fiends met a quick end by their hand.  
   
  One of the fiends slain was the consort to a powerful 
  devil (who will remain unnamed at this time). The devil 
  sent a large number of his forces into the Honeypot, 
  aiming at capturing the unicorn. Panariestel and her 
  sylvan allies did the best they could, but eventually the 
  unicorn was captured by the fiends. 
   
  The fiend took the horn and cursed the unicorn. “As 
  you have slain my mate, you will now serve as a mare in 
  my stable.” Thus the hornless unicorn was given the form 
  of a simple mare. For most of 594CY, Panarestiel, now 
  robbed of her powers, was used to breed fiendish horrors 
  for the fiend. 
   
  Early in 595CY, adventurers converged on Brotton 
  and one by one hunted down the many fiends that were 
  found. The devil and most of his court was destroyed, 
  while the rest fled for their lives. 
   
  The adventurers who killed the fiends took 
  Panarestiel as part of the loot. Making a quick stop in 
  Applebee, they sold the mare and headed to their next 
  adventure.  
  The 
  Fiendish 
  Unicorn 
  of 
  the 
  Honeypot 
  Panarestiel’s fiendish unicorn grew up extremely quickly 
  and has now reached adulthood. It is now ready to begin 
  imposing its will upon the forest. It already gathered a 
  number of evil creatures to form the base of its army. 
  The Baby Unicorn 
  Brockly (Brock for short) bought the mare and has been 
  using her to plow his field. In the spring of 597CY, the 
  mare (now called Grumpy) gave birth to a perfect white 
  unicorn. Brock was at first horrified. He thought that 
  Brandobaris had played a trick on him. He called the local 
  priest of Yondalla and had him bless his house. However, 
  when the priest saw the baby, he was overjoyed. It 
  seemed that his house was indeed blessed.  
   
  The priest made a series of divination and he 
  established that a group of adventurers would soon arrive 
  and they would solve the mystery.  
  The Curse 
  At the higher APLs, PCs may be able to remove the curse 
  that affects Panarestiel. The curse was placed by a 20th-
  level caster (for the purpose of break enchantment or 
  remove curse). THIS IS NOT THE BEST WAY TO FINISH 
  THE ADVENTURE. 
   
  A successful breaking of the curse, without using the 
  horn, has Panarestiel return to being a unicorn without 
  her horn. 
   
  ADVENTURE SUMMARY 
  Introduction 
  The PCs have been hired as guards for a merchant house 
  to protect cargo from Count’s Markham to Applebee. 
  URC7-01 The Mare of Appleby 
   
  Page 2 
  
  Encounter 1: The Priest of the Protector 
  The PCs arrive in Applebee where their employment 
  ends. They are immediately approached by a few local 
  militiamen who insist the PCs be brought to the Town 
  Hall (which also serves as the Temple of Yondalla). There 
  they meet the priest of Yondalla who explains the 
  situation. 
   
  He tells them they have been divinely selected to 
  perform this task by Yondalla herself (ok, he’s getting 
  carried away).  
   
  Encounter 2: The missing animals 
  The PCs are brought to the farm where Brock tells them 
  that when he came into the pen this morning, both 
  animals were gone. He points to one of his neighbors as 
  the likely culprit. The PCs can get a number of important 
  clues as to what has happened.  
   
  The PCs investigate around the small community. 
  Here they have many occasions to meet and interact with 
  the NPCs. It is a series of mini-encounters.  
   
  This encounter should give the PCs a good idea of 
  the story of the mare (from the Halfling’s perspective). 
  The PCs should also uncover the story of the fiend and its 
  lair. 
   
  Encounter 3: The welcoming committee 
  The PCs head into the Honeypot after the unicorn and its 
  mother. They are attacked by plants ordered by 
  Panarestiel’s baby to cover their movement. 
   
  Encounter 4: The fey 
  The PCs encounter a group of fairies. These fairies are 
  willing to fight the PCs, but would be willing to talk. 
  However if any of the PCs have any kind of enmity with 
  the faeries, there is no talking possible, the faeries attack. 
   
  If a fight ensues, the PCs have to find their way by 
  tracking the unicorns to the lair of the fiendish unicorn. 
   
  If the PCs talk to the fairies, they can tell the PCs 
  that a new unicorn now lives in the forest and that it is 
  evil. They can also tell the PCs that the evil unicorn keeps 
  the old unicorn’s horn. 
   
  Encounter 5: The Black unicorn 
  The PCs enter a clearing where they see the Black 
  Unicorn having just downed the mare and it is about to 
  kill the baby unicorn. Hopefully the PCs intervene. This 
  is a big battle. 
   
  Encounter 6: Panarestiel  
  The PCs have lifted the curse from Panarestiel and the 
  unicorn rewards them. 
   
  Conclusion 
  The PCs are rewarded in Applebee by the Halflings. 
   
  PREPARATION FOR PLAY 
  Before beginning the adventure, ask which PC has the 
  following: 
  • 
  If the PCs are members of any County of Urnst 
  meta-orgs.  
  • 
  Any friendship or enmity with woodland beings 
  such as faeries, wood creatures or druidic groups 
  (This may come from a series of different modules) 
  • 
  Any PCs who has the “Favor of Sir Bertram“(from 
  URC6-04 Whose Cuisine Reigns Supreme) or the “Favor 
  of the Applebee Halfling” (from URC6-06 Enemy of 
  my Enemy), whether these influence points have 
  been spent or not. 
  • 
  Is known as an Invincible (wo)man of culinary skills 
  (from URC6-04 Whose Cuisine Reigns Supreme) 
  • 
  Any PC who has played any part of the Blighter 
  series (NMR5-01 Under the Boughs, NMR5-02 Natural 
  Enemies, NMR5-04 Charity of Friends, NMR5-06 The 
  Forsaken Valley, NMR5-07 Corruption of the Heart and 
  NMR6-01 The Blighted Star).  
   
  INTRODUCTION 
  The adventure begins on the road. 
   
  You were in Count’s Markham looking for an 
  adventure when a little Halfling approached you. 
  “Greetings adventurers! My name is Brandowyn 
  Skylark, sorcerer extraordinaire and trader from 
  Markham to Applebee. I’m looking for some guards 
  to escort a shipment of religious supplies to 
  Applebee.” 
   
  Though your interest was only mildly aroused, 
  the Halfling promised each of you a handful of gems 
  in return for your services. Plus, he said, you would 
  be back in two days at most and you’d make easy 
  friends. Perhaps it was the promise of gold, the 
  desire to help, or because you had nothing better to 
  do, but you accepted his offer.  
   
  So this is how you ended up on a road escorting 
  four goat-drawn chariots. The road is calm and… 
  boring.  
   
  Allow the PCs to introduce themselves.  
   
  If the PCs are in a mood for role-playing, Brandowyn 
  (Brandy for short) is a colorful PC. He is something of a 
  wild Halfling (as far as Halflings go). He has taken this 
  job as a trader and occasional adventurer. He is bringing 
  back things he found while on adventure and some basic 
  supplies. Nothing of immediate value: plush carpets, 
  tapestries, spices and more. 
   
  Before seeing Applebee, the road crosses a number 
  of apple orchards in full bloom, fields whose soil 
  was just tilled and Halflings working fields and 
  fixing irrigation canals. All of them stop their work 
  to wave at you. A few women run to the road to trade 
  freshly-baked bread for spices or tapestries. Brandy 
  trades with them news and wares with a smile. 
   
  The hamlet of Applebee consists of a series of 
  barrows, all designed for small-sized people, and a 
  few taller structures. The smells here are out of this 
  URC7-01 The Mare of Appleby 
   
  Page 3 
  
  world: slow-roasting meat, boiling poultry, pies 
  cooling on window sills,  
   
  Brandy heads towards one of the barrows and 
  thanks you for your help. He pulls out a pouch, and 
  hands it to you. “Here is your payment thank you for 
  your help. Before leaving town, I recommend you 
  visit the “Horn of plenty”, it’s the best Inn in town.” 
   
  Brandy uses unseen servants to carry material in and out 
  of the house, so he has no need for the PCs. 
  Treasure:  
  APL2: Coin: 100gp. 
  APL4: Coin: 100gp. 
  APL6: Coin: 100gp. 
  APL8: Coin: 100gp. 
  APL10: Coin: 100gp. 
  APL12: Coin: 100gp. 
   
  1: THE PRIEST OF THE 
  PROTECTOR 
  Ask the PCs where they want to go from now. If they 
  decide to head out of town, they meet the Sheriff and Sir 
  Shamus riding war-ponies heading back to town, the two 
  Halflings insist the PCs follow them to the Horn of 
  Plenty where they will talk.  
  Location 1&2: The Horn of Plenty 
  The Horn of Plenty is easy to find. It has a cornucopia 
  painted on the front and has room for medium-sized 
  humanoids. The owner, Rudy (Rutabaga) Oatstout 
  welcomes the PCs. He recognizes anyone who took part 
  in Sir Bertram’s competition (URC6-04 Whose Cuisine 
  Reigns Supreme) and welcomes them with a friendly hug. 
  Those who are members of Sir Bertram’s cooking 
  academy (Invincible (wo)man of culinary skill) and 
  welcomed as brothers and offered free food and lodging. 
   
  No need to say that the food here is of extremely 
  high quality, at a very low price. Rudy is very interested 
  in the PCs. 
   
  The stables are Location 2 on the DM’s Map. 
  Word on the street 
  Refer to Encounter 2. 
  The Sheriff and the Knight 
  Whether met on the road or while the PCs are carousing 
  at the Inn, Sheriff Lorien Berrywine and Sir Shamus 
  Brumblehill approach them but only talk when seated at 
  the Horn of Plenty. 
   
  The Sheriff wears practical clothes giving him the 
  appearance of a nobleman. He is armed at all times with a 
  shortsword and carries a large shield with a cornucopia 
  over it. Sir Shamus wears a mithral breastplate and looks 
  more like a soldier with White Swan of the County 
  tabard. 
  “Well let us get down to business while our meal 
  arrives… First off my name is Sheriff Lorien 
  Berrywine and this is my good friend, Sir Shamus 
  Brumblehill of the Knights of the Swan.” 
   
  The Sheriff is rather personable while Sir 
  Shamus eyes you suspiciously. 
   
  “The Protector has sent us a sign that you would 
  be coming! She always sends signs when dangers 
  arise that can threaten the Community, and this 
  time, the sign she sent is unmistakable.” 
   
  “Yesterday, Brockly Oatstout, the cousin of Rudy 
  our host here at the Horn of Plenty, sent one of his 
  boys to fetch me because he feared he was the victim 
  of some kind of prank pulled by Brandobaris, the 
  Irrepressible Scamp.” 
   
  “So I went to his farm. And there was the sign 
  sent by the Blessed One. You’ll never guess what I 
  found.” 
   
  At this point, the Sheriff plays a guessing game with the 
  PCs. He tries to get them to guess what he found. When 
  one of the PCs guesses the truth OR if they fail to guess 
  correctly, continue. 
   
  “A BABY UNICORN! All perfect and beautiful… I 
  did not dare to approach it and told Brock and his 
  family to stay away. Such creatures are not normally 
  those sent by the Protector, but how else could such 
  a wonder be born of an old mare and a stallion?” 
   
  “But the story doesn’t end there… that was 
  yesterday… Today, I was woken up from my nap by 
  Brock’s boy. It seems the unicorn and it mother have 
  simply vanished!” 
   
  “You must be wondering why the both of us are 
  sitting here with you. Wonder no more! You see in 
  my morning nap, I saw you in a dream. The Protector 
  has some design for you here in Applebee, and this 
  baby unicorn has to be linked to Her desire.” 
   
  “So you’ll accept this divine quest right?” 
   
  • 
  What will we get paid? The Blessed One provides 
  for her children and their friends. I’m sure we can 
  arrange some form of reward. (The Sheriff does not 
  commit to anything.) 
  • 
  Where is the farm? Sir Shamus will take you there, 
  its close to the Honeypot woods 
  • 
  Why do you think Yondalla would choose ME? 
  The Protector works for the protection of her 
  children. I do not know why.  
  • 
  You saw us in a dream and that’s why you 
  selected us? Yes. (The Sheriff jumps the gun a little 
  because he is convinced he is right.) 
  • 
  Tell us more about the baby unicorn. It was white 
  with a beautiful silver mane. Brock’s daughter named 
  it Silvermane. 
  • 
  Are you sure this isn’t a prank? Yes. The Unicorn 
  seemed genuine. 
  URC7-01 The Mare of Appleby 
   
  Page 4 
  
  • 
  Are there any dangerous creatures in the 
  Honeypot woods? There used to be monsters but 
  two years ago adventurers killed the fiends that lived 
  there. Now we rarely go there, but no monsters has 
  come out of the woods and attacked our people. 
   
  When the PCs agree, proceed to Encounter 2: The 
  Missing Animals 
  Troubleshooting: Not going to the 
  Horn of Plenty 
  If the PCs refuse to head to the Horn of Plenty, after 
  meeting with the Sheriff and the Knight, then they walk 
  out of the adventure. Proceed to the Conclusion. 
   
  2: THE MISSING ANIMALS 
  The goal of this encounter is to get the PCs to head 
  towards the Honeypot Woods.  
  The locations are keyed to Map 2. 
  Location 1: The Horn of Plenty 
  To see what information they can find at the Inn, refer to 
  Encounter 1. 
  Word on the street 
  The PCs can learn the following rumors and information 
  with a successful Gather Information check as listed 
  below. They gain all the information at the lower DC’s as 
  well. For every 10 gp they spend, they gain a +1 
  circumstance bonus (up to +4). 
  • 
  DC1 Rachel Duncombe has been crowned Countess 
  at the Council of Peers 
  • 
  DC5 Applebee is a small community of just under a 
  hundred Halflings. 
  • 
  DC6 The official leader of the community is Sheriff 
  Lorien Berrywine. 
  • 
  DC7 There is a Knight of the Swan: Sir Shamus. He 
  spends his time riding around on his warpony 
  looking important. 
  • 
  DC8 There are few non-Halfling travelers who come 
  here.  It is out of the way 
  • 
  DC9 Many knights came here before the New Year, 
  asking for Sir Shamus’ support, but Sir Shamus sent 
  them away. 
  • 
  DC10 During the Civil War, Sheriff Lorien 
  Berrywine surrendered the community to an army 
  from the Lord of the East. There was no fighting in 
  or around Applebee.  
  • 
  DC11 The community was spared from all the 
  horrors of war, and it economy is currently booming 
  with the demand for their honey, their fruits, and all 
  the related products 
  • 
  DC13 The Sheriff is well-liked by all. He is a fair and 
  good man. 
  • 
  DC14 I don’t mind the new Countess… I just hope 
  she doesn’t turn all evil like her father.  
  • 
  DC15 A local farmer’s mare just gave birth to a baby 
  unicorn! Must be another prank… It’s a good one! 
  • 
  DC20 The Sheriff and Sir Shamus have gone to 
  Brock’s farm to see the unicorn themselves! 
  • 
  DC25 I wonder if Rudy (the innkeeper) will 
  participate in the cooking competition this year… I 
  hope he wins! He’s the best cook of ‘em all! 
   
  Location 2: The Stables 
  To see what information they can find at the Inn, refer to 
  Encounter 1. 
   
  Location 3: Leyla WhiteLock’s House 
  The gnome is not currently in Applebee. Her house is 
  locked and there is nothing for the PCs to find here that 
  has to do with the adventure. 
   
  Location 4: Brock and His Family 
  The PCs travel to Brock’s farm with Sir Shamus. It is 
  situated next to the Honeypot woods.  Brock is a fit 
  Halfling farmer who grows potatoes, oat and leaves a few 
  ponies grazing in his fields. He is not very educated but 
  has a great knowledge of farming and pony breeding. 
   
  He lives with his three sons and one daughter. The 
  three boys resemble their father while his daughter 
  (Berrie) is something of an airhead.   
   
  Brock and his sons tell the PCs the same story the 
  Sheriff told them. 
  • 
  If asked, any of them can show the PCs to the barn. 
  • 
  They went to the barn to feed the animals this 
  morning and found the mother and child missing. 
  • 
  The baby was born during the night, so none of them 
  were present. 
  • 
  They spent most of the first day in a state of shock 
  until one of the boys went to fetch the Sheriff 
  • 
  They all think that Izzy Skylark pulled a prank on 
  them. They have no proof, but they know she pulls a 
  number of these pranks on people. Sir Shamus can 
  confirm this. 
  • 
  Brock’s wife died giving birth to Cally, 12 years ago. 
  • 
  Cally has a very active imagination and she wanted to 
  play with the unicorn. 
  • 
  Cally was the only one who could approach the baby. 
  It would buck and kick any one else. 
  • 
  The unicorn’s mother was a brown mare Brock 
  purchased in early 595CY from an adventurer. The 
  adventurers has used her to haul treasure out of the 
  forest and had no further need of the beast. So he got 
  it for a very good price. 
  • 
  The mare was very intelligent and a hard worker. He 
  is certain that Izzy had something to do with it. 
  • 
  The mare gave him a stallion and a mare in the two 
  previous years, both very healthy and very strong. 
  One of the Archbaron’s men purchased both from 
  URC7-01 The Mare of Appleby 
   
  Page 5 
  
  him, for a very good price, he adds. He bought land 
  for his sons with the profits. 
   
  It should be obvious to the PCs that Brock is a simple 
  farmer who tries to better life for his family. He has not a 
  single ounce of malice in his body.  
  Speaking to Brock’s daughter 
  Brock’s daughter, Cally is just bright enough not to be 
  called a simpleton. She is about 12 years old. Her answers 
  should seem mixed with fantasy. 
  • 
  She called the little unicorn “Silvermane” the 
  unicorn liked the name 
  • 
  The Unicorn’s mother used to be a unicorn too, but 
  now she is just a mare. 
  • 
  The faeries in the woods were looking for 
  Silvermane. They are Silvermane’s friends. 
  • 
  The woods are filled with evil.  
  • 
  She wanted to let Silvermane out, but her brothers 
  chastised her. 
  • 
  She says that Brandobaris sometimes come to play 
  with her, when her family isn’t looking. 
  Examining the scene 
  Here is what happened: Silvermane used his Wild 
  Empathy to have the rats and other rodents gnaw at the 
  wood until he could open the gate by kicking it.  
  Depending on the PCs’ actions call for appropriate rolls 
  • 
  The door was hoofed open by a small equine creature 
  (unicorn) 
  • 
  The lock itself was weakened by animal gnawing or 
  someone using a saw. 
  • 
  Using speak with animals on ANY animals in the 
  barn have them saying they are happy and sad that 
  Silvermane left, because he was nice. The rodents 
  add that they helped him escape. 
  • 
  The barn is very clean and the animals seem well-fed 
  and happy.  
  • 
  Using Tracking (DC15) leads the PCs to the edge of 
  the woods. There are two sets of equine tracks: one is 
  from a small unicorn and the other from a horse. 
  Location 5: The Sheriff’s house 
  This is the Sheriff’s house. He can usually be found here. 
  In the barrow is also the jail. The Sheriff told the PCs 
  everything he knows, refer to Encounter 1. 
  Location 6: The Knights of the Swan 
  This enclave is reserved for the Knights of the Swan. The 
  only one currently living in Applebee is Sir Shamus. At 
  night he can be found here, during the day, he roams the 
  countryside looking for dangers to the community. 
   
  Sir Shamus told the PCs everything he knows, refer 
  to Encounter 1. 
  Location 7: the Skylark family 
  The Skylark family has two members: Brandy (who hired 
  the PCs earlier) and his sister Izzy. Both live within a 
  quarter mile from Brock’s farm. 
  • 
  Both assume that someone played a great prank on 
  Brock and his family. They applaud the idea and 
  wish out loud they had thought of it. 
  • 
  Both deny having done it.  
  • 
  They tell the PCs the faeries of the Honeypot woods 
  may be responsible. 
  Divination 
  Divination magic can be used. If used successfully, tell 
  the PCs the following. This cryptic clue speaks of 
  Silvermane (first two verses) and the Black Unicorn (last 
  two): 
   
  That which was begat under wood 
  Returned under leaf 
  That which was begat under leaf 
  Will soon leave the wood 
  Other avenues of investigation 
  The PCs may use other avenues of investigation. Your 
  goal is to get them to follow the trail into the Honeypot. 
  If they require a tracker, they can hire a halfling hunter 
  named Arty for the price of 10gp per day. He flees 
  immediately at the start of any encounter and does not 
  take part in any of them. Assume Arty takes 10 on every 
  Tracking check he is required to make. 
   
  All APLs 
   
  Arty: male halfling Expert 1, hp 5, Survival +6. Track 
  When they head into the Honeypot, proceed to the next 
  encounter. 
   
  3: THE WELCOMING 
  COMMITTEE 
  At this point, it should be noted the PCs should be 
  tracking the unicorns. Starting with this encounter and 
  all subsequent encounters in the Honeypot woods, the 
  PCs must succeed at a Track check DC15 or become lost 
  for 1d4 hours. Time is not a factor in this adventure, but 
  do give the PCs a sense of urgency.  
   
  Note that if the PCs follow Arty, he does not become 
  lost. 
  The Plants 
  The PCs enter the Honeypot, either Tracking by 
  themselves, or following Arty. On a Track check DC20 
  (meaning Arty does NOT find this out and he assumed 
  the unicorn leads the way), it seems that Silvermane was 
  following the mare, not the other way around. Since 
  Silvermane has never been here, he cannot call the forest 
  him home and thus cannot teleport. 
   
  Though they have no way of knowing, Silvermane 
  asked some local creatures to cover their passage and to 
  let no one pass. The naturally aggressive wood woad took 
  that to mean “kill anyone who doesn’t belong here.” 
  URC7-01 The Mare of Appleby 
   
  Page 6 
  
   
  At APL12, the wood woads recruited one of their 
  Treant friends to assist them. 
   
  APL2 (EL4) 
   
  Wood Woad: hp60, Appendix One 
   
  APL4 (EL6) 
   
  Wood Woad (2): hp60 each, Appendix One 
   
  APL6 (EL8) 
   
  Wood Woad (2): Fighter2, hp88 each, Appendix 
  One 
  APL8 (EL10) 
   
   
  Wood Woad (2): Fighter4, hp118 each, Appendix 
  One 
   
  APL10 (EL12) 
   
  Wood Woad (2): Fighter6, hp138 each, Appendix 
  One 
   
  APL12 (EL14) 
   
  Wood Woad (2): Fighter6, hp138 each, Appendix 
  One 
   
  Treant Forest Warrior: Fighter4, hp121, Appendix 
  One 
   
  2 Animated Trees: (as treant) hp66 each, Monster 
  Manual 244 
   
  Tactics: The wood woads lie in wait hidden inside large 
  oak trees. They are expecting people to follow to re-
  capture the unicorn. They use their treewalk ability to 
  charge in and try to take on anyone with the ability to 
  cast fire spells.  
   
  At higher APLs, the treant animates the oaks and 
  sends them after the PCs first before coming in itself. The 
  wood woads are hiding in the animated trees, but walk to 
  other trees, looking to flank the PCs. 
   
  If half the creatures have been downed or rendered 
  combat ineffective, (there are a number of ways this could 
  happen such as immobilizing them, knocking them out), 
  the plants consider making a deal (not surrendering) with 
  the PCs. The PCs have to convince the plants of their 
  good intentions. They can do so only through a 
  Diplomacy roll (DC15). The wood woads only speak basic 
  sylvan. This roll is not possible without someone 
  speaking Sylvan. 
   
  Any of the creatures transform any advantage they 
  have (flank, prone opponent) into Power Attack. 
   
  Treasure: At the lower APLs, the wood woads have 
  decorative trinkets that can be sold. At APL8+, they have 
  some magical gear. 
   
  Development: The PCs are free to continue on the path. 
  Proceed to Encounter 4: the fey. 
  4: THE FEY 
  Panarestiel and Silvermane met with some of the local 
  fey. After talking to them a little, the unicorns left and 
  went to find Panarestiel’s horn. 
   
  The grig bard is playing his fiddle and the others are 
  dancing around reveling in the frivolous ways of the fey. 
  Upon seeing them, a Knowledge (nature) check DC11 is 
  required to identify the grigs.  
   
  If any PC has the enmity of the grigs or the fey, the 
  grigs attack at that point, proceed to “Combat”. YES, this 
  means that parties with Enmity of the grigs cannot 
  resolve this encounter through talk. 
   
  As the PCs approach them, the bard hails them and 
  invites the PCs to join them in a little dance. If the PCs 
  refuse, the grigs are offended and attack. Proceed to 
  “Combat”. 
  Talking to the Grigs 
  Only the bard stays and talks, all the other grigs go 
  invisible. The bard introduces himself a “Song of the 
  Dancing Brook” (not its real name) a songwriter of great 
  gusto. He asks who his audience is for the day. Their 
  names, professions, and where they hail from. 
   
  The bard insists on playing his latest creation for his 
  newfound audience. He admits that following the dance, 
  he can tell the PCs about the unicorns.  
   
  Should the PCs consistently refuse to dance, he gets 
  very upset, they insult him by refusing to dance. He 
  insists the PC(s) begin dancing right away. The choice is a 
  group choice: either everyone dances or the grigs attack.  
   
  If ALL the PCs refuse to dance, the grig begins to 
  fight because he is so infuriated. Proceed to “Combat”. 
   
  If ALL the PCs agree to dance, Song of the Dancing 
  Brook makes them dance until just before nightfall, at 
  which point the PCs receive the “Grig Jig” AR reward.  
  The Dance 
  The jig is a form of line dancing. Where everyone whirls 
  and leaps and kicks and bows and hops. It is very 
  physically demanding 
   
  After the dance, the grigs yawn and look very tired. 
  Before going to bed (not in the clearing), the grigs (who 
  have to be reminded of their previous promise for 
  information) tell the PCs the following: 
  • 
  Two unicorns did come here earlier. The mother was 
  named Panarestial and her son Silvermane. 
  • 
  Years ago Panarestiel was captured by the bad people. 
  • 
  Panarestiel was changed… Her horn was gone and 
  she seemed… less impressive (though they won’t go 
  into more details). 
  • 
  The bad people had strange magical powers and they 
  liked to hurt the fey. 
  • 
  One of the bad people had a child with Panarestiel. 
  The child now lives deeper in the woods. They avoid 
  the area.  
  URC7-01 The Mare of Appleby 
   
  Page 7 
  
  • 
  They know where to find Panarestiel’s horn. But they 
  won’t say unless given something in return. This can 
  be just about anything not found in the forest. It can 
  even be abstract like a secret or a song. They tell the 
  PCs the horn is under a willow tree near the brook. 
  The grigs saw the bad people bury it there in a small, 
  evil box. 
  Combat 
  APL2 (EL3) 
   
  Grigs (4): hp2 each, Monster Manual p.235 (one has a 
  fiddle) 
   
  APL4 (EL5) 
   
  Grigs (2): hp2 each, Monster Manual p.235 
   
  Grig Bard: Brd2, hp27, Appendix One 
   
  APL6 (EL7) 
   
  Grig Bard: Brd2, hp27, Appendix One 
   
  Grig Sorcerer: Sor6, hp29, Appendix One 
   
  APL8 (EL9) 
   
  Grig Bard: Brd4, hp38, Appendix One 
   
  Grig Sorcerer: Sor8, hp38, Appendix One 
   
  APL10 (EL11) 
   
  Grig Bard: Brd6, hp49, Appendix One 
   
  Grig Sorcerer: Sor10, hp44, Appendix One 
   
  APL12 (EL13) 
   
  Grig Bard: Brd8, hp60, Appendix One 
   
  Grig Sorcerer: Sor12, hp50, Appendix One 
   
  Tactics: The grigs know they are no match for a party of 
  adventurers. So they keep flying 20-30 feet in the air. 
  Their first targets are PCs with the Enmity of the Fey. 
  Secondary targets are those who can hurt them front 
  range (or flying PCs).  
   
  The bard is more annoying than offensive. He uses 
  his enchantment spells to annoy, giving suggestions to 
  dance and ignore everything else. 
   
  The sorcerer is a lot more aggressive, he uses his 
  spells to maximum effect. However he avoids hitting 
  other fey. 
   
  Should all of the PCs be enchanted through some 
  spells or ability, the fey make them dance until they drop. 
  At which point they receive the “Pranked!” AR Reward. 
   
  Development: They can spend the night in the clearing 
  if they want. Nothing happens during the night. Though 
  if one of the PCs was rude to the grigs, have that PC get 
  “pranked” during the night. 
   
  From here, the PCs may continue following the trail 
  of the unicorn, in which case proceed to Encounter 5: the 
  Black Unicorn.  
   
  If they go to find the horn, they can make a detour to 
  get it before proceeding to Encounter 5. The horn is in a 
  small box lined with lead (which blocks most detection 
  spells, including locate object). 
   
  5: THE BLACK UNICORN 
  Neighing and the clapping of hooves can be heard 
  coming from somewhere in this foul-smelling 
  clearing. Fumes rise from the dead ground. A few 
  twisted husks of dead trees occasionally pierce the 
  haze. It is hard to see through the vapors, but you 
  can make out a large black humanoid creature with a 
  horse’s head, which seems to be fighting a dark and a 
  white horse about 60 feet ahead.  
   
  The PCs finally reach the clearing where the black 
  unicorn lives. It is a bleak place. The forest has turned to 
  slag and the few plants left are dead. A foul-smelling fog 
  rises from the ground, hazing vision. Treat the area like a 
  fog, that obscures vision beyond 20 feet, not 5 feet (like 
  regular fog). A number of squares should also be noted as 
  “shallow bog”. The boggy clearing is about 100 feet across. 
   
  As soon as the PCs make their presence known, the 
  Black Unicorn goes for them while the two unicorns 
  retreat to the cover of the woods. 
   
  If the PCs decide to let the battle rage, or if they do 
  not intervene immediately, then Silvermane dies the 
  following round. Panarestiel dies the round after her 
  child. At that point, the Black Unicorn turns to the PCs 
  and attacks them.  
   
  Any PC familiar with the powers of a Blighter 
  recognizes this area as being affected by one. The Blighter 
  is now gone, but his handy work remains. Plants in this 
  clearing are all dead and won’t grow for a long time. 
   
  To identify the Black Unicorn, the following 
  Knowledge checks are necessary:  
  • 
  Knowledge (the planes) DC15 identifies the creature 
  as being half-fiendish.  
  • 
  Knowledge (nature) DC 13 identifies the creature as 
  an equiceph, an evil monstrous humanoid race of 
  slavers. DC 15 identifies it as a non-standard member 
  of the race, because of the unicorn’s horn on its head. 
  (The horn serves no combat purpose) 
   
  APL2 (EL5) 
   
  The Black Unicorn: Male equiceph Bbn 1, hp35, 
  Appendix One 
   
  Worg: hp30, Monster Manual p 256 
   
  APL4 (EL7) 
   
  The Black Unicorn: Male half-fiendish equiceph 
  Bbn 2, hp58, Appendix One 
   
  APL6 (EL9) 
   
  The Black Unicorn: Male half-fiendish equiceph 
  Bbn 4, hp74, Appendix One 
   
  APL8 (EL11) 
   
  The Black Unicorn: Male half-fiendish equiceph 
  Bbn 6, hp100, Appendix One 
  URC7-01 The Mare of Appleby 
   
  Page 8 
  
   
  APL10 (EL13) 
   
  The Black Unicorn: Male half-fiendish equiceph 
  Bbn 6/Ftr 2, hp130, Appendix One 
   
  APL12 (EL15) 
   
  The Black Unicorn: Male half-fiendish equiceph 
  Bbn 6/Ftr 4, hp150, Appendix One 
   
  Tactics: The Black Unicorn is not subtle, but not stupid 
  either, he keeps his rage ability until he is wounded. It 
  attacks to kill. If it feels its life is in danger, it uses any and 
  all of its spell-like abilities to assist itself. 
   
  At APL12, the entire clearing should be considered 
  under the effects of a unhallow spell cast by the Black 
  Unicorn. 
   
  Development: Proceed to Encounter 6 
  6: PANARESTIEL 
  The PCs have defeated the Black Unicorn. What happens 
  next depends on how the previous fight ended. 
  Silvermane alive 
  The small unicorn walks up to you and in broken 
  common says: “I thank you for saving my life and 
  that of my mother. Silvermane is the name I was 
  given. Tell me, do you know where my mother’s horn 
  has gone?” 
  Silvermane answers questions, he can tell the PCs about 
  his mother’s story (see Adventure Background).  
   
  If the PCs know the horn’s resting place (from the 
  grigs), they can go and search for it. It takes them a few 
  hours but they should eventually find it. Proceed to 
  “Panarestiel the Unicorn!” 
   
  If the PCs don’t know the location of the horn, 
  Silvermane thanks them, saying he will look for his 
  mother’s horn by himself and escorts the party out of the 
  forest. Go to the conclusion.  
  Only Panarestiel alive  
  With her nose, the brown mare brushes the dead 
  unicorn’s mane. A great sadness emanates from her. 
  Raising her eyes towards you, her eyes seem filled 
  with intelligence and sadness.  
   
  For this encounter, Panarestiel is considered a normal 
  mare. Druid and ranger abilities can work very well here. 
  Females (human, elven and halfling) receive a +2 
  circumstance bonus to any check made to interact with 
  Panarestiel. 
   
  Panarestiel-the-mare 
  tries 
  to 
  make 
  the 
  PCs 
  understand they must find her horn. If the PCs know the 
  horn’s resting place (from the grigs), they can go and 
  search for it. It takes them a few hours but they should 
  eventually find it. Proceed to “Panarestiel the Unicorn!” 
   
  If the PCs don’t know the location of the horn, they 
  can either bring the mare back to Brock or leave her here. 
  Go to the conclusion.  
  Neither unicorn survived 
  On the ground lie the bodies of two snow-white 
  unicorns. One is barely more than a baby and the 
  other is a fully-grown female without her horn. Both 
  lie dead at your feet. The forest for a moment is 
  completely silent. No birds chirp, the wind dies, as if 
  for a moment, the Honeypot pays silent tribute to 
  the two dead unicorns. 
   
  From here, the PCs should return to Applebee. Proceed to 
  the Conclusion. 
  Panarestiel the Unicorn! 
  This encounter takes place only if the PCs have managed 
  to talk to the fey. When the horn is placed to Panarestiel’s 
  head, read the following: 
   
  As you place the broken horn against the mare’s 
  head, a nimbus of pearly light radiates around you 
  with no clearly defined origin. From the point of 
  contact the brown color of the mare seems to be 
  leeching away the longer the horn is held to her 
  forehead, your fingers refuse to unclasp from the 
  horn, and a sonorous drone starts up, rising rapidly 
  to a feverish pitch.  
   
  A burst of light engulfs you and the mare and 
  when your eyes are able to focus again, a full grown 
  unicorn stands before you. 
   
  “Thank you, kind adventurers! Your good deeds 
  have definitely helped the people of the Honeypot 
  and the population of Applebee more than you 
  know. In return, I offer you some of the gifts that 
  were offered to me through the years. Take them, 
  they are yours.” 
   
  Only if the PCs have used the horn on Panarestiel, add 
  the following: 
   
  You may each take a lock of my mane. It will protect 
  you and help you in times of hardship. 
   
  Panarestiel brings the PCs to a small clearing where she 
  directs them to a hollowed out fallen tree before 
  Silvermane, if he still lives, and her leave by running 
  through the forest.  
   
  Along with a few other trinkets are: 20 blunt arrows 
  (1), 20 swiftwind arrows, a forestwarden shroud and a 
  leafweave leather armor. These gifts were given to 
  Panarestiel by druids, adventurers, elves and the fey. 
   
  Treasure: 
   
  All APLs: Loot: 100gp; Coin: 150gp; Total: 250gp 
  Proceed to the Conclusion. 
  URC7-01 The Mare of Appleby 
   
  Page 9 
  
  CONCLUSION 
  There are two possible finales for this adventure, 
  depending on the survival of the unicorns. See the 
  appropriate conclusion. 
  At least one Unicorn survives 
  This ending does not count if Silvermane is dead and 
  Panarestiel is still a mare. 
   
  The halflings of Applebee listen to your tale of a 
  unicorn in the Honeypot with “Ooohs” and “Aaahs”. 
  Quickly the tale of your deeds spreads through the 
  little community. 
   
  Finally Sherriff Berrywine arrives. “You have 
  truly shown your worth as instruments of the 
  Blessed One! Her blessings must be upon you. 
  Thanks you adventurers for having defended us not 
  only from the vile creature of the woods, but you 
  also saved the life of one of its most sacred being, 
  one used by the Blessed One to show us the danger 
  we were in.” 
   
  “Thank you all. As favored of the Blessed One, it 
  is our duty to treat you as we would a long-lost 
  sibling, WITH A FEAST!” 
   
  And what a feast it is. Every family in town 
  brings something to the feast. Songs and dance 
  quickly draw even more people to the Horn of 
  Plenty. 
   
  Meads, wines, and ciders, all locally made, flow 
  by the barrelful, drowning the broiled pheasants, the 
  roasted goats, the stewed beefs, the spicy venison, 
  and let’s not forget the delicious, freshly-baked 
  bread… Its full, smooth, smell you can still catch on 
  the breeze. Desserts… cakes stacked Halfling-high, 
  ganashes, custards and rich cream…  
   
  Only then does Rudy, the owner, bring out his 
  own personal brandy… Another pure delight to 
  complete the meal…  
   
  A feast it was. 
   
  Proceed to AR Rewards. 
  No Unicorn survives 
  The halflings of Applebee listen to the tale of your 
  adventure in the Honeypot with “Ooohs” and 
  “Aaahs”. Quickly the tale of your deeds spreads 
  through the little community. 
   
  Finally Sherry Berrywine arrives. “Thanks you 
  adventurers for having defended us from that vile 
  creature of the woods. Once more, the Blessed One 
  has sent omen of peril to her children. We must 
  remain ever-vigilant for the signs she sends.” 
   
  The Sheriff offers you a meal at the Horn of 
  Plenty in Applebee. “Best meal in town.” The meal is 
  indeed quite delicious, with stews, meads and a few 
  cream-covered cakes for dessert.  
   
  Proceed to AR Rewards. 
  AR Rewards 
  • 
  If the PCs danced with the grigs, they receive the 
  “Grig Jig” AR Reward. 
   
  • 
  If the PCs were defeated by the grigs, OR if one was 
  rude to them and rested in the woods (only those 
  PCs get it), they receive the “Pranked” AR Reward. 
  Select one prank of your choice that would fit the 
  PC. 
   
  • 
  PCs who lifted Panarestiel’s curse by replacing her 
  horn receive the “Lock of Unicorn Mane” AR 
  Reward (PCs who lift her curse without the horn do 
  NOT receive this reward).  
   
  • 
  If one of the unicorns survives (either both are alive 
  or Silvermane is dead and Panarestiel’s curse was 
  lifted), they receive the “Shield of Yondalla” AR 
  Reward. 
   
  • 
  If the PCs killed the Black Unicorn, they receive the 
  “Thanks of Applebee” AR Reward. 
   
  • 
  PCs who belong to the Dreerwode Druids or the 
  Warders of the Wild meta-org receive the “Meta-org 
  access”. 
  URC7-01 The Mare of Appleby 
   
  Page 10 
  
  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 PC. 
   
  3: The Welcoming Committee 
  Defeating the plants 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  4: The Fey 
  Defeating or dealing with the Grigs (half if the PCs are 
  defeated by the Grigs) 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
   
  5: The Black Unicorn 
  Defeat the Black Unicorn 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  Story Award 
  Saving Silvermane 
  APL 2  
  45 XP 
  APL 4  
  60 XP 
  APL 6  
  90 XP 
  APL 8  
  100 XP 
  APL 10  
  185 XP 
  APL 12  
  150 XP 
   
  Returning Panarestiel her horn 
  APL 2  
  45 XP 
  APL 4  
  75 XP 
  APL 6  
  90 XP 
  APL 8  
  125 XP 
  APL 10  
  185 XP 
  APL 12  
  165 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 
   
  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.  
   
  Introduction 
   
  APL2: Coin: 100gp; Total 100gp 
  APL4: Coin: 100gp; Total 100gp 
  APL6: Coin: 100gp; Total 100gp 
  APL8: Coin: 100gp; Total 100gp 
  APL10: Coin: 100gp; Total 100gp 
  APL12: Coin: 100gp; Total 100gp 
   
  3: The Welcoming Committee 
   
  APL2: Coin: 60gp; Total 60gp; 
   
  APL4: Coin: 100gp; Total 100gp; 
   
  APL6: Coin: 30gp; Total 30gp; 
  URC7-01 The Mare of Appleby 
   
  Page 11 
  
   
  APL 8: Magic 448gp; +1 club x2 (192gp per PC); +1 
  heavy wooden shield x2 (96gp per PC); +1 leafweave studded 
  leather armor x2 (160gp per PC); Total 448gp. 
   
  APL 10: Magic 2281gp; +2 heavy wooden shield x2 
  (346gp per PC); +2 leafweave studded leather armor x2 
  (410gp per PC); +3 club x2 (1525gp per PC); Total 2281gp. 
   
  APL 12: Magic 3572gp; +2 heavy wooden shield x2 
  (346gp per PC); +2 huge greatclub (693gp); +2 huge leafweave 
  studded leather armor (598gp); +2 leafweave studded 
  leather armor x2 (410gp per PC); +3 club x2 (1525gp per 
  PC);   Total 3572 gp. 
   
  4: The Fey 
   
  APL2: Loot: 40gp; Total 40gp; 
   
  APL4: Loot: 40gp; Coin: 100gp Total 140gp; 
   
  APL6: Loot: 20gp; Magic: 583gp; bracers of armor +1 
  (83gp), cloak of charisma +2 (333gp); ring of protection +1 
  (167gp) Total 603gp; 
   
  APL 8: Loot: 20gp; Magic: 1,159gp; +1 leafweave 
  studded leather (160gp), bracers of armor +1 (83gp), cloak of 
  charisma +2 x2 (333gp each per PC); ring of protection +1 
  (167gp); vest of resistance +1 (83 gp per PC) Total 1,179gp; 
   
  APL 10: Loot: 20gp; Magic: 3,159gp; +1 leafweave 
  studded leather (160gp), bracers of armor +1 (83gp), cloak of 
  charisma +4 x2 (1,333gp each per PC); ring of protection 
  +1 (167gp); vest of resistance +1 (83 gp per PC) Total 
  3,179gp; 
   
  APL 12: Loot: 20gp; Magic: 4,626gp; +1 leafweave 
  studded leather (160gp), bracers of armor +1 (83gp), cloak of 
  charisma +4 (1,333gp); cloak of charisma +6 (3,000gp); ring of 
  protection +1 (167gp); vest of resistance +1 (83 gp per PC); 
  Total 4,646gp; 
   
  5: The Black Unicorn 
   
  APL 2: Loot: 45gp; Total: 45gp; 
   
  APL 4: Loot: 83gp; Total: 83gp; 
   
  APL 6: Loot: 1gp; Magic: 558gp; +1 greataxe (195gp); 
  +1 light fortification chain shirt (363gp); Total: 559gp; 
   
  APL 8: Loot: 1gp; Magic: 558gp; +1 greataxe (195gp); 
  +1 light fortification chain shirt (363gp); Total: 559gp; 
   
  APL 10: Loot: 1gp; Magic: 3,557gp; +1 magical beast 
  bane greataxe  (695gp); +2 light fortification chain shirt of sonic 
  resistance (2196gp); amulet of health +2  (333gp); gauntlets of 
  ogre power (333gp);  Total: 3,558gp; 
   
  APL 12: Loot: 1gp; Magic: 5,662gp; +1 magical beast 
  bane greataxe (695gp); +2 animated darkwood heavy shield 
  (2106gp); +2 light fortification chain shirt of sonic resistance 
  (2196gp); amulet of health +2  (333gp); gauntlets of ogre power 
  (333gp);  Total: 5,663gp 
   
  6: Paranestiel 
   
  All APLs: Loot: 100gp; Coin: 150gp; Total: 250gp 
   
  Treasure Cap  
   
  APL 2:  
  450gp 
   
  APL 4:  
  650gp 
   
  APL 6:  
  900gp 
   
  APL 8:  
  1,300gp 
   
  APL 10:  
  2,300gp 
   
  APL 12:  
  3,300gp 
   
  Total Possible Treasure 
   
  APL 2: 
  495gp; 
   
  APL 4: 
  673gp; 
   
  APL 6: 
  1,542gp; 
   
  APL 8: 
  2,536gp; 
   
  APL 10: 
  9,388gp; 
   
  APL 12: 
  14,231gp; 
  ADVENTURE RECORD ITEMS 
  Grig Jig: You danced with the grigs. You have aged 1 full 
  year (10 for elves). However, you now know the “Grig 
  jig”.  
   
  Pranked! The grigs of the Honeypot got their hands on 
  you. For the next 52TUs you suffer from the following 
  condition: (check one) 
   
  [ ] Hairless (yes, everywhere) 
   
  [ ] Skin turned bright orange or purple 
   
  [ ] Aged 10 years (permanent, 100 for elves) 
   
  Lock of Unicorn Mane: Throwing the mane on the 
  ground (a standard action that does not provoke attacks of 
  opportunity) provides a good-aligned PC with the benefit 
  of an aid spell (CL 3rd). Non-good-aligned PCs instead 
  benefit from a virtue spell (CL 3rd). After one use, the 
  mane loses its power.  
   
  Shield of Yondalla: This blessing allows you to re-roll a 
  single saving throw. Halflings add a +1 sacred bonus to 
  the save re-roll. Clerics of the halfling Pantheon instead 
  add a +2 sacred bonus to the save. Cross off once used. 
   
  Thanks of Applebee: This counts as an influence point 
  with the halflings of Applebee. Cross off once used. 
   
  Metaorg Access: if you belong to the Dreerwode Druids 
  or the Warders of the Wild, you gain regional access to 
  items marked with #.  
   
  ITEM ACCESS 
  APL 2: 
  • 
  #Blunt Arrows (Adventure, RoW) 
  • 
  #Forestwarden Shroud (Adventure, RoW) 
  • 
  #Leafweave Leather Armor (Adventure, RoW) 
  • 
  #Swiftwind arrows (Adventure, RoW) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  +1 Light fortification chain shirt (Adventure, DMG) 
   
  APL 8 (all of APL 2-6 plus the following): 
  • 
  #+1 Leafweave Studded Leather (Adventure; DMG & 
  RoW) 
  • 
  Vest of Resistance +1 (Adventure, CAr) 
   
  APL 10 (all of APL 2-8 plus the following): 
  URC7-01 The Mare of Appleby 
   
  Page 12 
  
  • 
  +1 Magical Beast Bane Greataxe (Adventure; DMG) 
  • 
  +2 Heavy Wooden Shield (Adventure; DMG) 
  • 
  #+2 Leafweave Studded Leather Armor (Adventure; 
  DMG & RoW) 
  • 
  +2 Light Fortification Chain Shirt of Sonic Resistance 
  (Adventure, DMG) 
  • 
  Cloak of Charisma +4 (Adventure, DMG) 
   
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  +2 
  Animated 
  Darkwood 
  Heavy 
  Wooden 
  Shield 
  (Adventure, DMG) 
  • 
  +2 Huge Greatclub (Adventure, DMG) 
  • 
  +3 Club (Adventure, DMG) 
  • 
  Cloak of Charisma +6 (Adventure, DMG) 
  URC7-01 The Mare of Appleby 
   
  Page 13 
  
  APPENDIX 1: APL 2 
  3: THE WELCOMING COMMITTEE 
  W O O D  W O AD 
  CR  4 
  N Medium Plant 
  Init +1 ; Senses Low-light vision; Listen +3, Spot +4 . 
  Languages Rudimentary Sylvan  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +4 natural, +2 heavy wooden shield) 
  hp 60 (8 HD);  
  Immune All mind-affecting spells or abilities, critical 
  hits, poison, sleep effects, paralysis, polymorph 
  and stunning. 
  Fort +9, Ref +5, Will +3 
  Weakness Vulnerable to fire 
  Speed 30 ft. (6 squares), climb 20 ft;  
  Melee Club +9 (1d6+3)  
  Ranged Club +7 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Special Attacks warp wood 
  Combat Gear Club, heavy wooden shield 
  Abilities Str 17, Dex 12, Con 16, Int 7, Wis 12, Cha 8 
  Feats Alertness, Lightning Reflexes (b), Stealthy, 
  Track 
  Skills Balance Balance +5, Climb +9, Hide +7*, 
  Listen +3, Move Silently +4, Spot +4 Survival +4, 
  Warp Wood (Sp) A wood woad can use a warp wood 
  effect as the spell, at will. Attended objects can 
  avoid the effect with a DC13 Will save (but if the 
  saving throw succeeds, the wood woad can simply 
  produce the effect again in the following round). 
  CL8th. The DC is Wisdom-based. 
  Treewalk (Su) At will, a wood woad can enter a living 
  tree as a free action and exit from it or another 
  living tree within 60 feet; continuing as though the 
  distance between had not been crossed. A wood 
  woad moving in this manner can charge or run 
  through trees so long as it moves in a straight line. 
   
  The entrance and exit tress must have girths at 
  least equal to the wood woad’s, and the wood 
  woad cannot take non-vegetable items of other 
  creatures with it when it treewalks. A wood woad 
  can exit a tree in any direction and from any part of 
  the tree that has enough girth. 
   
  A wood woad can remain inside a living tree as 
  long as it wishes a wood woad inside a tree sense 
  the world around it normally and automatically 
  knows which tree within 60 feet are living and can 
  accept its girth. If the tree in which a wood woad 
  hides is chopped down, burned up or otherwise 
  killed, the wood woad inside dies. 
   
  This ability is a teleportation effect.  
  Skills Wood woads have a +4 racial bonus to 
  Balance and Hide checks. A wood woad has a +8 
  racial bonus to Climb checks and can always take 
  10 to Climb check, even if rushed or threatened. 
  *In wooded areas, a wood woad gains an 
  additional +4 to bonus to Hide checks. 
   
  5: THE BLACK UNICORN 
   
  T H E  B L AC K U N I C O R N 
  CR  4 
  Male Equiceph Barbarian1 
  CE Large Monstrous Humanoid 
  Init +0; Senses Darkvision 60ft, Low-light vision, 
  Scent, Listen +9, Spot +1 
  Languages Common, Sylvan 
  AC 20, touch 9, flat-footed 20 
   (-1 size, +0 Dex, +5 natural, +6 armor) 
  hp 35 (5 HD);  
  Fort +4, Ref +4, Will +7 
  Speed 30 ft in heavy armor (6 square) base 
  movement 50ft. Fly 30ft (Average) base fly speed 
  40ft. 
  Melee greataxe +9  (3d6+6) 
  Ranged javelin +4  (1d8+4) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +5; Grp +13  
  Special Attacks Rage (1/day) 
  Combat Gear Greataxe, javelin, banded mail 
  Abilities Str 18, Dex 11, Con 12, Int 11, Wis 13, Cha 
  12  
  SQ Fast movement, illiteracy 
  Feats Endurance (b), Iron Will, Weapon Focus 
  (Greataxe). 
  Skills Hide -4 , Intimidate +9 , Jump +4 , Listen +3 , 
  Survival +8 . Rage (1/day; 6 rounds): AC 17; hp 
  45; Fort +6, Will +9; greataxe +11 (3d6+9); Str 22; 
  Con 16; Jump +6 
  COR7-01 The Mare of Applebee 
   
  Page 14 
  
  APL 4 
  3: THE WELCOMING COMMITTEE 
  W O O D  W O AD 
  CR  4 
  N Medium Plant 
  Init +1 ; Senses Low-light vision; Listen +3, Spot +4 . 
  Languages Rudimentary Sylvan  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +4 natural, +2 heavy wooden shield) 
  hp 60 (8 HD);  
  Immune All mind-affecting spells or abilities, critical 
  hits, poison, sleep effects, paralysis, polymorph 
  and stunning. 
  Fort +9, Ref +5, Will +3 
  Weakness Vulnerable to fire 
  Speed 30 ft. (6 squares), climb 20 ft;  
  Melee Club +9 (1d6+3)  
  Ranged Club +7 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Special Attacks warp wood 
  Combat Gear Club, heavy wooden shield 
  Abilities Str 17, Dex 12, Con 16, Int 7, Wis 12, Cha 8 
  Feats Alertness, Lightning Reflexes (b), Stealthy, 
  Track 
  Skills Balance Balance +5, Climb +9, Hide +7*, 
  Listen +3, Move Silently +4, Spot +4 Survival +4, 
  Warp Wood (Sp) A wood woad can use a warp wood 
  effect as the spell, at will. Attended objects can 
  avoid the effect with a DC13 Will save (but if the 
  saving throw succeeds, the wood woad can simply 
  produce the effect again in the following round). 
  CL8th. The DC is Wisdom-based. 
  Treewalk (Su) At will, a wood woad can enter a living 
  tree as a free action and exit from it or another 
  living tree within 60 feet; continuing as though the 
  distance between had not been crossed. A wood 
  woad moving in this manner can charge or run 
  through trees so long as it moves in a straight line. 
   
  The entrance and exit tress must have girths at 
  least equal to the wood woad’s, and the wood 
  woad cannot take non-vegetable items of other 
  creatures with it when it treewalks. A wood woad 
  can exit a tree in any direction and from any part of 
  the tree that has enough girth. 
   
  A wood woad can remain inside a living tree as 
  long as it wishes a wood woad inside a tree sense 
  the world around it normally and automatically 
  knows which tree within 60 feet are living and can 
  accept its girth. If the tree in which a wood woad 
  hides is chopped down, burned up or otherwise 
  killed, the wood woad inside dies. 
   
  This ability is a teleportation effect.  
  Skills Wood woads have a +4 racial bonus to 
  Balance and Hide checks. A wood woad has a +8 
  racial bonus to Climb checks and can always take 
  10 to Climb check, even if rushed or threatened. 
  *In wooded areas, a wood woad gains an 
  additional +4 to bonus to Hide checks. 
   
  4: THE FEY 
  G R I G  B AR D 
  CR  4 
  Advanced Male Grig Bard 2 
  NG Tiny Fey  
  Init +4; Senses Listen +5 , Spot +5  
  Languages Common, Sylvan 
  AC 18, touch 16, flat-footed 16 
   (+2 size, +4 Dex, +2 natural) 
  hp 27 (6 HD); DR 5/cold iron 
  SR 17 
  Fort +3, Ref +11, Will +9 
  Speed 20 ft. (4 squares), fly 40 ft. (poor); 
  Melee Short sword +8 (1d3-3/19-20)  
  Ranged longbow +8 (1d4-3/x3) 
  Space 2-1/2 ft.; Reach 0 ft. 
  Base Atk +2; Grp -9  
  Special Attacks fiddle 
  Combat Gear fiddle, short sword, longbow 
  Bard Spells Known (CL 2nd): 
   1st (1/day)—inspirational boost**, Tasha’s hideous 
  laughter (DC13) 
   0 (3/day)—detect magic, flare (DC12), mage hand, 
  prestidigitation, summon instrument, 
  Spell-Like Abilities (CL 9th): 
   2nd—invisibility (self only; 3/day), pyrotechnics 
  (3/day; DC14) 
   1st—disguise self (3/day), entangle (3/day; DC13), 
  ventriloquism (3/day; DC13). 
  Abilities Str 5, Dex 18, Con 14, Int 10, Wis 13, Cha 
  14 
  SQ Bardic music, bardic knowledge (1d20+3), 
  countersong, fascinate, inspire courage +1 
  Feats Ability Focus (Fiddle), Dodge (b), Spell Focus 
  (Enchantment), Weapon Finesse  
  Skills Craft (traps) +4 , Escape Artist +10 , Hide +18 , 
  Jump +3 , Listen +5 , Move Silently +10*, Perform 
  (stringed instruments) +8 , Search +3 , Spot +5  
  Fiddle (Su) When the fiddler plays, any nonsprite 
  within 30 feet of the instrument must succeed on a 
  DC14 Will save or be affected as though by Otto’s 
  irresistible dance for as long as the playing 
  continues. The DC is Charisma-based. 
  Skills Grigs have +8 racial bonus on Jump checks. * 
  They also have a +5 racial bonus on Move Silently 
  check in a forest setting. 
   
  5: THE BLACK UNICORN 
  T H E  B L AC K U N I C O R N 
  CR  7 
  Male Half-fiendish Equiceph Barbarian 2 
  NE Large Outsider 
  Init +2 ; Senses Darkvision 60ft, Low-light Vision, 
  Scent, Listen +10, Spot +5  
  Languages Common, Sylvan 
  AC 23, touch 11, flat-footed 21 (Uncanny Dodge AC = 
  23) 
   (-1 size, +2 Dex, +6 natural, +6 armor);  
  hp 58 (6 HD); DR 5/magic 
  Immune poison 
  COR7-01 The Mare of Applebee 
   
  Page 15 
  
  Resist acid 10, cold 10, electricity 10, and fire 10;  
  SR 16 
  Fort +6, Ref +6, Will +7 
  Speed 30 ft in heavy armor (6 square) base 
  movement 50ft. Fly 30ft (Average) base fly speed 
  40ft. 
  Melee masterwork greataxe +13/+8 (3d6+6) and bite 
  +6  (1d8+6) or 2 claws +11/+5  (1d6+6) and bite +6 
  (1d8+6) 
  Ranged javelin +7/+2  (1d8+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6 ; Grp +16  
  Special Attacks Rage (1/day), Smite Good (Su) (+6 
  points of damage vs good foe), Uncanny Dodge 
  Combat 
  Gear 
  Masterwork 
  greataxe, 
  javelin, 
  masterwork banded mail 
  Spell-Like Abilities (CL 6th): 
   4th—unholy blight (CL 6th, DC15, 1/day) 
   2nd—darkness (CL 6th, 1/day), desecrate (CL 6th, 
  1/day)  
  Abilities Str 22, Dex 15, Con 14, Int 15, Wis 13, Cha 
  14 
  SQ Fast Movement, Illiteracy 
  Feats Endurance (b), Improved Toughness**, Iron 
  Will, Power Attack, Weapon Focus (Greataxe) 
  Skills Climb 9 Hide -2 , Intimidate +14 , Jump +15 , 
  Listen +10 , Spot +5 Survival +10 Swim +7 . 
  Rage (1/day; 7rounds): AC 21; hp70; Fort +8, Will 
  +9; masterwork greataxe +15/+10 (3d6+8); Str 26, 
  Con 18, Climb +11, Jump +17, Swim +9 
   
  COR7-01 The Mare of Applebee 
   
  Page 16 
  
  APL 6 
  3: THE WELCOMING COMMITTEE 
  W O O D  W O AD 
  CR  6 
  F I G H T E R  2 
  N Medium Plant 
  Init +5 ; Senses Low-light vision; Listen +3, Spot +4 . 
  Languages Rudimentary Sylvan  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +2 heavy wooden shield, +4 natural) 
  hp 88 (10 HD);  
  Immune All mind-affecting spells or abilities, critical 
  hits, poison, sleep effects, paralysis, polymorph or 
  stunning. 
  Fort +12, Ref +7, Will +3 
  Weakness Vulnerable to fire 
  Speed 30 ft. (6 squares), climb 20 ft; Tree 
  Melee Club +12/+7 (1d6+3)  
  Ranged Club +10/+5 (1d6+3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8 ; Grp +11  
  Special Attacks Power Attack, warp wood 
  Combat Gear Club, heavy wooden shield 
  Abilities Str 17, Dex 12, Con 16, Int 7, Wis 12, Cha 8 
  Feats 
  Alertness, 
  Improved 
  Initiative, 
  Lightning 
  Reflexes (b), Power Attack, Stealthy, Track, 
  Weapon Focus (Club) 
  Skills Balance +5 , Climb +11 , Hide +7*, Listen +3, 
  Move Silently +4, Spot +4 Survival +4 
  Warp Wood (Sp) A wood woad can use a warp wood 
  effect as the spell, at will. Attended objects can 
  avoid the effect with a DC13 Will save (but if the 
  saving throw succeeds, the wood woad can simply 
  produce the effect again in the following round). 
  CL8th. The DC is Wisdom-based. 
  Treewalk (Su) At will, a wood woad can enter a living 
  tree as a free action and exit from it or another 
  living tree within 60 feet; continuing as though the 
  distance between had not been crossed. A wood 
  woad moving in this manner can charge or run 
  through trees so long as it moves in a straight line. 
   
  The entrance and exit tress must have girths at 
  least equal to the wood woad’s, and the wood 
  woad cannot take non-vegetable items of other 
  creatures with it when it treewalks. A wood woad 
  can exit a tree in any direction and from any part of 
  the tree that has enough girth.  
   
  A wood woad can remain inside a living tree as 
  long as it wishes a wood woad inside a tree sense 
  the world around it normally and automatically 
  knows which tree within 60 feet are living and can 
  accept its girth. If the tree in which a wood woad 
  hides is chopped down, burned up or otherwise 
  killed, the wood woad inside dies. 
   
  This ability is a teleportation effect.  
  Skills Wood woads have a +4 racial bonus to 
  Balance and Hide checks. A wood woad has a +8 
  racial bonus to Climb checks and can always take 
  10 to Climb check, even if rushed or threatened. 
  *In wooded areas, a wood woad gains an 
  additional +4 to bonus to Hide checks. 
   
  4: THE FEY 
  G R I G  B AR D 
  CR  4 
  Advanced Male Grig Bard 2 
  NG Tiny Fey  
  Init +4; Senses Listen +5 , Spot +5  
  Languages Common, Sylvan 
  AC 18, touch 16, flat-footed 16 
   (+2 size, +4 Dex, +2 natural) 
  hp 27 (6 HD); DR 5/cold iron 
  SR 17 
  Fort +3, Ref +11, Will +9 
  Speed 20 ft. (4 squares), fly 40 ft. (poor); 
  Melee Short sword +8 (1d3-3/19-20)  
  Ranged longbow +8 (1d4-3/x3) 
  Space 2-1/2 ft.; Reach 0 ft. 
  Base Atk +2; Grp -9  
  Special Attacks fiddle 
  Combat Gear fiddle, short sword, longbow 
  Bard Spells Known (CL 2nd): 
   1st (1/day)—inspirational boost**, Tasha’s hideous 
  laughter (DC13) 
   0 (3/day)—detect magic, flare (DC12), mage hand, 
  prestidigitation, summon instrument, 
  Spell-Like Abilities (CL 9th): 
   2nd—invisibility (self only; 3/day), pyrotechnics 
  (3/day; DC14) 
   1st—disguise self (3/day), entangle (3/day; DC13), 
  ventriloquism (3/day; DC13). 
  Abilities Str 5, Dex 18, Con 14, Int 10, Wis 13, Cha 
  14 
  SQ Bardic music, bardic knowledge (1d20+3), 
  countersong, fascinate, inspire courage +1 
  Feats Ability Focus (Fiddle), Dodge (b), Spell Focus 
  (Enchantment), Weapon Finesse  
  Skills Craft (traps) +4 , Escape Artist +10 , Hide +18 , 
  Jump +3 , Listen +5 , Move Silently +10*, Perform 
  (stringed instruments) +8 , Search +3 , Spot +5  
   
  Fiddle (Su) When the fiddler plays, any nonsprite 
  within 30 feet of the instrument must succeed on a 
  DC14 Will save or be affected as though by Otto’s 
  irresistible dance for as long as the playing 
  continues. The DC is Charisma-based. 
  Skills Grigs have +8 racial bonus on Jump checks. * 
  They also have a +5 racial bonus on Move Silently 
  check in a forest setting. 
   
  G R I G  S O R C E R E R 
  CR  6 
  Male Grig Sorcerer 5 
  N Tiny Fey 
  Init +4 ; Senses Listen +3 , Spot +3  
  Languages Common, Sylvan 
  AC 20, touch 17, flat-footed 16 
   (+2 size, +1 bracers of armor +1, +4 Dex, +1 ring of 
  protection +1, +2 natural, ,) 
  hp 29 (7 1/2 HD); DR 5/cold iron 
  SR 17 
  COR7-01 The Mare of Applebee 
   
  Page 17 
  
  Fort +4, Ref +7, Will +7 
  Speed 20 ft. (4 squares), fly 40 ft. (poor); 
  Melee Short sword +8  (1d3-3)  
  Ranged longbow +8 (1d4-3) 
  Space 2-1/2 ft.; Reach 0 ft. 
  Base Atk +2 ; Grp -9  
  Combat Gear short sword, longbow 
  Class Spells Known (CL 5th): 
   2nd (5/day)—flaming sphere (DC17), scorching ray 
  (+6 ranged touch, 1 ray) 
   1st (7/day)—burning hands (DC16, 5d4) color 
  spray (DC14), expeditious retreat, sleep (DC14) 
   0 (6/day)—dancing lights, detect magic, mage 
  hand, open/close, prestidigitation 
  Spell-Like Abilities (CL 9th): 
   2nd—invisibility (self only; 3/day), pyrotechnics 
  (DC14; 3/day) 
   1st—disguise self (3/day), entangle (DC13; 3/day), 
  ventriloquism (DC13; 3/day). 
  Abilities Str 5, Dex 18, Con 14, Int 10, Wis 13, Cha 
  16 
  Feats Dodge (b), Greater Spell focus (evocation), 
  Spell focus (evocation), Weapon Finesse  
  Skills Concentration +10 , Craft (traps) +4, Escape 
  Artist +8 , Hide +16 , Jump +3 , Listen +3 , Move 
  Silently +8* , Perform (string instruments) +6 , 
  Search +2 , Spellcraft +2 , Spot +3  
  Possessions combat gear plus cloak of charisma +2, 
  bracers of armor +1, ring of protection +1 
  Fiddle (Su) When the fiddler plays, any nonsprite 
  within 30 feet of the instrument must succeed on a 
  DC12 Will save or be affected as though by Otto’s 
  irresistible dance for as long as the playing 
  continues. The DC is Charisma-based. 
  Skills Grigs have +8 racial bonus on Jump checks. * 
  They also have a +5 racial bonus on Move Silently 
  check in a forest setting. 
   
  5: THE BLACK UNICORN 
  T H E  B L AC K U N I C O R N 
  CR  9 
  Male Half-fiendish Equiceph Barbarian 4 
  NE Large Outsider 
  Init +3 ; Senses Darkvision 60ft, Low-light Vision, 
  Scent, Listen +10 , Spot +5  
  Languages Common, Sylvan 
  AC 23, touch 12, flat-footed 20 (Uncanny Dodge = 
  AC22) 
   (-1 size, +3 Dex, +6 natural, +5 armor) 
  hp 74 (8 HD); DR 5/Magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, and fire 10;  
  SR 18 
  Fort +7, Ref +8, Will +8 
  Speed 50 ft in light armor (10 square) base 
  movement 50ft. Fly 50ft (Average) 
  Melee +1 greataxe +15/+10 (3d6+10) and bite +8  
  (1d8+6) or 2 claws +13/+8   (1d6+6) and bite +8 
  (1d8+6) 
  Ranged javelin +10/+5  (1d8+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8 ; Grp +18  
  Special Attacks Rage (2/day), smite good (Su) (+8 
  points of damage), uncanny dodge 
  Combat Gear +1 greataxe, javelin [2], +1 light 
  fortification chain shirt 
  Spell-Like Abilities (CL 6th): 
   4th—unholy blight (CL 8th, DC15, 4d8 or 8d6, 
  1/day) 
   3rd— poison (CL 8th, DC14, 3/day)  
   2nd—darkness (CL 8th, 1/day), desecrate (CL 8th, 
  1/day) 
  Abilities Str 22, Dex 16, Con 14, Int 15, Wis 13, Cha 
  14 
  SQ Fast Movement, illiteracy, trap sense +1 
  Feats Endurance (b), Improved Toughness**, Iron 
  Will, Large and In Charge**, Power Attack, 
  Weapon Focus (Greataxe) 
  Skills Climb 15 Hide +1 , Intimidate +16 , Intuit 
  Direction +10 Jump +15, Listen +12 , Spot +5 
  Survival +12 Swim +12 . 
  Rage (2/day; 7 rounds): AC 22; hp90, Fort +9, Will 
  +10; +1 greataxe +17/+12 (3d6+13); Str 26, Con 
  18; Climb +17, Jump +18, Swim +14 
   
  COR7-01 The Mare of Applebee 
   
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  APL 8 
  3: THE WELCOMING COMMITTEE 
  W O O D  W O AD 
  CR  8 
  F I G H T E R  4 
  N Medium Plant 
  Init +5 ; Senses Low-light vision; Listen +3, Spot +4 . 
  Languages Rudimentary Sylvan  
  AC 22, touch 11, flat-footed 21 
   (+1 Dex, +4 +1 leafweave studded leather, +3 +1 
  heavy wooden shield,, +4 natural) 
  hp 118 (12 HD);  
  Immune All mind-affecting spells or abilities, critical 
  hits, poison, sleep effects, paralysis, polymorph or 
  stunning. 
  Fort +13, Ref +8, Will +4 
  Weakness Vulnerable to fire 
  Speed 30 ft. (6 squares), climb 20 ft; Tree 
  Melee Club +16/+11 (1d6+7)  
  Ranged Club +13/+8  (1d6+7)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10 ; Grp +14  
  Special Attacks Power Attack, warp wood 
  Combat gear +1 club, +1 heavy wooden shield, +1 
  leafweave studded leather 
  Abilities Str 18, Dex 12, Con 16, Int 7, Wis 12, Cha 8 
  Feats 
  Alertness, 
  Improved 
  Initiative, 
  Improved 
  Toughness**, Lightning Reflexes (b), Power Attack, 
  Stealthy, Track, Weapon Focus (Club), Weapon 
  Specialization (Club) 
  Skills Balance +5 , Climb +14 , Hide +7*, Listen +3, 
  Move Silently +4, Spot +4 Survival +4 
  Warp Wood (Sp) A wood woad can use a warp wood 
  effect as the spell, at will. Attended objects can 
  avoid the effect with a DC13 Will save (but if the 
  saving throw succeeds, the wood woad can simply 
  produce the effect again in the following round). 
  CL8th. The DC is Wisdom-based. 
  Treewalk (Su) At will, a wood woad can enter a living 
  tree as a free action and exit from it or another 
  living tree within 60 feet; continuing as though the 
  distance between had not been crossed. A wood 
  woad moving in this manner can charge or run 
  through trees so long as it moves in a straight line. 
   
  The entrance and exit tress must have girths at 
  least equal to the wood woad’s, and the wood 
  woad cannot take non-vegetable items of other 
  creatures with it when it treewalks. A wood woad 
  can exit a tree in any direction and from any part of 
  the tree that has enough girth. 
   
  A wood woad can remain inside a living tree as 
  long as it wishes a wood woad inside a tree sense 
  the world around it normally and automatically 
  knows which tree within 60 feet are living and can 
  accept its girth. If the tree in which a wood woad 
  hides is chopped down, burned up or otherwise 
  killed, the wood woad inside dies. 
   
  This ability is a teleportation effect.  
  Skills Wood woads have a +4 racial bonus to 
  Balance and Hide checks. A wood woad has a +8 
  racial bonus to Climb checks and can always take 
  10 to Climb check, even if rushed or threatened. 
  *In wooded areas, a wood woad gains an 
  additional +4 to bonus to Hide checks. 
   
  4: THE FEY 
  G R I G  B AR D 
  CR  6 
  Advanced Male Grig Bard 4 
  NG Tiny Fey  
  Init +4; Senses Listen +5 , Spot +5  
  Languages Common, Sylvan 
  AC 22, touch 16, flat-footed 18 
   (+2 size, +4 Dex, +2 natural , +4 +1 leafweave 
  studded leather) 
  hp 38 (8 HD); DR 5/cold iron 
  SR 17 
  Fort +5, Ref +14, Will +11 
  Speed 20 ft. (4 squares), fly 40 ft. (poor); 
  Melee Short sword +10  (1d3-3/19-20)  
  Ranged longbow +10 (1d4-3/x3) 
  Space 2-1/2 ft.; Reach 0 ft. 
  Base Atk +4 ; Grp -7  
  Special Attacks fiddle 
  Combat Gear fiddle, short sword, longbow, +1 
  leafweave studded leather 
  Bard Spells Known (CL 4th): 
   2nd (1/day)—suggestion (DC16), summon swarm 
   1st (3/day)—charm person (DC15), inspirational 
  boost**, Tasha’s hideous laughter (DC15) 
   0 (3/day)—detect magic, flare (DC13), mage hand, 
  prestidigitation, resistance, summon instrument, 
  Spell-Like Abilities (CL 9th): 
   2nd—invisibility (self only; 3/day), pyrotechnics 
  (3/day; DC14) 
   1st—disguise self (3/day), entangle (3/day; DC13), 
  ventriloquism (3/day; DC13). 
  Abilities Str 5, Dex 18, Con 14, Int 10, Wis 13, Cha 
  16 
  SQ Bardic Music, bardic knowledge (1d20+3), 
  countersong, 
  fascinate, 
  inspire 
  competence, 
  inspire courage +1 
  Feats Ability Focus (Fiddle), Dodge (b), Spell Focus 
  (Enchantment), Weapon Finesse  
  Skills Craft (traps) +4 , Escape Artist +12 , Hide +20 , 
  Jump +3 , Listen +5 Move Silently +12* , Perform 
  (string instruments) +11 , Search +3 Spot +4 
  Possessions combat gear plus cloak of charisma +2, 
  vest of resistance +1 
  Fiddle (Su) When the fiddler plays, any nonsprite 
  within 30 feet of the instrument must succeed on a 
  DC14 Will save or be affected as though by Otto’s 
  irresistible dance for as long as the playing 
  continues. The DC is Charisma-based. 
  Skills Grigs have +8 racial bonus on Jump checks. * 
  They also have a +5 racial bonus on Move Silently 
  check in a forest setting. 
   
  Skills  
   
  COR7-01 The Mare of Applebee 
   
  Page 19 
  
  G R I G  S O R C E R E R 
  CR  8 
  Advanced Male Grig Sorcerer 7 
  N Tiny Fey 
  Init +4 ; Senses Listen +3 , Spot +3  
  Languages Common, Sylvan 
  AC 20, touch 17, flat-footed 16 
   (+2 size, +1 bracers of armor +1, +4 Dex, +1 ring of 
  protection +1, +2 natural) 
  hp 38 (7 1/2 HD); DR 5/cold iron 
  SR 17 
  Fort +4, Ref +8, Will +8 
  Speed 20 ft. (4 squares), fly 40 ft. (poor); 
  Melee Short sword +9  (1d3-3)  
  Ranged longbow +9  (1d4-3) 
  Space 2-1/2 ft.; Reach 0 ft. 
  Base Atk +3 ; Grp -8  
  Combat Gear short sword, longbow 
  Class Spells Known (CL 7th): 
   3rd (5/day)—dispel magic, lightning bolt (DC18, 
  7d6) 
   2nd (7/day)—glitterdust (DC15), flaming sphere 
  (DC17), scorching ray (+8 ranged touch, 2 rays) 
   1st (7/day)—burning hands (DC16, 5d4) color 
  spray (DC14), expeditious retreat, obscuring 
  mist, sleep (DC14) 
   0 (6/day)—dancing lights, detect magic, ghost 
  sound, 
  mage 
  hand, 
  mending, 
  open/close, 
  prestidigitation 
  Spell-Like Abilities (CL 9th): 
   2nd—invisibility (self only; 3/day), pyrotechnics 
  (DC14; 3/day) 
   1st—disguise self (3/day), entangle (DC13; 3/day), 
  ventriloquism (DC13; 3/day). 
  Abilities Str 5, Dex 18, Con 14, Int 10, Wis 13, Cha 
  16 
  Feats Dodge (b), Greater Spell focus (evocation), 
  Skill Focus (concentration), Spell focus (evocation), 
  Weapon Finesse  
  Skills Concentration +14, , Craft (traps) +4, Escape 
  Artist +8 , Hide +16 , Jump +3 , Listen +3 , Move 
  Silently +8* , Perform (string instruments) +6 , 
  Search +2 ,Spellcraft +4 , Spot +3  
  Possessions combat gear plus cloak of charisma +2, 
  bracers of armor +1, ring of protection +1 
  Skills Grigs have +8 racial bonus on Jump checks. * 
  They also have a +5 racial bonus on Move Silently 
  check in a forest setting. 
   
  5: THE BLACK UNICORN 
  T H E  B L AC K U N I C O R N 
  CR  11 
  Male Half-fiendish Equiceph Barbarian 6 
  NE Large Outsider 
  Init +3 ; Senses Darkvision 60ft, Low-light Vision, 
  Scent, Listen +14 , Spot +5  
  Languages Common, Sylvan 
  AC 23, touch 12, flat-footed 20 (Uncanny Dodge = 
  AC22) 
   (-1 size, +3 Dex, +6 natural, +5 armor) 
  hp 100 (10 HD); DR 5/Magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, and fire 10;  
  SR 20 
  Fort +8, Ref +9, Will +9 
  Speed 50 ft in light armor (10 square) base 
  movement 50ft. Fly 40ft (Average) 
  Melee +1 greataxe +17/+12  (3d6+6) and bite +10  
  (1d8+6) or 2 claws +15/+10  (1d6+6) and bite +10 
  (1d8+6) 
  Ranged javelin +12/+7  (1d8+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10 ; Grp +20  
  Special Attacks Special Attacks Rage (2/day), 
  smite good (Su) (+8 points of damage), uncanny 
  dodge, improved uncanny dodge 
  Combat 
  Gear 
  +1 
  greataxe, 
  javelin, 
  +1 
  light 
  fortification chain shirt 
  Spell-Like Abilities (CL 10th): 
   4th—unholy blight (CL 10th, DC19, 5d8 or 10d6, 
  1/day) 
   3rd— poison (CL 10th, DC18, 3/day)  
   2nd—darkness (CL 10th, 1/day), desecrate (CL 
  10th, 1/day) 
  Abilities Str 22, Dex 16, Con 14, Int 15, Wis 13, Cha 
  14 
  SQ Fast movement, illiteracy, trap sense +2 
  Feats Endurance (b), Improved Toughness**, Iron 
  Will, Large and In Charge**, Power Attack, 
  Weapon Focus (Greataxe) 
  Skills: Balance +2 , Climb 15  Escape Artist +2 , Hide 
  +1 , Intimidate +16 ,  Intuit Direction +10 Jump +17, 
  Listen +14 , Move Silently +3 , Spot +5 Survival 
  +12 Swim +12 .  
  Rage (2/day; 7 rounds): AC 22; hp 120; Fort  +10, 
  Will +11, +1 greataxe +19/+14 (3d6+13); Str 27, 
  Con 18; Climb +17, Jump +19, Swim +14 
    
  COR7-01 The Mare of Applebee 
   
  Page 20 
  
  APL 10 
  3: THE WELCOMING COMMITTEE 
  W O O D  W O AD 
  CR  10 
  F I G H T E R  6 
  N Medium Plant 
  Init +5 ; Senses Low-light vision; Listen +3, Spot +4 . 
  Languages Rudimentary Sylvan  
  AC 24, touch 11, flat-footed 23 
   (+1 Dex, +5 +2 leafweave studded leather, +4 +2 
  heavy wooden shield,, +4 natural) 
  hp 138 (14 HD);  
  Immune All mind-affecting spells or abilities, critical 
  hits, poison, sleep effects, paralysis, polymorph or 
  stunning. 
  Weakness Vulnerable to fire 
  Fort +14, Ref +9, Will +5 
  Speed 30 ft. (6 squares), climb 20 ft; Tree 
  Melee Club +20/+15/+10 (1d6+10)  
  Ranged Club +17/+12/+7 (1d6+10)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12 ; Grp +16  
  Special Attacks Cleave, Power Attack, warp wood 
  Combat gear +3 club, +2 heavy wooden shield, +2 
  leafweave studded leather 
  Abilities Str 18, Dex 12, Con 16, Int 7, Wis 12, Cha 8 
  Feats 
  Alertness, 
  Cleave, 
  Improved 
  Initiative, 
  Improved Toughness**, Lightning Reflexes (b), 
  Power Attack, Stealthy, Track, Weapon Focus 
  (Club), Weapon Specialization (Club) 
  Skills Balance +5 , Climb +16 , Hide +7*, Listen +3, 
  Move Silently +4, Spot +4 Survival +4 
  Warp Wood (Sp) A wood woad can use a warp wood 
  effect as the spell, at will. Attended objects can 
  avoid the effect with a DC13 Will save (but if the 
  saving throw succeeds, the wood woad can simply 
  produce the effect again in the following round). 
  CL8th. The DC is Wisdom-based. 
  Treewalk (Su) At will, a wood woad can enter a living 
  tree as a free action and exit from it or another 
  living tree within 60 feet; continuing as though the 
  distance between had not been crossed. A wood 
  woad moving in this manner can charge or run 
  through trees so long as it moves in a straight line. 
   
  The entrance and exit tress must have girths at 
  least equal to the wood woad’s, and the wood 
  woad cannot take non-vegetable items of other 
  creatures with it when it treewalks. A wood woad 
  can exit a tree in any direction and from any part of 
  the tree that has enough girth. 
   
  A wood woad can remain inside a living tree as 
  long as it wishes a wood woad inside a tree sense 
  the world around it normally and automatically 
  knows which tree within 60 feet are living and can 
  accept its girth. If the tree in which a wood woad 
  hides is chopped down, burned up or otherwise 
  killed, the wood woad inside dies. 
   
  This ability is a teleportation effect.  
  Skills Wood woads have a +4 racial bonus to 
  Balance and Hide checks. A wood woad has a +8 
  racial bonus to Climb checks and can always take 
  10 to Climb check, even if rushed or threatened. 
  *In wooded areas, a wood woad gains an 
  additional +4 to bonus to Hide checks. 
   
  4: THE FEY 
  G R I G  B AR D 
  CR  8 
  Advanced Male Grig Bard 6 
  NG Tiny Fey  
  Init +4; Senses Listen +5 , Spot +5  
  Languages Common, Sylvan 
  AC 22, touch 16, flat-footed 18 
   (+2 size, +4 Dex, +2 natural , +4 +1 leafweave 
  studded leather) 
  hp 49 (9 HD); DR 5/cold iron 
  SR 17 
  Fort +6, Ref +15, Will +12 
  Speed 20 ft. (4 squares), fly 40 ft. (poor); 
  Melee Short sword +11  (1d3-3/19-20)  
  Ranged longbow +11 (1d4-3/x3) 
  Space 2-1/2 ft.; Reach 0 ft. 
  Base Atk +5 ; Grp -6  
  Special Attacks fiddle 
  Combat Gear fiddle, short sword, longbow, +1 
  leafweave studded leather 
  Bard Spells Known (CL 6th): 
   2nd 
  (3/day)—blindness 
  (DC16), 
  suggestion 
  (DC18), summon swarm 
   1st (4/day)—charm person (DC17), grease (DC15), 
  inspirational boost**, Tasha’s hideous laughter 
  (DC17) 
   0 (3/day)—detect magic, flare (DC15), mage hand, 
  prestidigitation, resistance, summon instrument, 
  Spell-Like Abilities (CL 9th): 
   2nd—invisibility (self only; 3/day), pyrotechnics 
  (3/day; DC14) 
   1st—disguise self (3/day), entangle (3/day; DC13), 
  ventriloquism (3/day; DC13). 
  Abilities Str 5, Dex 18, Con 14, Int 10, Wis 13, Cha 
  18 
  SQ Bardic music, bardic knowledge (1d20+3), 
  countersong, 
  fascinate, 
  inspire 
  competence, 
  inspire courage +1, suggestion 
  Feats Ability Focus (Fiddle), Dodge (b), Greater Spell 
  Focus (Enchantment), Spell Focus (Enchantment), 
  Weapon Finesse  
  Skills Craft (traps) +4 Craft (traps) +4 , Escape Artist 
  +14 , Hide +22 , Jump +3 , Listen +5 Move Silently 
  +14*, Perform (string instruments) +14, , Search +3 
  Spot +5 Possessions combat gear plus cloak of 
  Charisma +4, vest of resistance +1 
  Fiddle (Su) When the fiddler plays, any nonsprite 
  within 30 feet of the instrument must succeed on a 
  DC14 Will save or be affected as though by Otto’s 
  irresistible dance for as long as the playing 
  continues. The DC is Charisma-based. 
  Skills Grigs have +8 racial bonus on Jump checks. * 
  They also have a +5 racial bonus on Move Silently 
  check in a forest setting. 
   
  COR7-01 The Mare of Applebee 
   
  Page 21 
  
  G R I G  S O R C E R E R 
  CR  10 
  Advanced Male Grig Sorcerer 9 
  N Tiny Fey 
  Init +4 ; Senses Listen +3 , Spot +3  
  Languages Common, Sylvan 
  AC 20, touch 17, flat-footed 16 
   (+2 size, +1 bracers of armor +1, +4 Dex, +1 ring of 
  protection +1, +2 natural) 
  hp 44 (9 1/2 HD); DR 5/cold iron 
  SR 17 
  Fort +6, Ref +9, Will +10 
  Speed 20 ft. (4 squares), fly 40 ft. (poor); 
  Melee Short sword +10  (1d3-3)  
  Ranged longbow +10  (1d4-3) 
  Space 2-1/2 ft.; Reach 0 ft. 
  Base Atk +4 ; Grp -7  
  Combat Gear short sword, longbow 
  Class Spells Known (CL 9th): 
   4th (5/day)—confusion (DC18), wall of ice 
   3rd (7+1/day)—dispel magic, lightning bolt (DC19, 
  9d6), wind wall 
   2nd (7/day)—glitterdust (DC16), flaming sphere 
  (DC18), scorching ray (+8 ranged touch, 2 rays), 
  Tasha’s hideous laughter (DC16) 
   1st (7/day)—burning hands (DC17, 5d4) color 
  spray (DC15), expeditious retreat, obscuring 
  mist, sleep (DC15) 
   0 (6/day)—dancing lights, detect magic, ghost 
  sound, 
  mage 
  hand, 
  mending, 
  open/close, 
  prestidigitation, resistance 
  Spell-Like Abilities (CL 9th): 
   2nd—invisibility (self only; 3/day), pyrotechnics 
  (DC14; 3/day) 
   1st—disguise self (3/day), entangle (DC13; 3/day), 
  ventriloquism (DC13; 3/day). 
  Abilities Str 5, Dex 18, Con 14, Int 10, Wis 14, Cha 
  18 
  Feats Dodge (b), Extra Slot**, Greater Spell focus 
  (evocation), Skill Focus (concentration), Spell focus 
  (evocation), Weapon Finesse  
  Skills Concentration +16 , Craft (traps) +4 , Escape 
  Artist +8 , Hide +16 , Jump +3 , Listen +3 , Move 
  Silently +8* , Perform (string instruments) +7 , 
  Search +2 , Spellcraft +6 , Spot +3Possessions 
  combat gear plus cloak of charisma +4, bracers of 
  armor +1, ring of protection +1 
  Skills Grigs have a +8 racial bonus on Jump checks. 
  * They also have a +5 racial bonus on Move 
  Silently check in a forest setting. 
   
  5: THE BLACK UNICORN 
  T H E  B L AC K U N I C O R N 
  CR  14 
  Male Half-fiendish Equiceph Barbarian 6 Fighter 2 
  NE Large Outsider 
  Init +7; Senses Darkvision 60ft, Low-light Vision, 
  Scent, Listen +14 , Spot +5  
  Languages Common, Sylvan 
  AC 24, touch 12, flat-footed 21 (Uncanny Dodge = 
  AC24) 
   (-1 size, +3 Dex, +6 natural, +6 armor) 
  hp 130 (12 HD); DR 10/Magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, and fire 10;  
  SR 22 
  Fort +12, Ref +9, Will +9 
  Speed 50 ft in light armor (10 square) base 
  movement 50ft. Fly 40ft (Average) 
  Melee +1 magical-beast-bane greataxe +21/+16/+11  
  (3d6+8, crit. 19-20/x3) and bite +14  (1d8+8) or 2 
  claws +19/+14  (1d6+8) and bite +14 (1d8+8) 
  Ranged javelin +14/+9/+4  (1d8+8) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12 ; Grp +24  
  Special Attacks Rage (2/day), smite good (Su) (+12 
  points of damage), uncanny dodge, improved 
  uncanny dodge 
  Combat Gear +1 magical-beast-bane greataxe, 
  javelin, +2 light fortification chain shirt 
  Spell-Like Abilities (CL 12th): 
   7th— blasphemy (CL 12th) 
   4th—unholy blight (CL 12th, DC15, 5d8 or 10d6, 
  1/day) 
   3rd— poison (CL 12th, DC14, 3/day)  
   2nd—darkness (CL 12th, 1/day), desecrate (CL 
  12th, 1/day) 
  Abilities Str 26, Dex 16, Con 16, Int 15, Wis 13, Cha 
  14 
  SQ Fast movement, trap sense +2 
  Feats Endurance (b), Improved Critical (Greataxe), 
  Improved Initiative, Improved Toughness**, Iron 
  Will, Large and In Charge**, Power Attack, 
  Reckless Rage**, Weapon Focus (Greataxe) 
  Skills: Balance +2 , Climb 19  Escape Artist +2 , Hide 
  +1 , Intimidate +16 ,  Intuit Direction +10 Jump +20, 
  Listen +14 , Move Silently +3 , Spot +5 Survival 
  +12 Swim +19 .  
  Possessions combat gear plus amulet of health +2, 
  gauntlets of ogre power 
  Rage (2/day; 9 rounds): AC 20; hp166; Fort +11, Will 
  +11; +1 greataxe +22/+17 (3d6+17); Str 32, Con 
  22; Climb +22, Jump +24, Swim +23 
   
  COR7-01 The Mare of Applebee 
   
  Page 22 
  
  APL 12 
  3: THE WELCOMING COMMITTEE 
  W O O D  W O AD 
  CR  10 
  F I G H T E R  6 
  N Medium Plant 
  Init +5 ; Senses Low-light vision; Listen +3, Spot +4 . 
  Languages Rudimentary Sylvan  
  AC 24, touch 11, flat-footed 23 
   (+1 Dex, +5 +2 leafweave studded leather, +4 +2 
  heavy wooden shield,, +4 natural) 
  hp 138 (14 HD);  
  Immune All mind-affecting spells or abilities, critical 
  hits, poison, sleep effects, paralysis, polymorph or 
  stunning. 
  Weakness Vulnerable to fire 
  Fort +14, Ref +9, Will +5 
  Speed 30 ft. (6 squares), climb 20 ft; Tree 
  Melee Club +20/+15/+10 (1d6+10)  
  Ranged Club +17/+12/+7 (1d6+10)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12 ; Grp +16  
  Special Attacks Cleave, Power Attack, warp wood 
  Combat gear +3 club, +2 heavy wooden shield, +2 
  leafweave studded leather 
  Abilities Str 18, Dex 12, Con 16, Int 7, Wis 12, Cha 8 
  Feats 
  Alertness, 
  Cleave, 
  Improved 
  Initiative, 
  Improved Toughness**, Lightning Reflexes (b), 
  Power Attack, Stealthy, Track, Weapon Focus 
  (Club), Weapon Specialization (Club) 
  Skills Balance +5 , Climb +16 , Hide +7*, Listen +3, 
  Move Silently +4, Spot +4 Survival +4 
  Warp Wood (Sp) A wood woad can use a warp wood 
  effect as the spell, at will. Attended objects can 
  avoid the effect with a DC13 Will save (but if the 
  saving throw succeeds, the wood woad can simply 
  produce the effect again in the following round). 
  CL8th. The DC is Wisdom-based. 
  Treewalk (Su) At will, a wood woad can enter a living 
  tree as a free action and exit from it or another 
  living tree within 60 feet; continuing as though the 
  distance between had not been crossed. A wood 
  woad moving in this manner can charge or run 
  through trees so long as it moves in a straight line. 
   
  The entrance and exit tress must have girths at 
  least equal to the wood woad’s, and the wood 
  woad cannot take non-vegetable items of other 
  creatures with it when it treewalks. A wood woad 
  can exit a tree in any direction and from any part of 
  the tree that has enough girth. 
   
  A wood woad can remain inside a living tree as 
  long as it wishes a wood woad inside a tree sense 
  the world around it normally and automatically 
  knows which tree within 60 feet are living and can 
  accept its girth. If the tree in which a wood woad 
  hides is chopped down, burned up or otherwise 
  killed, the wood woad inside dies. 
   
  This ability is a teleportation effect.  
  Skills Wood woads have a +4 racial bonus to 
  Balance and Hide checks. A wood woad has a +8 
  racial bonus to Climb checks and can always take 
  10 to Climb check, even if rushed or threatened. 
  *In wooded areas, a wood woad gains an 
  additional +4 to bonus to Hide checks. 
   
  T RE AN T F O R E S T  W AR RI O R 
  CR  12 
  F I G H T E R  4 
  NG Huge Plant 
  Init -1 ; Senses Low-light vision; Listen +8 , Spot +8  
  Languages Common, Sylvan, Treant 
  AC 22, touch 7, flat-footed 23 
   (-2 size, -1 Dex, +2 huge leafweave studded leather 
  armor, +13 natural) 
  hp 121 (11 HD); DR 10/slashing 
  Immune All mind-affecting spells or abilities, critical 
  hits, poison, sleep effects, paralysis, polymorph or 
  stunning. 
  Fort +14, Ref +2, Will +8 
  Weakness Vulnerable to fire 
  Speed 30 ft. (6 squares); 
  Melee +1 Greatclub +20/+15  (3d8+14)  or 2 Slams 
  +17  (2d6+10)  
  Space 15 ft.; Reach 15 ft. 
  Base Atk +9 ; Grp +27  
  Special Attacks Animate trees, double damage 
  against objects, Improved Sunder, Power Attack, 
  Trample 2d6+13 
  Combat gear +2 huge greatclub, +2 huge leafweave 
  studded leather 
  Abilities Str 30, Dex 8, Con 21, Int 12, Wis 16, Cha 
  12 
  Feats 
  Cleave, 
  Improved 
  Sunder 
  , 
  Improved 
  Toughness**, Iron Will , Power Attack, Weapon 
  Focus 
  (Greatclub), 
  Weapon 
  Specialization 
  (GreatClub) 
  Skills Diplomacy +3 , Hide -9*, Handle Animal +5 
  Intimidate +6 , Jump +14 Knowledge (nature) +6 , 
  Listen +8 Sense Motive +8 , Spot +8 Survival +8 
  (+10 above ground) Swim + 14  
  Animate Trees (Sp) A treant can animate trees within 
  180ft at will, controlling up to two trees at a time. It 
  takes 1 full round for a normal tree to uproot itself. 
  Thereafter it moves at a speed of 10ft and fights 
  like a treant in all respects. Animated trees lose 
  their ability to move if the treant that animated them 
  in incapacitated or moves out of range. The ability 
  is otherwise similar to liveoak (CL 12th). Animated 
  trees have the same vulnerability to fire that a 
  treant has. 
  Double damage against objects (Ex) A treant or 
  animate tree that makes a full attack against an 
  object or structure deals double damage. 
  Trample (Ex) Reflex DC22 half. The DC is Strength-
  based. *  
  Skills Treants have +16 racial bonus to Hide checks 
  made in forested areas. 
   
  4: THE FEY 
  G R I G  B AR D 
  CR  10 
  Advanced Male Grig Bard 8 
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  NG Tiny Fey  
  Init +4; Senses Listen +5 , Spot +5  
  Languages Common, Sylvan 
  AC 22, touch 16, flat-footed 18 
   (+2 size, +4 Dex, +2 natural , +4 +1 leafweave 
  studded leather) 
  hp 60 (12 HD); DR 5/cold iron 
  SR 17 
  Fort +5, Ref +13, Will +10 
  Speed 20 ft. (4 squares), fly 40 ft. (poor); 
  Melee Short sword +13  (1d3-3/19-20)  
  Ranged longbow +13 (1d4-3/x3) 
  Space 2-1/2 ft.; Reach 0 ft. 
  Base Atk +7 ; Grp -4  
  Special Attacks fiddle 
  Combat Gear fiddle, short sword, longbow, +1 
  leafweave studded leather 
  Bard Spells Known (CL 8th): 
   3rd (2/day)—confusion (DC20), dispel magic,  
   2nd (4/day)—blindness (DC17), glitterdust (DC17), 
  suggestion (DC19), summon swarm 
   1st (5/day)—charm person (DC18), grease (DC15), 
  inspirational boost**, Tasha’s hideous laughter 
  (DC18) 
   0 (3/day)—detect magic, flare (DC17), mage hand, 
  prestidigitation, resistance, summon instrument, 
  Spell-Like Abilities (CL 9th): 
   2nd—invisibility (self only; 3/day), pyrotechnics 
  (3/day; DC14) 
   1st—disguise self (3/day), entangle (3/day; DC13), 
  ventriloquism (3/day; DC13). 
  Abilities Str 5, Dex 18, Con 14, Int 10, Wis 13, Cha 
  21 
  SQ Bardic Music, bardic knowledge (1d20+3), 
  countersong, 
  fascinate, 
  inspire 
  competence, 
  inspire courage +2, inspire greatness, suggestion 
  Feats Ability Focus (Fiddle), Dodge (b), Greater Spell 
  Focus (Enchantment), Spell Focus (Enchantment), 
  Weapon Finesse +1 Feat 
  SkillsCraft (traps) +4 Craft (traps) +4 , Escape Artist 
  +16 , Hide +24 , Jump +3 , Listen +5 Move Silently 
  +16* , Perform (string instruments) +17, Search +3 
  Spot +5 Possessions combat gear plus cloak of 
  Charisma +6, vest of resistance +1 
  Fiddle (Su) When the fiddler plays, any nonsprite 
  within 30 feet of the instrument must succeed on a 
  DC14 Will save or be affected as though by Otto’s 
  irresistible dance for as long as the playing 
  continues. The DC is Charisma-based. 
  Skills Grigs have +8 racial bonus on Jump checks. * 
  They also have a +5 racial bonus on Move Silently 
  check in a forest setting. 
   
  G R I G  S O R C E R E R 
  CR  12 
  Male Grig Sorcerer 11 
  N Tiny Fey 
  Init +4; Senses Listen +3 , Spot +3  
  Languages Common, Sylvan 
  AC 20, touch 17, flat-footed 16 
   (+2 size, +1 bracers of armor +1, +4 Dex, +1 ring of 
  protection +1, +2 natural) 
  hp 50 (11 1/2 HD); DR 5/cold iron 
  SR 17 
  Fort +6, Ref +9, Will +11 
  Speed 20 ft. (4 squares), fly 40 ft. (poor); 
  Melee Short sword +11 (1d3-3)  
  Ranged longbow +11 (1d4-4) 
  Space 2-1/2 ft.; Reach 0 ft. 
  Base Atk +5 ; Grp -6  
  Combat Gear short sword, longbow 
  Class Spells Known (CL 11th): 
   5th (4/day)—cone of cold (DC21, 11d6), wall of 
  force 
   4th (7/day)—confusion (DC18), Evard’s black 
  tentacles, wall of ice 
   3rd (7+1/day)—dispel magic, lightning bolt (DC19, 
  10d6), suggestion (DC17), wind wall 
   2nd (7/day)—glitterdust (DC16), flaming sphere 
  (DC18), scorching ray (+9 ranged touch, 3 rays), 
  summon 
  swarm, 
  Tasha’s 
  hideous 
  laughter 
  (DC16) 
   1st (7/day)—burning hands (DC17, 5d4) color 
  spray (DC15), expeditious retreat, obscuring 
  mist, sleep (DC15) 
   0 (6/day)—dancing lights, detect magic, ghost 
  sound, 
  mage 
  hand, 
  mending, 
  open/close, 
  prestidigitation, read magic, resistance 
  Spell-Like Abilities (CL 9th): 
   2nd—invisibility (self only; 3/day), pyrotechnics 
  (DC14; 3/day) 
   1st—disguise self (3/day), entangle (DC13; 3/day), 
  ventriloquism (DC13; 3/day). 
  Abilities Str 5, Dex 18, Con 14, Int 10, Wis 14, Cha 
  18 
  Feats Dodge (b), Extra Slot**, Greater Spell focus 
  (evocation), Skill Focus (concentration), Spell focus 
  (evocation), Weapon Finesse  
  Skills Concentration +18 , Craft (traps) +4 , Escape 
  Artist +8 , Hide +16 , Jump +3 , Listen +5 , Move 
  Silently +8* , Perform (string instruments) +7 , 
  Search +2 , Spellcraft +8 , Spot +5  
  Possessions combat gear plus cloak of charisma +4, 
  bracers of armor +1, ring of protection +1 
  Skills Grigs have a +8 racial bonus on Jump checks. 
  * They also have a +5 racial bonus on Move 
  Silently check in a forest setting. 
   
  5: THE BLACK UNICORN 
  T H E  B L AC K U N I C O R N 
  CR  16 
  Male Half-fiendish Equiceph Barbarian 6 Fighter 4 
  NE Large Outsider 
  Init +7; Senses Darkvision 60ft, Low-light Vision, 
  Scent, Listen +14 , Spot +7  
  Languages Common, Sylvan 
  AC 29, touch 12, flat-footed 26 (Uncanny Dodge = AC 
  29) 
   (-1 size, +3 Dex, +7 natural, +6 armor, +4 shield) 
  hp 150 (14 HD); DR 10/Magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, and fire 10;  
  SR 24 
  Fort +13, Ref +10, Will +10 
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  Speed 50 ft in light armor (10 square) base 
  movement 50ft. Fly 40ft (Average) 
  Melee +1 magical-beast-bane greataxe +23/+18/+13 
  (3d6+8, crit. 19-20/x3) and bite +16  (1d8+8) or 2 
  claws +21/+16/11  (1d6+8) and bite +16 (1d8+8) 
  Ranged javelin +16/+11/+6  (1d8+8) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +14 ; Grp +26  
  Special Attacks Rage (2/day), smite good (Su) (+14 
  points of damage vs good opponent), uncanny 
  dodge, improved uncanny dodge 
  Combat Gear +1 magical-beast-bane greataxe, 
  javelin, +2 light fortification chain shirt, +2 animated 
  darkwood heavy shield 
  Spell-Like Abilities (CL 14th): 
   8th— unholy aura (CL 14th, 3/day) 
   7th— blasphemy (CL 14th), unhallow (CL 14th, 
  1/day) 
   4th—unholy blight (CL 14th, DC15, 5d8 or 10d6, 
  1/day) 
   3rd— poison (CL 14th, DC14, 3/day)  
   2nd—darkness (CL 14th, 1/day), desecrate (CL 
  14th, 1/day) 
  Abilities Str 26, Dex 16, Con 16, Int 15, Wis 13, Cha 
  14 
  SQ Fast Movement, Trap Sense +2 
  Feats Endurance (b), Improved Critical (Greataxe), 
  improved Initiative, Improved Toughness**, Iron 
  Will, Large and In Charge**, Power Attack, 
  Reckless Rage**, Weapon Focus (Greataxe), 
  Weapon Specialization (Greataxe) 
  Skills: Balance +2 , Climb 19  Escape Artist +2 , Hide 
  +1 , Intimidate +17 , Jump +22 , Listen +14 , Move 
  Silently +3 , Spot +7 Survival +12 Swim +19 . 
  Possessions combat gear plus amulet of health +2, 
  gauntlets of ogre power 
  Rage (2/day; 9 rounds): AC 24; hp 192; Fort +16, 
  Will +12; +1 magical beast bane greataxe 
  +26/+21/+16 (3d6+19); Str 32, Con 22; Climb +22, 
  Jump +25, Swim +21 
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  APPENDIX 2: NEW RULES ITEMS 
  CREATURES 
  Equiceph 
  CR  3 
  LE Large Monstrous Humanoid 
  Init +0; Senses Darkvision 60ft, low-light vision, 
  Listen +1, Spot +1 
  Languages Common, Sylvan 
  AC 20, touch 9, flat-footed 20 
   (-1 size, +0 Dex, +5 natural, +6 splint mail) 
  hp 22 (4 HD);  
  Resist acid 10, cold 10, electricity 10, and fire 10; SR 
  24 
  Fort +1, Ref +3, Will +7 
  Speed 30 ft in splint mail (6 square), base speed 40ft  
  Melee greataxe +8 (3d6+6/x3) 
  Ranged javelin +3  (1d8+4) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +12 
  Combat Gear greataxe, javelin[2], splint mail 
  Abilities Str 18, Dex 11, Con 12, Int 11, Wis 13, Cha 
  12 
  SQ Dark vision 60 ft., low-light vision 
  Feats Endurance (b), Iron Will, Weapon Focus 
  (Greataxe) 
  Skills: Intimidate +8 , Survival +8 , 
  Possessions combat gear 
  This humanoid creature stands at most 11 feet tall 
  and has a head and legs like those of a horse. It 
  wears heavy armor and wields a mighty axe of 
  curious design. 
   
  Equicephs are merciless and relentless slavers, 
  raiding out of their forest homes to take captives. The 
  often raid nearby hills to capture hobgoblins, which 
  are accustomed to following orders and small enough 
  for the equicephs to push around. But equicephs 
  aren’t picky. They’ll make slaves of any creature that 
  they can capture and coerce. 
   
  The equicephs are long-lost remnants of a distant, 
  peaceful 
  civilization. 
  This 
  ancient 
  civilization 
  maintained peace by exiling its worst criminals to a 
  land across the sea. The equicephs are the 
  descendants of these cruel lawbreakers. They retain 
  the superior intellect and insight of their ancestors, 
  though they apply their gifts to villainy rather than 
  harmony. Whether the peaceful equiceph society still 
  survives somewhere over the horizon or has long ago 
  fallen, is a disputed matter of legend. 
  Equicephs speak Common and Sylvan 
  Combat 
  Equicephs use feints and pincer maneuvers to get the 
  better of their enemies in combat. They rehearse their 
  tactics together ahead of time so they can work 
  together fluidly while facing their opponents. While 
  they value slaves as property, they routinely sacrifice 
  them in crafty gambits that enable the equicephs to 
  gain the upper hand in battle. 
  Source: The Miniatures Handbook pp.61-62 
   
  Wood Woad 
  CR  4 
  N Medium Plant 
  Init +1; Senses Low-light vision; Listen +3, Spot +4 . 
  Languages Rudimentary Sylvan  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +4 natural, +2 heavy wooden shield) 
  hp 60 (8 HD);  
  Immune All mind-affecting spells or abilities, critical 
  hits, poison, sleep effects, paralysis, polymorph 
  and stunning. 
  Fort +9, Ref +5, Will +3 
  Weakness Vulnerable to fire 
  Speed 30 ft. (6 squares), climb 20 ft;  
  Melee Club +9 (1d6+3)  
  Ranged Club +7 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Special Attacks warp wood 
  Combat Gear Club, heavy wooden shield 
  Abilities Str 17, Dex 12, Con 16, Int 7, Wis 12, Cha 8 
  Feats Alertness, Lightning Reflexes (b), Stealthy, 
  Track 
  Skills Balance Balance +5, Climb +9, Hide +7*, 
  Listen +3, Move Silently +4, Spot +4 Survival +4, 
  This strange humanoid-shaped creatur bears a large 
  wooden shield and club held at the ready. Small black 
  eyes glower at you from within deeppitsin its face. Its 
  body is covered in bark and burls of muscle, and a 
  circle ofbranch stubs crowns its head. 
   
  Wood woads are brutish and territorial plant creatures 
  akin to treants. Their bodies resemble those of 
  powerfully built but twisted men, composed entirely of 
  bark-covered wood. Their hands end in gnarled, 
  branchlike fingers, and their feet are masses of black 
  roots. 
   
  A wood woad has the power to enter trees as a 
  dryad can, butit can also use this ability to teleport 
  from tree to tree. This similarity to the dryad’s ability 
  has led some to think that wood woads are the male 
  version of the race, but they are in fact plants, and they 
  reproduce through seeds much as a treant does.  
   
  Wood woads cannot carry most treasure items 
  with them when they move from tree to tree; after 
  defeating a foe, they often carry useful items some 
  distance away to hide them in a hollow tree or under a 
  stump. Although dimwitted, wood woads have an 
  excellent memory for where such caches lie, and they 
  return to them to retrieve better weapons or useful 
  items when they spot intruders. 
   
  Such caches are often guarded by a thick wooden 
  door that a wood woad opens and closes with its warp 
  wood ability. This power allows a wood woad to twist 
  dead wood and wooden objects, and a forest occupied 
  by a wood woad is often marked by frequent instances 
  of its past uses of this ability. A wood woad is about 6 
  feet tall and weights 300 pounds. 
  COR7-01 The Mare of Applebee 
   
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  Wood woads speak a rudimentary form of Sylvan. 
  Warp Wood (Sp) A wood woad can use a warp wood 
  effect as the spell, at will. Attended objects can avoid 
  the effect with a DC13 Will save (but if the saving 
  throw succeeds, the wood woad can simply produce 
  the effect again in the following round). CL8th. The 
  DC is Wisdom-based. 
  Treewalk (Su) At will, a wood woad can enter a living 
  tree as a free action and exit from it or another living 
  tree within 60 feet; continuing as though the 
  distance between had not been crossed. A wood 
  woad moving in this manner can charge or run 
  through trees so long as it moves in a straight line. 
   
  The entrance and exit tress must have girths at least 
  equal to the wood woad’s, and the wood woad 
  cannot take non-vegetable items of other creatures 
  with it when it treewalks. A wood woad can exit a 
  tree in any direction and from any part of the tree 
  that has enough girth. 
   
  A wood woad can remain inside a living tree as long 
  as it wishes a wood woad inside a tree sense the 
  world around it normally and automatically knows 
  which tree within 60 feet are living and can accept 
  its girth. If the tree in which a wood woad hides is 
  chopped down, burned up or otherwise killed, the 
  wood woad inside dies. 
   
  This ability is a teleportation effect.  
  Skills Wood woads have a +4 racial bonus to Balance 
  and Hide checks. A wood woad has a +8 racial bonus 
  to Climb checks and can always take 10 to Climb 
  check, even if rushed or threatened. *In wooded 
  areas, a wood woad gains an additional +4 to bonus 
  to Hide checks. 
  Source: Monster Manual III p.196 
   
  FEATS 
   
  Extra Slot 
  You can cast an additional spell. 
   
  Prerequisite: Caster level 4th. 
   
  Benefit: You gain one extra spell slot in your daily 
  allotment, at any level up to one lower than the highest 
  level you can cast. For example, a 4th-level sorcerer 
  (maximum spell level 2nd) gains either an extra 0-level 
  or 1st-level slot, and is able to cast any spell he knows of 
  the chosen level. Once selected, the extra spell slot 
  never changes level 
   
  Special: You can gain this feat multiple times. 
  Each time, you gain and extra spell slot at any level up 
  to one lower than the highest level you can currently 
  cast. 
   
  Source: Complete Arcane 79 
   
  Improved Toughness 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you get a HD (such as 
  by gaining a level), you gain 1 additional hit point. If 
  you lose a HD, (such as by losing a level) you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter’s bonus feats. 
   
  Source: Complete Warrior 101 
   
  Large and in Charge 
  You can prevent opponents from closing inside your 
  reach. 
   
  Prerequisite: Natural reach of 10 feet or more, 
  size Large or larger. 
   
  Benefit: When you make a successful attack of 
  opportunity against an opponent that is moving inside 
  your threatened area, you can force the opponent 
  back to the 5-foot space it was in before you hit with 
  your attack of opportunity, make an opposed strength 
  check with you opponent. You gain a +4 bonus for 
  each size category for each size category larger than 
  your opponent, and an additional +1 for every 5 points 
  of damage you dealt with your attack of opportunity. If 
  you win the opposed check, your opponent is pushed 
  back 5 feet into the space it just left. An opponent you 
  push cannot move any further in this round.  
   
  Source: Draconomicon 71 
   
  Reckless Rage 
  You are considered extreme even among other barbaric 
  warriors, and you enter a deeper state of rage than 
  others. Goliath barbarians favor this feat. 
   
  Prerequisites: Con 13, rage ability 
   
  Benefits: Whenever you activate your rage ability, 
  you take an additional –2 penalty to your armor class, 
  but you gain an additional +2 bonus to Strength and 
  Constitution. These bonuses and penalties stack with 
  the effects of rage, greater rage, and mighty rage. 
   
  Source: Races of Stone 143 
   
  MAGIC ITEMS 
  Vest of Resistance 
  These garments offer magic protection in the form of a 
  +1 to +5 resistance bonus on all saving throws. 
  Faint Abjuration; CL 5th; Craft Wondrous Items, 
  resistance, creator’s caster level must be at least three 
  times the vest’s bonus; Price 1,000 gp (+1), 4,000 gp 
  (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); 
  Weight 1 lb. 
  Source: Complete Arcane 150 
   
  MUNDANE EQUIPMENT 
  Leafweave Armor 
  As the name suggests, leafweave armor is made from 
  forest leaves, which are then treated with a special 
  alchemical process that make themas though and 
  flexible as leather, with considerably less weight and 
  encumbrance. 
   
  The arcane spell failure is reduced by 5%. The 
  armor’s maximum Dexterity bonus is increased by +1, 
  and its armor check penalty (if any) is lessened by 2. 
  COR7-01 The Mare of Applebee 
   
  Page 27 
  
  Leafweave versions of padded, leather, studded leather 
  and hide armor exist; leafweave studded armor 
  typically incorporates darkwood studs to make it druid-
  friendly. 
   
  Leafweave armor costs 740gp more than ordinary 
  armor of the same sort. It has hardness 2 and 5 hit 
  points per inch of thickness. 
   
  Source: Races of the Wild 168 
   
  SPELLS 
  Inspirational Boost 
  Enchantment (Compulsion) [Mind-Affecting, Sonic] 
  Level: Bard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Targets: You 
  Duration: 1 round or special; see text 
  While this spell is in effect, the morale bonus granted 
  by your inspire courage bardic music increases by 1. 
  The effect lasts until your inspire courage effect ends. 
  If you don’t begin to use your inspire courage ability 
  before the beginning of your next turn, the spell’s 
  effect ends. 
  Source: Spell Compendium 124 
  List alphabetically; see above. 
  COR7-01 The Mare of Applebee 
   
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  APPENDIX 3: DRAMATIS PERSONAE 
  SHERIFF LORIEN BERRYWINE 
  The local sheriff has relatively little to do. Most of the 
  local folk are peaceful and his main concern is with the 
  “younger folk” who tend to follow the words of 
  Brandobaris a little too much. The Sheriff serves as the 
  local judge and everyone respect his judgment and his 
  fairness. Sheriff Lorien is a paladin dedicated to the 
  Protector (Yondalla).  
   
  The Sheriff is dressed in practical clothes that 
  make him seem like a nobleman. He has a shortsword 
  and a large shield upon which is the symbol of the 
  cornucopia. 
  DROGO BRACEGIRDLE 
  Former sheriff of Applebee, Drogo was captured 
  several years ago by Drow raiders. They found he had a 
  talent as a diplomat and have used him on several 
  occasions to broker for minor things they need with 
  races other than the Drow. Since he was rescued by 
  adventurers, Drogo is slowly getting used to a life of 
  freedom.  
  SIR SHAMUS BRUMBLEHILL 
  Sir Shamus is a devoted of Arvoreen the Defender and 
  the local Knight of the Swan. Sir Shamus is somewhat 
  dour (for a Halfling) and he spends most of his time 
  traveling the area around Applebee searching for 
  menaces to the community. Sir Shamus is rarely found 
  without his trusty warpony. 
   
  Sir Shamus is usually dressed with a mithral 
  breastplate with a tabard showing his allegiance to the 
  Knights of the Swan. 
  BROCK (BROCLY) OATSTOUT 
  Brock is a simple farmer and a cousin of Rudy. He 
  bought the mare from an adventurer for a very good 
  price. He was initially horrified to discover the baby 
  unicorn, thinking it was a joke pulled by Brandobaris.  
  RUDY (RUTABAGA) OATSTOUT 
  Very round owner of the Horn of Plenty. Rudy is a 
  devoted to the Protector (Cleric of Yondalla, but he’d 
  never actually say it that clearly). Rudy is one of the 
  sons of the Founder of Applebee. 
  BRANDY (BRANDOWYN) SKYLARK 
  Brandy is an adventurer and a trader. His talents as a 
  sorcerer are not particularly liked in Applebee. So he 
  travels and adventurers, bringing back equipment he 
  sells to the locals. Thus, he has found his own niche. 
  Brandy is a follower of Brandobaris. 
  IZZY (RAISON) SKYLARK 
  Like her older brother Brandy, Izzy is a young Halfling 
  woman in search adventure. To that end she causes all 
  sorts of mischief and pulls a number of pranks on the 
  other villagers. She also worships Brandobaris. 
   
  Sir Shamus in particular doesn’t like her and has 
  given her stern lectures. He has pleaded a number of 
  times with the Sheriff to take action against her, but 
  the Sheriff has yet to do anything about it. 
  PANARESTIEL THE UNICORN 
  Panarestiel passes off as a simple mare for most of this 
  adventure. 
  SILVERMANE THE UNICORN BABY 
  Silvermane is the son of Panarestiel and a powerful 
  quarterhorse. He has the large frame of his father.  
  THE BLACK UNICORN 
  Created by the evil fiend of the Honeypot, it is a half-
  fiendish child of Panarestiel and a fiendish Equiceph. It 
  is black and thoroughly evil. In the center of its 
  forehead is a single horn. 
  COR7-01 The Mare of Applebee 
   
  Page 29 
  
  APPENDIX 4: HALFLING RELIGION PRIMER 
  More information about these deities can be found in 
  the LG Deities Documents along with Faiths and 
  Pantheons. The following information should give the 
  DM some basic information about the deities the PCs 
  will deal with during the adventure. 
   
  It is reasonable to have any Halfling PC be aware 
  of the name of the gods and their titles. Any Halfling 
  worshipper would be assume to be able to give the PCs 
  the following information if asked politely. 
  ARVOREEN THE DEFENDER 
  Knowledge (religion) DC20 (15 for Halflings) 
  Alignment: Lawful Good 
  Arvoreen is as close to a warrior god as it gets. The 
  Defender teaches a doctrine of guardianship, stern 
  defense and aggressive watchfulness. They remain 
  ever-vigilant of dangers that might threaten the 
  community, but have a reactive rather than proactive 
  agenda. 
   
  They are usually serious and intolerant of jokes 
  and pranks which makes them somewhat unpopular 
  during times of peace. During times of war, the entire 
  population looks to them for their protection.  
   
  Symbol 1: Holy Symbol of Arvoreen 
   
  BRANDOBARIS THE IRREPRESSIBLE 
  SCAMP 
  Knowledge (religion) DC20 (15 for Halflings) 
  Alignment: Neutral 
  The Irrepressible Scamp is the “archetype” of what 
  other races see in the Halflings: scheming, meddling, 
  curious with a short attention span who is as interested 
  in a man’s purse as his PC. Brandobaris and his clergy 
  have few enemies as he is charming and friendly. They 
  are often blamed for things that disappear in a Halfling 
  community.  
   
  Symbol 2: Holy Symbol of Brandobaris 
   
  YONDALLA THE PROTECTOR, THE 
  BLESSED ONE 
  Knowledge (religion) DC11 (10 for Halflings) 
  Alignment: Lawful Good 
  The Protector is the mother of the Halfling race and its 
  pantheon and as such she is revered by all Halflings. 
  She teaches acceptance, community, love, gaiety, 
  loyalty, diplomacy, tradition and a well-developed 
  sense of mischief. Priests of the Protector often serve as 
  community leaders. 
   
  She often sends omens and signs of danger to 
  Halfling communities, warning them of dangers. Her 
  followers try to see these warnings and act early. 
   
  Symbol 3: Holy Symbol of Yondalla 
   
  Images 
  taken 
  from 
  the 
  Art 
  Gallery 
  at 
  www.wizards.com. 
  COR7-01 The Mare of Applebee 
   
  Page 30 
  
  DM/PLAYERS MAPS 
   
  Map 1: Location of Applebee 
  COR7-01 The Mare of Applebee 
   
  Page 31 
  
   
  Map 2: Map of Applebee 
  Thanks to Dennis Stalnaker  
  Map modified from URC1-10 Drowning in Darkness 
  COR7-01 The Mare of Applebee 
   
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  PLAYER HANDOUT 0: COUNTY HERALDRY 
   
  Shield 1: County of Urnst 
   
  Shield 2 House Gellor 
   
  Shield 3: Countess Rachel 
   
  Shield 4: Archbarony of Markham 
   
  Shield 5: Applebee 
  COR7-01 The Mare of Applebee 
   
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  PLAYER HANDOUT 1: DRAMATIS PERSONAE 
  SHERIFF LORIEN BERRYWINE 
  Male Halfling (Lightfoot) 
  The Sheriff is dressed in practical clothes that make 
  him seem like a nobleman. He has a shortsword and a 
  large shield upon which is the symbol of the 
  cornucopia. 
  DROGO BRACEGIRDLE 
  Male Halfling (Lightfoot) 
  Former sheriff of Applebee, Drogo was captured 
  several years ago by Drow raiders. Since he was rescued 
  by adventurers, Drogo is slowly getting used to a life of 
  freedom.  
  SIR SHAMUS BRUMBLEHILL 
  Male Halfling (Lightfoot) 
  Sir Shamus is usually dressed with a mithral breastplate 
  with a tabard showing his allegiance to the Knights of 
  the Swan. 
  BROCK (BROCLY) OATSTOUT 
  Male Halfling (Lightfoot) 
  Brock is a simple farmer and a cousin of Rudy.  
  RUDY (RUTABAGA) OATSTOUT 
  Male Halfling (Lightfoot) 
  Very round owner of the Horn of Plenty. Rudy is a 
  devoted to the Protector. Rudy is one of the sons of the 
  Founder of Applebee. 
  BRANDY (BRANDOWYN) SKYLARK 
  Male Halfling (Lightfoot) 
  Brandy is an adventurer and a trader. Brandy hired you 
  at the beginning of the adventure 
  IZZY (RAISON) SKYLARK 
  Female Halfling (Lightfoot) 
  Brandy’s younger sister. 
  COR7-01 The Mare of Applebee 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/County of Urnst/597/Normal Scenarios/URC7-01 - The Mare of Applebee (APL 2-8)/URC7-01 - The Mare of Applebee.pdf