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Where Roodbergs Fear to Tread - Optus

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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 This is an official RPGA ® play document. To find out more about the RPGA and to learn more on how you can 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, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2007 Wizards of the Coast, Inc and the adventure author or authors. Visit the LIVING GREYHAWK website at www.rpga.com For questions specific to this document and your region, please e-mail your triad point of contact (POC) at [email protected]; for LIVING GREYHAWK campaign questions email [email protected]. PER7-01 Where Roodbergs Fear to Tread A One-Round Dungeons & Dragons ® Living Greyhawk™ Perrenland Regional Adventure Version 0.9 by Gary Johnson Reviewed by: Bruce Paris, Patrick Williamson Playtesters: Steve Clark, Stephen Daniels, Scott Evans, Troy Farrell, Ben Flanagan, Darren Fong, Carlie Ireland, Joe Ireland, Bronwyn Johnson, Alex Moutsatsos, Brad Snape (player & DM), Troy Standen, Michael Szabo, Peter Williams, Tim Woodhams Sometimes the simplest of tasks can take you to exotic places and see you doing unexpected things. Couriers are needed to deliver a confidential document to the secluded grey elven city of Kershane, high in the forested mountains of the Clatspur Ranges. It has only been three years since Kershane emerged from four and a half centuries of magically-imposed isolation from the rest of the Oerth: what opportunities for adventure can those couriers find in the city and the surrounding forests? A one-round Perrenland regional adventure for APLs 2-12 that is particularly recommended for members of Clan Kershane, for elves and half-elves, and for lovers of nature. Members of Clan Roodberg may prefer to seek adventure elsewhere.
Transcript

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 This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 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, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2007 Wizards of the Coast, Inc and the adventure author or authors. Visit the LIVING GREYHAWK website at www.rpga.com For questions specific to this document and your region, please e-mail your triad point of contact (POC) at [email protected]; for LIVING GREYHAWK campaign questions email [email protected].

PER7-01

Where Roodbergs Fear to Tread

A One-Round Dungeons & Dragons® Living Greyhawk™ Perrenland Regional Adventure

Version 0.9

by Gary Johnson

Reviewed by: Bruce Paris, Patrick Williamson

Playtesters: Steve Clark, Stephen Daniels, Scott Evans, Troy Farrell, Ben Flanagan, Darren Fong, Carlie Ireland, Joe Ireland, Bronwyn Johnson, Alex Moutsatsos, Brad Snape (player & DM), Troy Standen,

Michael Szabo, Peter Williams, Tim Woodhams

Sometimes the simplest of tasks can take you to exotic places and see you doing unexpected things. Couriers are needed to deliver a confidential document to the secluded grey elven city of Kershane, high in the forested mountains of the Clatspur Ranges. It has only been three years since Kershane emerged

from four and a half centuries of magically-imposed isolation from the rest of the Oerth: what opportunities for adventure can those couriers find in the city and the surrounding forests? A one-round Perrenland regional adventure for APLs 2-12 that is particularly recommended for members of Clan Kershane, for

elves and half-elves, and for lovers of nature. Members of Clan Roodberg may prefer to seek adventure elsewhere.

Where Roodbergs Fear To Tread Page 1

RPGA® SANCTIONED PLAY Most likely you ordered this adventure as part of an RPGA even from the RPGA website, or you received it from your senior gamemaster. To play this adventure as part of the LIVING GREYHAWK™ campaign—a worldwide, ongoing D&D campaign set in the GREYHAWK setting—you must sanction it as part of an RPGA event. This event could be as elaborate as a big convention, or as simple as a group of friends meeting at the DM’s house. To sanction an RPGA event, you must be at least a HERALD-LEVEL gamemaster. The person who sanctions the event is called the senior gamemaster, and is in charge of making sure the event is sanctioned before play, runs smoothly on the date sanctioned, and then reported back to the RPGA in a timely manner. The person who runs the game is called the table Dungeon Master (or usually just DM). Sometimes (and almost all the time in the cases of home events) the senior gamemaster is also the table DM. You don’t have to be a HERALD-LEVEL GM to run this adventure if you are not the senior GM. By sanctioning and reporting this adventure you accomplish a couple of things. First it is an official game, and you can use the AR to advance your LIVING GREYHAWK character. Second player and DMs gain rewards for sanctioned RPGA play if they are members of the DUNGEONS & DRAGONS REWARDS program. Playing this adventure is worth two (2) points. This adventure retires from RPGA-sanctioned play on December 31, 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 FURTHER If you are planning on playing this adventure, stop reading now. The rest of the information in this adventure is for the DM only. If you read farther than this section, you’ll know too much about its challenges, which kills the fun. Also, if you’re playing this adventure as part of an RPGA-sanctioned event, reading beyond this point makes you ineligible to do so. PREPARING FOR PLAY To get the most out of this adventure, you need copies of the following D&D books: Player’s Handbook, Dungeon Master’s Guide, Monster Manual, and Spell Compendium. 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 organized by APL Along with this adventure, you’ll find an 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.

Mundane Animals Effect

on APL

# of Animals

1 2 3 4

CR

of A

nim

al

1/4 & 1/6 0 0 0 1

1/3 & 1/2 0 0 1 1

1 1 1 2 3

2 2 3 4 5

3 3 4 5 6

4 4 6 7 8

5 5 7 8 9

6 6 8 9 10

7 7 9 10 11

Where Roodbergs Fear To Tread Page 2

3. Sum the results of step 1 and 2, and divide by the number of characters playing in the adventure. Round to the nearest whole number.

4. If you are running a table of six PCs, add one to that average.

Throughout this adventure, APLs categorize the level of challenge the PCs face. APLs are given in even-numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience and gold a PC can gain at the end of the adventure. If a player character is three character levels or more either higher or lower than the APL at which this adventure is being played, that character receives only one-half of the experience points and gold for the adventure. This simulates the fact that either the PC was not challenged as much as normal or relied on help by higher-level characters to reach the objectives. Furthermore, a PC who is four or more levels higher than the highest APL supported by the adventure may not play the adventure. 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 Perrenland. Characters native to Perrenland pay one Time Unit per round; all others pay two Time Units per round. Adventurer’s Standard Upkeep costs 12gp per Time Unit. Rich Upkeep costs 50gp per Time Unit. Luxury Upkeep costs 100gp per Time Unit. 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 scenario. 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 Survival check (DC 20), the character will heal temporary ability

damage as if he or she paid for Standard Upkeep, may refill spell component pouches and healer’s kits, and may restock up to 20 arrows or bolts if the character has at least four ranks in Craft (bowmaking). The player is allowed to Take 10 on this roll. More information about Lifestyle and Upkeep can be found in the “Lifestyle and Upkeep” section of Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook.

ADVENTURE BACKGROUND The grey elven city of Kershane was almost destroyed in a brutal massacre by Roodberg “guests” in 142 CY. In the end, Tilfias Rood and his soldiers were killed by a tremendous explosion of magical energies generated by the city’s last high guardian, the wizard Dian Weirtherlihte, using the magical girdle that would later be known by his name – the Girdle of Dian. The souls of the massacred dead formed a magical barrier – the Shroud of Souls – that isolated Kershane from the outside world for centuries. The Shroud of Souls didn’t begin to weaken until 588 CY, when one of the Kershanites managed to pass through the barrier into the outside world. The Shroud became easier to penetrate each time someone passed through, and the Kershanites began to interact in secret with the world around their city. Kershane’s existence became public knowledge in 593 CY, when they came to the aid of the Fellkatz Vossers against the Roodbergs and their Guurhok allies Afterwards, Prince Naugrim Genhene entered into negotiations with the Voormann, and in due course joined the Covenant of Concatenation. In return, Kershane was recognised as both a clan and a canton, and the north-eastern portion of Clatspurgen canton was given to the Prince to rule – notionally as Hintervoormann (head of the cantonal council), but in practice as Prince of the reformed Principality of Kershane. In 594 CY, Perrenland entered the war against Iuz. The 1st Armie, commanded by Tanaar Van Oostl, was sent to open a new front against Iuz in the Vesve. The 1st Armie was initially routed by Iuz’s invading forces at the eastern end of the Kershane Pass, but rallied at St Cuthbert’s Monastery and drove back the invaders with Prince Naugrim’s assistance. During those events, Tanaar became the Great Father of the Guurhok hobgoblins, and set in process their inclusion as a semi-independent state within Perrenland. Seeking to limit Tanaar’s growing political influence and to cause political

Where Roodbergs Fear To Tread Page 3

headaches for Prince Naugrim, Voormann Orgus Bildgear appointed Tanaar ambassador to Kershane in 595 CY. Shortly after Tanaar’s arrival, the Shroud of Souls dissipated. Voormann Bildgear was not confident that he could trust Naugrim or Tanaar, so he ordered an agent in Den Zauber, Einhardt Van Dagnis, to recruit a spy in Kershane who could keep him briefed on what was happening in the city. Einhardt recruited a fellow wizard in Kershane, Morathren Irmare, as a spy, and corresponds with him every few months through coded messages hidden in magical research notes. However, Morathren is a double agent, working for Prince Naugrim and passing half-truths and falsehoods back to Einhardt and the Voormann. At the very end of 596 CY, an Iuzian agent named Rondar sought out the nymph Tintuviel, the guardian of a magical grotto north of Kershane. Rondar used his evangelist class ability to “convert the unfaithful”, and changed Tintuviel’s alignment from Chaotic Good to Chaotic Evil. Rondar stayed with Tintuviel for several days, encouraging the formerly gentle and kind woman to enjoy feeling malicious, cruel, and self-centred, and in a moment of weakness she decided to remain Chaotic Evil rather than return to her old self. His work complete, Rondar moved on to his next mission for Old Wicked. Early in 597 CY, diviners at Kershane discovered that a great evil had arisen at Tintuviel’s grotto, and that she was still alive. They presumed she was a prisoner, and alerted Prince Naugrim. The grotto’s proximity to a cave complex occupied by goblin subjects of the Guurhok made Prince Naugrim unwilling to send Kershane soldiers to liberate the grotto, in case a deliberate or accidental confrontation with the Guurhok led to a region-wide conflict. Naugrim isn’t confident Kershane can defeat the Guurhok without help, and doesn’t trust the Voormann to side with Kershane against the Guurhok. Fortunately for the Prince, Einhardt is about to hire another group of adventurers to courier his latest research notes (and secret messages) to Morathren Irmare. Soon there will be adventurers in Kershane who could “accidentally” go to the grotto and rescue Tintuviel from the evil that has captured her – from her own weakness.

ADVENTURE SUMMARY The characters begin in Clatsberg, where they have been contacted by a potential employee, Einhardt Van Dagnis (Introduction). Einhradt wishes to hire them to act as his couriers and

deliver some magic research notes to a collaborator in Kershane, Morathren Irmare. If the characters accept Einhardt’s offer of employment, they travel through the Kershane Pass region to Kershane (Encounter One). On the way, they have a chance encounter on a forest trail with a boar (Encounter Two – combat encounter). At APL 4 and up, it is a wereboar named Hanrek, and not an ordinary animal. When the characters arrive at Kershane, they must go through a number of security checks before they can enter the city (Encounter Three). Elves and half-elves who do not belong to Clan Kershane are invited to exercise the right of return and join the Kershanites. If none of the characters are residents of Kershane, the characters are assigned a host, Culurien Eldarie, who takes them into his home and escorts them throughout the city. The characters have the opportunity to do what they want in the city (Encounter Four), such as deliver Einhardt’s message to Morathren, arrange meetings with other NPCs, or see the sights. Prince Naugrim’s agents have noted their arrival, and the Prince is considering sending the characters on a secret mission to rescue Tintuviel from the evil force occupying her grotto. On the evening of the day they arrive, the characters receive an invitation from Talath Duilthandir to attend a grand ball being held the following night outside the palace. At the ball, the characters can interact with several NPCs in a public setting and watch the interplay between Prince Naugrim, Ambassador Tanaar, and others. After the ball, Prince Naugrim decides to send the characters on the secret mission. The morning after the ball, Talath contacts the characters for a confidential meeting (Encounter Five). Talath tells the characters about the situation with Tintuviel and asks them to help. If they agree, the characters set out for the grotto, which is two and a half days away from Kershane. On the second day out from Kershane, the characters are met by Carcaren and the Raven Master (Encounter Six). The Raven Master tells the characters that Tintuviel is actually the evil in the grotto, and asks them to do what they can to save her. She also warns them about a curse that afflicts any who shed fey blood in the grotto and kill that fey. The next day, the characters arrive at the grotto (Encounter Seven – combat encounter). At APLs 2 and 4, Tintuviel has left the grotto to visit her lover, Aldaron, and the grotto is guarded by two satyrs, Rourke and Skerry. At APL 6 to 12, Rourke and Skerry have left the grotto for the day

Where Roodbergs Fear To Tread Page 4

to gather fallen branches for firewood, leaving Tintuviel at the grotto. At APLs 8 to 12, Tintuviel’s friend Adrinilla is visiting when the characters arrive. Two minutes after the characters defeat the resident(s) of the grotto, Aldaron arrives (Encounter Eight – combat encounter). At APLs 2 and 4, he has returned with Tintuviel’s dead body, having arrived too late to save her from a Guurhok war band. At APLs 6 to 12, he has arrived to visit Tintuviel. After defeating Aldaron, the characters can question any survivors, collect loot, and return to Kershane (Conclusion). If Tintuviel returns to Kershane, she accepts atonement and changes her alignment back to Good. The characters then collect Morathren’s response to Einhardt’s message and return to Clatsberg.

PREPARATION FOR PLAY You should determine before play if any of the characters belong to Perrenland meta-organisations, are elves or half-elves, are residents of Keshane, or have played PER 3-01 (The Pfalzgraf’s Fury), PER 4-07 (A Nation Mocked), and/or PERSM 5-02 (Silver Is Better Than Gold). • Clan Members are treated differently by

residents of Kershane (Encounters Three, Four, Five, Conclusion), depending on which clan they belong to.

• Members of Den Zauber may know about Einhardt Van Dagnis (Introduction).

• Elves and Half-Elves are offered the right of return if they are not members of Clan Kershane (Encounter Three).

• Characters who come from or live in Kershane know more about the city and are asked to act as host (Encounter Three).

• Characters who have played PER 3-01 (Pfalzgraf’s Fury) already know the Raven Master (Encounter Six).

• Characters who have played PER 4-07 (A Nation Mocked) already know Tanaar Van Oostl (Encounter Four).

• Characters who have played PERSM 5-02 (Silver is Better than Gold) already know Morwen Roodenhund (Encounter Four) and Carcaren (Encounter Six).

Please read Players’ Handout 3 before

running this scenario, as it contains useful background information about Kershane. Also, this

scenario has many non-player characters: DM’s Aid 2 gives a list of all named NPCs in the scenario, listed in alpha order by first name.

When running this scenario, please keep in mind that it has two themes: exploration and distrust.

Going to Kershane represents an opportunity to explore, both for Kershanite characters exploring their background and identity, and for other characters exploring a different and unfamiliar part of Perrenland. Kershane is similar in some ways to the rest of Perrenland, but is in many ways a separate society, with its own rules and customs.

The most obvious expression of the theme of distrust is the indifference and unfriendliness of the Kershanites to outsiders. The tensions between Perrenland and Kershane are shown by the spying subplot (“the Voormann has to spy on his own ally?”) and by Tanaar Van Oostl as the Voormann’s ambassador (“our supposed friend is also the leader of our ancestral enemies?”). In return, the Kershanites distrust the Roodbergs and the Guurhok, represented by Morwen Roodenhund and Tanaar respectively.

Encounter Four is an open-ended roleplaying encounter in Kershane city. If you have an inflexible 4 hour time limit on playing time you cannot spend more than 1 hour on this encounter, including 30 minutes on the ball. Please note the suggestions on how to manage the characters so that they complete all critical interactions with NPCs in a timely way and move on to the second half of the scenario with enough time to complete everything. Finally, please note the various Perrenland Specific Effects on play, as set out in DM’s Aid 1. Good gaming!

INTRODUCTION Read or paraphrase the following text to the players. Sometimes, you don’t have to go looking for employment: sometimes, offers of employment find you. While visiting the town of Clatsberg, you have all been advised, individually or collectively, that Einhardt Van Dagnis wishes to speak to you about acting as his courier. Is there anything you want to do before going to his home and meeting with him? Characters who want to know more about Einhardt Van Dagnis before meeting him can attempt the following skill checks.

Where Roodbergs Fear To Tread Page 5

Bardic Knowledge DC 15: Einhardt is a ritter (knight) of Perrenland, granted that honour by Voormann Orgus Bildgear in 595 CY for actions performed during the defence of the Kershane Pass against Iuz’s army in 594 CY. Gather Information DC 10: Einhardt is a quiet man who spends most of his time in his home, studying the magic of illusions and lights. He is a member of the Oostmeer Meerijder Clan. DC 15: Einhardt collaborates with other wizards, and often sends adventurers as couriers to correspondents in distant towns. DC 20: Einhardt is a member of Den Zauber, the wizard’s guild of Perrenland. DC 25: Einhardt is rumoured to be working on some project for the Voormann! DC 30: Einhardt’s project has something to do with national security – perhaps he and his collaborators don’t just do magical research but also spy on Perrenland’s enemies? Knowledge – Local (Iuz’s Border States) DC 15: Einhardt is a member of Den Zauber, the wizard’s guild of Perrenland, and collaborates with other wizards who live inside and outside Perrenland. DC 25: Einhardt is said to be involved in national security – perhaps he and his collaborators don’t just do magical research but also spy on Perrenland’s enemies? DC 35: Einhardt definitely has spies who report to him, and through him to the Voormann. Members of Den Zauber receive a +10 bonus to the Knowledge – Local (Iuz’s Border States) check, as they may have met Einhardt or been told about him at a Den Zauber meeting. The characters cannot find any of Einhardt’s previous couriers in Clatsberg, as they have all moved on to other adventures some time ago. When the characters are ready to meet Einhardt: Einhardt Van Dagnis lives on the Eastside of Clatsberg – the mainland on the eastern side of the Velverdyva River – on the upper parts of the hill overlooking the island temple of Boccob. His house is a solid, three-storey building of quarried stone with a slate roof: when you ring the doorbell, a fair-haired young woman in a plain dress opens the door.

If asked, the woman’s name is Anika, and she is Einhardt’s steward. After explaining your business to her, she leads you through the entry hall to a sitting room. The entry hall is decorated in traditional Perrenese fashion with preserved heads. Most of the heads are Meerijders, so it’s hard to tell if they are honoured ancestors or honoured enemies – Oostmeers or Vestmeers. A minute later, a tall man opens the door from the entry hall and strides into the sitting room. He is well-dressed, wearing a blue robe with red and orange accents – the Meerijder clan colours. His hair is greying, and tied back in a long ponytail. “Thank you for waiting – I am Einhardt Van Dagnis. As you may know, I’m a wizard – an illusionist, to be specific – and I collaborate with a number of wizards who share my research interests throughout Perrenland, Highfolk, and Tusmit. When I have some research outcomes to share with a colleague, I send a copy of my notes via courier.” “Recently, I’ve made some interesting progress on some spells I’ve been developing with a friend in Kershane – Morathren Irmare is his name – and I need someone to courier my notes to him, then courier his response back to me. I’ll pay you my standard rate for couriers to Kershane and back – 25 gp a head. Also, if you do me good service, I can help you find people who can sell you magic items.” As he usually does before meeting potential couriers, Einhardt has prepared for the meeting by drinking a potion of glibness. This gives him a faint aura of transmutation magic and the ability to make his lies sound very convincing. That said, most of what he tells the characters is the truth: exceptions are noted below. Einhardt Van Dagnis: Male Human (Flan) wiz10 (Bluff +1, currently +31), speaks Common, Draconic, Dwarven and Elven. At this point, establish what the characters already know about Kershane so that the players are better informed and can ask relevant questions before ending their meeting with Einhardt. • If a character comes from or lives in

Kershane, give them Players’ Handout 3.

Where Roodbergs Fear To Tread Page 6

• If a character is a member of Clan Kershane or has visited the city, give them Players’ Handout 2.

• Otherwise, give them Players’ Handout 1. Sample responses to some expected questions. Why choose us? Well, I’ve heard good things about you, plus I need couriers right now and you’re in town. We want more than 25 gp each! Sorry, but that’s the most I can afford. Magical research isn’t cheap, you know! How are we going to get into Kershane? Isn’t there a magical barrier around the city? The Shroud of Souls did stop people travelling into and out of Kershane for centuries, but it started weakening a few years ago, and as more and more people travelled through it the pace with which it weakened accelerated. From what I’ve been told, by 594 the Shroud was little more than a heavy fog that made it difficult to see landmarks and avoid losing your way, and by the end of 595 the fog had almost completely dissipated. My last couriers told me that three months ago it was little more than an early morning mist. What’s this research you’re doing? We’re developing spells that use the refractive power of well-cut gems to generate light – bright light, images, and so on. Why don’t you travel yourself? Einhardt pats his stomach and smiles. “I’ve grown accustomed to the comforts of home – and I never particularly enjoyed travel in the first place.” This is a lie – Einhardt actually enjoys travelling, particularly to new places or places he’s been that he liked – but as a believable lie, the characters do not gain a bonus to their Sense Motive check. You’re a wizard – why don’t you teleport? I would if I could – but I can’t. One of the sacrifices I made when I decided to specialise in illusion magic was to ignore conjuration magic completely. I have no objection to you teleporting, by the way – but if you do, please remember to teleport outside the walls of Kershane, and not into the city itself. I understand from Morathren that it’s illegal to teleport into or within the city walls without the permission of the Prince.

We’ve heard you’re a spy. Nonsense! As I said, I’m a wizard – a retired adventurer. Some people have over-active imaginations! This is a lie. Any character who knows that Einhardt is rumoured to be involved in spying gains a +5 bonus to their Sense Motive check, while any character who knows that Einhardt is definitely involved in spying gains a +10 bonus to their Sense Motive check. We know you’re a spy – give it up. I’ve already told you – I am not a spy. If you insist on believing me a spy, then that is your choice: but please do not go telling lies about me to other people! This is also a lie, but the characters do not get a second Sense Motive check – continuing to question Einhardt about his status as a spy doesn’t change their initial opinion of his truthfulness about that topic. Development: If the characters accept Einhardt’s offer of employment, read or paraphrase the following text to the players. Einhardt claps his hands together and rubs them. “Excellent! I’ll have Anika give you the letter for Morathren on the way out. Please note that the letter will be sealed, and that breaking the seal will trigger a magical trap – a burst of flame that will sear the fingers! Do warn anyone who insists on reading the document before they break the seal. Morathren knows the password to avoid triggering the magic.” “Thank you, and good day!” Characters know that the magic trap Einhardt described is the fire trap spell if they succeed at a DC 19 Spellcraft check. Anika gives the characters Einhardt’s letter and escorts the characters out of the house. Proceed to Encounter One. If the characters do not accept Einhardt’s offer of employment or are excessively rude, read or paraphrase the following text to the players. Einhardt looks disappointed. “Well, if you’re not interested … thank you for your time. Anika will show you out.” Anika escorts the characters out of the house. If the characters decide to travel to Kershane anyway, go to Encounter One – but note that the

Where Roodbergs Fear To Tread Page 7

characters do not receive the “Favour of Einhardt Van Dagnis” benefit or access to the starred items on the Adventure Record. If the characters do not travel to Kershane, the adventure ends.

1: THE JOURNEY TO KERSHANE

Before leaving Clatsberg, characters can attempt Gather Information checks to learn more about Kershane. Gather Information DC 20: The characters find someone who has visited Kershane: if they don’t already have it, give them Players’ Handout 2. DC 30: The characters find someone who comes from Kershane: if they don’t already have it, give them Players’ Handout 3. After the players read the handout, find out how the characters travel to Kershane. If they use magic such as teleport, overland flight, wind walk, or the like, proceed to Encounter Three. Note the Troubleshooting section on breaking the law if they enter Kershane without first reporting to the guards at the gates. If they travel by land, give them Players’ Handout 4 and ask them to choose their path from St Cuthbert’s Monastery to Kershane. There are three different routes to Kershane: • Directly north to Kershane, following the

Sentvoor River and infrequently used forest tracks. This is the hardest but shortest path, and requires a DC 20 Survival check.

• Along the Kershane River to the trail that runs from Sedhane to Krestible, and then along the trail. This involves travelling through the forests at the foot of Das Brokenbak Ridge, and requires a DC 15 Survival check. Visiting Katzberg gives the characters different information on a Gather Information check.

• East through the Kershane Pass to Rooddorf, and then along the forest trail through Sedhane and across the Kershane River to Kershane itself. This is the longest path, and there’s no risk of getting lost on this route. Visiting Sedhane gives the characters different information on a Gather Information check.

Einhardt didn’t give the characters a deadline to deliver his message, so there’s no time pressure on the characters to hurry to Kershane. If the

characters don’t include someone who can make the Survival checks for the first two paths, make sure NPCs scare them out of heading off the beaten track with warnings that they’re out of their depth and in danger of getting lost, starving to death, being eaten by terrible monsters, and so on. Characters can attempt Gather Information checks as they travel through the Kershane Pass. Gather Information DC 10: The Pfalzgraf has sent an emissary to Kershane to negotiate a reciprocal exchange of heads. It’s supposed to be the first step in establishing good relations with the pointy-ears – the gods alone know why. DC 15: The Fellkatz Vossers aren’t helping – the wretches are doing everything they can to turn the elves against us. The characters find someone who has visited Kershane: if they don’t already have it, give them Players’ Handout 2. DC 20: The emissary’s name is Morwen Roodenhund – she’s eloquent and easy on the eye, so she probably has as good a chance as any to avoid being killed on sight. DC 25: Morwen didn’t want to go, but she’s in the Pfalzgraf’s bad books at present, and didn’t have a choice. The characters find someone who comes from Kershane: if they don’t already have it, give them Players’ Handout 3. DC 30: Apparently some criminal named Rondar tricked Morwen into going unicorn-hunting, and it took a lot of effort to keep her from being unfairly punished. She’s paying back some favours by doing what she’s told and going to Kershane. I’ve also heard that some elven knights passed through here not long ago, bound for Keshane. Gather Information – Katzberg DC 10: The Roodbergs sent an emissary to Kershane to negotiate a reciprocal exchange of heads. They’re trying to trick the Kershane into trusting them – but it won’t work! DC 15: Our clan representatives in Kershane are doing what they can to stop the Roodberg’s emissary getting the ear of the Prince – it’s bad enough Ambassador Van Oostl is the leader of the Guurhok!

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The characters find someone who has visited Kershane: if they don’t already have it, give them Players’ Handout 2. DC 20: The emissary’s name is Morwen Roodenhund – she’s good with words and polite enough when she wants to be, so she probably has as good a chance as any to avoid being killed on sight. I’ve also heard that some elven knights passed through here not long ago, bound for Keshane. DC 25: They say Morwen didn’t want to go, but the Pfalzgraf gave the order and off she went – possibly to her death. Wouldn’t that be a shame? Apparently the elves are from Celene, like Prince Naugrim is. The characters find someone who comes from Kershane: if they don’t already have it, give them Players’ Handout 3. DC 30: I’ve heard that Morwen was working with an Iuzian named Rondar to hunt unicorns east of Mount Sedhane, and when some adventurers stopped her and brought her back for trial, the Roodenhunds went to some effort to get her off the changes. She claimed she was tricked into hunting unicorns – how did the rechter buy that excuse? The leader of the elven knights is named Lorellin. Apparently he’s a champion of some kind or another. Gather Information – Sedhane DC 10: Some of the Knights of Luna are visiting Kershane. There’s also a Roodberg emissary at Kershane. The characters find someone who has visited Kershane: if they don’t already have it, give them Players’ Handout 2. DC 15: The Knights are meeting with the Prince, who is also a member of their Order. They’re from Celene, just like he is, and believe in defending all good folk from evil – elf and non-elf alike. From what I’ve heard, the Roodberg emissary doesn’t get along with the Fellkatz Vossers who are at Kershane as representatives of the Prince’s human vassals.

DC 20: The leader of the visiting Knights of Luna is Lorellin Ulumuri. He’s a champion of Corellon Larethian. The Roodberg emissary is a woman named Morwen Roodenhund. The characters find someone who comes from Kershane: if they don’t already have it, give them Players’ Handout 3. DC 25: Some of the Vossers have said that she’s a wicked woman who helps hunters trap unicorns. DC 30: Those Vossers also said that she was tricked into helping an Iuzian named Rondar hunt unicorns – typical foolish human! Trouble-Shooting: Reading Einhardt’s Notes Einhardt’s notes are 10 parchment pages, neatly folded, and sealed with wax. He has marked the wax with his signet ring, and cast fire trap on the wax. Characters cannot read the pages without breaking the wax, which triggers the fire trap. All APLs Fire Trap: CR 5; spell; spell trigger; no reset; spell effect (fire trap, 10th-level wizard, 1d4+10 fire, DC 19 Reflex save half damage; Search DC 29; Disable Device DC 29. Market Price: 305 gp to hire NPC spellcaster. The characters receive no XP for disarming, bypassing, or setting off the trap, as it isn’t an obstacle that prevents them delivering the notes to Morathren. If a character attempts to reseal the letter, they receive a +4 bonus to their Forgery check for having seen the seal before it was broken. Characters can read Einhardt’s notes with read magic or with a DC 25 Spellcraft check. Most of Einhardt’s notes are magical research into using an expensive gem as a focus for illusionary images, but scattered throughout the middle four pages of the notes are short sections written in code that contain Einhardt’s instructions to Morathren. To the casual observer, the code looks similar to the magical writing around it – however, the code cannot be read using read magic or Spellcraft. Characters can read the code using comprehend languages, and can attempt to crack the code by succeeding at a DC 25 Decipher Script check (takes 1 hour, or 20 hours if the character Takes 20).

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If the character succeeds, give them Players’ Handout 6; if the character fails and draws a false conclusion, give them Players’ Handout 5. Development: Proceed to Encounter Two when the characters are ready to finish their journey and arrive at Kershane.

2: A CHANCE CONFRONTATION

At APL 2 to 6: You are travelling along a trail through the forest. It is the middle of the day, and by your reckoning you are still a full day’s travel away from Kershane city. When you round a bend in the trail, you see a boar some fifty feet further along the trail. It sees you, and paws at the ground with a foreleg, preparing to charge. At APL 8 to 12: You are travelling along a trail through the forest. It is the middle of the day, and by your reckoning you are still a full day’s travel away from Kershane city. When you round a bend in the trail, you see a dire boar some fifty feet further along the trail. It sees you, and paws at the ground with a foreleg, preparing to charge. If the characters attempt a non-combat approach, such as allowing a druid or ranger to use their animal empathy class ability, wait until that interaction is resolved before going to initiative. Otherwise, go to initiative and refer to DM’s Aid 4 when setting up the battle board. APL 2 (EL 2) Boar: hp 25; see Monster Manual page 270. Interaction: The boar is defending its territory from intruders, and is unfriendly. Characters can change its attitude with an animal empathy check. If it becomes indifferent, it does not attack the character who changed its attitude and allows them to pass, but attacks other characters if they approach (unless they also use animal empathy to change its attitude). If becomes friendly or helpful, it moves aside and allows all characters to pass. Tactics: The boar charges its first valid target, and fights to the death.

Troubleshooting: We Can’t Get Past the Boar and We Don’t Want to Hurt It! If the boar’s attitude has changed to indifferent, it does not attack, but also does not allow all the characters to pass. However, characters who love nature (such as the druid or ranger with animal empathy who changed its attitude in the first place!) may not allow the others to attack the boar. In that case, the party can leave the trail, travel through the forest around the boar’s territory, and rejoin the forest trail. Doing so successfully requires a DC 15 Survival check. Failure means the characters get lost, and must succeed at a DC 15 Survival check to find another forest trail that leads to Kershane. APL 4 (EL 5) Hanrek the wereboar: Male human lycanthrope ftr2; hp 55; see Appendix 2.

APL 6 (EL 7) Hanrek the wereboar: Male human lycanthrope ftr4; hp 77; see Appendix 3.

APL 8 (EL 8) Hanrek the dire wereboar: Male human lycanthrope ftr4; hp 117; see Appendix 4.

APL 10 (EL 10) Hanrek the dire wereboar: Male human lycanthrope ftr6; hp 139; see Appendix 5.

APL 12 (EL 12) Hanrek the dire wereboar: Male human lycanthrope ftr8; hp 161; see Appendix 6. Interaction: Hanrek was afflicted with lycanthropy several years ago, and has embraced his animal side. He lives 3 miles away in the forest, and spends almost all his time in his animal form. He is defending his territory from intruders, and has an initial attitude of unfriendly. Characters can change his attitude with a hasty Diplomacy check (-10 penalty), but not with animal empathy. If his attitude changes to indifferent or better, Hanrek turns, leaps over the log, and runs off back the way he came, through the light undergrowth at the top of the map. Likewise, if a rechter or skamteguler commands Hanrek not to attack, he turns and runs. Tactics: Hanrek charges the most lightly armoured person or creature who is a valid target. If someone is riding a mount, he attacks the mount before the rider unless an attack misses because

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the rider uses the Mounted Combat feat, in which case he changes target to the rider. Hanrek turns and retreats when reduced to less than 25% of his starting hit points, or when reduced to less than 50% of his starting hit points and fighting someone using a silvered weapon. Treasure: All APLs: L: 0 gp; C: 0 gp; M: 0 gp Development: Nothing special happens at APL 2, but at APL 4 and up, Hanrek transforms back into a naked human when killed (though any severed body parts remain those of a boar). Characters who succeed at a DC 10 Knowledge – Nature check realise that he was a lycanthrope, and may have infected them with lycanthropy. Characters who succeed at a DC 15 Knowledge – Nature or Heal check know that taking belladonna within an hour allows injured characters to resist the infection, that infected characters will not show symptoms until the full moon in a week’s time, and that not all lycanthropes are infectious. If the characters search for belladonna, they do not find any within the hour. The characters may decide to follow Hanrek’s tracks through the forest back to his lair. This requires the Track feat and three DC 15 (at APLs 4 and 6) or DC 14 (at APLs 8 to 12) Survival checks. Hanrek’s base of operations is the hollow trunk of an oak tree. The tree trunk contains all his possessions, most of which have deteriorated to the point of being worthless over the years. Now, only his full plate and his longsword are still in good condition: he also has 240 gp in a mouldy bag. If followed here, Hanrek fights to the death. Proceed to Encounter Three when the characters are ready to continue their journey to Kershane. Treasure: APL 4: L: 163 gp; C: 40 gp; M: 0 gp APL 6: L: 26 gp; C: 40 gp; M: 220 gp APL 8: L: 26 gp; C: 40 gp; M: 220 gp APL 10: L: 0 gp; C: 40 gp; M: 413 gp APL 12: L: 0 gp; C: 40 gp; M: 413 gp

3: AT THE GATES OF KERSHANE

You arrive outside Kershane late in the morning. The morning fog lingered among the trees during the last stage of your journey, but if this was the remnants of the Shroud of Souls it did not impede you. The forest ends several hundred feet from the white marble walls of the city. Kershane is

built on the side of a solitary mountain, and from what you can see it is a city of layers –bands of white marble buildings are separated from each other by bands of green parks and gardens. At the highest point on the mountain, well above the seven towers on the city walls, is an extensive, sumptuous palace with golden rooftops that glint in the midday sun. The track leads across the open land towards the main gates of the city. It takes a wide detour around an extensive section of blackened soil, in the middle of which stands a huge oak tree, black and withered. The tree marks the location where Tilfias Rood and his soldiers were cremated by the Kershanites after the massacre of 142 CY. As you approach the city, a welcoming party of a dozen well-armed guards assembles outside the gates. They scrutinize you as you approach. The guards have a set routine that visitors must go through before the gates are opened and they are granted admission to the city. • The characters must state their names

and business. • Any elves or half-elves who are not

members of Clan Kershane are offered the Right of Return.

• Any residents of Kershane are asked if they wish to act as host for the visitors.

• All characters who are not members of Clan Kershane have their weapons peace-knotted or impounded by the guard.

• All Roodbergs are searched. • All characters who are not members of

Clan Kershane are given a bracelet that they must wear at all times while in the City.

• If a player character has not agreed to act as host, all characters are introduced to their host, Culurien Eldarie.

Initial Impressions The guards’ initial attitude towards each character depends on the character’s clan affiliation. • They are helpful towards elves and half-

elves who are members of Clan Kershane. • They are friendly towards other members

of Clan Kershane, and towards members of Clan Vosser.

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• They are indifferent towards members of any other clan except Clan Roodberg, and towards characters with no apparent clan affiliation.

• They are unfriendly towards members of Clan Roodberg.

If the character is an elf or half-elf who is not from Clan Kershane, the guards’ initial attitude towards the character is shifted one step towards helpful (for example, they are friendly towards a Clan Weisspeer elf). If the elf joins Clan Kershane, the guards’ attitude shifts to helpful. However, if the elf does not use the Right of Return to join Clan Kershane, the guard’s attitude shifts back to the standard setting for that character’s clan (for example, they shift from friendly to indifferent if the Clan Weisspeer elf refuses to join Clan Kershane). When you have worked out the guards’ initial attitude to the characters, read or paraphrase the following to the players. One of the guards, a stern-looking elven woman with a lined face, steps forward to address you. If any of the characters are members of Clan Kershane: She speaks to you in Elven: “Welcome home.” If any of the characters are not members of Clan Kershane: She speaks to you in accented Stamtaal: “I am Aelin Taranli. What are your names and your business in our city?” Aelin Taranli: Female Grey Elf ftr4, speaks Common and Elven. The characters must give a plausible account of themselves. The guards accept claims of being a courier for Einhardt Van Dagnis. They also accept claims of being a tourist from anyone except members of Clan Roodberg. Characters can use false names, or pretend to be from a different clan. However, adventurers become famous for their deeds of note, and there is a slight chance guard Anadune Gescher will recognise them (because he has a rank in Knowledge – Local). If Anadune succeeds at a DC 25 Knowledge – Local (Iuz’s Border States) check (+5 for his skill, plus the character’s level as a circumstance bonus), he recognises the character for who they actually are. If this occurs, the

character has been found out giving a false statement – go to the Troubleshooting section below on breaking the law. Right of Return (elves and half-elves only) This occurs only if there are characters who are elves or half-elves and who are not members of Clan Kershane. The stern-faced woman glances back at one of the younger guards, a half-elf with Flan features who is holding several papers. He steps forward, and reads from one of the papers in fluent, unaccented Stamtaal. “Under the terms of the Treaty of Concatenation entered into by Prince Naugrim of Kershane, the Kershane Elves are recognised as a clan of Perrenland. In recognition of the fact that many of elven descent had, from necessity, become members of Human clans, and that it is not possible to belong to two clans, any who return to Kershane are granted the privilege, on arrival at the city, to renounce their former clan and rejoin their true clan, Clan Kershane. Do you wish to exercise this privilege? Anadune Gescher: Male Half-Elf (Flan/High Elf) brd2 (Knowledge – Local (Iuz’s Border States) +5), speaks Common, Dwarven, Elven, Flan and Sylvan. Sample responses to some expected questions. I can join Clan Kershane? Yes, any elf or half-elf can join us – but you have to decide now, before entering the city. Even though I’m not a grey elf? The treaty says “person of elven descent” – not “grey elven descent”. Can I think about it and get back to you? Yes, but you’ll have to do your thinking out here. Once you go inside as a member of another clan, you will always be a visitor, and not family. I’ve been here before and didn’t get this offer. Is it too late for me to join? Our apologies! If you haven’t previously received this offer, then you may still join – the wording of the treaty is that you must choose not to join us. If you didn’t know, you didn’t choose. If any of the characters join Clan Kershane: The guards smile, and clap, and congratulate you in elven. “Welcome! Welcome home!” The

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half-elf helps you fill in three copies of a document stating that you have renounced your former clan and joined clan Kershane, then witnesses each copy, signing his name as Anadune Gescher. “Here’s one for you – the others are for the palace records and for sending to your former clan. Welcome home! I hope you like it here as much as I do.” If any of the characters refuse to join Clan Kershane, the guards’ attitude towards them worsens by one step as detailed above, and the guards look disappointed. Acting as Host (Kershane residents only) This occurs only if there is a character who comes from or lives in Kershane. Aelin, the stern-faced woman, addresses you in Elven. “As a resident of Kershane, do you wish to act as host for these strangers? Will you take them into your home, and accept partial responsibility for their behaviour in our city?” If the character accepts, the woman says in Elven, “Duly noted. We’ll take the oath from you when we’re ready to let them in.” If the character declines, the woman says in Elven, “Duly noted. Anadune, send for one of our regular hosts.” Peace Knots “Before we let you into the city, your weapons, wands, scroll cases, and spell component pouches must be peace-knotted. If it cannot be knotted into a scabbard or pouch, it must be left here – there is no need for such things within the walls.” The guards allow those of you who are members of Clan Kershane to tie your own peace knots, but insist on tying the peace knots for everyone else. “The residents of Kershane will recognise our knots, and know that you have not smuggled this into the city. It would go badly for you if you had an illegal weapon in the city.” The guards tie peace knots that are harder to untie than usual (DC 15 Use Rope instead of the standard DC 12). Once untied, it requires a DC 25 Use Rope check to retie the knot well enough to fool viewers into thinking it’s a guard’s peace knot.

The guard refuse to let characters into the city until their weapons, wands, scroll cases and spell component pouches are peace knotted. Searching Roodbergs The guards search all members of Clan Roodberg and all characters caught lying to the guard. Two guards search each character for two minutes and get a DC 28 Search check. Identity Tags for Visitors All characters who are not members of Clan Keshane are given a white gold bracelet set with a white marble stone. “Wear this at all times within the city. Again, the residents of Kershane will see this and know that you have been granted permission to enter. If you remove it, you will be arrested.” Meeting the Host, Culurien Eldarie This occurs only if none of the characters agreed to act as host. A door in the main gate opens, and an elderly elven man wearing a simple golden robe steps through. Aelin turns towards him and salutes. “Thank you for coming, Culurien. These are the visitors you will host.” The elderly elf nods. “I understand. I swear to act as their host – to travel with them wherever they need to go, to tell them our laws and customs, and to do all I can to prevent them coming to harm. I swear that I will share their punishment if I give them bad advice and they break the law. I swear that I will tell the guard if I find out they have broken the law and concealed it from me.” Aelin nods. “Thank you, Culurien. Welcome to Kershane – you may now enter.” Culurien Eldarie: Male Grey Elf ari2, speaks Common, Elven, Flan and Sylvan. If one of the characters agreed to act as host, the stern-faced guard talks them through the oath phrase by phrase. Miscellaneous Questions for the Guard The characters can question the Guard during the process of being admitted to the city. You can use these answers for other NPC residents who get asked these questions during Encounter Four. Sample responses to some expected questions. Are there other visitors in Kershane at present? Not many. Aside from you, there’s the Roodberg, the Voormann’s ambassador, the

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Lady Rhalta’s ambassador, four of the Fellkatz Vossers, and the Knights of Luna – three knights, two squires. I’ve heard there’s a Roodberg in the city? Yes – her name is Morwen Roodenhund. Stupid woman – she can’t speak elven! Her host is Serech Falmari. Why did you let her in? She had a letter of introduction from the Roodberg Pfalzgraf, proving she was here as an ambassador – another viper in our halls! She complied with all requirements for entry – she even left her rapier and her spell component pouch here, rather than take them into the city with her. “Another viper”? The Voormann’s ambassador – Tanaar Van Oostl is his name – he’s the leader of the Guurhok! Such an insult to our Prince to have our enemy here, and not be able to hold him prisoner! Where can we find Tanaar Van Oostl? The Prince himself is his host – you can find him at the palace. The Lady Rhalta? Who’s that? Queen Yolande of Celene – ruler of all elvenkind. Her ambassador is Tulmegil Liadon – he’s also a guest of Prince Naugrim. Who are these Vossers? Four of the Prince’s subjects, here as permanent envoys from the outlying human settlements. Their host is Minastir Serinde, who’s been very generous – she’s allowed them to use one of her smaller halls as a temple to their Flan gods. Who are the Knights of Luna? Champions of elvenkind, and defenders of the lesser races – just like our Prince. Again, they’re staying at the palace. Troubleshooting: I Fought The Law … Characters who lie to the guard, remove the bracelet, untie the peace knots, or travel directly into Kershane without checking in with the guard get in trouble when people notice what they’ve done. The initial attitude of Kershane NPCs worsens to indifferent for members of Clan Kershane, hostile for members of Clan Roodberg, and unfriendly for all other characters. If the group is mixed, apply the worst attitude to the entire group. If indifferent, the characters are given a friendly warning, told to fix whatever they have done wrong, and then allowed to go about their business. For example, if they teleport into the city, residents tell them to check in with the guard. If unfriendly, the characters are given a stern warning, required to fix whatever they have done

wrong immediately, and then allowed to go about their business. For example, if they teleport into the city, residents raise a hue and cry to summon the guard, who force the characters to leave the city through the gate, then go through the entry process. If hostile, the characters are in trouble. If within the city, residents raise the “Roodberg!” hue and cry, and the city mobilises. Within a minute, hundreds of armed elves will be on the streets; within five minutes, thousands. If the characters don’t flee or hide, they are arrested. If at the gates, the guards tell the characters to leave and arrest them if they refuse to go. The adventure ends for characters who flee Kershane or are arrested. Arrested characters must spend 16 TU languishing in the cells under the palace before they are released: this can be reduced to 8 TU by expending a Perrenland favour, or 4 TU by expending a Perrenland favour of an NPC already in Kershane. Development: The characters can talk with Culurien as they enter Kershane. Proceed to Encounter Four.

4: EIGHT THINGS TO DO IN KERSHANE

When they enter Kershane, the characters pass through the marketplace on the way to their host’s home. Once they have unpacked, the characters can choose what they want to do in what order: also, some events happen to them over the next few days, as NPCs interact with them. As DM, there are two key points to keep in mind during this open-ended encounter. First is that characters who are not Kershane Elves should feel like outsiders. All NPC elves who live in Kershane (including their host, Culurien) have the same starting attitudes as the guards: • They are helpful towards elves and half-

elves who are members of Clan Kershane. • They are friendly towards other members

of Clan Kershane, and towards members of Clan Vosser.

• They are indifferent towards members of any other clan except Clan Roodberg, and towards characters with no apparent clan affiliation.

• They are unfriendly towards members of Clan Roodberg.

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Most NPC residents do not or will not speak Common, and insist on speaking in Elven. Older residents typically speak Flan and Elven (some also speak Sylvan), while younger residents typically speak Common and Elven (again, some also speak Sylvan). Elves who know Common choose not to speak it unless they are friendly or helpful. The second point is that the open-ended nature of exploring a city means the characters may split up, attempt to interact with multiple non-player characters simultaneously, and do other potentially time-intensive role-playing that’s fun but not directly relevant to the job as couriers. However, if you have an inflexible 4 hour time limit on playing time you cannot spend more than 1 hour on this encounter, including 30 minutes on the ball. If that is the case, it is recommended that you encourage them to visit Morathren Irmare as their first task in the city, have them receive the invitation from Talath Duilthandir immediately afterwards, encourage them to focus on going to the ball as the next task, and limit the number of NPCs they talk with at the ball. Timeline of Events The characters arrived in the middle of the day on Sunday. They can spend the afternoon doing whatever they wish. By late afternoon, news of their arrival has spread throughout the city. Prince Naugrim has one of his many agents, Talath Duilthandir, send the characters an invitation to the grand ball the next evening so that they can assess the characters’ suitability for a secret mission. See the section below on Attending the Ball. The character can spend the evening of Sunday and all day on Moonday doing what they wish. On Moonday evening there is a grand ball in the palace grounds, attended by almost everyone in the city. If the characters have not already done so, this is their opportunity to interact with the various NPCs detailed in this encounter. After the ball, Prince Naugrim directs Talath to recruit the characters for the mission. On Godsday morning, Talath contacts the characters and calls them to the palace grounds for a meeting (Encounter Five). Eight Things To Do In Kershane 1. Interact with the host (Culurien) 2. Shop at the marketplace 3. See the sights 4. Check for lycanthropy

5. Deliver Einhardt’s message to Morathren Irmare 6. Report Einhardt to the authorities 7. Meet prominent NPCs 8. Attend the Ball In doing these things, the characters can meet several NPCs detailed in DM’s Aid 3, including:

• the Fellkatz Vossers • Morwen Roodenhund • Tanaar Van Oostl • The ambassador from Celene • Knights of Luna • The Prince and his family

Interacting with the Host Culurien is old, and is a survivor of the massacre of 142 CY. He doesn’t like to talk about the past, and is kind-hearted (except towards Roodbergs, to whom he is civil) but stern. Culurien can tell the characters everything in Players’ Handout 3. He can also answer the same questions as the guards about the other visitors to Kershane. If the characters tell him they intend to visit anyone, he offers to help them write a letter requesting an invitation to visit, so that they don’t commit the social offence of turning up at a stranger’s home uninvited. Culurien encourages characters who are not members of Clan Kershane to stay together as a group, so that he can escort them wherever they wish to go in the city. If the characters insist on splitting up, he warns them that anyone who isn’t with him is fully liable if they break the law, even if it’s an accident, but doesn’t stop them going – “On your own head be it.” Culurien can give directions to anywhere in the city. Finally, Culurien tells the characters there is a grand ball in the palace grounds the following evening, and that they can send a letter requesting an invitation to attend if they’re interested. Shopping at the Marketplace The marketplace is immediately inside the main gates, and is a large open area full of stalls that is ringed by workshops, smithies, and the merchant’s inn, The Wanderer’s Rest. The stalls sell a range of objects from the mundane (such as crockery and foodstuffs) to the exotic (such as fashionable elven clothing, scarves, and works of art). The workshops and smithies around the stalls sell a range of elven weapons and armours not widely available elsewhere. Members of Clan Kershane are allowed to take their weapons away with them (peace knotted, of course), while other

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visitors are given a receipt and told to collect their weapon from the guard when leaving the city. The Wanderer’s Rest is the only inn in Kershane, and caters specifically to travelling merchants. The inn has expanded in recent years from a single building to a cluster of three buildings plus an open-air stable. Characters obtain adventure access to the forestwarden shrouds and masterwork elven harps though the marketplace, as well as the “Kershane Armour” benefit. Seeing the Sights There are many ways to spend time in Kershane. Kershane has many beautiful parks to wander through and explore. The College of Bards has an amphitheatre that is almost always in use for public performances of various kinds, such as poetry readings, plays, and performance dancing. There are two places to eat out in Kershane: the Purple Peacock and Kailisha’s Kitchen. The Purple Peacock is more expensive and has entertainers. There are temples to various elven gods, including Corellan Lorethian, Sehanine Moonbow, and Ehlenestra. Characters can enter a temple if they are members of Clan Kershane, elves, half-elves, obvious worshippers of the god in question, escorted by their host, or escorted by a member of Clan Kershane. The palace is a magnificent example of elven architecture, and characters can tour the public areas of the palace if they are members of Clan Kershane, escorted by their host, or escorted by a member of Clan Kershane. Checking for Lycanthropy Characters can go to a temple to be checked for lycanthropy. If they are not granted entry to the temple but make their need for healing made known to the clerics, a cleric will meet them in a garden outside the temple to assess their condition. After a brief examination, the cleric reassures the characters that they do not have lycanthropy. Delivering Einhardt’s notes to Morathren Morathren lives in a simple but elegant house in the middle of the city. Characters can meet him by sending a letter requesting an invitation or by visiting his house uninvited – Morathren attends the grand ball, but doesn’t go near the characters. If the characters send a letter, he responds immediately by sending an invitation to return with the messenger and see him straightaway.

If the characters visit his house uninvited, Morathren doesn’t take offence (he’s used to Einhardt’s couriers lacking proper manners) and invites them in straightaway. Morathren Irmare: Male Grey Elf wiz8 (Bluff +2, Sense Motive +2, Spot +8), speaks Common, Draconic, Elven, Gnomish and Sylvan. Morathren’s starting attitude to the characters matches the standard NPC resident’s attitude to the characters. When they meet Morathren, read or paraphrase the following to the players: Morathren Irmare is a youthful grey elf with closely-cropped pale golden hair and striking violet eyes. “It’s a real pleasure to meet you – Einhardt always sends interesting couriers to Kershane. So, what do you have for me?” If the characters give Morathren the notes, he takes a cursory look at the seal before thanking them. “Thank you for bringing these notes to me – I’m sure they’ll make interesting reading! If you can stay in Kershane for a few days, I’ll prepare a response for you to take back to Einhardt in Clatsberg.” If the seal is broken, or if Morathren sees through a forged seal (the character’s Forgery check with a +4 circumstance bonus against his +8 Spot check), he frowns. “The seal … how dare you read the notes! They’re private – magical research – why … get out! Get out of my house! Einhardt will hear of this!” If the characters provide a plausible cover story, Morathren believes them and apologises if he doesn’t see through their bluff (+12 Sense Motive check, including a +10 circumstance modifier because he doesn’t trust the characters). Otherwise, he insists they leave. If the characters accuse Morathren of being a spy, he splutters indignantly and denies the accusation before insisting they leave. Note that Morathren isn’t frightened by threats to go to the authorities with the information, because he’s actually a double agent working for Prince Naugrim to send irrelevant and false information to Einhardt. Nothing the characters can say will make him crack – if they try to intimidate

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him, he raises a hue and cry for the guard, which is taken up by his neighbours. Reporting Einhardt to the authorities Characters who are more loyal to Kershane than to Perrenland may want to report to the authorities about the spying operation. Whoever they ask (the guards at the gates, their host Culurien, or another Kershanite NPC) directs them to the palace. At the palace, the characters are met by Prince Naugrim’s agent, Talath Duilthandir. Talath Duilthandir: Female Grey Elf rog4, speaks Common and Elven. Talath’s starting attitude to the characters matches the standard NPC resident’s attitude to the characters. When they meet Talath, read or paraphrase the following to the players: After waiting for a few short minutes in an antechamber with beautiful, intricately carved leaf patterns on the marble walls, a young grey elf woman with shoulder-length silver hair and amber eyes enters the chamber. She smiles politely before speaking in Common. “Good day, visitors. I am Talath Duilthandir: I understand you have some information for us?” Talath takes the characters and their report seriously: she listens patiently to what the characters say, accepts any physical evidence they provide, and promises that Morathren’s involvement will be investigated closely. Note that Talath isn’t aware that Morathren is a double agent, and while her investigation is stopped as soon as word of it reaches a more senior court official who is aware of Morathren’s true status, the involvement of over a dozen guards and officials in the initial investigation is enough to make Morathren too “hot” to continue as a double agent with Einhardt. As a result, Morathren advises Einhardt that his cover is blown, and the characters do not receive the “Favour of Einhardt Van Dagnis” benefit. If she has not already sent a written invitation to the characters at their host’s address, Talath invites them to attend the grand ball, ands tells the characters, “I look forward to seeing you all there.” Meeting Prominent NPCs The characters may want to meet with several prominent NPCs in Kershane, such as the various ambassadors. There are three ways the

characters can meet them: by attending the grand ball, by sending a letter for an invitation, or by calling on them uninvited. In general, if the characters send a letter requesting an invitation, they get a response if the NPC’s attitude towards them is indifferent or better. How quickly that response arrives and how the NPC interacts with the characters is specified in DM’s Aid 3. Exception: if you have an inflexible 4 hour time limit on playing time, ensure all invitations to meet with NPCs specify the meeting time as the morning after the ball. The characters can then meet and interact with the NPC at the ball instead. Attending the Ball If the characters do not meet Talath on the afternoon of their first day in Kershane, read or paraphrase the following to the players. When you return to your host’s home in the late afternoon, there’s a letter waiting for you. It is an invitation to attend the grand ball tomorrow evening in the gardens surrounding the palace as guests of the Prince, and has been signed by a “Talath Duilthandir, servant of the most noble Prince Naugrim Genhene, Defender of Kershane, Knight of Luna.” Culurien or any other PC or NPC from Kershane can tell the characters that they should dress well if they want to impress the Prince, and that everyone should have one or more scarves to give to people they want to dance with at the ball. If another person accepts your scarf, they have promised to dance with you later in the evening; they give back the scarf after the dance so that you can give it to another person. Characters can buy scarves and outfits at the marketplace. A cotton scarf costs 2 sp, while a silk scarf costs 2 gp. A courtier’s outfit includes three silk scarves, and a noble’s outfit includes six silk scarves. When the characters are ready to attend the ball: The streets and thoroughfares of the city are congested with traffic as you and your host walk upwards to the palace. Everyone you see is well-groomed, dressed in clean clothes, and wearing at least one scarf. The minority who are dressed in finery look splendid indeed. The gardens around the palace compound are packed with thousands of elves, mingling beneath the trees in the starlight. Some are

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carrying trays loaded with small pastries or glasses of wine among the crowds. Many eyes watch you as you make your way towards the main entrance of the palace, where the noble and wealthy have assembled. Here you can see several non-elves scattered among the elven notables – an oeridian woman with platinum blonde hair wearing Roodberg colours [Morwen Roodenhund], an older flan/oeridian man wearing an Auszug dress uniform [Tanaar Van Oostl], and a young man with a mop of curly red hair wearing Vosser colours [Edulf Fellkatz]. You can also see the assembled royal family of Kershane – Prince Naugrim, his wife Princess Lueara, their two adult sons Raeron and Suminar, and their daughter Maivara, who is still a child. Raeron has his father’s silver hair and amber eyes, while Suminar and Maivara take after their mother, and have pale golden hair and violet eyes. All are dressed in regal silver-coloured robes embroidered with mother of pearl and gold thread, and wear several purple scarves around their necks. A young grey elf woman with shoulder-length silver hair and amber eyes [Talath Duilthandir] steps towards you. “Good evening, visitors! My name is Talath: I am very pleased that you could attend the ball at such short notice!” Talath lends a cotton scarf to any character who doesn’t have a scarf. She knows all the NPCs at the ball, and points them out to the characters: give them Player Handout Seven. The characters can mingle and talk with Talath Duilthandir and the following NPCs. • Edulf Fellkatz (a Vosser) • Morwen Roodenhund (a Roodberg) • Tanaar Van Oostl • Lorellin Ulumuri (Knight of Luna) • Tulmegil Liadon (Celene’s ambassador) • Prince Naugrim and his family Talath is described above in the section for Reporting Einhardt to the authorities. The other NPCs are described in DM’s Aid 3. How much mingling they can do with the great and the powerful depends on their characters’ level. Characters of 1st to 7th level are not yet famous enough to stand as an equal with most of those present. They cannot talk with the royal family or the ambassador from Celene (court

officials like Talath intercept them as they approach); Tanaar Van Oostl and Edulf Fellkatz talk with the characters if they are at least friendly; Morwen Roodenhund and Lorellin Ulumuri talk if they are at least indifferent. Talath talks with the characters regardless of her attitude, and invites male members of Clan Kershane and Clan Vosser to dance. Characters of 8th to 15th level are well-known for their heroic deeds, and considered equals by most of those present. They can talk with the royal family, and members of Clan Kershane are asked to share a dance by the Prince, the Princess, or one of their sons; all NPCs talk with the characters unless they are unfriendly or hostile. Any character not wearing a courtier’s or noble’s outfit to the ball has a -2 penalty to all Charisma-based skill checks when interacting with any named NPC or unnamed courtier or noble at the grand ball. Handing a courtier or noble a cotton scarf gives a –2 penalty on the attempt to persuade them to dance. After the characters have interacted with the NPCs that interest them: As the night wears on, it comes to that stage of the evening when the official toasts must be given – first to the Voormann, then to other officials and nobles in order of precedence. The assembled throng falls silent as Prince Naugrim stands to give the first toast. “To Her Fey Majesty, Queen Yolande, Perfect Flower of Celene, Lady Rhalta of All Elvenkind. Long may she reign over us.” “To Queen Yolande, Lady Rhalta!” exclaim thousands of elves in near-unison. Tanaar Van Oostl’s face is a careful study in indifference. The ambassador from Celene steps forward and raises his goblet. “To Prince Naugrim, Defender of Kershane, Knight of Luna. Long may he reign!” The assembly shouts, “To Prince Naugrim, Defender of Kershane!” One of the elves in the livery of the Knights of Luna [Lorellin Ulumuri] steps forward to speak, but is not as quick as Tanaar. “To Voormann Orgus Bildgear, Head of the Concatenated Council of All Perrenland. May his health never fail.” There is a brief moment of silence before Prince Naugrim takes up the toast in a loud voice, which is echoed with little enthusiasm by the many elves present. Tanaar and Naugrim watch each other impassively for several seconds, until Tanaar glances down

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and Naugrim looks away, settling his gaze on the Knight of Luna. The Knight raises his goblet. “To Princess Lueara, Jewel of Kershane. Long may she reign!” This toast is taken up with enthusiasm, and the toasts continue for several minutes. All members of the royal family, the ambassador from Celene, and the visiting Knights of Luna and their squires receive a mention. Tanaar is toasted by Prince Naugrim towards the end of the list as “the Voormann’s ambassador”, and not by name. Even then, the toast is taken up with little enthusiasm by the assembly. Once the toasts are completed, the dancing resumes. The toasts finish at 10 PM. The human NPCs retire by 11 PM – Tanaar is escorted back to the palace by his elven guards, while Morwen Roodenhund and the Fellkatz Vossers are escorted home by their hosts. The elven NPCs start to retire by 1 AM; most of the crowd has gone home by 2 AM. Development: After the ball, Prince Naugrim listens to Talath’s report on the characters, compares it with his own impressions, and decides to send the characters on the special mission. Proceed to Encounter Five.

5: A SECOND OFFER OF EMPLOYMENT

The day after the grand ball is Godsday – the day in the middle of the week when most people attend the temple or church of their favoured deity. Before you can head out for the day, a young boy in the Prince’s livery arrives with a message. He speaks in slow, halting Stamtaal: “Excuse me, please. I am wishing to take you to meeting with friend, Talath Duilthandir. She is asking for you to be arriving with me at garden.” If asked to repeat himself in elven, he says, “Your friend, Talath Duilthandir, asks you to meet her at the palace gardens. Please come with me and I’ll take you to her.” The young boy’s name is Turin Galanodel: he doesn’t know anything else of interest. The boy leads you up the same streets you took yesterday to the ball – it’s impressive how clean and orderly those streets are, given how

many people were out last night and how many of them were drinking. He leads you through the gardens around the palace to a secluded gazebo near a quiet brook. Talath is waiting for you under the gazebo, listing to the warbling of songbirds in the nearby trees. She smiles, and motions for you to sit with her. “Good morning. How are you today? Did you enjoy the ball?” If Culurien is present, he and Turin retire to another part of the gardens, leaving the characters alone with Talath. Talath starts speaking as if she’s choosing her words carefully. “You’re probably wondering why I’ve asked you here. I’ve been asked to enquire if you would be interested in performing a service for the Prince – if there was something that needed to be done, of course.” If the characters say no, Talath looks disappointed, apologises for wasting their time, and bids them good day. If the characters say yes or maybe, Talath continues. “There is a problem that needs to be dealt with – a mystery that needs to be investigated. Normally, the Prince would send his own people to carry out such tasks, but there are … political sensitivities involved. It would be undiplomatic to send soldiers of Kershane or Knights of Luna to the location in question. He needs freelancers who could plausibly travel there of their own accord – people who he could deny ever having sent, if the Guurhok captured them and complained to the Voormann or to their Great Father.” “I cannot say more unless you give your word that what we discuss will be kept in confidence, and not discussed with outsiders. What do you say?” If some of the characters refuse to give their word, Talath looks disappointed, apologises for wasting their time, and bids them good day. She then waits for them to leave before continuing to talk with the characters who give their word. Talath relaxes, and speaks more freely. “You may know that our forests and mountains are home to many powerful fey – in some ways, they are our greatest defenders, particularly against the evil ones outside our territories. You probably also know that the dread power who was interfering with most divination magic

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has relaxed his grip in the past few months, and our diviners’ spells now work as effectively as before.” “Our diviners routinely search the future for warning signs – for threats to our lands, for evil arising within our domains. A little while ago, they determined that one of the places of power guarded by the fey – a grotto in the hills to the north of Kershane – has fallen into the hands of evil.” She spreads her hands apologetically. “We know little more than that. The grotto’s guardian was a nymph named Tintuviel. Our magic cannot tell us what has happened to her, only that she is alive and a great evil now controls the grotto.” “We dare not use magic to scry for her, in case her captors spot the scrying portal and kill their prisoner. Nobody in the city has seen the grotto, so we cannot teleport there without scrying for Tintuviel – which we dare not do. We cannot send people there ourselves because the grotto is too close to a cave complex occupied by goblin subjects of the Guurhok – if we sent a party of Kershanites to investigate and they were spotted, it could be taken as a sign of war.” “However, you are adventurers – anyone who sees you would consider you nothing more than that, and would not realise you were on a mission. Even if you were captured and tortured, Prince Naugrim could claim he didn’t know – I will not tell him whether or not you accept the mission, so he can truthfully say that he didn’t know you were going there even under magical interrogation.” “Prince Naugrim would greatly appreciate it if you decided to go exploring the wilderness near the grotto, happened to come across the grotto, and took it on yourselves to kill whatever evil is present and free Tintuviel. He would reward you on your return, and hold you high in his esteem. Obviously, you can keep anything you loot from those you kill.” “What say you?” Sample responses to some expected questions. What can you tell us about the grotto, and Tintuviel? Not much – I’ve already told you all we know. It’s only been a few years since the Shroud of Souls dissipated, and the fey often dislike uninvited visitors, so we avoid troubling them. How do we get to the grotto? You travel two days along the track to Illanof, then strike off

north into the hills for a half-day. I can provide a map if you agree to go. Can we scry for Tintuviel? Please don’t – as I said, we don’t want whatever evil has captured her to spot the scrying portal and kill her. Can we teleport to the grotto? You would have to scry someone at the grotto to know where to go – and Tintuviel may not be there anymore. We can use greater teleport if you give us a description. All we know is that it’s a grotto – we don’t know what it looks like. If we knew enough to use greater teleport, we’d have sent some of the Prince’s elite forces there already. Where else might she be? The Guurhok may have taken her back to their caves – I pray they haven’t, for they would probably do terrible things to her and keep her as a slave. Why do you think the Guurhok did it? Talath shrugs. “Who else could it be? I know, it could be any wicked thing – a demon, a devil, a cleric of a wicked god – but they are closest, and the goblinoids have always hated the fey.” How soon do you want us to go? Straightaway, if you please – every day, every hour, could make a difference to Tintuviel. Any business you have left to carry out here in Kershane can wait until you return. What about Morathren? What’s happening there? We have questioned him, and are still carrying out our investigations. Talath now knows that Morathren is a double-agent, but does not share that information. If the characters refuse to accept the job, Talath looks very disappointed, tersely thanks them for their time, and bids them good day. If they accept the job, she looks very pleased, and gives them a scroll tube containing a map with directions to the grotto. She reminds the characters that they should leave Kershane straightaway and report back to her on their return, then gets up and goes back to the palace compound. Development: To reach the grotto, the characters travel for two days along the forest trail towards Illanof, then detour off the trail and travel into the lower slopes of forested mountains for half a day. If the characters teleported directly to Kershane from Clatsberg, insert Encounter Two on the morning of the second day of travel on the forest trail, then continue to Encounter Six. If the characters have already completed Encounter Two, go to Encounter Six.

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6: MEETING THE RAVEN MASTER

Your second day of travel along the trail to Illanof is almost at an end. You are close to the best point from which to strike out tomorrow morning for Tintuviel’s grotto when you see a flock of ravens circling overhead. They are strangely silent: there is no harsh croaking, only the gentle beating of many wings on the air. One of the ravens flies down and perches on a tree-branch that overhangs the trail some thirty feet ahead. If any of the characters met Carcaren in PERSM 5-02: The raven speaks. “Greetings and well met, my friends. Will you not introduce me to your companions? Are they as brave in battle as you were when you dealt with Adarr?” If none of the characters previously met Carcaren but any of the characters met the Raven Master, Netrana Eratrithil, in PER 3-01: The raven speaks. “Greetings and well met. My name is Carcaren. Are you not [insert name of characters known to the Raven Master]? Who are your companions? Are they as brave in battle as you were against the Guurhok and the Roodbergs four years ago?” If none of the characters previously met Carcaren or the Raven Master: The raven speaks. “Greetings and well met. My name is Carcaren, servant of the Raven Master. Who are you? Are you brave in battle and noble of spirit?” Sample responses to some expected questions. Who are you? I am Carcaren, friend of the Raven Master. What are you doing here? The Raven Master wishes to talk with you. Some of the songbirds have told us of your mission – she has friends among all the birds, not just among the ravens. She wants to make sure you know all about what happened at the grotto, and not just what the elves know. Why can you talk? I was awakened by powerful magic. How did you recognise [character who played PER 3-01]? I was one of the many ravens who

guided the Raven Master to the battlefield where she first met you. She speaks well of you. What have you been up to [since PERSM 5-02]? Nothing too exciting – though I have found several shiny, shiny coins that I’ve taken back to my nest! Once the characters have had a minute to talk with Carcaren: Carcaren pauses, looking up into the sky. Another flock of ravens has joined the flock already circling above you, and a second raven descends from among the mingled birds towards Carcaren. However, rather than join Carcaren on the branch, it flies down to ground level, and transforms! The wings become a cloak of shifting colours spread over two arms; the legs and torso elongate, and the black feathers become a form-fitting black feathered gown. Standing before you is a beautiful, exotic elfin woman, with vivid amber eyes, lustrous waist-length silver hair, and a bird-like face. She holds a gnarled wooden staff in one hand, and raises the other hand in greeting. Carcaren announces, “Behold! The Raven Master!” The Raven Master, Netrana Eratrithil: Female half-nymph (grey elf/nymph) drd7/animal lord 5, speaks Common, Druidic, Elven and Sylvan. “I am glad that my friends found you, so that I could speak to you before you reach the grotto.” She holds up a hand to forestall any interjections. “No, do not worry – I do not intend to stop you. All I wish is to share with you what I know and to give a warning.” “Like Prince Naugrim, I have also become aware of an evil presence at Tintuviel’s grotto. I see more clearly than the Prince’s servants, however, and I know what that evil is.” The Raven Master sighs sadly. “The evil is Tintuviel herself. She has been tempted away from good by a man, and fallen into darkness.” “I am not certain who the man is, or where he has gone. The trees tell me he left the grotto some time ago, and that he is a human of average build with sandy fair hair and brown eyes. Carcaren says he matches the description of a man named Rondar, a servant of a recently-risen evil power.”

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Carcaren nods, and adds, “I heard Morwen Roodenhund describe this man over a year ago. She claimed Rondar tricked her into working for Adarr, an evil lion with a wicked heart.” Sample responses to some expected questions. Which evil power are we talking about? “I understand he is called Old Wicked by humans.” She snorts. “Only a human could call something that has lived but a century ‘old’.” So it’s not the fault of the Guurhok? Her eyes narrow as she frowns. “No. Though our ancient enemy are guilty of many crimes, this is not their fault. I am told they hate this ‘Old Wicked’ because he seeks to conquer them as well.” How did this “Rondar” tempt Tintuviel into evil? I do not know, but I presume he used some trickery or deception. It seems he visited the grotto for three days – presumably that was enough time to weaken her resolve. If Carcaren is right, then I must assume that Tintuviel now serves the same master as Rondar. Why haven’t you taken care of Tintuviel yourself? I would not be at ease within myself if I betrayed our friendship and killed her – and I might have no choice but to kill her, if I confronted Tintuviel in her own grotto. I – I do not want to have to see what she has become. So, this means we kill her? The Raven Master looks downcast. “It may be that is what must come to pass. However, Tintuviel was – is – a friend, and a good person. I cannot bring myself to believe that she is beyond redemption. Perhaps she can be reformed, and persuaded to turn back from the path she has taken.” How do we do that? If she was willing to atone for accepting evil into her heart, there are priests at Kershane with the power to intercede with Corellon Larethian and restore her to the light. Will you give us anything if spare Tintuviel’s life? The Raven Master glares at you. “Is what I have told you not enough? My words are freely given – do you spurn my gift?” Is Tintuviel the only person at the grotto? Three fey live at the grotto. Tintuviel is one; the other two are Rourke and Skerry, satyrs who guard the entrance to the grotto. Are they evil too? I do not know. What I can say with certainty is that Tintuviel is evil.

What did you want to warn us about? The grotto is a place of power, and a sacred place for the fey of the forest. If you shed any fey’s blood within the grotto and the fey dies, you will be cursed – marked as an enemy to all creatures of the forest. Even I would turn my back on you, were we to meet again, and my ravens would peck at your eyes. What do you mean by “shed blood”? Any lethal damage would trigger the curse, if the fey died after you injured them. Why didn’t Talath tell us about the curse? I do not know – I can only guess that she was not aware of the curse. If the characters do not ask the Raven Master about her warning and the conversation has ended: Before I go, I have a warning for you all. The grotto is a place of power, and a sacred place for the fey of the forest. If you shed any fey’s blood within the grotto and the fey dies, you will be cursed – marked as an enemy to all creatures of the forest. Even I would turn my back on you, were we to meet again, and my ravens would peck at your eyes. When the conversation has ended: The Raven Master straightens up, raising her arms. “Farewell, my friends. Remember my words. Carcaren, come.” With that, she transforms back into a raven, and flies up towards the circling flock. Carcaren pauses long enough to say “Goodbye for now, until we meet again!” before following the Raven Master into the sky. Once both have rejoined the other ravens, the flock heads off towards the south, quickly disappearing from view. Development: The characters can prepare different spells after resting the night. When the players are ready to proceed, go to Encounter Seven.

7: AT THE NYMPH’S GROTTO

The next morning, you leave the trail to Illanof and head north, into the forested hills. Following the directions on your map, you arrive at your destination shortly before midday.

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The entrance to the grotto is a wide natural opening, about 15 feet wide and 20 feet high, in the steep side of a forested hill. The trees end approximately 20 feet from the entrance, creating a small clearing of short bushes, long grass, and berry-laden vines. The light undergrowth between the tree line and the entrance has the following effects: • characters must spend 2 squares of

movement to move one square • provides 20% concealment • DC of all Tumble and Move Silently

checks increases by 2 • running and charging are impossible The berries are edible (DC 10 Survival, DC 15 Knowledge – Nature): Tintuviel uses them as the material component for goodberry, which provides all the food the three residents of the grotto need. There are several tracks in the clearing. • DC 15 Survival (APLs 6 to 12) – two

medium-sized bipeds with cloven-hoofed feet left the grotto earlier this morning (Rourke and Skerry – DC 15 Knowledge – Nature to identify the creatures as satyrs)

• DC 19 Survival (all APLs) – two medium-sized bipeds with cloven-hoofed feet left and returned to the grotto two days ago (Rourke and Skerry)

• DC 22 Survival (APL 2 only) – a medium-sized humanoid in soft boots came to the grotto and then left four days ago (Aldaron)

• DC 30 Survival (all APLs) – the two medium-sized bipeds with cloven-hoofed feet seem to leave and return to the grotto every two to three days (Rourke and Skerry)

Aldaron has the trackless step class ability at APL 4 to 12, while Tintuviel cast pass without trace before leaving the grotto earlier this morning at APLs 2 and 4. Rourke and Skerry leave the grotto every couple of days to collect fallen branches for firewood. The Grotto (DM’s Aid 5) The grotto was originally a natural cave system, but centuries of use have worn the floors and some of the walls smooth. The ceiling has the most natural cave features, such as stalactites, and is always at least 20 feet high. 1 – Corridor with loose dirt and leaf litter on floor

The floor of the corridor is covered with loose dirt and leaf litter, which doesn’t inhibit movement in any way but does increase the DC of Move Silently checks by 2. Rourke and Skerry maintain the leaf litter to make it easier for them to hear intruders and to disguise the pit trap at 3. 2 – Satyrs’ bedchamber The corridors to this side-chamber are both half a foot above the level of the main corridor, and neither the corridors nor the chamber have dirt and leaves on the floor. Rourke and Skerry live and sleep here on beds of straw: the northwest corner has a small fire pit beneath a crevice in the ceiling that lets the smoke out of the grotto. At APLs 2 and 4, Rourke and Skerry start at this location. 3 – Corridor with concealed pit trap beneath loose dirt and leaf litter on floor The floor is covered with dirt and leaf litter, just like area 1. Here, it also conceals a pit trap. Rourke and Skerry maintain the pit trap to catch stealthy but unwary intruders and to make it easier for Tintuviel to hear intruders. APL 2 to 6 (EL 2) Camouflaged Pit Trap: CR 2; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 22; Disable Device DC 19. Market Price: 2,600 gp. APL 8 (EL 3) Camouflaged Pit Trap: CR 3; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 40 ft. deep (3d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 23; Disable Device DC 20. Market Price: 4,800 gp. APL 10 to 12 (EL 4) Camouflaged Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 24; Disable Device DC 21. Market Price: 8,000 gp. 4 – Grotto This large chamber is the heart of the grotto. The ceiling is 40 feet high, and there is an opening in the south-east corner to the top of the hill. The floor is smooth stone, and there is a large still pool in the eastern half of the chamber. There is a ledge on the far side of the pool in the southeast

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corner, and a second ledge runs around the northern edge of the pool to 5. 5 – Nymph’s bedchamber The ceiling is 30 feet high on the far side of the pool, and the floor is smooth stone. Tintuviel lives and sleeps here on a mound of blankets and cloaks: her treasure hoard is in the northeast corner. At APLs 6 to 12, Tintuviel (and Adrinilla at APLs 8 to 12) start at this location. What’s Happening At The Grotto? What’s happening when the characters arrive depends on the APL. • At APLs 2 and 4, Tintuviel has left the

grotto to visit Aldaron for a few days, leaving six goodberries with Rourke and Skerry. Rourke and Skerry are lounging about in their bedchamber, talking about nothing in particular: consider them distracted listeners (-5 penalty to Listen checks).

• At APL 6, Rourke and Skerry have left Tintuviel alone at the grotto and gone out for the day to forage for fallen branches and to meet and chat with other satyrs. Tintuviel is in the grotto, swimming: consider her a distracted listener (-5 penalty to Listen checks).

• At APL 8 to 12, Tintuviel’s friend Adrinilla is visiting the grotto, and Rourke and Skerry have gone out for the day. Tintuviel and Adrinilla are in Tintuviel’s bedchamber, talking about clothing and Aldaron: consider them distracted listeners (-5 penalty to Listen checks).

Rourke and Skerry Rourke and Skerry are Tintuviel’s guards, and take their duties seriously. The amount of noise the characters make determines when Rourke and Skerry become aware of them. Although they are distracted listeners, they take 10 on all Listen checks, giving them a total Listen check of 10. Sample Listen DCs include: • Characters talking in clearing (DC 7) • Characters whispering in clearing (DC 22) • Character moving to entrance of grotto (DC

equals character’s Move Silently check with +6 bonus for distance and –2 for undergrowth)

• Characters moving to first side corridor to satyrs’ bedchamber (DC equals character’s Move Silently check with +2 bonus for distance and –2 for leaf litter)

As soon as they are aware of the characters, Rourke and Skerry get their shortbows and quivers and go to the main corridor. Skerry takes the corridor closer to the entrance, while Rourke takes the further corridor. At APL 4, Rourke had his pipes to hand; at APL 2, the pipes have fallen into his bedding, and he doesn’t take the time to find them before confronting the characters. Read or paraphrase the following text to the players when visual contact is made. You see two hairy goat-like men with wickedly curved horns, long pointed ears, and goat-like legs that end in cloven hooves. The one in front has a dagger to hand, while the other holds [at APL 2 and 4 respectively] a shortbow / a set of ornate reed pipes. They are initially unfriendly to any intruders, and initiate combat unless the only intruders they see are female humans, elves, or half-elves. In the latter case, their satyr instincts cloud their judgement, and they try to escort the intruder(s) outside so they can talk to the beautiful vision of loveliness. If the intruder doesn’t cooperate, the satyrs remember their duty and regretfully initiate combat, but don’t pursue if the female intruders retreat. APL 2 (EL 4) Rourke and Skerry (2): Male satyr; hp 22; see Monster Manual pages 219-220.

APL 4 (EL 5) Rourke, with pipes: Male satyr; hp 22; see Monster Manual pages 219-220. Skerry: Male satyr; hp 22; see Monster Manual pages 219-220. Tactics: Skerry runs interference for Rourke, engaging the characters in melee so that Rourke can use his shortbow at APL 2 and his pipes at APL 4. When Rourke plays his pipes, he chooses fear as the effect: he doesn’t choose charm because he knows the effect doesn’t work well in combat. Don’t have Rourke choose sleep as the effect, because if it affects every character you have a total party kill (TPK). The satyrs do not pursue fleeing characters beyond the clearing outside the grotto, in case the characters were bait to lure them away from their post so a second group can sneak in while they’re gone. If the characters do retreat, the satyrs eat up to 4 of the goodberries Tintuviel left with them, leaving 1 goodberry each in case they have to wait a day for Tintuviel’s return: each goodberry heals 1 hit point of damage.

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Exception: If one or more of the characters are 5th level or higher, you can use your discretion as DM and have Rourke choose sleep as the effect instead of fear. The character(s) of 5th level or higher are immune to the sleep effect, which means you can’t TPK the whole party with a set of failed saving throws. Tintuviel and Adrinilla Tintuviel is the grotto’s principal resident, while Adrinilla is a long-time friend from the elemental plane of air who loves visiting the mountains of the Clatspurs. The amount of noise the characters make exploring the corridor and the satyrs’ bedchamber determines when Tintuviel and Adrinilla become aware of them. Although they are distracted listeners, they take 10 on all Listen checks, giving them the following Listen check results. APL 6 – Tintuviel 7 APL 8 – Tintuviel 7, Adrinilla 4 APL 10 – Tintuviel 11, Adrinilla 8 APL 12 – Tintuviel 13, Adrinilla 11 Sample Listen DCs include: • Characters talking in clearing (DC 16) • Character moving to entrance of grotto (DC

equals character’s Move Silently check with +16 bonus for distance and –2 for undergrowth)

• Characters moving to corner of areas 1 and 3 (DC equals character’s Move Silently check with +10 bonus for distance and –2 for leaf litter)

• Characters talking at corner of areas 1 and 3 (DC 10)

• Characters whispering talking at corner of areas 1 and 3 (DC 25)

• Characters encountering pit trap (DC –1) • Characters moving to entrance of area 4 (DC

equals character’s Move Silently check with +7 bonus for distance and –2 for leaf litter)

• Characters talking at entrance of area 4 (DC 7)

• Character moving along top of hill to opening in the ceiling of area 4 (DC equals character’s Move Silently check with +6 bonus for distance and –2 for undergrowth)

• Characters talking at opening in the ceiling of area 4 (DC 6)

As soon as they are aware of the characters, Adrinilla turns invisible while Tintuviel gets her sickle and goes to confront the intruders.

When the characters meet Tintuviel: You see a stunningly beautiful woman with long, copper hair, perfect skin, large eyes, and long, swept-back ears. She is wearing a thin, snug white robe that hangs across one shoulder and several expensive-looking pieces of jewellery: the strap of her leather bag is set over the cloth-covered shoulder. Her expression is captivating and dangerous – she has a predatory air about her, and her eyes look cruel. She slashes with a sickle in your direction, and shouts in a sultry, alluring voice, “Intruders! Prepare to die!” When the characters meet Adrinilla (adjust the text if Adrinilla is already invisible): A small, beautiful woman with translucent rainbow-coloured rings hovers before you. She is wearing a thin, gauzy short dress, and has brightly coloured jewellery on her head and around her neck. Her voice sounds like the tinkling of a beautiful high-pitched bell, as she begins chanting a magical incantation. Tintuviel is initially hostile, while Adrinilla is initially unfriendly. Tintuviel attacks the characters on sight, and Adrinilla joins in to help her friend defend her home. If the characters talk to either of them, they can change their attitudes with a hasty Diplomacy check (-10 penalty). If Tintuviel becomes indifferent, she leaves the character who made the check to last, and does not chase that character if they leave the grotto. If she becomes friendly or helpful, she does not attack the character who made the check unless they attack her, and tells that character: You shall be my servant! Obey me in all things, and you will live! If Adrinilla becomes indifferent, she listens to the character’s explanation and suggests to Tintuviel that they stop fighting. When Tintuviel ignores this suggestion, Adrinilla continues to help Tintuviel, but does not attack the character who made the check unless they attack her. If Adrinilla becomes friendly, she listens to the character’s explanation and suggests to Tintuviel that they stop fighting. When Tintuviel ignores this suggestion, Adrinilla stops attacking the characters for as long as the characters do not attack Tintuviel, and pleads with everyone to stop fighting – it’s all a big misunderstanding! Again, Tintuviel ignores this request, and from that

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point on Adrinilla acts only to protect Tintuviel, and tries to avoid harming the characters. If Adrinilla becomes helpful, she listens to the character’s explanation and suggests to Tintuviel that they stop fighting. When Tintuviel ignores this suggestion, Adrinilla tries to help the characters subdue Tintuviel, who has obviously gone crazy. APL 6 (EL 7) Tintuviel: Female nymph; hp 30; see Appendix 3. APL 8 (EL 8) Tintuviel: Female nymph; hp 30; see Appendix 4. Adrinilla: Female sylph; hp 12; see Appendix 4.

APL 10 (EL 10) Tintuviel: Female nymph Drd 2; hp 42; see Appendix 5. Sunseeker, Tintuviel’s eagle animal companion: hp 6; see Appendix 5. Adrinilla: Female sylph, advanced; hp 28; see Appendix 5.

APL 12 (EL 12) Tintuviel: Female nymph Drd 4; hp 54; see Appendix 6. Sunseeker, Tintuviel’s eagle animal companion: hp 30; see Appendix 6. Adrinilla: Female sylph, advanced, Sor 1; hp 38; see Appendix 6. Tactics: If possible, Tintuviel casts defensive spells like freedom of movement and antilife shell before initiating combat. Tintuviel uses her blinding beauty ability throughout combat, as she knows Adrinilla and any elementals Adrinilla summons are immune. Tintuviel begins combat by casting spike stones on area 4 to slow the approach of melee characters. In subsequent rounds, she engages in all-out offence, using ranged attack spells like sleet storm and baleful polymorph or her stunning glance supernatural ability. When forced into melee, she uses melee attack spells like poison and tries to move away before opponents get a full attack sequence on her. If necessary, Tintuviel uses her dimension door spell-like ability to escape from close-quarters combat. If possible, Adrinilla casts bear’s endurance and shield on herself before Tintuviel initiates combat. Adrinilla uses her improved invisibility to protect her while she flies up near the ceiling and

summons the most powerful air, earth and water elementals she can. Adrinilla only summons elementals with her summon monster spells: see DM’s Aid 7 for details of how her augment summoning feat enhances her summoned elementals. Adrinilla uses other tactics if her summoned elementals aren’t being effective, such as suggestion to make characters in heavy armour take a swim in the pool, hold spells, and charm spells. Adrinilla doesn’t fight to the death, and tries to escape if reduced to less than 10 hit points. If she’s unable to escape and her attitude has changed to indifferent or better, Adrinilla surrenders to the character who changed her attitude if they promise not to let the other characters harm her, and offers her belongings in exchange for her liberty. Treasure: Tintuviel’s treasure hoard is in the northeast corner of area 5 at all APLs. In addition, the characters can take Rourke and Skerry’s equipment at APLs 2 and 4, Tintuviel’s equipment at APLs 6 to 12, and Adrinilla’s equipment at APLs 8 to 12. Tintuviel’s treasure hoard is made up of gifts she has received over the years, and consists of: • A well-crafted bronze breastplate, sculpted to

resemble the torso of a muscled athlete (weight 30 lbs, value 350 gp)

• A brass mug of dwarven make with jade inlays (weight 1 lb, value 300 gp)

• A small statuette of a dancing woman carved from a single piece of stained wood (weight 1 lb, value 50 gp)

• A string of gaudy beads (negligible weight, value 50 gp)

• A tapestry depicting the towers of an elven city – possibly Kershane – against the background of a snow-topped mountain (weight 10 lbs, 100 gp)

• A silver chalice set with lapis lazuli gems (weight 2 lbs, 100 gp)

APL 2: L: 43 gp; C: 100 gp; M: 0 gp APL 4: L: 43 gp; C: 100 gp; M: 0 gp APL 6: L: 54 gp; C: 200 gp; M: 83 gp APL 8: L: 54 gp; C: 283 gp; M: 83 gp APL 10: L: 54 gp; C: 283 gp; M: 233 gp APL 12: L: 54 gp; C: 283 gp; M: 691 gp Development: If Rourke, Skerry or Tintuviel are dead, any character who inflicted hit point damage

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on the dead fey during the battle now has the “Curse of the Grotto” penalty. The characters can begin to question any surviving opponents (Adrinilla, Rourke, Skerry, and/or Tintuviel). However, two minutes after the combat in the grotto ends, Tintuviel’s lover Aldaron arrives outside the grotto.

8: THE NYMPH’S LOVER ARRIVES

Aldaron is Tintuviel’s current lover: he lives by himself in the forest several miles away, and visits her every few days. At APLs 2 and 4, Aldaron is returning to the grotto with his dead lover’s body, having arrived too late to save Tintuviel from being killed by a Guurhok war band. At APLs 6 and up, Aldaron is dropping in to visit Tintuviel. If the characters travelled to the grotto on foot and left any tracks, Aldaron found the tracks on his way to the grotto; otherwise, he first learns about the characters when he sees their tracks in the dirt and leaves on the floor of the corridor or when he hears them moving and talking in the grotto. If alerted to something happening inside, Aldaron sneaks into the grotto to investigate; at APLs 2 and 4, he leaves Tintuviel’s body at the entrance to the grotto before going inside. Paraphrase the following text to the players when they first see Aldaron: it almost certainly needs to be modified to take into account where they meet him, whether he is currently carrying Tintuviel’s body, and whether he attacks them on sight. A muscular elf with tangled copper-red hair glares at you. He is wearing well-maintained leather armour, and holds two handaxes, one in each hand. There is an unstrung composite bow across his back, and several pouches and flasks on his belt. Aldaron isn’t a trusting person at the best of times, and he’s very protective of Tintuviel, her home, and her servants. His initial attitude on meeting the characters is unfriendly unless he finds evidence of killing, looting, and/or prisoner-taking inside the grotto, in which case his initial attitude is hostile. Aldaron is automatically hostile towards any character with the “Curse of the Grotto” penalty. If Aldaron’s attitude is hostile when he first encounters the characters, he attacks all “trespassers” in the grotto without mercy. If his attitude is unfriendly, he insists that the characters are “trespassers”, demands to know what they are

doing at the grotto, and insists on entering or on stopping them leaving (as appropriate). Regardless of how well-disposed he becomes towards the characters, Aldaron continues to demand to know what their business is at the grotto and insists on entering. Aldaron’s love for Tintuviel blinds him to her malevolence: he refuses to accept that she has become evil, for example, and insists that any injuries she caused to the characters were in self-defence. Aldaron attacks if the characters tell him they have attacked any of the residents of the grotto, are visibly carrying loot from the grotto, or refuse to allow him entry. If the characters tell him Tintuviel is their prisoner, he demands that they free her, and attacks if they do not immediately comply. If a fight starts, Aldaron asks any character who changed his attitude to indifferent or better to help him avenge or protect (as appropriate) his darling Tintuviel. In addition, Aldaron takes more care when attacking those characters. • If his attitude is indifferent to a character,

Aldaron attempts to cause non-lethal damage when attacking until he has hit the character once, then switches to lethal damage.

• If his attitude is friendly, Aldaron attempts to cause non-lethal damage until he has hit the character twice, then switches to lethal damage.

• If his attitude is helpful, Aldaron does not attack the character unless attacked himself, and even then always attempts to cause non-lethal damage.

APL 2 (EL 4) Aldaron: Male wood elf rgr2/bbn2; hp 32; see Appendix 1. APL 4 (EL 6) Aldaron: Male wood elf rgr3/bbn2/wildrunner1; hp 47; see Appendix 2. APL 6 (EL 8) Aldaron: Male wood elf rgr3/bbn2/wildrunner3; hp 63; see Appendix 3. APL 8 (EL 10) Aldaron: Male wood elf rgr3/bbn2/wildrunner5; hp 89; see Appendix 4. APL 10 (EL 12) Aldaron: Male wood elf rgr3/bbn2/wildrunner7; hp 119; see Appendix 5.

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APL 12 (EL 14) Aldaron: Male wood elf rgr3/bbn2/wildrunner9; hp 139; see Appendix 6. Tactics: If possible, Aldaron drinks his potion of cat’s grace after arriving at the grotto and learning that the characters are present, and before sneaking inside and confronting the characters. When the fight breaks out, Aldaron rages, releases a primal scream (at APL 6 and up), and charges the most dangerous-looking melee combatant (note his pounce class ability at APL 8 and up). Once in melee, Aldaron works his way through the opponent in front on him before moving on to the next closest opponent. When there are two or more equally close opponents, Aldaron attacks whichever character he dislikes the most. Treasure: After defeating Aldaron, the characters can take his equipment from him. At APLs 2 and 4, they can also take Tintuviel’s jewellery and bracers of armour from her corpse. APL 2: L: 103 gp; C: 100 gp; M: 234 gp APL 4: L: 103 gp; C: 100 gp; M: 447 gp APL 6: L: 52 gp; C: 0 gp; M: 744 gp APL 8: L: 52 gp; C: 0 gp; M: 1244 gp APL 10: L: 52 gp; C: 0 gp; M: 2244 gp APL 12: L: 2 gp; C: 0 gp; M: 3793 gp Development: At APL 12, if Aldaron is dead and was injured within the grotto, any character who inflicted hit point damage on him during the battle now has the “Curse of the Grotto” penalty. Once Aldaron is defeated, there is nothing else that can threaten the characters at the grotto. The characters have both Tintuviel and Aldaron, either alive or dead, and have uninterrupted time to question any surviving opponents (Adrinilla, Aldaron, Rourke, Skerry, and/or Tintuviel) about Rondar’s visit and Tintuviel’s change of heart before returning to Kershane with their prisoners. Rourke and Skerry know that Rondar visited for several days, that Tintuviel was quite taken with him, and that afterwards she seemed a little different – she seemed to treat them more like servants and less like friends. They didn’t have much opportunity to talk with Rondar – he ignored them, and spent almost all his time with Tintuviel. Aldaron knows that a man named Rondar visited Tintuviel, but didn’t have an opportunity to meet him. Aldaron has noticed that Tintuviel seems to now have a cruel streak, but refuses to acknowledge that she has changed. Adrinilla has been told by Tintuviel that a man named Rondar visited her, and has noticed that

Tintuviel seems to be more ruthless and callous than she used to. Tintuviel’s behaviour during the combat seems very much out of character to Adrinilla. Tintuviel can tell the characters about Rondar’s visit, and how he “converted” her to his way of thinking, persuading her to “open her eyes” and “live for herself, and not for others”. She seems cruel, haughty, predatory and manipulative. The characters can with effort persuade her to atone and change back to the way she used to be. If the characters kill Aldaron (at APL 12 only), Rourke, Skerry, and/or Tintuviel after questioning them, any character who inflicted hit point damage during the battle in the grotto now has the “Curse of the Grotto” penalty. This applies even if they kill the characters outside the grotto: it’s the shedding of blood within the grotto plus the subsequent death of the fey creature that leads to the curse, and not the act of killing the fey creature within the grotto.

CONCLUSION The journey back to Kershane is uneventful unless one or more of the characters acquired the “Curse of the Grotto” penalty in Encounter 7 or Encounter 8. If that is the case: It seems the creatures of the forest have taken a strong dislike to [insert character name(s) here]. When you pass their nests, birds swoop past your heads, snapping their beaks; squirrels throw nuts and twigs at you, chattering angrily. Perhaps the Raven Master’s warning of a curse on all who spilled a fey creature’s blood has come true? Luckily, you don’t encounter any large or dangerous forest animals on the three-day trek back to Kershane. If the players have not already figured it out, it takes a DC 10 Intelligence check to realise that the people of Kershane may strongly dislike characters with the “Curse of the Grotto” penalty, particularly any Roodbergs. Hopefully, the characters decide to leave any characters with the Curse in hiding outside Kershane. If they do not, note that the attitude of all inhabitants of Kershane to characters with the Curse has been reset to hostile for Roodbergs and unfriendly for everyone else, and follow the guidelines in Encounters Three and Four for how the guards and other inhabitants react to those characters. When some or all of the characters enter Kershane and meet with Talath:

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Talath listens to your report, and asks you to wait in the garden while she reports to the Prince. After an hour, she returns with good news: “The Prince thanks you for your service. He has directed me to provide you each with 100 gp as a token of his gratitude, and to advise that, should you ever require a spell of up to 5th level in power to be cast, he will arrange to have one of the spellcasters in Kershane cast it for you. The characters receive the “Favour of Prince Naugrim” and “Prince Naugrim’s Debt” benefits. If the characters brought prisoners back and Tintuviel is dead: Your prisoners are taken into custody by Talath, questioned, and released. None of your prisoners are evil: it seems Tintuviel was the sole cause of the wickedness at the grotto. If the characters brought prisoners back and Tintuviel is a prisoner: Your prisoners are taken into custody by Talath and questioned. All are released except for Tintuviel, as none of the others are evil. It seems Tintuviel the nymph was the sole cause of the wickedness at the grotto. She is willing to atone for her misdeeds and return to her former ways, if someone can be found to intercede with the gods for her. Give the characters an opportunity to cast atonement or to use Prince Naugrim’s offer of a free spell to have atonement cast. As Tintuviel willingly chose to become evil, casting the spell costs 500 XP (if the character casts the spell – this does not count against the maximum amount of XP a character can spend in a scenario) or 2,500 gp (if the character uses the “Prince Naugrim’s debt” benefit – the character cannot use over the cap gold). If none of the characters intervenes, a non-player character casts atonement for Tintuviel. As it turns out, someone is found who intercedes on Tintuviel’s behalf, and she returns to the side of good. Tintuviel is grateful to your group for sparing her life, and willingly gives you all her possessions – “I will be given more gifts over the years, but none as precious as the gift of life you have given me.” The characters receive access to all items possessed by other opponents who were taken

prisoner, and 50% of the value of the treasure of those opponents. In addition, the character who cast atonement or who used the “Prince Naugrim’s Debt” benefit to have atonement cast gains the “Tintuviel’s Friendship” benefit. Note that only one character can gain this benefit: it cannot be shared. Finally, all characters obtain access to the “Kershane Armour” benefit. Reporting Back to Einhardt Einhardt asked the characters in the Introduction to bring Morathren’s response to him in Clatsberg. If the characters deliver Morathren’s message to Einhardt, Einhardt pays each character 25 gp and makes several magic gems available for purchase: the characters gain access to the starred items on the Adventure Record. In addition, if the characters did not tell the authorities at Kershane about the hidden message in Einhardt’s correspondence, they receive the “Favour of Einhardt Van Dagnis” benefit. Characters who found Einhardt’s hidden message may want to read Morathren’s response. If the characters alerted the authorities and Morathren’s cover was exposed, the secret message reads “I’m compromised – no further correspondence possible.” If the characters didn’t alert the authorities, the secret message reads, “Van Oostl publicly feuding with Prince – major tensions, large argument, Van Oostl under house arrest. Roodbergs unlikely to prosper while Knights of Luna looking for place to settle – disparity between Kershanites and migrants from Celene could be exploited. Celene ambassador still power behind throne.” (For the record, Van Oostl isn’t under house arrest, the Knights of Luna aren’t looking to settle, and the Celene ambassador has next to no influence over Prince Naugrim or his government.) Wrapping It All Up Your journey to and from Kershane is now complete, and no business remains outstanding: all matters have been resolved. Who would have expected that such adventure would come your way from a simple contract to act as a courier? Truly, there are opportunities for adventure everywhere.

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EXPERIENCE POINT SUMMARY

To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. Encounter Two Killing or defeating the boar. APL 2 60 XP APL 4 150 XP APL 6 210 XP APL 8 240 XP APL 10 300 XP APL 12 360 XP Encounter Seven Disarming, bypassing, or setting off the trap. APL 2 60 XP APL 4 60 XP APL 6 60 XP APL 8 90 XP APL 10 120 XP APL 12 120 XP Killing or defeating the defenders of the grotto. APL 2 120 XP APL 4 150 XP APL 6 210 XP APL 8 240 XP APL 10 300 XP APL 12 360 XP Encounter Eight Killing or defeating the nymph’s lover. APL 2 120 XP APL 4 180 XP APL 6 240 XP APL 8 300 XP APL 10 360 XP APL 12 420 XP Discretionary roleplaying award Many different things could merit this reward, including (but not limited to) in-character interaction between players, choosing to investigate Einhardt’s message, interacting with the various NPCs at Kershane, interacting with Carcaren and the Raven Master, questioning prisoners at the grotto, and choosing to take prisoners back to Kershane. APL 2 90 XP APL 4 135 XP APL 6 180 XP

APL 8 225 XP APL 10 270 XP APL 12 315 XP Total possible experience: APL 2 450 XP APL 4 675 XP APL 6 900 XP APL 8 1125 XP APL 10 1350 XP APL 12 1575 XP

TREASURE SUMMARY During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Because this is a Regional

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scenario, characters may spend additional Time Units to practice professions or create items immediately after the adventure so this total may be modified by other circumstances. L = Looted gear from enemy; C = Coin, Gems, Jewelry, and other valuables; M = Magic Items. Encounter Two APL 2: L: 0 gp; C: 0 gp; M: 0 gp; Total 0 gp APL 4: L: 163 gp (masterwork full plate, masterwork longsword); C: 40 gp; M: 0 gp; Total 203 gp APL 6: L: 26 gp (masterwork longsword); C: 40 gp; M: 220 gp – +1 full plate (220 gp); Total 286 gp APL 8: L: 26 gp (masterwork longsword); C: 40 gp; M: 220 gp – +1 full plate (220 gp); Total 286 gp APL 10: L: 0 gp; C: 40 gp; M: 413 gp – +1 full plate (220 gp), +1 longsword (193 gp); Total 453 gp APL 12: L: 0 gp; C: 40 gp; M: 413 gp – +1 full plate (220 gp), +1 longsword (193 gp); Total 453 gp Encounter Seven APL 2: L: 43 gp (2 shortbows, 40 arrows, 2 daggers, masterwork reed pipes, masterwork bronze breastplate); C: 100 gp (Tintuviel’s treasure hoard); M: 0 gp; Total 143 gp APL 4: L: 43 gp (2 shortbows, 40 arrows, 2 daggers, masterwork reed pipes, masterwork bronze breastplate); C: 100 gp (Tintuviel’s treasure hoard); M: 0 gp; Total 143 gp APL 6: L: 54 gp (masterwork sickle, masterwork bronze breastplate); C: 200 gp (Tintuviel’s treasure hoard and jewellery); M: 83 gp – +1 bracers of armour (83 gp); Total 337 gp APL 8: L: 54 gp (masterwork sickle, masterwork bronze breastplate); C: 283 gp (Tintuviel’s treasure hoard and jewellery, Adrinilla’s jewellery); M: 83 gp – +1 bracers of armour (83 gp); Total 420 gp APL 10: L: 54 gp (masterwork sickle, masterwork bronze breastplate); C: 283 gp (Tintuviel’s treasure hoard and jewellery, Adrinilla’s jewellery); M: 233 gp – +1 bracers of armour (83 gp), dust of appearance (150 gp); Total 570 gp APL 12: L: 54 gp (masterwork sickle, masterwork bronze breastplate); C: 283 gp (Tintuviel’s treasure hoard and jewellery, Adrinilla’s jewellery); M: 608 gp – +2 bracers of armour (333 gp), dust of appearance (150 gp), brooch of shielding (125 gp); Total 945 gp Encounter Eight APL 2: L: 103 gp (2 masterwork handaxes, masterwork Str 14 mighty composite longbow, 20

arrows, 10 silver arrows, 10 cold iron arrows, dagger); C: 100 gp (Tintuviel’s jewellery); M: 237 gp – +1 bracers of armour (83 gp), +1 leather armour (96 gp), potion of cure light wounds (2 @ 4 gp each), potion of cure moderate wounds (25 gp), potion of cat’s grace (25 gp); Total 440 gp APL 4: L: 103 gp (2 masterwork handaxes, masterwork Str 14 mighty composite longbow, 20 arrows, 10 silver arrows, 10 cold iron arrows, dagger); C: 100 gp (Tintuviel’s jewellery); M: 445 gp – +1 bracers of armour (83 gp), +1 leather armour (96 gp), potion of cure light wounds (2 @ 4 gp each), potion of cure moderate wounds (25 gp), potion of cat’s grace (25 gp), cloak of elvenkind (208 gp); Total 648 gp APL 6: L: 52 gp (masterwork Str 14 mighty composite longbow, 20 arrows, 10 silver arrows, 10 cold iron arrows, dagger); C: 0 gp; M: 746 gp – +1 handaxe (2 @ 192 gp each), +1 leather armour (96 gp), potion of cure light wounds (2 @ 4 gp each), potion of cure moderate wounds (25 gp), potion of cat’s grace (25 gp), cloak of elvenkind (208 gp); Total 798 gp APL 8: L: 52 gp (masterwork Str 14 mighty composite longbow, 20 arrows, 10 silver arrows, 10 cold iron arrows, dagger); C: 0 gp; M: 1245 gp – +1 handaxe (2 @ 192 gp each), +1 leather armour (96 gp), potion of cure light wounds (2 @ 4 gp each), potion of cure moderate wounds (25 gp), potion of cat’s grace (25 gp), cloak of elvenkind (208 gp) +1 ring of protection (166 gp), +2 amulet of health (333 gp); Total 1297 gp APL 10: L: 52 gp (masterwork Str 14 mighty composite longbow, 20 arrows, 10 silver arrows, 10 cold iron arrows, dagger); C: 0 gp; M: 2245 gp gp – +1 handaxe (2 @ 192 gp each), +1 leather armour (96 gp), potion of cure light wounds (2 @ 4 gp each), potion of cure moderate wounds (25 gp), potion of cat’s grace (25 gp), cloak of elvenkind (208 gp) +1 ring of protection (166 gp), +4 amulet of health (1333 gp); Total 2297 gp APL 12: L: 2 gp (20 arrows, 10 silver arrows, 10 cold iron arrows, dagger); C: 0 gp; M: 3794 gp – +1 wounding handaxe (1525 gp), +1 handaxe (192 gp), +1 Str 14 mighty composite longbow (216 gp), +1 leather armour (96 gp), potion of cure light wounds (2 @ 4 gp each), potion of cure moderate wounds (25 gp), potion of cat’s grace (25 gp), cloak of elvenkind (208 gp) +1 ring of protection (166 gp), +4 amulet of health (1333 gp); Total 3796 gp Conclusion APL 2: L: 0 gp; C: 125 gp (Prince Naugrim’s reward, Einhardt’s payment); M: 0 gp; Total 125 gp

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APL 4: L: 0 gp; C: 125 gp (Prince Naugrim’s reward, Einhardt’s payment); M: 0 gp; Total 125 gp APL 6: L: 0 gp; C: 125 gp (Prince Naugrim’s reward, Einhardt’s payment); M: 0 gp; Total 125 gp APL 8: L: 0 gp; C: 125 gp (Prince Naugrim’s reward, Einhardt’s payment); M: 0 gp; Total 125 gp APL 10: L: 0 gp; C: 125 gp (Prince Naugrim’s reward, Einhardt’s payment); M: 0 gp; Total 125 gp APL 12: L: 0 gp; C: 125 gp (Prince Naugrim’s reward, Einhardt’s payment); M: 0 gp; Total 125 gp Total Possible Treasure APL 2: L: 143 gp; C: 325 gp; M: 237 gp; Total: 705 gp (adventure cap = 450 gp) APL 4: L: 309 gp; C: 365 gp; M: 445 gp; Total: 1119 gp (adventure cap = 675 gp) APL 6: L: 130 gp; C: 365 gp; M: 1049 gp; Total: 1544 gp (adventure cap = 900 gp) APL 8: L: 130 gp; C: 448 gp; M: 1548 gp; Total: 2126 gp (adventure cap = 1300 gp) APL 10: L: 106 gp; C: 448 gp; M: 2891 gp; Total: 3445 gp (adventure cap = 2300 gp) APL 12: L: 106 gp; C: 448 gp; M: 4815 gp; Total: 5369 gp (adventure cap = 3300 gp)

Adventure Record Items Right of Return [elves and half-elves only]: You renounced your previous clan loyalties and are now a member of the Kershane clan. Kershane Armour: The armour-makers at Kershane are skilled at using forest products in their work. You receive adventure access to all armour and shields made of leafweave or wildwood on Table 7-2 of Races of the Wild. All items that you purchase prominently display the emblem of Kershane. Favour of Prince Naugrim: You have completed a mission for Prince Naugrim, and he is pleased with you. You can use this favour for promotion in a metaorganisation, or keep it for possible benefit in a future scenario. Prince Naugrim’s Debt: The Prince promises to pay for one casting at Kershane of an arcane or divine spell of up to 5th level by a 10th level spellcaster. You must provide any material component and must pay 5 GP per XP lost if the spell has an XP component. Curse of the Grotto: You shed fey blood in Tintuviel’s grotto, and the fey died. As a result, you are cursed: all fey creatures distrust you, and so do other forest creatures (Environment of Forest or

an Environment of Any and living in a forest). The creature’s attitude worsens to unfriendly if indifferent or better, and to hostile if unfriendly: it initiates combat if hostile, and targets you before other opponents. This curse otherwise functions like a bestow curse spell (caster level 10). Tintuviel's Friendship: Your intervention has restored Tintuviel to the side of good. In gratitude, she invites you to visit her at her grotto. If you take her up on her offer, you gain the following benefits from Tintuviel's friendship: all elves and fey from Kershane Canton and the Kershane Pass recognise you as Tintuviel's friend; the attitude of those who recognise you improves to friendly if indifferent or worse, and to helpful if friendly; you gain a +2 circumstance bonus on all Charisma-related checks with those who recognise you; and you gain free standard upkeep during all scenarios set in Kershane Canton and the Kershane Pass. You must spend 4 TU and 100 gp on gifts for Tintuviel when you first visit her, and must spend 4 TU and 100 gp in subsequent years to maintain your friendship. Favour of Einhardt Van Dagnis: In gratitude for your discretion as couriers, Einhardt arranges regional access to the starred items below. Masterwork Bronze Breastplate (DMG p.144): This medium armour provides an armour bonus of +4, has a maximum Dex bonus of +4, and resembles the sculpted torso of a muscled athlete: it is otherwise identical to a standard masterwork breastplate from the PHB. Item Access APL 2: • Forestwarden shroud (Adventure; RW;

100 gp) • Masterwork elven harp (any) (Adventure;

RW; 100 gp) • Masterwork bronze breastplate

(Adventure; DMG; 350 gp) • * Pearl of Power (1st Level) (Adventure;

DMG) APL 4 (all of APL 2 plus the following): • Cloak of Elvenkind (Adventure; DMG) • * Elemental Gem (any) (Adventure; DMG) APL 6 (all of APLs 2-4 plus the following): • * Pearl of Power (2nd Level) (Adventure;

DMG) APL 8 (all of APLs 2-6 plus the following):

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• * Pearl of Power (3rd Level) (Adventure; DMG)

APL 10 (all of APLs 2-8 plus the following): • Dust of Appearance (Adventure; DMG) • * Pearl of Power (4th Level) (Adventure;

DMG) APL 12 (all of APLs 2-10 plus the following): • Brooch of Shielding (Adventure; DMG) • +1 Wounding Handaxe (Adventure; DMG) • * Stone of Good Luck (Luckstone)

(Adventure; DMG)

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APPENDIX 1 – APL 28: THE NYMPH’S LOVER ARRIVES ALDERON CR 4 Male wood elf ranger 2/barbarian 2 CN Medium humanoid (elf) Init +3; Senses Listen +7, Spot +7; low-light vision,

automatic search check for secret doors Languages Common, Elven, Sylvan AC when raging 14, touch 11, flat-footed 14;

uncanny dodge (+3 Dex, +3 armour, -2 rage) AC 16, touch 13, flat-footed 16; uncanny dodge (+3 Dex, +3 armour) hp 32, 40 when raging (4 HD) Immune sleep effects Fort +8, +10 when raging, Ref +6, Will +0, +2 when

raging; +2 vs enchantments Speed 40 ft. (8 squares) Melee when raging mwk handaxes +8/+8 (1d6+4

and 1d6+2/x3) or Melee when raging mwk handaxe +10 (1d6+4/x3) or Melee mwk handaxes +7/+7 (1d6+2 and 1d6+1/x3) or Melee mwk handaxe +9 (1d6+2/x3) or Ranged mwk mighty composite longbow +8

(1d8+2/x3) Space 5 ft.; Reach 5 ft. Base Atk +4; Grp +6, +8 when raging Atk Options favoured enemy (goblinoids) +2, rage

1/day Combat Gear 10 silver arrows, 10 cold iron arrows, 2

potions of cure light wounds, 1 potion of cure moderate wounds, 1 potion of cat’s grace

Abilities Str 14, 18 when raging, Dex 17, Con 14, 18 when raging, Int 10, Wis 10, Cha 10

SQ elven traits, wild empathy +2 Feats Two-Weapon Fighting, Track, Weapon

Finesse, Weapon Focus (Handaxe) Skills Hide +8, Intimidate +4, Jump +6, +8 when

raging, Knowledge (nature) +7, Listen +7, Move Silently +8, Search +2, Spot +7, Survival +7, +9 in aboveground natural environments

Possessions combat gear plus +1 leather armour, 2 masterwork handaxes, masterwork Str 14 mighty composite longbow, 20 arrows, dagger

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APPENDIX 2 – APL 42: A CHANCE CONFRONTATION HANREK THE WEREBOAR CR 5 Male human (flan/oeridian) fighter 2 N Medium humanoid (human, shapechanger) Init +1; Senses Listen +7, Spot +7; low-light vision,

scent Languages Common AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural) hp 55 (5 HD); DR 5/silver, ferocity Fort +10, Ref +4, Will +5 Speed 40 ft (8 squares) Melee gore +9 (1d8+7) Space 5 ft.; Reach 5 ft. Base Atk +4; Grp +9 Atk Options Cleave, Improved Bull Rush, Power

Attack Abilities Str 20, Dex 13, Con 20, Int 8, Wis 14, Cha

10 SQ Alternate form, boar empathy Feats AlertnessB, Cleave, Improved Bull Rush, Power

Attack, Weapon Focus (longsword), Iron WillB, Toughness

Skills Control Shape +4, Intimidate +4, Listen +7, Spot +7, Swim +7

Possessions none Alternate Form (Su) Hanrek can shift into animal

form as though using the polymorph spell, though his gear is not affected, he does not regain hit points for changing form, and he can only assume the form of a boar.

As an afflicted lycanthrope, Hanrek finds this ability difficult to control. Changing to or from animal form takes a standard action and a successful Control Shape skill check (DC 15 to change into an animal, DC 20 to change back into a humanoid).

Hanrek does not know he can also shift into a bipedal hybrid form.

Boar Empathy (Ex) Hanrek can communicate and empathise with boars and dire boars. This gives him a +4 racial bonus on Charisma-based checks against boars and dire boars and (if the animal is friendly) give simple commands, such as “friend”, “foe”, “flee” and “attack”.

Ferocity (Ex) A boar is such a tenacious combatant that Hanrek continues to fight without penalty even while disabled or dying.

8: THE NYMPH’S LOVER ARRIVES ALDERON CR 6 Male wood elf ranger 3/barbarian 2/wildrunner 1 CN Medium humanoid (elf) Init +3; Senses Listen +8, Spot +9; low-light vision,

automatic search check for secret doors Languages Common, Elven, Sylvan AC when raging 14, touch 11, flat-footed 14;

uncanny dodge (+3 Dex, +3 armour, -2 rage)

AC 16, touch 13, flat-footed 16; uncanny dodge (+3 Dex, +3 armour) hp 47, 59 when raging (6 HD) Immune sleep effects Fort +10, +12 when raging, Ref +8, Will +1, +3 when

raging; +2 vs enchantments Speed 50 ft. (10 squares) Melee when raging mwk handaxes +10/+10/+5/+5

(1d6+2 and 1d6+1/x3) or Melee when raging mwk handaxe +12/+7 (1d6+2/x3)

or Melee mwk handaxes +9/+9/+4/+4 (1d6+2 and

1d6+1/x3) or Melee mwk handaxe +11/+6 (1d6+2/x3) or Ranged mwk mighty composite longbow +10/+5

(1d8+2/x3) Space 5 ft.; Reach 5 ft. Base Atk +6; Grp +8, +10 when raging Atk Options favoured enemy (goblinoids) +2, rage

1/day Combat Gear 10 silver arrows, 10 cold iron arrows, 2

potions of cure light wounds, 1 potion of cure moderate wounds, 1 potion of cat’s grace

Abilities Str 14, 18 when raging, Dex 17, Con 14, 18 when raging, Int 10, Wis 10, Cha 10

SQ elven traits, wild empathy +3, trackless step Feats Endurance, Improved Two-Weapon Fighting,

Two-Weapon Fighting, Track, Weapon Finesse, Weapon Focus (Handaxe)

Skills Hide +15, Intimidate +5, Jump +10, +12 when raging, Knowledge (nature) +8, Listen +8, Move Silently +9, Search +2, Spot +9, Survival +9, +11 in aboveground natural environments

Possessions combat gear plus +1 leather armour, 2 masterwork handaxes, masterwork Str 14 mighty composite longbow, 20 arrows, dagger, cloak of elvenkind

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APPENDIX 3 – APL 62: A CHANCE CONFRONTATION HANREK THE WEREBOAR CR 7 Male human (flan/oeridian) fighter 4 N Medium humanoid (human, shapechanger) Init +1; Senses Listen +7, Spot +7; low-light vision,

scent Languages Common AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural) hp 77 (7 HD); DR 5/silver, ferocity Fort +11, Ref +5, Will +6 Speed 40 ft (8 squares) Melee gore +12 (1d8+9) Space 5 ft.; Reach 5 ft. Base Atk +6; Grp +11 Atk Options Cleave, Improved Bull Rush, Power

Attack Abilities Str 20, Dex 13, Con 20, Int 8, Wis 14, Cha

10 SQ Alternate form, boar empathy Feats AlertnessB, Cleave, Improved Bull Rush, Power

Attack, Weapon Focus (gore), Weapon Focus (longsword), Weapon Specialisation (gore), Iron WillB, Toughness

Skills Control Shape +8, Intimidate +4, Listen +7, Spot +7, Swim +7

Possessions none Alternate Form (Su) Hanrek can shift into animal

form as though using the polymorph spell, though his gear is not affected, he does not regain hit points for changing form, and he can only assume the form of a boar.

As an afflicted lycanthrope, Hanrek finds this ability difficult to control. Changing to or from animal form takes a standard action and a successful Control Shape skill check (DC 15 to change into an animal, DC 20 to change back into a humanoid).

Hanrek does not know he can also shift into a bipedal hybrid form with prehensile hands and animalistic features.

Boar Empathy (Ex) Hanrek can communicate and empathise with boars and dire boars. This gives him a +4 racial bonus on Charisma-based checks against boars and dire boars and (if the animal is friendly) give simple commands, such as “friend”, “foe”, “flee” and “attack”.

Ferocity (Ex) A boar is such a tenacious combatant that Hanrek continues to fight without penalty even while disabled or dying.

7: AT THE NYMPH’S GROTTO TINTUVIEL THE NYMPH CR 7 Female nymph CE Medium fey Init +3; Senses Listen +12, Spot +12; low-light vision Aura blinding beauty Languages Common, Elven, Sylvan AC 18, touch 15, flat-footed 14

(+3 Dex, +1 armour, +4 deflection); Dodge, unearthly grace

hp 30 (6 HD); DR 10/cold iron Fort +7, Ref +12, Will +12 Speed 30 ft. (6 squares), swim 20 ft. (4 squares) Melee mwk sickle +7 (1d6) Space 5 ft.; Reach 5 ft. Base Atk +3; Grp +3 Special Actions stunning glance Druid Spells Prepared (CL 7th):

4th—spike stones (DC 17) 3rd—cure moderate wounds, poison (DC 16), sleet

storm 2nd—barkskin, heat metal (DC 15), lesser

restoration, resist energy 1st—cure light wounds, fairie fire, longstrider,

obscuring mist, speak with animals 0—cure minor wounds, detect magic, flare (DC

13), guidance, light, resistance Spell-Like Abilities (CL 7th):

1/day—dimension door Abilities Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha

19 SQ wild empathy +10 Feats Combat Casting, Dodge, Weapon Finesse Skills Concentration +10, Diplomacy +6, Escape

Artist +12, Handle Animal +13, Heal +12, Hide +12, Listen +12, Move Silently +12, Ride +5, Sense Motive +12, Spot +12, Swim +8

Possessions 600 gp jewellery, masterwork sickle, +1 bracers of armour

Blinding Beauty (Su) All humanoids within 30 feet of Tintuviel who look directly at her must succeed on a DC 17 Fortitude save or be blinded permanently as though by the blindness spell. Tintuviel can suppress or resume this ability as a free action.

Stunning Glance (Su) As a standard action, Tintuviel can stun a creature within 30 feet with a look. The target creature must succeed on a DC 17 Fortitude save or be stunned for 2d4 rounds.

Unearthly Grace (Su) Tintuviel adds her Charisma modifier as a bonus on all her saving throws and as a deflection bonus to her Armour Class.

Skills Tintuviel has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered, and can use the run action while swimming, provided she swims in a straight line.

8: THE NYMPH’S LOVER ARRIVES ALDERON CR 8 Male wood elf ranger 3/barbarian 2/wildrunner 3 CN Medium humanoid (elf) Init +4, +7 when frenzied; Senses Listen +8, Spot

+11; low-light vision, automatic search check for secret doors, scent

Languages Common, Elven, Sylvan

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AC when frenzied and raging 17, touch 14, flat-footed 17; uncanny dodge

(+6 Dex, +3 armour, -2 rage) AC 17, touch 14, flat-footed 17; uncanny dodge (+4 Dex, +3 armour) hp 63, 79 when raging (8 HD) Immune sleep effects Fort +11, +13 when raging, Ref +10, +13 when

frenzied, Will +2, +4 when raging; +2 vs enchantments

Speed 50 ft. (10 squares) Melee when frenzied and raging +1 handaxes

+15/+15/+10/+10 (1d6+6 and 1d6+3/x3) and bite +8 (1d6+2) or

Melee when frenzied and raging +1 handaxe +17/+12 (1d6+6/x3) and bite +10 (1d6+2) or

Melee +1 handaxes +12/+12/+7/+7 (1d6+3 and 1d6+2/x3) or

Melee +1 handaxe +14/+9 (1d6+3/x3) or Ranged when frenzied mwk mighty composite

longbow +16/+11 (1d8+2/x3) or Ranged mwk mighty composite longbow +13/+8

(1d8+2/x3) Space 5 ft.; Reach 5 ft. Base Atk +8; Grp +10, +13 when frenzied and raging Atk Options favoured enemy (goblinoids) +2, rage

1/day, primal scream 3/day Combat Gear 10 silver arrows, 10 cold iron arrows, 2

potions of cure light wounds, 1 potion of cure moderate wounds, 1 potion of cat’s grace

Spell-Like Abilities (CL 3rd): At will— endure elements

Abilities Str 14, 20 when frenzied and raging, Dex 18, 24 when frenzied, Con 14, 18 when raging, Int 10, Wis 10, Cha 10

SQ elven traits, wild empathy +3, trackless step Feats Endurance, Improved Two-Weapon Fighting,

Two-Weapon Fighting, Track, Weapon Finesse, Weapon Focus (Handaxe)

Skills Hide +18, +21 when frenzied, Intimidate +7, Jump +10, +13 when frenzied and raging, Knowledge (nature) +8, Listen +8, Move Silently +10, +13 when frenzied, Search +2, Spot +11, Survival +11, +13 in aboveground natural environments

Possessions combat gear plus +1 leather armour, 2 +1 handaxes, masterwork Str 14 mighty composite longbow, 20 arrows, dagger, cloak of elvenkind

Scent (Ex) Aldaron can detect opponents within 30 feet by sense of smell (60 feet if the opponent is upwind, 15 feet if the opponent is downwind). He does not detect the exact location of the opponent, but knows it is present somewhere within range. He can take a move action to note the direction of the scent, and whenever he comes within 5 feet of the opponent he automatically pinpoints the opponent’s location.

Primal Scream (Su) Three times per day, Aldaron can release a primal scream as a free action that does not provoke attacks of opportunity. Aldaron must be able to shout to use a primal scream.

A primal scream induces a state of feral frenzy that lasts for 5 rounds (7 rounds when raging). While in a frenzy, Aldaron gains a +2 bonus to Strength and a +6 bonus to Dexterity. In addition, his jaw elongates and his teeth become razor-sharp, as he gains a bite attack that deals 1d6 damage. He can wield a weapon in both hands at his normal attack bonus and make a secondary bite attack at a –5 penalty.

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APPENDIX 4 – APL 82: A CHANCE CONFRONTATION HANREK THE DIRE WEREBOAR CR 8 Male human (flan/oeridian) fighter 4 N Medium humanoid (human, shapechanger) Init +2; Senses Listen +11, Spot +11; low-light vision,

scent Languages Common AC 19, touch 11, flat-footed 18 (-1 size, +2 Dex, +8 natural) hp 117 (11 HD); DR 5/silver, ferocity Fort +13, Ref +7, Will +7 Speed 40 ft (8 squares) Melee gore +20 (1d8+18) Space 10 ft.; Reach 5 ft. Base Atk +9; Grp +24 Atk Options Cleave, Improved Bull Rush, Power

Attack Abilities Str 32, Dex 14, Con 20, Int 8, Wis 14, Cha

10 SQ Alternate form, boar empathy Feats AlertnessB, Cleave, Improved Bull Rush, Power

Attack, Weapon Focus (gore), Weapon Focus (longsword), Weapon Specialisation (gore), Iron WillB, Toughness

Skills Control Shape +8, Intimidate +4, Listen +11, Spot +11, Swim +13

Possessions none Alternate Form (Su) Hanrek can shift into animal

form as though using the polymorph spell, though his gear is not affected, he does not regain hit points for changing form, and he can only assume the form of a boar.

As an afflicted lycanthrope, Hanrek finds this ability difficult to control. Changing to or from animal form takes a standard action and a successful Control Shape skill check (DC 15 to change into an animal, DC 20 to change back into a humanoid).

Hanrek does not know he can also shift into a bipedal hybrid form with prehensile hands and animalistic features.

Boar Empathy (Ex) Hanrek can communicate and empathise with boars and dire boars. This gives him a +4 racial bonus on Charisma-based checks against boars and dire boars and (if the animal is friendly) give simple commands, such as “friend”, “foe”, “flee” and “attack”.

Ferocity (Ex) A boar is such a tenacious combatant that Hanrek continues to fight without penalty even while disabled or dying.

7: AT THE NYMPH’S GROTTO TINTUVIEL THE NYMPH CR 7 Female nymph CE Medium fey Init +3; Senses Listen +12, Spot +12; low-light vision Aura blinding beauty Languages Common, Elven, Sylvan AC 18, touch 15, flat-footed 14

(+3 Dex, +1 armour, +4 deflection); Dodge, unearthly grace

hp 30 (6 HD); DR 10/cold iron Fort +7, Ref +12, Will +12 Speed 30 ft. (6 squares), swim 20 ft. (4 squares) Melee mwk sickle +7 (1d6) Space 5 ft.; Reach 5 ft. Base Atk +3; Grp +3 Special Actions stunning glance Druid Spells Prepared (CL 7th):

4th—spike stones (DC 17) 3rd—cure moderate wounds, poison (DC 16), sleet

storm 2nd—barkskin, heat metal (DC 15), lesser

restoration, resist energy 1st—cure light wounds, fairie fire, longstrider,

obscuring mist, speak with animals 0—cure minor wounds, detect magic, flare (DC

13), guidance, light, resistance Spell-Like Abilities (CL 7th):

1/day—dimension door Abilities Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha

19 SQ wild empathy +10 Feats Combat Casting, Dodge, Weapon Finesse Skills Concentration +10, Diplomacy +6, Escape

Artist +12, Handle Animal +13, Heal +12, Hide +12, Listen +12, Move Silently +12, Ride +5, Sense Motive +12, Spot +12, Swim +8

Possessions 600 gp jewellery, masterwork sickle, +1 bracers of armour

Blinding Beauty (Su) All humanoids within 30 feet of Tintuviel who look directly at her must succeed on a DC 17 Fortitude save or be blinded permanently as though by the blindness spell. Tintuviel can suppress or resume this ability as a free action.

Stunning Glance (Su) As a standard action, Tintuviel can stun a creature within 30 feet with a look. The target creature must succeed on a DC 17 Fortitude save or be stunned for 2d4 rounds.

Unearthly Grace (Su) Tintuviel adds her Charisma modifier as a bonus on all her saving throws and as a deflection bonus to her Armour Class.

Skills Tintuviel has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered, and can use the run action while swimming, provided she swims in a straight line.

ADRINILLA THE SYLPH CR 5 Female sylph N Small outsider (air) Init +1; Senses Listen +9, Spot +9; darkvision 60 ft. Languages Auran, Common, Sylvan AC 16, touch 12, flat-footed 15 (+1 size, +1 Dex, +4 armour) hp 12 (3 HD) SR 14

Where Roodbergs Fear To Tread Page 38

Fort +2, Ref +4, Will +6 Speed 30 ft. (6 squares), fly 90 ft. (good) Melee unarmed strike +3 (1d2-1 non-lethal) Space 5 ft.; Reach 5 ft. Base Atk +3; Grp -2 Sorcerer Spells Known (CL 7th):

3rd (5/day)—suggestion (DC 16), summon monster III

2nd (7/day)—bear’s endurance, fog cloud, glitterdust (DC 16)

1st (7/day)—charm person (DC 14), grease (DC 15), mage armour, obscuring mist, shield

0 (6/day)—dancing lights, detect magic, ghost sound, mage hand, prestidigitation, read magic, resistance

Already cast Spell-Like Abilities (CL 12th):

At will—improved invisibility 1/day—summon elemental

Abilities Str 8, Dex 13, Con 8, Int 15, Wis 16, Cha 17 SQ wild empathy +3, outsider traits Feats Augment Summoning, Spell Focus

(Conjuration) Skills Concentration +5, Escape Artist +7, Hide +11,

Knowledge (arcana) +7, Knowledge (nature) +8, Listen +9, Move Silently +7, Speak Language (Sylvan), Spellcraft +8, Spot +9, Survival +9, +11 in aboveground natural environments

Possessions 500 gp jewellery Summon Elemental (Sp) Once per day, Adrinilla can

use summon monster VI (caster level 12) to summon a Large air, earth or water elemental.

8: THE NYMPH’S LOVER ARRIVES ALDERON CR 10 Male wood elf ranger 3/barbarian 2/wildrunner 5 CN Medium humanoid (elf) Init +4, +7 when frenzied; Senses Listen +8, Spot

+13; low-light vision, automatic search check for secret doors, scent

Languages Common, Elven, Sylvan AC when frenzied and raging 18, touch 15, flat-

footed 18; uncanny dodge (+6 Dex, +3 armour, +1 deflection, -2 rage) AC 18, touch 15, flat-footed 18; uncanny dodge (+4 Dex, +3 armour, +1 deflection) hp 89, 109 when raging (10 HD) Immune sleep effects Fort +13, +15 when raging, Ref +11, +14 when

frenzied, Will +2, +4 when raging; +2 vs enchantments

Speed 50 ft. (10 squares) Melee while frenzied and raging +1 handaxes

+17/+17/+12/+12 (1d6+6 and 1d6+3/19-20x3) and bite +10 (1d6+2) or

Melee while frenzied and raging +1 handaxe +19/+14 (1d6+6/19-20x3) and bite +12 (1d6+2) or

Melee +1 handaxes +14/+14/+9/+9 (1d6+3 and 1d6+2/19-20x3) or

Melee +1 handaxe +16/+11 (1d6+3/19-20x3) or

Ranged while frenzied mwk mighty composite longbow +18/+13 (1d8+2/x3) or

Ranged mwk mighty composite longbow +15/+10 (1d8+2/x3)

Space 5 ft.; Reach 5 ft. Base Atk +10; Grp +12, +15 when frenzied and

raging Atk Options favoured enemy (goblinoids) +2, rage

1/day, primal scream (frenzy, enemies shaken) 3/day

Combat Gear 10 silver arrows, 10 cold iron arrows, 2 potions of cure light wounds, 1 potion of cure moderate wounds, 1 potion of cat’s grace

Spell-Like Abilities (CL 5th): At will— endure elements

Abilities Str 14, 20 when frenzied and raging, Dex 18, 24 when frenzied, Con 16, 20 when raging, Int 10, Wis 10, Cha 10

SQ elven traits, wild empathy +3, trackless step, hide in plain sight

Feats Endurance, Improved Critical (Handaxe), Improved Two-Weapon Fighting, Two-Weapon Fighting, Track, Weapon Finesse, Weapon Focus (Handaxe)

Skills Hide +20, +23 when frenzied, Intimidate +9, Jump +10, +13 when frenzied and raging, Knowledge (nature) +8, Listen +8, Move Silently +10, +13 when frenzied, Search +2, Spot +13, Survival +13, +15 in aboveground natural environments

Possessions combat gear plus +1 leather armour, +1 ring of protection, 2 +1 handaxes, masterwork Str 14 mighty composite longbow, 20 arrows, dagger, +2 amulet of heath, cloak of elvenkind

Scent (Ex) Aldaron can detect opponents within 30 feet by sense of smell (60 feet if the opponent is upwind, 15 feet if the opponent is downwind). He does not detect the exact location of the opponent, but knows it is present somewhere within range. He can take a move action to note the direction of the scent, and whenever he comes within 5 feet of the opponent he automatically pinpoints the opponent’s location.

Primal Scream (Su) Three times per day, Aldaron can release a primal scream as a free action that does not provoke attacks of opportunity. Aldaron must be able to shout to use a primal scream.

A primal scream induces a state of feral frenzy that lasts for 6 rounds (8 rounds when raging). While in a frenzy, Aldaron gains a +2 bonus to Strength and a +6 bonus to Dexterity. In addition, his jaw elongates and his teeth become razor-sharp, as he gains a bite attack that deals 1d6 damage. He can wield a weapon in both hands at his normal attack bonus and make a secondary bite attack at a –5 penalty.

When Aldaron releases a primal scream, all enemies with up to 10 Hit Dice within 30 feet must make a Will save (DC 15) or be shaken for 5 rounds. This is a sonic, mind-affecting fear effect, and creatures with 11 or more Hit Dice are immune.

Where Roodbergs Fear To Tread Page 39

APPENDIX 5 – APL 102: A CHANCE CONFRONTATION HANREK THE DIRE WEREBOAR CR 10 Male human (flan/oeridian) fighter 6 N Medium humanoid (human, shapechanger) Init +2; Senses Listen +11, Spot +11; low-light vision,

scent Languages Common AC 19, touch 11, flat-footed 18 (-1 size, +2 Dex, +8 natural) hp 139 (13 HD); DR 5/silver, ferocity Fort +14, Ref +8, Will +8 Speed 40 ft (8 squares) Melee gore +22 (1d8+18) Space 10 ft.; Reach 5 ft. Base Atk +11; Grp +26 Atk Options Awesome Blow, Cleave, Great Cleave,

Improved Bull Rush, Power Attack Abilities Str 33, Dex 14, Con 20, Int 8, Wis 14, Cha

10 SQ Alternate form, boar empathy Feats AlertnessB, Awesome Blow, Cleave, Great

Cleave, Improved Bull Rush, Power Attack, Weapon Focus (gore), Weapon Focus (longsword), Weapon Specialisation (gore), Iron WillB, Toughness

Skills Control Shape +12, Intimidate +4, Listen +11, Spot +11, Swim +13

Possessions none Alternate Form (Su) Hanrek can shift into animal

form as though using the polymorph spell, though his gear is not affected, he does not regain hit points for changing form, and he can only assume the form of a boar.

As an afflicted lycanthrope, Hanrek finds this ability difficult to control. Changing to or from animal form takes a standard action and a successful Control Shape skill check (DC 15 to change into an animal, DC 20 to change back into a humanoid).

Hanrek does not know he can also shift into a bipedal hybrid form with prehensile hands and animalistic features.

Boar Empathy (Ex) Hanrek can communicate and empathise with boars and dire boars. This gives him a +4 racial bonus on Charisma-based checks against boars and dire boars and (if the animal is friendly) give simple commands, such as “friend”, “foe”, “flee” and “attack”.

Ferocity (Ex) A boar is such a tenacious combatant that Hanrek continues to fight without penalty even while disabled or dying.

7: AT THE NYMPH’S GROTTO TINTUVIEL THE NYMPH CR 9 Female nymph druid 2 CE Medium fey Init +4; Senses Listen +16, Spot +16; low-light vision Aura blinding beauty Languages Common, Elven, Sylvan

AC 21, touch 20, flat-footed 17 (+4 Dex, +1 armour, +6 deflection); Dodge,

unearthly grace hp 42 (8 HD); DR 10/cold iron Fort +12, Ref +15, Will +19 Speed 30 ft. (6 squares), swim 20 ft. (4 squares) Melee mwk sickle +9 (1d6) Space 5 ft.; Reach 5 ft. Base Atk +4; Grp +4 Special Actions stunning glance Combat Gear dust of appearance Druid Spells Prepared (CL 9th):

5th—baleful polymorph (DC 20), cure critical wounds

4th—cure serious wounds, flame strike (DC 19), spike stones (DC 19)

3rd—cure moderate wounds, poison (DC 18), protection from energy, sleet storm

2nd—barkskin, fog cloud, heat metal (DC 17), lesser restoration, resist energy, warp wood

1st—cure light wounds, fairie fire, goodberry, longstrider, obscuring mist, produce flame (DC 16), speak with animals

0—cure minor wounds, detect magic, flare (DC 15), guidance, light, resistance

Spell-Like Abilities (CL 7th): 1/day—dimension door

Abilities Str 10, Dex 19, Con 12, Int 18, Wis 21, Cha 22

SQ wild empathy +14, eagle animal companion (link), woodland stride

Feats Combat Casting, Dodge, Weapon Finesse Skills Concentration +12, Diplomacy +8, Escape

Artist +13, Handle Animal +15, Heal +13, Hide +13, Knowledge (nature) +6, Listen +16, Move Silently +13, Ride +6, Sense Motive +14, Spellcraft +15, Spot +16, Survival +7, Swim +8

Possessions combat gear plus 600 gp jewellery, masterwork sickle, +1 bracers of armour

Blinding Beauty (Su) All humanoids within 30 feet of Tintuviel who look directly at her must succeed on a DC 19 Fortitude save or be blinded permanently as though by the blindness spell. Tintuviel can suppress or resume this ability as a free action.

Stunning Glance (Su) As a standard action, Tintuviel can stun a creature within 30 feet with a look. The target creature must succeed on a DC 19 Fortitude save or be stunned for 2d4 rounds.

Unearthly Grace (Su) Tintuviel adds her Charisma modifier as a bonus on all her saving throws and as a deflection bonus to her Armour Class.

Skills Tintuviel has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered, and can use the run action while swimming, provided she swims in a straight line.

SUNSEEKER CR —

Where Roodbergs Fear To Tread Page 40

Male eagle N Small animal Init +2; Senses Listen +4, Spot +16; low-light vision AC 14, touch 13, flat-footed 12 (+1 size, +2 Dex, +1 natural armour) hp 6 (1 HD) Fort +3, Ref +4, Will +2 Speed 10 ft. (2 squares), fly 80 ft. (average) Melee 2 talons +3 (1d4) and bite -2 (1d4) Space 5 ft.; Reach 5 ft. Base Atk +0; Grp -4 Abilities Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6 SQ link, tricks Feats Alertness, Weapon FinesseB Skills Listen +4, Spot +16 Tricks (Ex) Sunseeker knows the following tricks:

attack any creature, come, down, fetch, heel, seek. See PHB pp.74-75 for details.

Skills Eagles have a +8 racial bonus on Spot checks. ADRINILLA THE SYLPH CR 7 Female sylph (advanced) N Small outsider (air) Init +1; Senses Listen +13, Spot +13; darkvision 60

ft. Languages Auran, Common, Sylvan AC 16, touch 12, flat-footed 15 (+1 size, +1 Dex, +4 armour) hp 28 (7 HD) SR 14 Fort +4, Ref +6, Will +8 Speed 30 ft. (6 squares), fly 90 ft. (good) Melee unarmed strike +7/+2 (1d2-1 non-lethal) Space 5 ft.; Reach 5 ft. Base Atk +7; Grp +2 Sorcerer Spells Known (CL 11th):

5th (4/day)—hold monster, (DC 20), summon monster V

4th (7/day)—charm monster (DC 19), dimension door, summon monster IV

3rd (7/day)—dispel magic, hold person (DC 18), suggestion (DC 18), summon monster III

2nd (7/day)—bear’s endurance, fog cloud, glitterdust (DC 17), resist energy, see invisibility

1st (7/day)—charm person (DC 16), grease (DC 16), mage armour, obscuring mist, shield

0 (6/day)— dancing lights, detect magic, ghost sound, mage hand, mending, open/close, prestidigitation, read magic, resistance

Already cast Spell-Like Abilities (CL 12th):

At will—improved invisibility 1/day—summon elemental

Abilities Str 8, Dex 13, Con 8, Int 15, Wis 16, Cha 18 SQ wild empathy +4, outsider traits Feats Augment Summoning, Spell Focus

(Conjuration), Spell Focus (Enchantment) Skills Concentration +9, Escape Artist +11, Hide +15,

Knowledge (arcana) +11, Knowledge (nature) +12, Listen +13, Move Silently +11, Speak Language

(Sylvan), Spellcraft +12, Spot +13, Survival +13, +15 in aboveground natural environments

Possessions 500 gp jewellery Summon Elemental (Sp) Once per day, Adrinilla can

use summon monster VI (caster level 12) to summon a Large air, earth or water elemental.

8: THE NYMPH’S LOVER ARRIVES ALDERON CR 12 Male wood elf ranger 3/barbarian 2/wildrunner 7 CN Medium humanoid (elf) Init +4, +7 when frenzied; Senses Listen +8, Spot

+15; low-light vision, automatic search check for secret doors, scent

Languages Common, Elven, Sylvan AC when frenzied and raging 18, touch 15, flat-

footed 18; uncanny dodge (+6 Dex, +3 armour, +1 deflection, -2 rage) AC 18, touch 15, flat-footed 18; uncanny dodge (+4 Dex, +3 armour, +1 deflection) hp 119, 143 when raging (12 HD) Immune sleep effects Fort +15, +17 when raging, Ref +12, +15 when

frenzied, Will +3, +5 when raging; +2 vs enchantments

Speed 50 ft. (10 squares); unfettered stride Melee when frenzied and raging +1 handaxes

+19/+19/+14/+14/+9/+9 (1d6+6 and 1d6+3/19-20x3) and bite +12 (1d6+2) or

Melee when frenzied and raging +1 handaxe +21/+16/+11 (1d6+6/19-20x3) and bite +14 (1d6+2) or

Melee +1 handaxes +16/+16/+11/+11/+6/+6 (1d6+3 and 1d6+2/19-20x3) or

Melee +1 handaxe +18/+13/+8 (1d6+3/19-20x3) or Ranged when frenzied mwk mighty composite

longbow +20/+15/+10 (1d8+2/x3) or Ranged mwk mighty composite longbow +17/+12/+7

(1d8+2/x3) Space 5 ft.; Reach 5 ft. Base Atk +12; Grp +14, +17 when frenzied and

raging Atk Options favoured enemy (goblinoids) +2, rage

1/day, primal scream (frenzy, enemies shaken, pounce) 3/day

Combat Gear 10 silver arrows, 10 cold iron arrows, 2 potions of cure light wounds, 1 potion of cure moderate wounds, 1 potion of cat’s grace

Spell-Like Abilities (CL 7th): At will— endure elements

Abilities Str 14, 20 when frenzied and raging, Dex 19, 25 when frenzied, Con 18, 22 when raging, Int 10, Wis 10, Cha 10

SQ elven traits, wild empathy +3, trackless step, hide in plain sight

Feats Endurance, Greater Two-Weapon Fighting, Improved Critical (Handaxe), Improved Two-Weapon Fighting, Two-Weapon Fighting, Track, Weapon Finesse, Weapon Focus (Handaxe)

Where Roodbergs Fear To Tread Page 41

Skills Hide +22, +25 when frenzied, Intimidate +11, Jump +10, +13 when frenzied and raging, Knowledge (nature) +8, Listen +8, Move Silently +10, +13 when frenzied, Search +2, Spot +15, Survival +15, +17 in aboveground natural environments

Possessions combat gear plus +1 leather armour, +1 ring of protection, 2 +1 handaxes, masterwork Str 14 mighty composite longbow, 20 arrows, dagger, +2 amulet of heath, cloak of elvenkind

Scent (Ex) Aldaron can detect opponents within 30 feet by sense of smell (60 feet if the opponent is upwind, 15 feet if the opponent is downwind). He does not detect the exact location of the opponent, but knows it is present somewhere within range. He can take a move action to note the direction of the scent, and whenever he comes within 5 feet of the opponent he automatically pinpoints the opponent’s location.

Primal Scream (Su) Three times per day, Aldaron can release a primal scream as a free action that does not provoke attacks of opportunity. Aldaron must be able to shout to use a primal scream.

A primal scream induces a state of feral frenzy that lasts for 7 rounds (9 rounds when raging). While in a frenzy, Aldaron gains a +2 bonus to Strength and a +6 bonus to Dexterity. In addition, his jaw elongates and his teeth become razor-sharp, as he gains a bite attack that deals 1d6 damage. He can wield a weapon in both hands at his normal attack bonus and make a secondary bite attack at a –5 penalty.

When Aldaron releases a primal scream, all enemies with up to 12 Hit Dice within 30 feet must make a Will save (DC 17) or be shaken for 7 rounds. This is a sonic, mind-affecting fear effect, and creatures with 13 or more Hit Dice are immune.

Finally, Aldaron can pounce on an opponent and make a full attack sequence if he charges an opponent in the same round that he releases a primal scream.

Unfettered Stride (Ex) Aldaron can move through or across bogs, rubble, undergrowth, ice sheets, and natural stone floors without those terrain features affecting his movement or skill checks.

Where Roodbergs Fear To Tread Page 42

APPENDIX 6 – APL 122: A CHANCE CONFRONTATION HANREK THE DIRE WEREBOAR CR 12 Male human (flan/oeridian) fighter 8 N Medium humanoid (human, shapechanger) Init +2; Senses Listen +11, Spot +11; low-light vision,

scent Languages Common AC 19, touch 11, flat-footed 18 (-1 size, +2 Dex, +8 natural) hp 161 (15 HD); DR 5/silver, ferocity Fort +15, Ref +8, Will +8 Speed 40 ft (8 squares) Melee gore +24 (2d6+18, 19-20) Space 10 ft.; Reach 5 ft. Base Atk +11; Grp +26 Atk Options Awesome Blow, Cleave, Great Cleave,

Improved Bull Rush, Power Attack Abilities Str 33, Dex 14, Con 20, Int 8, Wis 14, Cha

10 SQ Alternate form, boar empathy Feats AlertnessB, Awesome Blow, Cleave, Great

Cleave, Improved Bull Rush, Improved Critical (gore), Improved Natural Attack (gore), Power Attack, Weapon Focus (gore), Weapon Focus (longsword), Weapon Specialisation (gore), Iron WillB, Toughness

Skills Control Shape +12, Intimidate +4, Listen +11, Spot +11, Swim +13

Possessions none Alternate Form (Su) Hanrek can shift into animal

form as though using the polymorph spell, though his gear is not affected, he does not regain hit points for changing form, and he can only assume the form of a boar.

As an afflicted lycanthrope, Hanrek finds this ability difficult to control. Changing to or from animal form takes a standard action and a successful Control Shape skill check (DC 15 to change into an animal, DC 20 to change back into a humanoid).

Hanrek does not know he can also shift into a bipedal hybrid form with prehensile hands and animalistic features.

Boar Empathy (Ex) Hanrek can communicate and empathise with boars and dire boars. This gives him a +4 racial bonus on Charisma-based checks against boars and dire boars and (if the animal is friendly) give simple commands, such as “friend”, “foe”, “flee” and “attack”.

Ferocity (Ex) A boar is such a tenacious combatant that Hanrek continues to fight without penalty even while disabled or dying.

7: AT THE NYMPH’S GROTTO TINTUVIEL THE NYMPH CR 11 Female nymph druid 4 CE Medium fey Init +4; Senses Listen +16, Spot +16; low-light vision Aura blinding beauty

Languages Common, Elven, Sylvan AC 22, touch 20, flat-footed 18 (+4 Dex, +2 armour, +6 deflection); Dodge,

unearthly grace hp 42 (10 HD); DR 10/cold iron Fort +13, Ref +16, Will +20; resist nature’s lure Speed 30 ft. (6 squares), swim 20 ft. (4 squares) Melee mwk sickle +11/+6 (1d6) Space 5 ft.; Reach 5 ft. Base Atk +6; Grp +6 Special Actions stunning glance Combat Gear dust of appearance Druid Spells Prepared (CL 11th):

6th—antilife shell (DC 21) 5th—baleful polymorph (DC 20), cure critical

wounds, transmute rock to mud 4th—cure serious wounds, flame strike (DC 19),

freedom of movement, spike stones (DC 19) 3rd—call lightning, cure moderate wounds, poison

(DC 18), protection from energy, sleet storm 2nd—barkskin, fog cloud, heat metal (DC 17),

lesser restoration, resist energy, warp wood 1st—charm animal, cure light wounds, fairie fire,

goodberry, longstrider, obscuring mist, produce flame (DC 16), speak with animals

0—cure minor wounds, detect magic, flare (DC 15), guidance, light, resistance

Spell-Like Abilities (CL 7th): 1/day—dimension door

Abilities Str 10, Dex 19, Con 12, Int 18, Wis 21, Cha 22

SQ wild empathy +16, eagle animal companion (link, share spells, evasion, devotion), woodland stride, trackless step

Feats Combat Casting, Dodge, Natural Bond, Weapon Finesse

Skills Concentration +14, Diplomacy +8, Escape Artist +13, Handle Animal +15, Heal +15, Hide +13, Knowledge (nature) +9, Listen +18, Move Silently +13, Ride +6, Sense Motive +14, Spellcraft +17, Spot +18, Survival +10, +12 in aboveground natural environments, Swim +8

Possessions combat gear plus 600 gp jewellery, masterwork sickle, +2 bracers of armour

Blinding Beauty (Su) All humanoids within 30 feet of Tintuviel who look directly at her must succeed on a DC 19 Fortitude save or be blinded permanently as though by the blindness spell. Tintuviel can suppress or resume this ability as a free action.

Stunning Glance (Su) As a standard action, Tintuviel can stun a creature within 30 feet with a look. The target creature must succeed on a DC 19 Fortitude save or be stunned for 2d4 rounds.

Unearthly Grace (Su) Tintuviel adds her Charisma modifier as a bonus on all her saving throws and as a deflection bonus to her Armour Class.

Skills Tintuviel has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a

Where Roodbergs Fear To Tread Page 43

Swim check, even if distracted or endangered, and can use the run action while swimming, provided she swims in a straight line.

SUNSEEKER CR — Male eagle N Small animal Init +2; Senses Listen +4, Spot +20; low-light vision AC 20, touch 15, flat-footed 16 (+1 size, +4 Dex, +5 natural armour) hp 30 (5 HD) Fort +5, Ref +8, Will +3 (+7 vs enchantment spells

and effects); evasion Speed 10 ft. (2 squares), fly 80 ft. (average) Melee 2 talons +8 (1d4+1) and bite +3 (1d4) Atk Options Flyby Attack Space 5 ft.; Reach 5 ft. Base Atk +3; Grp +0 Abilities Str 12, Dex 18, Con 12, Int 2, Wis 14, Cha 6 SQ link, share spells, devotion, tricks Feats Alertness, Flyby Attack, Weapon FinesseB Skills Listen +4, Spot +20 Tricks (Ex) Sunseeker knows the following tricks:

attack any creature, come, defend, down, fetch, guard, heel, seek. See PHB pp.74-75 for details.

Skills Eagles have a +8 racial bonus on Spot checks. ADRINILLA THE SYLPH CR 9 Female sylph (advanced) sorcerer 1 N Small outsider (air) Init +2; Senses Listen +16, Spot +16; darkvision 60

ft. Languages Auran, Common, Sylvan AC 17, touch 13, flat-footed 15 (+1 size, +2 Dex, +4 armour) hp 38 (10 HD) SR 14 Fort +5, Ref +8, Will +12 Speed 30 ft. (6 squares), fly 90 ft. (good) Melee unarmed strike +9/+4 (1d2-1 non-lethal) Space 5 ft.; Reach 5 ft. Base Atk +9; Grp +4 Atk Options Silent Spell Combat Gear brooch of shielding Sorcerer Spells Known (CL 14th):

7th (3/day)—summon monster VII 6th (6/day)—mass suggestion (DC 23), summon

monster VI 5th (7/day)—break enchantment, hold monster

(DC 22), summon monster V 4th (7/day)—charm monster (DC 21), dimension

door, Evard’s black tentacles (DC 21), summon monster IV

3rd (7/day)—dispel magic, hold person (DC 20), suggestion (DC 20), summon monster III

2nd (8/day)—bear’s endurance, fog cloud, glitterdust (DC 19), resist energy, see invisibility

1st (8/day)—charm person (DC 18), grease (DC 18), mage armour, obscuring mist, shield

0 (6/day)—dancing lights, detect magic, ghost sound, mage hand, mending, open/close, prestidigitation, read magic, resistance

Already cast Spell-Like Abilities (CL 12th):

At will—improved invisibility 1/day—summon elemental

Abilities Str 8, Dex 15, Con 8, Int 17, Wis 18, Cha 22 SQ wild empathy +6, outsider traits Feats Augment Summoning, Silent Spell, Spell

Focus (Conjuration), Spell Focus (Enchantment) Skills Concentration +12, Escape Artist +14, Hide

+18, Knowledge (arcana) +16, Knowledge (nature) +16, Listen +16, Move Silently +14, Speak Language (Sylvan), Spellcraft +16, Spot +16, Survival +16, +18 in aboveground natural environments, Tumble +14

Possessions combat gear plus 500 gp jewellery Summon Elemental (Sp) Once per day, Adrinilla can

use summon monster VI (caster level 12) to summon a Large air, earth or water elemental.

8: THE NYMPH’S LOVER ARRIVES ALDERON CR 14 Male wood elf ranger 3/barbarian 2/wildrunner 9 CN Medium fey (augmented humanoid, elf) Init +4, +7 when frenzied; Senses Listen +8, Spot

+17; low-light vision, automatic search check for secret doors, scent

Languages Common, Elven, Sylvan AC when frenzied and raging 18, touch 15, flat-

footed 18; uncanny dodge (+6 Dex, +3 armour, +1 deflection, -2 rage) AC 18, touch 15, flat-footed 18; uncanny dodge (+4 Dex, +3 armour, +1 deflection) hp 139, 167 when raging (14 HD); DR 2/cold iron Immune sleep effects Fort +16, +18 when raging, Ref +13, +16 when

frenzied, Will +4, +6 when raging; +2 vs enchantments

Speed 50 ft. (10 squares); unfettered stride Melee when frenzied and raging +1 wounding

handaxe and +1 handaxe +21/+21/+16/+16/+11/+11 (1d6+6 and 1d6+3/19-20x3) and bite +14 (1d6+2) or

Melee when frenzied and raging +1 wounding handaxe +23/+18/+13 (1d6+6/19-20x3) and bite +16 (1d6+2) or

Melee +1 wounding handaxe and +1 handaxe +18/+18/+13/+13/+8/+8 (1d6+3 and 1d6+2/19-20x3) or

Melee +1 wounding handaxe +20/+15/+10 (1d6+3/19-20x3) or

Ranged when frenzied +1 mighty composite longbow +22/+17/+12 (1d8+3/x3) or

Ranged +1 mighty composite longbow +19/+14/+9 (1d8+3/x3)

Space 5 ft.; Reach 5 ft. Base Atk +14; Grp +16, +19 when frenzied and

raging

Where Roodbergs Fear To Tread Page 44

Atk Options favoured enemy (goblinoids) +2, rage 1/day, primal scream (frenzy, enemies shaken, pounce) 3/day

Combat Gear 10 silver arrows, 10 cold iron arrows, 2 potions of cure light wounds, 1 potion of cure moderate wounds, 1 potion of cat’s grace

Spell-Like Abilities (CL 9th): At will— endure elements

Abilities Str 14, 20 when frenzied and raging, Dex 19, 25 when frenzied, Con 18, 22 when raging, Int 10, Wis 10, Cha 10

SQ elven traits, wild empathy +3, trackless step, hide in plain sight, feyheart

Feats Endurance, Greater Two-Weapon Fighting, Improved Critical (Handaxe), Improved Two-Weapon Fighting, Two-Weapon Fighting, Track, Weapon Finesse, Weapon Focus (Handaxe)

Skills Hide +24, +27 when frenzied, Intimidate +13, Jump +10, +13 when frenzied and raging, Knowledge (nature) +8, Listen +8, Move Silently +10, +13 when frenzied, Search +2, Spot +17, Survival +17, +19 in aboveground natural environments

Possessions combat gear plus +1 leather armour, +1 ring of protection, +1 wounding handaxe, +1 handaxe, +1 Str 14 mighty composite longbow, 20 arrows, dagger, +2 amulet of heath, cloak of elvenkind

Scent (Ex) Aldaron can detect opponents within 30 feet by sense of smell (60 feet if the opponent is upwind, 15 feet if the opponent is downwind). He does not detect the exact location of the opponent, but knows it is present somewhere within range. He can take a move action to note the direction of the scent, and whenever he comes within 5 feet of the opponent he automatically pinpoints the opponent’s location.

Primal Scream (Su) Three times per day, Aldaron can release a primal scream as a free action that does not provoke attacks of opportunity. Aldaron must be able to shout to use a primal scream.

A primal scream induces a state of feral frenzy that lasts for 7 rounds (9 rounds when raging). While in a frenzy, Aldaron gains a +2 bonus to Strength and a +6 bonus to Dexterity. In addition, his jaw elongates and his teeth become razor-sharp, as he gains a bite attack that deals 1d6 damage. He can wield a weapon in both hands at his normal attack bonus and make a secondary bite attack at a –5 penalty.

When Aldaron releases a primal scream, all enemies with up to 14 Hit Dice within 30 feet must make a Will save (DC 19) or be shaken for 9 rounds (enemies with 6 Hit Dice or less are cowering instead of shaken). This is a sonic, mind-affecting fear effect, and creatures with 15 or more Hit Dice are immune.

Finally, Aldaron can pounce on an opponent and make a full attack sequence if he charges an opponent in the same round that he releases a primal scream.

Unfettered Stride (Ex) Aldaron can move through or across bogs, rubble, undergrowth, ice sheets, and natural stone floors without those terrain features affecting his movement or skill checks.

Feyheart (Ex) Aldaron’s mystic bond with nature has changed his type to fey (augmented humanoid), and given him damage reduction 2/cold iron.

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DM’S AID 1 – PERRENLAND SPECIFIC EFFECTS The Nightmare: Many folk are having vivid nightmares of their friends and loved ones being slaughtered and rising as undead to fight in the legions of the Famine Queen, Iggwilv. At the start of the adventure, each PC has this nightmare the night before the Introduction begins. If the PC fails a DC 15 Will save they suffer a –1 profane penalty to all saving throws for the first two days of the adventure. This is a fear effect (caster level 10) and may be suppressed or dispelled in the normal manner. The Famine: Although Hell’s Gloom has ended, Perrenland is still recovering from two years of continuous smog. During that time, most of Perrenland was not able to harvest any food: southern Quagfludt, the Kershane Pass and northern Yattenheid were the only places that produced harvests. This has the following effects during the adventure. The shortage of food has created widespread hunger across Perrenland: many fear famine, and hoarding is common but has yet to be outlawed. Unless this is an Introductory scenario, the price of all food items has doubled (200% normal cost) and the price of any other mundane item from the Player’s Handbook has increased by half again (150% normal cost). Costs are not increased during Introductory scenarios or during character creation. Lifestyle and upkeep costs have also doubled (though PCs with free upkeep still pay 0 GP). If a PC has a discount on lifestyle and upkeep costs, the discount applies after the costs have been doubled. For example, standard upkeep with a 50% discount would cost 12 GP (12 x 2 = 24, 24 / 2 = 12); rich upkeep with a 20 GP discount would cost 80 GP (50 x 2 = 100, 100 – 20 = 80). Again, costs are not increased during Introductory scenarios. It requires a DC 25 Survival check to live off the land (normally it is DC 20). PCs who pay for upkeep can declare at the start of the game that they have donated their up-keep to the needy. The PC is treated as if they have the next worst category of upkeep (none instead of standard, standard instead of rich, rich instead of luxury) except that they do not receive any in-game penalty to skill checks for having no unkeep (if paying for standard upkeep) and retain the circumstance bonuses to skill checks (if paying for rich or luxury upkeep) because they are deemed to be a generous patron of the folk by those they meet. In addition,

the PC begins the game suffering from the effects of hunger: at the beginning of the Introduction, they are fatigued and have taken non-lethal damage to 1/3 of their hit-point total rounded down. To remove these penalties, the PC must rest for 8 hours in game and eat an appropriate meal. PCs who can cast create food and water or heroes feast can declare at the start of the game that they do so to help the needy. The PC gains the circumstance bonus to skill checks as if they had paid for the next best category of upkeep. The PC begins the game having cast the spell(s) earlier on the day on which the Introduction begins.

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DM’S AID 2 – NPCS IN ALPHA ORDER BY FIRST NAME There are many named NPCs in this scenario. For ease of reference, here is information for all named NPCs, ordered alphabetically by their first name, with summary details about their age, gender and race, role in the scenario, and the Encounters in which they feature. Adrinilla –female sylph, Tintuviel’s friend (Encounter Seven, Conclusion) Aelin Taranli – middle aged female grey elf, guard at the gates of Kershane (Encounter Three) Aldaron – young adult male wood elf, Tintuviel’s lover (Encounter Eight, Conclusion) Anadune Gescher – young adult male half-elf, guard at the gates of Kershane (Encounter Three) Anika – young adult female flan human, Einhardt’s steward (Introduction) Carcaren – male awakened raven, servant of the Raven Master (Encounter Six) Culurien Eldarie – elderly male grey elf, host for the characters at Kershane (Encounters Three to Five) Edulf Fellkatz – young adult male flan human, juistmann of the old Kerk (Encounter Four) Einhardt Van Dagnis – middle aged male flan human, wizard at Clatsberg (Introduction, Conclusion) Hanrek – adult male flan/oeridian human, wereboar (Encounter Two) Lorellin Ulumuri – adult male grey elf, Knight of Luna at Kershane (Encounter Four) Princess Lueara Calanaaha – middle aged female grey elf, Naugrim’s wife (Encounter Four) Princess Maivara Calanaaha – child, female grey elf, Naugrim’s daughter (Encounter Four) Minastir Serinde – old female grey elf, host for the Fellkatz Vossers (Encounter Four) Morathren Irmare –adult male grey elf, wizard and spy at Kershane (Encounter Four, Conclusion) Morwen Roodenhund – young adult female oeridian human, Roodberg ambassador (Encounter Four) Prince Naugrim Genhene – middle aged male grey elf, Prince of Kershane (Encounter Four) Prince Raeron Genhene – young adult male grey elf, Naugrim’s older son (Encounter Four) The Raven Master, Netrana Eratrithil – female half-nymph grey elf, leader of the fey (Encounter Six) Rourke & Skerry – male satyrs, Tintuviel’s guards (Encounter Seven, Conclusion) Serech Falmari – middle aged male grey elf, host for Morwen Roodenhund (Encounter Four) Prince Suminar Genhene – young adult male grey elf, Naugrim’s younger son (Encounter Four) Talath Duilthandir –adult female grey elf, Naugrim’s agent (Encounters Four, Five, Conclusion) Tanaar Van Oostl – male flan human, the Voormann’s ambassador at Kershane (Encounter Four) Tintuviel – female nymph, guardian of the grotto (Encounter Seven, Conclusion) Tulmegil Liadon – middle aged male grey elf, ambassador from Celene at Kershane (Encounter Four) Turin Galanodel – child, male grey elf, Talath’s messenger (Encounter Five)

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DM’S AID 3 – NPCS AT THE BALL Edulf Fellkatz: There are a small number of Fellkatz Vossers in Kershane, representing the interests of their clan at Prince Naugrim’s court. Minastir Serinde is their host: she is a retired court official from a wealthy family. Of the four Vossers currently at Kershane, the characters meet Edulf Fellkatz, a young man of barely 20 years. Edulf Fellkatz: Male Flan Human clr2, speaks Common, Elven and Flan. Edulf is a juistmann of the Old Kerk, and tends the shrines to the Old Kerk deities in the small building Minastir allows the Vossers to use for their religious observances. He knows little about the Schwartzestadt heresy, and is a traditionalist. Edulf invites other members of the Old Kerk to join him in conducting the temple service tomorrow morning, on Godsday. Edulf is friendly towards everyone except Roodbergs, to whom he is unfriendly. If the characters send a letter requesting an invitation, Edulf invites them to visit the following morning unless the letter is written by a Roodberg. Edulf does not respond to letters from Roodbergs. If the characters call unannounced, the staff at Minastir’s main house insist on taking a message, and refuse to admit the characters. Again, Edulf writes back and invites them to visit the following morning unless the visitor was a Roodberg, in which case he doesn’t respond. Morwen Roodenhund: Morwen has been sent by the Roodberg Pfalzgraf as an ambassador, with instructions to negotiate an exchange of heads with the Prince’s subjects outside the city of Kershane as a way of improving relations between the two clans. Morwen’s host is Serech Falmari: he is an army officer, and keeps a suspicious eye on her at all times. Morwen Roodenhund: Female Oeridian Human brd8 (Bluff +16, Diplomacy +22, Sense Motive +6), speaks Common, Old Oeridian and Ur-Flannae. Late in 595 CY, the virginal Morwen was hired the Iuzian agent Rondar to help a fiendish lion named Adarr lure unicorns into a trap so that Adarr could kill them. The adventurers who stopped Adarr took Morwen back for trial, and she avoided punishment by claiming Rondar tricked her into working for Adarr and by calling on senior Roodbergs as character witnesses. The public harm Morwen’s activities caused to the Roodberg clan’s reputation led to the Pfalzgraf sending her to Kershane late in 596 CY with instructions to negotiate an exchange of heads or not return. If she succeeds, the clan’s relationship with Kershane improves; if she fails, the clan has lost someone who’s currently more of a liability than an asset. Morwen’s presence in Kershane as a law-abiding ambassador is a political hot potato for Prince Naugrim to juggle: he does what he can to politely ignore her, and ensures that his negotiators meet her infrequently and keep the rate of progress very slow. Her inability to speak Elven and her lack of access to the material component required to cast tongues makes it easy for the Prince to inhibit the pace of negotiations. As a consequence of her social isolation and inability to use her diplomatic skills to make people like her, Morwen is frightened and lonely. However, she refuses to show any weakness at any time, in public or in private. Morwen has no weapons other than a dagger (peace knotted, of course). She casts undetectable alignment on herself every morning to conceal her evil alignment. As a result, she has a faint aura of abjuration magic and her alignment cannot be detected by any form of divination. She cannot dismiss the spell, but it can be dispelled (DC 19 dispel check). Morwen is initially aloof and indifferent to everyone except characters who met her in PERSM 5-02 (Silver is Better than Gold). She is unfriendly or hostile to those characters, depending on whether they earned her enmity or greater enmity. If confronted about her involvement in the unicorn hunting scandal, Morwen tersely responds that it was a misunderstanding and has already been sorted out. If pushed, she insists that she was tricked and doesn’t want to talk about it any further. Morwen does not admit to anything that might upset the Kershanites. If the characters send a letter requesting an invitation, Morwen invites them to visit at any time unless she already knows and dislikes the character. Morwen does not respond to letters from characters she dislikes. If the characters call unannounced, the staff call Morwen to the door to meet the visitors. Morwen invites the characters in unless she recognises a character she dislikes, in which case she refuses to talk to them and retreats inside the house. Tanaar Van Oostl: Tanaar is the current ambassador from Perrenland at Kershane. His situation is difficult, as his oaths of loyalty and mutual obligation with the Guurhok hobgoblins make it difficult for him to perform his public duties as the Voormann’s representative at Kershane. Tanaar knows the Voormann has done this deliberately, and does what he can to maintain friendly private relations and civil public relations with Prince Naugrim.

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Tanaar Van Oostl: Male Flan/Oeridian Human rgr12, speaks Common, Elven and Goblin. Tanaar is friendly towards those characters he has previously met and politely indifferent to all others. Tanaar resides at the palace for his own protection, and doesn’t venture out without an escort of the Prince’s guards. He is mild, even-tempered, and reticent – in other words, doing everything he can to avoid causing a scene. If the characters send a letter requesting an invitation, Tanaar invites them to visit the following morning. If the characters call unannounced at the palace, they are met by Talath Duilthandir, who insists on taking a message to the Prince’s honoured guest. Again, Tanaar invites them to visit the following morning. Tulmegil Liadon: Tulmegil is the current ambassador from Celene, and too busy for a private meeting with the characters in the next few days. As the Prince’s honoured guest, Tulmegil resides at the palace. Tulmegil is indifferent to all characters, regardless of background: even those who have earned Queen Yolande of Celene’s favour in past adventures don’t merit different treatment in his eyes. He is haughty, arrogant, and aloof. If the characters send a letter requesting an invitation, Tulmegil’s secretary invites them to meet with the ambassador in six day’s time. If the characters call unannounced at the palace, they are met by Talath Duilthandir, who insists on taking a message to the Prince’s honoured guest. Again, Tulmegil’s secretary invites them to meet with the ambassador in six day’s time. Lorellin Ulumuri: Small groups of the Knights of Luna often visit Kershane to re-supply and to meet with Prince Naugrim, a noted Knight of Luna. As the Prince’s honoured guests, the knights and their squires reside at the palace. Of the Knights currently at Kershane, the characters meet their leader, Lorellin Ulumuri. Lorellin is a Champion of Corellon Lorethian, and exemplifies the knightly virtues of courage, courtesy, and gallantry. He is dashing, bold and fearless. Lorellin Ulumuri: Male Grey Elf ftr4/pal3/champion of Corellon Lorethian 3, speaks Common, Elven and Sylvan. Lorellin’s starting attitude to the characters matches the standard NPC resident’s attitude to the characters, with one exception. Unlike long-term residents of Kershane, Lorellin is indifferent towards members of Clan Roodberg. If the characters send a letter requesting an invitation, Lorellin invites them to visit the following morning. If the characters call unannounced at the palace, they are met by Talath Duilthandir, who insists on taking a message to the Prince’s honoured guest. Again, Lorellin invites them to visit the following morning. Prince Naugrim Genhene and his family: Prince Naugrim and his family are too important to have a private meeting with the characters. However, Naugrim is interesting in seeing the characters and assessing their suitability for a secret mission, and thus he and his family go out of their way to observe the characters at the ball and interact with characters of 8th level or higher. Prince Naugrim Genhene: Male Grey Elf ftr6/wiz5/eldritch knight 3, speaks Common, Elven and Sylvan. The royal family’s starting attitude to the characters matches the standard NPC resident’s attitude to the characters, with one exception. Unlike long-term residents of Kershane, Naugrim and his family are indifferent towards members of Clan Roodberg. However, they are well aware of the public hostility towards Roodbergs, and avoid interacting with Roodbergs in ways that would offend their subjects, such as engaging them in friendly conversation or dancing with them. If the characters send a letter requesting an invitation, Talath Duilthandir sends them a letter advising that the Prince is very busy and inviting them to visit the palace the following morning and meet with her. If the characters call unannounced at the palace, they are met by Talath Duilthandir, who advises that the Prince is very busy and that they can meet with her instead.

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DM’S AID 4 – MAP OF THE FOREST TRAIL

LEGEND Scale: 1 square = 5 ft.

forest, light undergrowth and tree (must spend 2 squares of movement to move one square, provides 20% concealment, DC of all Tumble and Move Silently checks increases by 2, running and charging are impossible, tree provides +2 bonus to Armour Class and +1 bonus on Reflex saves because creature receives some cover, doesn’t affect a creature’s fighting space because creature uses tree to its advantage when it can, AC 4, hardness 5, 150 hp, DC 15 Climb check to climb)

forest, heavy undergrowth and tree (must spend 4 squares of movement to move one square, provides 30% concealment, DC of all Tumble and Move Silently checks increases by 5, +5 circumstance bonus to Hide checks, running and charging are impossible, tree provides +2 bonus to Armour Class and +1 bonus on Reflex saves because creature receives some cover, doesn’t affect a creature’s fighting space because creature uses tree to its advantage when it can, AC 4, hardness 5, 150 hp, DC 15 Climb check to climb)

massive tree (occupies entire square, provides cover, AC 3, hardness 5, 600 hp, DC 15 Climb check to climb)

fallen log (3 feet high, provides cover as a low obstacle, costs additional 5 feet of movement to cross) B – starting location of boar (choose any square for the medium-sized boar at APL 2 to 6) X – the first squares from which a character can spot the boar (choose either of the left-hand squares for a small or medium-sized character)

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DM’S AID 5 – MAP OF THE GROTTO

LEGEND Scale: 1 square = 5 ft.

shallow water (5 ft deep, DC 10 Swim check to move)

deep water (15 ft deep, DC 10 swim check to move)

concealed pit trap edge of opening in ceiling

KEY 1 – Corridor with loose dirt and leaf litter on floor 2 – Satyrs’ bedchamber 3 – Corridor with concealed pit trap beneath loose dirt and leaf litter on floor 4 – Grotto 5 – Nymph’s bedchamber

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DM’S AID 6 – NEW RULES ITEMS FEATS Natural Bond Your bond with your animal companion is exceptionally strong. Benefit: You add three to your effective druid level for the purpose of determining the bonus Hit Dice, extra tricks, special abilities, and other bonuses that your animal companion receives. This bonus can never make your effective druid level exceed your character level. Source: Complete Adventurer 111

Nymph’s Kiss By maintaining an intimate relationship with a good-aligned fey, you gain some of the characteristics of fey. Benefit: Other fey creatures regard you as though you were fey; you gain a +2 circumstance bonus on all Charisma-related checks and a +1 bonus on all saving throws against spells and spell-like abilities; and starting with the level when you take this feat, you gain 1 extra skill point per level. Source: Book of Exalted Deeds 44

DM’S AID 7 – ADRINILLA’S ELEMENTALSWhen Adrinilla summons an elemental, her augment summoning feat gives the elemental a +4 enhancement bonus to Strength and Constitution. As a result, the following parts of the elemental’s stat block change. Air Elemental, Small: HD 2d8+4; hp 13; BAB/Grp: +1/-1; Atk: +5 melee (1d4+2, slam); Full Atk: +5 melee (1d4+2, slam); SA Whirlwind DC 13; SV Fort +2; Str 14, Con 14. Air Elemental, Medium: HD 4d8+16; hp 34; BAB/Grp: +3/+6; Atk: +8 melee (1d6+3, slam); Full Atk: +8 melee (1d6+3, slam); SA Whirlwind DC 15; SV Fort +5; Str 16, Con 18. Air Elemental, Large: HD 8d8+40; hp 76; BAB/Grp: +6/+14; Atk: +12 melee (2d6+4, slam); Full Atk: +12 melee (2d6+4, 2 slams); SA Whirlwind DC 18; SV Fort +7; Str 18, Con 20. Air Elemental, Huge: HD 16d8+96; hp 168; BAB/Grp: +12/+26; Atk: +19 melee (2d8+6, slam); Full Atk: +19 melee (2d8+6, 2 slams); SA Whirlwind DC 24; SV Fort +11; Str 22, Con 22. Earth Elemental, Small: HD 2d8+6; hp 15; BAB/Grp: +1/+2; Atk: +7 melee (1d6+7, slam); Full Atk: +7 melee (1d6+7, slam); SV Fort +6; Str 21, Con 17. Earth Elemental, Medium: HD 4d8+20; hp 38; BAB/Grp: +3/+10; Atk: +10 melee (1d8+10, slam); Full Atk: +10 melee (1d8+10, slam); SV Fort +9; Str 25, Con 21. Earth Elemental, Large: HD 8d8+48; hp 84; BAB/Grp: +6/+19; Atk: +14 melee (2d8+10, slam); Full Atk: +14 melee (2d8+10, 2 slams); SV Fort +12; Str 29, Con 23. Earth Elemental, Huge: HD 16d8+112; hp 184; BAB/Grp: +12/+31; Atk: +21 melee (2d10+11, slam); Full Atk: +21 melee (2d10+11, 2 slams); SV Fort +17; Str 33, Con 25.

Water Elemental, Small: HD 2d8+6; hp 15; BAB/Grp: +1/+1; Atk: +6 melee (1d6+6, slam); Full Atk: +6 melee (1d6+6, slam); SA Vortex DC 15; SV Fort +6; Str 18, Con 17. Water Elemental, Medium: HD 4d8+20; hp 42; BAB/Grp: +3/+8; Atk: +8 melee (1d8+7, slam); Full Atk: +8 melee (1d8+7, slam); SA Vortex DC 17; SV Fort +9; Str 20, Con 21. Water Elemental, Large: HD 8d8+48; hp 84; BAB/Grp: +6/+17; Atk: +12 melee (2d8+7, slam); Full Atk: +12 melee (2d8+7, 2 slams); SA Vortex DC 21; SV Fort +12; Str 24, Con 23. Water Elemental, Huge: HD 16d8+112; hp 184; BAB/Grp: +12/+29; Atk: +19 melee (2d10+9, slam); Full Atk: +19 melee (2d10+9, 2 slams); SA Vortex DC 27; SV Fort +17; Str 28, Con 25.

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PLAYERS’ HANDOUT 1 – GENERAL INFORMATION ON KERSHANE

Kershane is a grey elf city in the mountains of the northern Clatspurs. It is hidden in a forest and surrounded by a magical barrier, the Shroud of Souls. It is said that as you approach the city, a mist surrounds you and it seems that the trees themselves move so that you wander in circles. Only people wearing a magical brooch can pass safely through the Shroud. The Shroud of Souls first appeared 450 years ago, when a Roodberg war band under the command of Tilfias Rood attacked and almost conquered Kershane. The Roodbergs killed most of the grey elves, but were in the end defeated by powerful magics. The magics bound the souls of the dead elves in a protective barrier around the city – the Shroud of Souls. This is why the Kershane elves dislike the Roodbergs. The Guurhok hobgoblins are the traditional enemies of the Kershane elves: they fought each other for control of the Kershane Pass ages ago, before the Roodbergs came to the Quaglands. The only thing a Kershane elf hates more than a Roodberg is a Guurhok hobgoblin. Kershane is ruled by Prince Naugrim, who has a seat on the Concatenated Council of All Perrenland and in the House of Grafs. He is the Hintervoormann (head of the cantonal council) for the Canton of Kershane, which was formed in 593 CY, and the Pfalzgraf (head of the clan) for the Clan of Kershane. Kershane Canton is made up of Kershane city plus other elf settlements in the northern Clatspurs, plus the Fellkatz Vosser settlements in the northern Clatspurs. The elves and the Fellkatz get along well, because the only thing a Fellkatz hates more than a Gurrhok hobgoblin is a Roodberg.

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PLAYERS’ HANDOUT 2 – CLAN MEMBER OR VISITOR’S INFORMATION ON KERSHANE

Kershane is a grey elf city in the mountains of the northern Clatspurs. It is hidden in a forest and surrounded by what’s left of a magical barrier, the Shroud of Souls. You pass through mist as you approach the city, and it’s easy to get lost if you don’t have a guide who knows the way through the trees. The Shroud of Souls first appeared in 142 CY, when a Roodberg war band under the command of Tilfias Rood attacked and almost conquered Kershane. The Roodbergs had helped Kershane drive off a Gurrhok army that was trying to sack the city, then betrayed the elves and tried to sack the city themselves. The Roodbergs killed most of the grey elves, but were in the end defeated by powerful magics. The magics trapped the souls of the dead elves and the dead Roodbergs near the city, and didn’t start to weaken until recently. This is why the Kershane elves dislike the Roodbergs. Tilfias Rood and his men were burned in a great pyre that took several days to die down, blackening the earth. Over the centuries since, a huge black and withered oak has sprung from this place, and Kershanites are unwilling to go near it. The Guurhok hobgoblins are the traditional enemies of the Kershane elves: they fought each other for control of the Kershane Pass ages ago, before the Roodbergs came to the Quaglands. The Guurhok were slowly winning through weight of numbers – a shorter-lived race always tends to win a war of attrition over time because it takes less time to replace dead soldiers. The only thing a Kershane elf hates more than a Roodberg is a Guurhok hobgoblin. Kershane is ruled by Prince Naugrim Genhene, who came from the grey elven Kingdom of Celene by invitation to rule the city. The Prince has a seat on the Concatenated Council of All Perrenland and in the House of Grafs. He is the Hintervoormann (head of the cantonal council) for the Canton of Kershane, which was formed in 593 CY, and the Pfalzgraf (head of the clan) for the Clan of Kershane. Kershane Canton is made up of Kershane city plus other elf settlements in the northern Clatspurs (such as Illanof and Sedhane), plus the Fellkatz Vosser settlements in the northern Clatspurs (such as Katzberg). The elves and the Fellkatz get along well, because the only thing a Fellkatz hates more than a Gurrhok hobgoblin is a Roodberg. Before you’re allowed to enter Kershane, you have to check in with the guards. If you don’t belong to Clan Kershane, they give you a bracelet to wear at all times within the city, and peace knot your weapons, including magic items and spell component pouches. It’s illegal to teleport or fly directly into the city – anyone who does so is arrested and punished. Anyone who has visited Kershane knows the recommended teleportation location outside the city walls, and is considered to have “seen casually” the location for the purpose of casting teleport. The marketplace is just inside the main gates. There’s one inn in the city, called The Wanderer’s Rest, and usually elven merchants stay there. Most people who visit Kershane stay in someone’s home, and their host helps them get along with the locals – particularly if the visitor doesn’t speak Elven (many of the residents don’t speak Common) or know the local laws. If you’re with your host, they’re supposed to warn you if you’re breaking the law – and if they don’t, they have to pay half the kopprijs imposed on you for your crimes. The 7th Auszug (nicknamed “Hidden Death”) is based at Kershane. It was formed in 594 CY to bolster Perrenland's forces in the Clatspurs. Their badge is marked with three arrows across an elm tree. Kershane is defended not just by troops but also by powerful fey creatures and their servants. One of the most powerful is the Raven Master, a beautiful fey woman who can turn into a raven and talk with birds. Tanaar Van Oostl, who was commander in chief of the 1st Armie in 594 CY, is now the Voormann’s ambassador to Kershane.

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PLAYERS’ HANDOUT 3 – RESIDENT’S INFORMATION ON KERSHANE

Kershane is a grey elf city in the mountains of the northern Clatspurs. It is hidden in a forest and until recently was surrounded for centuries by a magical barrier, the Shroud of Souls. The Shroud of Souls dissipated in 595, seven years after the first Kershane elves managed to pass through the barrier. The Shroud of Souls first appeared in 142 CY, when a Roodberg war band under the command of Tilfias Rood attacked and almost conquered Kershane. The Roodbergs had helped Kershane drive off a Gurrhok army that was trying to sack the city, then betrayed the elves and tried to sack the city themselves. This is why the Kershane elves dislike the Roodbergs. The Roodbergs killed most of the grey elves, but were in the end defeated by the city’s last high guardian, the wizard Dian Weirtherlihte. Dian used the magical girdle, known then as the Kershinarim but now better known as the Girdle of Dian, to win the battle. Dian, his guards, and the girdle disappeared in the magical explosion that ended the battle. The magic trapped the souls of the dead elves and the dead Roodbergs near the city, and didn’t start to weaken until 588 CY. The massacred elves and the dead Roodbergs were burned in a great pyre that took several days to die down, blackening the earth. Over the centuries since, a huge black and withered oak has sprung from this place, and Kershanites are unwilling to go near it. The Guurhok hobgoblins are the traditional enemies of the Kershane elves: they fought each other for control of the Kershane Pass ages ago, before the Roodbergs came to the Quaglands. The Guurhok were slowly winning through weight of numbers – a shorter-lived race always tends to win a war of attrition over time because it takes less time to replace dead soldiers. The only thing a Kershane elf hates more than a Roodberg is a Guurhok hobgoblin. Kershane is ruled by Prince Naugrim Genhene, who came with his wife (Princess Lueara) and children (Prince Raeron, Prince Suminar, and Princess Maivara) from the grey elven Kingdom of Celene in 592 CY. They were invited by the Kershanites to rule the Principality, and Queen Yolande of Celene agreed to the request. Prince Naugrim is a noted member of the Knights of Luna, and other knights regularly visit him at the city. There is also a permanent ambassador from Celene at Kershane. When Perrenland restored to Kershane the territories that comprised the northern half of the original Principality of Kershane in 593 CY, Prince Naugrim was granted several Perrenese titles. He is the Hintervoormann (head of the cantonal council) of the Canton of Kershane and the Pfalzgraf (head of the clan) of Clan Kershane. As a consequence, the Prince has a seat on the Concatenated Council of All Perrenland and in the House of Grafs. The Principality of Kershane (known to outsiders as Kershane Canton) now comprises Kershane, other elf settlements in the northern Clatspurs (Illanof and

Sedhane), and the settlements of the Prince’s human subjects, the Fellkatz Vossers. The Fellkatz recognise the elves’ right to rule and are also enemies of the Roodbergs and the Guurhok. Before you’re allowed to enter Kershane city, you have to check in with the guards. Elves and half-elves have the right of return under the treaty with Perrenland, allowing them to leave their current clan and join Clan Kershane. If you don’t belong to Clan Kershane, the guard give you a bracelet to wear at all times within the city, and peace knot your weapons, including magic items and spell component pouches. It’s illegal to teleport or fly directly into the city – anyone who does so is arrested and punished. Anyone who has lived at Kershane knows the recommended teleportation location outside the city walls, and is considered to have “studied carefully” the location for the purpose of casting teleport. The marketplace is just inside the main gates. There’s one inn in the city, called The Wanderer’s Rest, and only trusted elven merchants stay there. All visitors to Kershane are assigned to a host, who keeps an eye on them while they’re in the city, helps them get along with the locals – particularly if the visitor doesn’t speak Elven (many of the residents don’t speak Common) – and reports them if they break the local laws. If the host is present and doesn’t warn their guests that they’re breaking the law, the host is partially responsible for their crimes, and has to pay half the kopprijs imposed. It’s considered very rude in Kershane to turn up unannounced and uninvited on someone’s doorstep. The polite thing to do is to send a letter introducing yourself and ask that they send you an invitation to visit. If they don’t respond within a few days, they don’t want to see you, so why visit them? The 7th Auszug (nicknamed “Hidden Death”) is based at Kershane. It was formed in 594 CY to bolster Perrenland's forces in the Clatspurs. Their Perrenland badge is marked with three arrows across an elm tree. Soldiers wear their Perrenland Auszug uniform when they leave the city, but within the city they wear the traditional Kershanite uniform instead. Kershane is defended not just by troops but also by powerful fey creatures and their servants. One of the most powerful is the Raven Master, a beautiful fey woman who can turn into a raven and talk with birds. Tanaar Van Oostl, commander in chief of the 1st Armie in 594 CY, was appointed the Voormann’s ambassador to Kershane in 595 CY. This is a deliberate insult and provocation, as Tanaar is also the Great Father of the Guurhok nation. Many residents want the Prince to expel or arrest Tanaar.

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PLAYERS’ HANDOUT 4 – MAP OF THE KERSHANE PASSReproduced from PER 3-01 (“Pfalzgraf’s Fury”) with permission of Patrick Williamson

KEY TO THE KERSHANE PASS Clarstadt: Roodberg fishing village, pop 900. DasBrokenbak Ridge: A series of peaks rising to approx. 9,000ft that follows the Kershane River. Finderlord Island: An ancient holy site of the Grove. Forgardt: New Roodenhund community, half-built castle, pop 300. G1-G2: Guurhok cavern complexes, pop unknown. Glacier: Source of the Kershane River, called by many the Broken Shelf by others the HanJosep Glacier, approx. altitude 21000ft. Guurdorf: Ancient Elven city, now occupied by main clan of the Guurhok, pop 4500+ Hygardt: Roodenhund castle/keep and mining settlement pop 500. Illanoff: Elven community, pop unknown. Katzberg: Fellkatz fortress town, pop 1600. Katzflow River: A sacred area of the Grove. Kershane River: One of Perrenland major rivers, it empties into Lake Quag. Kershane: Ancient Gray Elven city, pop 4500. Meersdorf: Oostmeer fishing village with Roodberg over-lordship, pop 600. Meerstradt: The narrow and treacherous passage between the shore and Finderlord island.

Midgardt: Roodenhund walled town, pop 1300. Mt. Sedhane: The Hollow mountain 19,000ft. Mt. Sentvoor: Highest Peak in Perrenland @ 31000ft. Mt. Teal: Mountain of 25,000ft. Rooddorf: Roodenhund fortress, pop 350. Sedhane: Elven community, pop unknown. Sentvoor River: A fast flowing river that is tributary to the Kershane. St Cuthberts: High Pass community with a fortress monastery called St Cuthberts nearby, pop 900. The Vesve Hills: The wooded hinterland of the Vesve and Clatsberg mountains, home to all manner of wild creatures. Tielmannschlauss: Mountain community, mixed clans, Roodberg overlordship, pop 900. Twin Bridges: Roodberg fortress town, see main text, pop 1500. V1-V8: Surviving Fellkatz Stadts of between 20-90 people each. Vangardt: Roodenhund agricultural town, pop 1100. Visthaven: Capital of the Sub-Canton of Kerhaven, ruled over by the Roodenhund Sept, pop 2800. Vosdorf: Fellkatz fortress town, pop 1200.

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PLAYERS’ HANDOUT 5 – EINHARDT’S SECRET NOTESThere are four passages of code within the ten pages of notes. Page Four: Is Tenser doing enough to defend Mordenkainen’s interests? Page Five: Influence of Rary’s agent still as strong as before? Page Six: Knights of Furyondy – are they still infiltrating the forests? Page Seven: Is price of gems still being negotiated with Ooster-Khund?

PLAYERS’ HANDOUT 6 – EINHARDT’S SECRET NOTESThere are four passages of code within the ten pages of notes. Page Four: Is Van Oostl doing enough to defend Voormann’s interests? Page Five: Influence of Celene ambassador still as strong as before? Page Six: Knights of Luna – are they relaying information back to Celene? Page Seven: Is Prince Naugrim still not interested in negotiating with Roodbergs?

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PLAYERS’ HANDOUT 7 – NPCS AT THE BALL Talath Duilthandir –adult female grey elf, palace courtier Edulf Fellkatz – young adult male flan human, Fellkatz Vosser Minastir Serinde – old female grey elf, host for the Fellkatz Vossers Morwen Roodenhund – young adult female oeridian human, Roodberg ambassador Serech Falmari – middle aged male grey elf, Morwen’s host Tanaar Van Oostl – male flan human, the Voormann’s ambassador Lorellin Ulumuri – adult male grey elf, Knight of Luna Tulmegil Liadon – middle aged male grey elf, ambassador from Celene Prince Naugrim Genhene – middle aged male grey elf, Prince of Kershane Princess Lueara Calanaaha – middle aged female grey elf, Naugrim’s wife Prince Raeron Genhene – young adult male grey elf, Naugrim’s older son Prince Suminar Genhene – young adult male grey elf, Naugrim’s younger son Princess Maivara Calanaaha – child, female grey elf, Naugrim’s daughter


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