TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
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  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 
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  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. © 2005 Wizards of the 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  VTF7-06 
   
   
   
   
   
  Left Unsaid 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  VTF Metaregional Adventure 
   
   
  by Gary Milakovic 
  Circle Reviewer: Tim Sech 
  Metaregional Reviewer: Stephen Baker 
   
   
  Without explanation the Mouqollad Consortium has been searching doggedly for rare and unique items all across the 
  Flaeness. As events unfold in the Baklunish West the reasons for this become clearer.  
   
   A one-round VTF metaregional adventure set primarily in Ket and elsewhere for PCs level 3-15 (APLs 4-14). There is an 
  Extended Play Option available for APL 12 and 14 only. 
   
  Resources for this adventure [and the authors of those works] include Complete Warrior [Andy Collins, David Noonan, 
  Ed Stark], Monster Manual III [Rich Burlew, Eric Cagle, Jesse Decker et al], Lords of Madness [Richard Baker, James 
  Jacobs, Steve Winter], Miniatures Handbook [Michael Donais, Skaff Elias, Rob Heinsoo, Jonathan Tweet], Players 
  Handbook II [David Noonan]
  
  VTF7-06 Left Unsaid 
   
  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 PC. 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 PC 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA 
  website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer PCs 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Full information on NPCs and monsters 
  are given in Appendix 1. For your convenience, that 
  appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
   Because players bring their own PCs to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average PC level of the PCs 
  participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the PC 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 PC 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 PC’s 
  animals separately. A single PC may only bring four 
  or fewer animals of this type, and animals with 
  different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of PCs 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. 
  
  VTF7-06 Left Unsaid 
   
  Page 2 
   
  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 PC is 
  three PC levels or more either higher or lower than the 
  APL at which this adventure is being played, that PC 
  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 PCs 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 PCs 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 PCs to buy riding dogs to help protect 
  them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard 1-round Metaregional adventure, set in 
  the VTF. As of September 1, 2007, there is no Time 
  Unit cost to play the adventure portion of this 
  adventure; however, standard Time Unit costs still 
  apply to crafting, magic item creation, performing or 
  other non-adventure related activities or penalties. 
  The cost for Standard Upkeep is 12 gp for PCs whose 
  home region is in the VTF, or 24 gp for out-of-
  metaregion PCs. Both Rich Upkeep and Luxury 
  Upkeep cost 75 gp regardless of home region.  
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. PCs that fail to pay at 
  least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A PC that does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild. If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival check, the 
  PC 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 PC 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 
   
  What has come before: 
   
  Between CY 593 and CY 595, along the VTF metaregional 
  trade route, the elemental cultists of Tharizdun tried to 
  activate the four elemental nodes; the fire node in 
  Tusmit, the water node in Dyvers, the earth node in 
  Verbobonc, and the air node in Ekbir. Their purpose in 
  activating these four nodes was to summon to Oerth the 
  four elemental princes of fire, earth, air, and water. 
   
  The power of the four elemental princes was then in turn 
  to be used to release Tharizdun from his imprisonment 
  and leash him on the prime material plane to begin his 
  unmaking of the universe.  
   
  The plans of the elemental cultists were halted by brave 
  heroes from all across the VTF who banded together to 
  stop them. Three of the four princes were successfully 
  summoned, and in a temple to Tharizdun in Ket’s 
  Bramblewood forest, the final summoning ceremony was 
  stopped. The cultists failed and were mostly dispersed 
  across the four winds, with the news of their folly 
  traveling almost as quickly.  
   
  What the majority of the cultists who fought to free 
  Tharizdun did not realize is that a group of Rakshasa was 
  secretly enabling the cultists plot for their own purposes. 
  The true purpose of their manipulation was never 
  revealed but they, as did the cultists, had their plans 
  foiled by the heroes in the Bramblewood in CY 595.  
   
  The majority of the Rakshasa were slain in that temple, 
  but a few managed to escape. The Rakshasa too, like the 
  cultists, scattered. Some escaped to hatch further plots 
  against the races of Oerth, while fewer still realized the 
  magnitude of their folly and used their escape to find 
  ways to make amends. 
   
  One of these Rakshasa, Thaslin, fled the temple of 
  Tharizdun in terror, blinded by the pervasive darkness of 
  the Bramblewood at night. Thaslin stumbled through the 
  forest for hours. Nearly exhausted and half-mad with 
  
  VTF7-06 Left Unsaid 
   
  Page 3 
  fear, Thaslin was felled by the thick underbrush and he 
  struck his head, knocking him completely unconscious. 
   
  When Thaslin awoke, he had no conception of how 
  much time had passed. His mind still slightly addled 
  from the fall, Thaslin tried to get his bearings and as he 
  did, he noticed something very strange; all outward signs 
  suggested nothing but a tangle of vines and branches but 
  as Thaslin looked closer it seemed to him that the crush 
  of vegetation had a discernible shape. Curious, Thaslin 
  approached warily, fearing a bizarre creature that he 
  would startle in its den.  
   
  Thaslin managed to find an opening and, against his 
  better judgment, thrust himself inward. What he found 
  within shocked him. It was, to all appearances, a 
  rudimentary temple or a monastery…to Ehlonna.  
   
  Thaslin marveled at the simplicity of the place and he was 
  awed by the fact that this heretofore unknown shrine 
  could exist in the Bramblewood. It was obvious to the 
  Rakshasa that the temple had been out of regular use for 
  some time. 
   
  It was at that moment he was struck by a startling 
  revelation; it was not chance that had brought him here, 
  but fate. It was his blind terror that had found him this 
  place and that the penance for his past ills was nigh. 
  Thaslin would take stewardship of this monastery and 
  would undertake its preservation.  
   
  He would use his significant resources to upkeep and 
  maintain this little shrine for as long as the fates deemed 
  it necessary.  
   
  Thaslin’s epiphany came a little over three years ago. 
  Since that time his has become a familiar face in the forts 
  that guard the Irafa road as well as the small villages and 
  towns that lie on the outskirts of the forest.  
   
  At first he was a most unwelcome visitor, especially as the 
  news of the near-calamitous summoning of Tharizdun 
  spread. Slowly, however, his presence was begrudgingly 
  accepted.  
   
  He spent some of his considerable wealth on upkeep of 
  the temple but likewise helped those outlying towns 
  protect 
  themselves 
  from 
  incursions 
  from 
  the 
  Bramblewood creatures with great shields and stone; a 
  sought after commodity in the poorer, southern half of 
  Ket.  
   
  Thaslin’s repentance was sincere and slowly but surely 
  the townspeople grew to accept him.  
   
  Contrary to the people, the Ket army who guarded the 
  Irafa forts simply tolerated his presence because of his 
  kindness to the people; they always kept their sharpest 
  eyes on him as they never truly trusted him.  
   
  One of the people with whom Thaslin had the most 
  interaction throughout the time of his stewardship of 
  Ehlonna’s monastery was a trader named Atwah 
  ibn’farooq. 
   
  Atwah, a low-level Mouqollad man from Medina’abu one 
  of the towns outlying the Bramblewood, always seemed 
  able to acquire the trade goods that Thaslin valued. He 
  could also get the supplies that the locals needed; 
  supplies for which Thaslin was often too happy to pay.  
   
  Over time Thaslin and Atwah grew close. One might 
  even describe them as friendly. As the years of Thaslin’s 
  service grew, he shared with Atwah insights into his own 
  checkered past. 
   
  Atwah, though he never revealed any of Thaslin’s 
  confidences, made it known that he had a contact with 
  connections to the former cult of Tharizdun. Atwah’s 
  decision was not made independent of Thaslin. One 
  thing Thaslin feared was the power of the cult. Though 
  its influence was waning, its secrets still possessed force 
  enough to tip the balance of power on the Flaeness.  
   
  Secretly Thaslin hoped that some noble heroes would 
  recognize the danger posed by some of the darker 
  remnants of the elemental cult and try and destroy them. 
   
  Many sought Atwah out for his connection to the cultist 
  but none were ever given Thaslin’s whereabouts. Too 
  often they were looking for a rise to personal power and 
  Atwah denied them their meeting.  
   
  Years passed and Thaslin waited; his penitence 
  unflinching.  
   
  What is now: 
   
  In CY 597, the Mouqollad consortium began using 
  mercenaries to acquire rare and wondrous items from all 
  across the Flaeness. No insight into why these items were 
  being acquired was ever shared, nor was any hint of why 
  only unique items were being targeted.  
   
  A number of the Mouqollad’s most senior agents have 
  been primarily responsible for the acquisition of these 
  items including Elaine the Viper and Renny the Knife.  
   
  
  VTF7-06 Left Unsaid 
   
  Page 4 
  Renny the Knife has thus far recovered numerous items 
  of great value but despite that The Viper’s acquisitions far 
  supersede his own in quality. The Knife, nicknamed less 
  for his sword arm and mostly for his sharp wit, has 
  become desperate to prove his value and has begun 
  calling in every marker and favor he’s owed throughout 
  the VTF trade route to find a hint of something amazing. 
   
  After months of searching The Knife caught a break; a 
  low-level trader in Ket with an exceptional connection 
  may hold the key to his incomparable success.  
   
  The Knife’s own connections allowed him to do research 
  on Atwah and how to best acquire his help: through a 
  group of intermediaries. 
   
  So, at his duplicitous best, The Knife has sent a summons 
  to some well-known swords for hire (including some that 
  have worked for Elaine in the past) requesting they meet 
  him to continue their important for the Mouqollad 
  consortium (or begin it). 
   
   
  ADVENTURE SUMMARY 
  Introduction: The PCs receive a letter from the 
  Mouqollad requesting a meeting in the city of Falwur in 
  the kingdom of Ket. 
   
  Encounter 1 By the Rules: The PCs travel to the tavern 
  to which they were directed by the letter and must talk to 
  the belly dancer to find their meeting with their 
  Mouqollad contact.  
   
  Encounter 2 Knifed: The PCs meet Renny the Knife 
  and are told about their consortium’s quest for unique 
  items. They are told that a former cultist of Tharizdun 
  may hold the key to finding some items and they should 
  visit a small village on the fringes of the Bramblewood to 
  locate his whereabouts. 
   
  Encounter 3 Phase One: The PCs go to the village near 
  the forest and are asked to surrender their weapons for 
  inspection. If they do, they are let in without problem. If 
  they don’t, they need to find another way into the village. 
   
  Encounter 4 Phase Two: The PCs must bargain for the 
  whereabouts of the cultist.  
   
  Encounter 4a Whoops: The PCs didn’t surrender their 
  weapons and now have to sneak into the village to get the 
  cultist’s location. 
   
  Encounter 5 Much worse than Lions and Tigers and 
  Bears, Oh Yes: The PCs must follow the map they are 
  given into the Bramblewood. They must move quickly or 
  else they might be forced to spend the night in the forest. 
   
  Encounter 6 At Long Last: They meet the cultist and he 
  has some ideas about where they can get the items which 
  they require. The former elemental cultists created 
  duplicate elemental nodes where some unique items 
  might be found. They are told they only have five 
  minutes total in the three nodes before they explode.  
   
  Encounter 7 Final Preparations: The PCs make their 
  final plan for assaulting the duplicate elemental nodes in 
  search of items. 
   
  Encounter 8 The Water Node: The PCs fight golems 
  and obtain the crystal spider. 
   
  Encounter 9 The Earth Node: The PCs fight apes and 
  swarms and obtain the special white flowers. 
   
  Encounter 10 The Fire Node: The PCs fight ghirrash 
  and obtain the special enhanced magma. 
   
  Encounter 11 Fond Farewell: The PCs say goodbye to 
  Thaslin who gives them parting advice on who might 
  really be behind the plot to obtain the unique items. He 
  transports them to their contact to drop off the goods. 
   
  Encounter 12 Conclusion (4-10): The PCs drop off the 
  goods with Renny.  
   
  Encounter 12A Conclusion (12-14): The PCs drop off 
  the goods but are asked if they would consider taking the 
  merchandise further, inviting them to the EPO. They can 
  accept, or decline. 
   
  Encounter 13 The Extended Play Option: The PCs may 
  choose to deliver the goods further, to Mordenkainen 
  himself!  A courageous choice and one that should only 
  be taken with due consideration for the possible dangers. 
   
   
  PREPARATION FOR PLAY 
  Creating initiative cards for this adventure would be 
  highly advisable. It is because all three combats take place 
  over 50 consecutive rounds and how long each combat 
  takes will affect the final result of the adventure. See 
  Appendix 3 for an initiative tracker. 
   
  Appendices, such as an initiative countdown table, are 
  included to help the DM run the combat. 
  
  VTF7-06 Left Unsaid 
   
  Page 5 
   
   
  Prior to beginning play, the DM should determine how 
  much the PCs know about the two key NPCs they meet 
  in Encounters 1 & 2.  
   
  The following information is learned through Gather 
  Information checks. This Gather Information check is 
  not representative of an active attempt by a given PC to 
  “Gather Information” it is simply whether or not they 
  have passively gained any information on these NPCs 
  through their travels in the VTF.  Bardic knowledge can 
  be substituted for any of the below skills, but consider 
  the relevant DC to be 5 higher. 
   
  Renny the Knife: 
   
  • 
  DC 10: Renny the Knife is an agent of the 
  Mouqollad Consortium who has become fairly well 
  known throughout the VTF over the last year. 
  • 
  DC 15: He is known to be very loyal to the 
  Mouqollad and someone who they rely on heavily 
  for the most important jobs 
  • 
  DC 20: He is known for being one of the most 
  effective Mouqollad agents at turning over trade 
  goods quickly. 
  • 
  DC 25: He and Elaine the Viper don’t get along. 
  • 
  DC 30: He has risen through the ranks of the 
  Mouqollad Consortium quickly, mostly at the 
  expense of others. He is reputedly seeking 
  something very valuable at this point in time. 
   
  Atwah ibn’farooq: 
   
  • 
  DC 15: Atwah ibn’farooq is a low-level Mouqollad 
  trader who operates in and around Medina’abu 
  village in Southern Ket (or Northern Bissel, 
  depending on the state of the border at the time...) 
  • 
  DC 20: He is known to be an upright and honorable 
  man, always looking to help people wherever he can. 
  • 
  DC 25: It’s rumored that he is friendly with 
  elemental cultists of Tharizdun, although no proof 
  has ever been brought against him. 
   
  Also make a note if there are any elves in the party. Note 
  to them that Elves in Ket frequently run into social issues 
  and they may wish to take this into account with their 
  choice of PC.  If they remain, the PCs may have a bit of 
  trouble entering Medina’abu village in Encounter 3:  
  PHASE ONE. 
   
   
  INTRODUCTION 
  Short are the days in winter’s cold embrace and warm 
  are the nights nestled snugly beside a fire.  
   
  One morning, not dissimilar from the many that 
  preceded it, a letter arrives, personally addressed. It is 
  delivered by a finely appointed young man wearing 
  the trappings of the Mouqollad Consortium. After 
  delivering the letter he bows respectfully and begins 
  to walk away, unable, or unwilling, to speak.  
   
  Give the PCs Player’s Handout 1.  
   
  If the PCs try and halt the progress of the messenger he 
  has very little information to pass along to them.  
   
  His name is Marcus and he works for the Mouqollad 
  Consortium as a messenger. He doesn’t know who sent 
  the letter but he assumes that it was someone from 
  within the Mouqollad Consortium as it came through the 
  normal delivery channels. 
   
  If the PCs press him further about the origin of the 
  sender, he suggests they read the letter as it is probably 
  signed.  
   
  He received the letter in Molvar, a major trading city in 
  Ket, for delivery here.  
   
  Marcus the Messenger has no other information that is 
  relevant to the PCs. 
   
  DEVELOPMENT:  
   
  If the PCs choose to act on the letter and travel to Ket to 
  meet Renny the Knife advance to Encounter 1. 
   
  If the PCs choose to ignore the letter, the adventure is 
  over.  
   
   
  ENCOUNTER 1: BY THE RULES 
  No assumption is made on how long it takes the PCs to 
  get to Falwur from their starting location, nor does it 
  matter. Seven days should be sufficient for anyone 
  beginning in the VTF to arrive in Falwur with plenty of 
  time to spare.  Any long-term buff spells may be pre-cast 
  for these encounters. 
   
  Falwur, though small, is nonetheless as majestic as 
  the other great cities of Ket. The gleaming spires of 
  
  VTF7-06 Left Unsaid 
   
  Page 6 
  its temples glint tirelessly in the sun, almost 
  beckoning the weary traveler home. 
   
  Once inside the city gates, obtaining directions to the 
  Magic Carpet tavern is not difficult and finding it is 
  less so. The tavern building, though architecturally 
  Baklunish in design, seems far older than the 
  surrounding structures.  
   
  The door of the tavern is slightly ajar and the sound 
  of traditional Baklunish music echoes from within… 
   
  Once inside the building, there is quite a lot for the PCs 
  to take in.  Information about the tavern that the PCs can 
  obtain by simply looking around is as follows: 
   
  • 
  The tavern is very busy no matter what time of day 
  with the exception of midnight until sunrise, at 
  which time the tavern is closed. 
  • 
  The majority of the Magic Carpet’s patrons are 
  Baklunish, with a small minority of those being of 
  mixed Baklunish descent. Some Oeridian are also 
  present but there are no Suel or Flan that are 
  obvious.  
  • 
  The room is lavishly decorated in traditional style 
  with hand woven tapestries. A DC 10 Craft 
  (Weaving) check, a DC 15 Knowledge Local (VTF) 
  check, or a DC 15 Appraise check tells the PC that 
  these tapestries are original, not knock-offs, and are 
  quite valuable. 
  • 
  There is a long bar along one of the walls and it is 
  attended by two men, one of whom is far younger 
  than the other. After a moment or two of 
  observation, the older man offers a quiet rebuke to 
  the younger demonstrating the latter’s subservience 
  to the former.  
  • 
  On the wall opposite of the bar there is a spacious 
  stage. It thrusts out into the seating area and is 
  surrounded by tables.  Beside the stage is a door that 
  is curtained off and guarded by a large Baklunish 
  man. 
  • 
  On the stage a belly dancer is performing and a band 
  is playing off to the side. If the PCs choose to look 
  more closely at the stage read aloud the following 
   
  The music fills the air completely and the beautiful 
  dancer’s movements seem wholly borne of its tune.  
   
  Sinuously she winds her way across the stage, her 
  exotic and beautiful movements transfixing those 
  seated around her.   
   
  BELLY DANCER (NPC): 
   
  There are two ways to get the information on Renny’s 
  whereabouts from the dancer, if the PCs make the 
  attempt. 
   
  1) They can take a seat beside the stage and watch the 
  performance. After a few minutes of watching the show 
  the dancer begins dancing in front of the PCs. Each PC 
  may make a DC 10 Sense Motive check.  
   
  On a successful check the PCs think that the dancer is 
  waiting for them to do something.  
   
  Any PC whose Sense Motive check is successful may 
  then be allowed to make a DC 10 Spot check or a 
  Knowledge Local (VTF) check.  
   
  If the Spot check is successful the PCs notice that in 
  front of each table, arrayed variously, are piles of gold 
  coins.  
   
  It seems consistent that at every table there is one gold 
  coin for each person seated. 
   
  If the Knowledge Local (VTF) check is successful the PCs 
  knows that is customary for patrons seated beside the 
  stage to leave a gratuity of currency on the edge of the 
  stage that the dancer collects at the end of her 
  performance. 
   
  Presumably the PCs leave a gratuity. If the PCs leave less 
  than 1 gold piece per person the dancer winds her way 
  down to the ground and tells one PC that Renny is 
  upstairs.  
   
  If the PCs leave 1 gold piece per person or greater, the 
  dancer adds that Renny is in room 4. 
   
  If they do not leave a gratuity, after half an hour the 
  dancer collects whatever currency is on the edge of the 
  stage and exits behind the large man guarding the 
  curtained door. See 2) below.  
   
  2)  If the PCs do not sit beside the stage, or do not leave a 
  gratuity, the dancer finishes her performance five 
  minutes after the PCs enter the bar. She walks into the 
  curtained area behind the bouncer and disappears.  
   
  Once the dancer has left the stage, the PCs can approach 
  the bouncer and attempt to bribe him to let them 
  through.  
   
  
  VTF7-06 Left Unsaid 
   
  Page 7 
  At first, the bouncer is very reluctant to allow the PCs to 
  enter. However, a DC 10 Diplomacy check and 5 silver 
  pieces convince him that it’d be okay if one person went 
  in. For every 5 silver pieces above 5, you may reduce the 
  Diplomacy DC by 5 to a minimum of zero with a 15 SP 
  bribe.  
   
  Within the curtain door is a moderately sized dressing 
  room. The belly dancer from the stage is alone inside. She 
  has her back to the PC when they enter.  Her name is 
  Saveeda and she will introduce herself if asked. 
   
  Once the PC inside speaks she says “You can leave your 
  donation on my dressing table.” If the PC leaves 9 gold or 
  less, she tells that PC that Renny is upstairs. 
   
  If the PC leaves 10 gold pieces or more she tells the PC 
  that Renny is upstairs in room 3.  
   
  BARTENDER (NPC):  
  The older man behind the bar is in charge and is the 
  actual bartender.  The younger directs any asking him 
  questions to the older man and does not say anything 
  further. 
   
  Engaging the bartender in conversation is very easy. His 
  personality is boisterous and he clearly enjoys his job. 
  He’s Baklunish, and is average height and weight. His 
  clothes are clearly well maintained and he seems to take 
  pride in his appearance. 
   
  In order for the bartender to be chatty with them, the 
  PCs need only approach and start talking to him. He 
  obviously enjoys chatting with people that have tall tales 
  and exciting stories. 
   
  The PCs may have specific questions for the bartender: 
   
  Do you know Renny? Can’t say I do.  
   
  We are supposed to be meeting him here, are you 
  sure? Yeah, pretty sure. He ain’t a regular. Could be 
  stayin’ here though, we’ve got a few rooms upstairs.  
   
  Who is the dancer? Her name is Sayeeda.  
   
  How long has she worked here? A month or so; she’s 
  pretty new. 
   
  What’s her story? Uh, her name is Sayeeda and she’s a 
  belly dancer?  
   
  Why does this building seem so much older than the 
  others? This building, or so the story goes, was here 
  before Falwur was officially founded. Apparently there 
  are a few buildings like that in the city. Nobody really 
  knows how they got here. 
   
  That’s odd. Is there more to the story?  Well, like I said, 
  nobody knows. But the generally accepted theory is that 
  there was a town here that had been long since 
  abandoned by the time Falwur was founded.  
   
  No more? Do I look like I’m from Eskandrea? I’ve told 
  you all I know.  
   
  PCs who claim the home region of Ket do not need to 
  make the Knowledge Local (VTF) checks listed below to 
  know the information noted - they know it automatically. 
   
  A DC 15 Knowledge Local (VTF) check reveals that 
  Eskandrea is the centre of learning and holy scholarship 
  in Ket.   
   
  A DC 25 Knowledge Local (VTF) check also tells the PCs 
  that there is rumored to be a grand library in Eskandrea 
  that is said to contain all the knowledge of Oerth that has 
  ever been known, though apparently locating that 
  knowledge in its labyrinthine passages is the challenge.  
   
  Anything else of interest going on? 
   
  Rumor 1 – the Cup and Talisman were returned to the 
  Oerth when Old Wicked lost a bet with the Archpaladin. 
   I hear he has corrupted the Cup and that it now brings 
  forth only blood. 
   
  Rumor 2 – The Obsidian Citadel is open for visitors, I am 
  told.  Nobody fool enough to take up the offer, but still… 
  [The Obsidian Citadel is the home of Mordenkainen, 
  head of the Circle of Eight and quite likely the most 
  powerful mortal spellcaster in the Flanaess] 
   
  Rumor 3 – Them elves have allied with the demons of 
  Iuz to drive out honest folk from the world.  Not to sure 
  about that kind of information, always seems to backfire 
  on them’s as tells it… 
   
  How’s business? Business isn’t bad, but it’s been a lot 
  worse, so I can’t complain. Somehow people don’t want 
  to come to a tavern when we’re getting invaded; go 
  figure. When we’re getting invaded there’s no place I’d 
  rather be. 
   
  
  VTF7-06 Left Unsaid 
   
  Page 8 
  Who’s the young guy behind the bar? My sister’s boy, 
  Ahmed. He’s a smart kid, he can be doing something 
  more than this.   
   
  The bartender doesn’t have any further information of 
  interest to the PCs. He directs them upstairs if they 
  require it but otherwise eventually stops talking and gets 
  back to his work behind the counter.  
   
  DEVELOPMENT:   
   
  Once the PCs are ready to move upstairs to speak with 
  Renny, advance to Encounter 2: Knifed. 
   
  ENCOUNTER 2: KNIFED 
  A narrow staircase leads to the second floor of the 
  Magic Carpet and with every step the din of the 
  common room begins to fade away. 
   
  At the top of the staircase there is a short hallway 
  with two doors on each side numbered one through 
  four. Each door is closed tightly. 
   
  If the PCs know that Renny is staying in room 4 see 
  Renny The Knife (NPC) below. 
   
  If the PCs learned that Renny was staying upstairs but 
  not specifically in what room he was staying, see below: 
   
  Room 1: When the PCs knock on the door of room 1 at 
  first they don’t hear anything. But after a moment they 
  can hear someone stirring within.  
   
  A man soon comes to the door. He is not Renny. His 
  name is Azib el’Hamid and he is on a religious pilgrimage 
  to Eskandrea. He doesn’t have any information that is 
  useful to the PCs. 
   
  Room 2: Room 2 is empty.  
   
  Room 3: When the PCs knock on this door, almost 
  instantly a voice from behind the door says “What’s the 
  password?”  
   
  Since the PCs don’t know the password, after a few tries 
  the 
  voice 
  from 
  behind 
  the 
  door 
  says 
  “Good 
  try…assassins,” and then nothing.  
   
  Room 4: See “Renny The Knife (NPC)” below. 
   
  RENNY THE KNIFE (NPC): 
   
   
  Renny 
  The 
  Knife: 
  male 
  baklunish 
  human 
  rogue5/spymaster; hp 21; Appendix 1. 
   
  When the PCs knock on the door, a voice from within 
  says “Enter, it’s open.” 
   
  The room is not large. There is a bed in one corner, and a 
  table with three chairs off to the side. A backpack is 
  neatly tucked under the table and wrapped securely 
  around one of the straps is a holy symbol of Mouqollad. 
   
  Renny is sitting casually on the bed as the PCs enter. He 
  is a rotund man, with bright eyes, and a cherub-like face. 
  His demeanor is boisterous despite his size and he smiles 
  when they enter. 
   
  “Well! I’m certain you’re curious as to why I’ve 
  summoned you and I would hate to waste your time, 
  so I’ll get straight to the point. 
   
  “The Mouqollad Consortium is in the process of 
  acquiring valuable items, objects d’art, and unique 
  objects. In fact, some of you may have worked with 
  one of my colleagues, Elaine the Viper, on this 
  project before. 
   
  “It recently has come to my attention that an avenue 
  to a number of unique objects exists and these objects 
  might be collected all at once in short order. Are you 
  interested?”  
   
  The PCs presumably have questions 
   
  NOTE If the PCs attempt Sense Motive checks against 
  Renny, he believes what he is saying. 
   
  If the PCs cast detect magic on Renny and distrust some 
  of the auras projected by his equipment he is willing to 
  remove his gear during the conversation. 
   
  Once his gear is removed he projects no magical auras. 
   
  What do we have to do? Travel to a local village near the 
  Bramblewood forest and obtain some information from a 
  trader there.  
   
  That’s pretty vague. How about some details? Alright. 
  This trader has become friendly with a repentant former 
  member of the elemental cult of Tharizdun. Many groups 
  have tried to contact that former cultist through the local 
  trader but, to my knowledge, none have succeeded. 
   
  
  VTF7-06 Left Unsaid 
   
  Page 9 
  It is my hope that you can arrange a meeting with the 
  cultist and acquire information on the whereabouts of 
  some unique items we can collect. 
   
  You see we’ve heard rumors that some centers of that 
  cult’s power still exist and within these places are unique 
  objects that are a wonder to behold.  
   
  C’mon, there’s gotta be more than that! Well…as I’ve 
  said, all we’ve heard are …but the rumors are fantastic! 
   
  One that we’ve is of a spider-like construct that had the 
  consciousness of a powerful ogre mage imbued into it. 
  This spider has the ability to spin magic imbued silk that 
  enhances the strength of any object to which it’s 
  attached! 
   
  Another rumor suggests there is a flower than only grows 
  in one part of the world that has tremendous curative 
  properties…it’s said that it can cure any magical disease 
  simply by smelling its sweet scent! 
   
  And the last item has only been whispered about; magical 
  oil that runs through magical pipes. We don’t know 
  much more about it than that. 
   
  How long do we have? My employers need these items 
  within three days or they become valueless.  
   
  Why is the Mouqollad Consortium collecting these 
  unique objects? We are using these objects to facilitate a 
  meeting with the great mage Mordenkainen and this 
  meeting is vital…for all our sakes. That’s all I can say 
  about it. 
   
  C’mon, why does the Mouqollad need to meet with 
  Mordenkainen? I cannot say more than I’ve already said 
  except that I must assure you that this mission is one of 
  the most important ever performed by the Mouqollad. 
   
  How much does it pay? It pays 250 great shields, each 
  plus 100 great shields of danger pay for each of you. [For 
  those of you of greater ability, more pay is in order and 
  the Consortium has permitted me to offer a bonus of 650 
  (APL 10), 1650 (APL 12) or 3650 (APL 14) great shields on 
  top of this]. [a great shield is a Ketite gp]  
   
  That’s it? C’mon there’s gotta be more in it for us. I 
  know this is ironic but I don’t have any room to negotiate 
  on this number, it’s all I was authorized to pay… 
   
  Who is this trader? His name is Atwah ibn’farooq and 
  he lives in the Medina’abu village on the outskirts of the 
  Bramblewood forest.  
   
  How do we get to the village? It’s pretty easy to find, I’ll 
  give you directions. 
   
  How did he get involved with the cultist? Don’t know. 
  But his involvement certainly suits our purposes, if we 
  can convince him to help us. 
   
  What do you know about the cultist? Only what I’ve 
  heard. He apparently visits villages on the outskirts of the 
  Bramblewood giving out great shields, foodstuffs, and 
  stone for building. That’s the rumor anyway, I don’t know 
  for sure.   
   
  What does TK stand for? The Knife.  
   
  How did you get that nickname? I talked my way out of 
  a sentence in the sewers in Dyvers so they said I had a 
  sharp tongue.  
   
  How long have you been a member of the Mouqollad 
  Consortium? What does that matter?  
   
  Is it true you’re not trustworthy? Of course I’m 
  trustworthy! They call me “not too honest Renny!” You 
  see how honest I am? I tell you I’m dishonest right off 
  the bat.  
   
  Do you know more than you’re letting on? Yes.  
   
  So what if he wants us to pay him? I will provide you 
  with a notice for the cultist’s eyes only that you are 
  authorized to negotiate with him on behalf of the 
  Mouqollad and that reasonable terms will be accepted. As 
  for what constitutes reasonable, well, I suspect he will 
  have an idea on that and we will accept it. 
   
  Do you have any advice for us? Well, yeah, actually. 
  When you’re meeting Atwah and you’re trying to 
  convince him to let you meet with his ex-cultist buddy, 
  emphasize any good deeds you’ve done in the past. If you 
  don’t tell Atwah why you’re worth a meeting with his 
  friend he probably won’t let you meet with him. 
   
  If you do end up meeting with the cultist make sure you 
  tell him what I told you; the Mouqollad needs the items 
  to present to Mordenkainen himself! Who better to keep 
  this powerful objects safe than the greatest mage on 
  Oerth? 
   
  When we have the items where do we meet you? 
  Meet me back here as soon as possible; and I mean that. 
  After three days I may not be able to stay… 
   
  
  VTF7-06 Left Unsaid 
   
  Page 10 
  Oh, and when you return, so you know it’s me the 
  password is “Yes, Dwarven spirits are in season this time 
  of year!” 
   
  There isn’t anything more The Knife can tell the PCs that 
  they find helpful.  
   
  Important: If the PCs do not ask The Knife for advice, he 
  adds his above advice as they are leaving his room.  
   
  Treasure 
   
  APL 4: Coin: 350 gp. 
   
  APL 6: Coin: 350 gp. 
   
  APL 8: Coin: 350 gp. 
   
  APL 10: Coin: 1000 gp. 
   
  APL 12: Coin: 2000 gp.  
   
  APL 14: Coin: 4000 gp. 
   
  DEVELOPMENT:  
   
  If the PCs choose to go straight to Medina’abu, advance 
  to Encounter 3: Phase One. 
   
  If the PCs wish to spend some time in Falwur stocking 
  up on consumables and purchasing equipment, Falwur is 
  a city of 12,000 and the LGCS can be consulted for 
  availability.  
   
  ENCOUNTER 3: PHASE ONE 
  The trip between Falwur and Medina’abu is not arduous. 
  It is an overland trip through light hills and farmland and 
  should give the PCs no trouble crossing. 
   
  If the PCs use magic to travel between Falwur and 
  Medina’abu they arrive just outside the village. It has no 
  defenses against instant transport magic nor are there any 
  complications. 
   
  Read aloud the following: 
   
  Cresting the final hill, the village of Medina’abu 
  comes into view. It is not unlike the many villages in 
  the north of Ket…save the massive wooden and earth 
  ramparts 
  that 
  encircle 
  it 
  completely. 
  These 
  fortifications bear many scars; if walls could talk who 
  knows what horrors they might recount.   
   
  A large gate is flanked by two guard towers on the 
  eastern side of the fortification… 
   
  Once the PCs approach the guard towers, gaining entry 
  to the village is not at all complex, unless there are elves 
  in the party.  
   
  No Elves in the party: If there are no elves in the party, 
  after a few moments of visual inspection by the guards, 
  they tell the PCs to spin around, declare their weapons, 
  etc.  
   
  Once that visual inspection is completed, the guards in 
  the tower call down to guards below and the gate is 
  opened wide enough the PCs to enter one at a time.  
   
  Elves in the party: Entering the village through the main 
  gate is slightly tricky with elves in the party as Ketites, 
  especially Ketites that live near the Bramblewood, dislike 
  elves a great deal.  
   
  The majority of Ketites are conditioned from youth to 
  hate elves. But Ketites on the fringes of the Bramblewood 
  forest have at times clashed with the wild elvish denizens 
  that live there. 
   
  Despite an uneasy peace that developed between the 
  Bramblewood Elves and the Ketites in the wake of the 
  Clockwork horror invasion of CY592-CY596, these 
  citizens still hold a deep-seated mistrust of all elves and 
  fear them above almost all other denizens of the forest.  
   
  Once the elves are seen by the guards, and the PCs 
  request entry into the town, the tower guards lower a 
  basket over the wall to the ground and request that all 
  PCs drop their weapons, spellbooks, and spell component 
  pouches into the basket.  
   
  The guards explain that the items are to be processed by 
  the watch commander and give the PCs assurances that 
  the items will be returned with no damage.  
   
  If the PCs surrender their items: they are requested to 
  wait a few minutes while their items are processed.  
   
  A few minutes pass and a guard calls down and tells the 
  PCs that their items have been processed and they can 
  retrieve their gear from the watch commander.  
   
  Once the PCs are inside the walls the watch commander 
  returns all of their items. 
   
  He explains that if the PCs had hostile intent toward the 
  village they likely would have not surrendered their 
  equipment so readily. Having limited resources breeds 
  resourcefulness, he suggests. 
   
  The watch commander does note, however, that for 
  everyone’s safety a patrol of two militiamen is to shadow 
  them throughout their time in the village.  
  
  VTF7-06 Left Unsaid 
   
  Page 11 
   
  He says that all Ketites are xenophobic but more so here 
  on the fringes of the Bramblewood and he doesn’t want 
  the villagers to do anything stupid. He hopes that with 
  the town soldiers in plain sight following the party the 
  fears of the villagers are assuaged. 
   
  He points out that he doesn’t want the villagers doing 
  something they’d regret, i.e. breaking the law; especially 
  when with a little effort on his part could he could have 
  easily averted such a situation. 
   
  If the watch commander is asked why he seems so 
  tolerant of elves, a race that so many Ketites loathe, he 
  explains that he fought shoulder to shoulder with the 
  wild elves against the clockwork horrors and from that 
  experience has gained a respect for elves that his 
  countrymen do not share. 
   
  The watch commander does reiterate however, that elves 
  won’t generally be tolerated by the villagers and would be 
  better left out of any business here if it can be avoided. 
   
  He bids the PCs well on their journey and lets them be 
  on their way. 
   
  If the PCs do not surrender their items: The gates are not 
  opened for them and the guards treat them suspiciously.  
   
  The village is put on alert and any found strangers are to 
  be called to the attention of the guards.  
   
  The PCs can sneak in to the village relatively easily but it 
  becomes more difficult to gain Atwah’s trust if they do so.  
   
  A DC 15 Climb check allows the PCs to scramble up one 
  of the walls.  
   
  If the PCs choose to make climb checks, roll a 1d100 for 
  each PC. If the result is 1-25, there are guards near their 
  climb site and the PCs may be spotted as they climb over 
  the walls. 
   
  Make a Spot check for the guard opposed by the Hide 
  check of each PC.  
   
  The guard has a Spot modifier of +4. 
   
  If the PCs are spotted scaling the walls by the guard, he 
  immediately sounds the alarm and summons more 
  guards.  
   
  DEVELOPMENT:  
  If the PCs had no elves in the party or they surrendered 
  their weapons to the watch commander, Encounter 4: 
  PHASE TWO. 
   
  If the PCs managed to sneak in to the village without 
  being seen advance to Encounter 4A: WHOOPS  
   
  If the PCs tried to sneak in to the village but were 
  discovered by the guards, the adventure is over unless the 
  PCs can succeed at some impressive stories and/or use 
  magic to achieve their ends – this aspect is left to the 
  discretion of the DM, but DCs for any Bluff or 
  Diplomacy checks should start at a minimum of 50 given 
  what has just been attempted.  
   
  Atwah will not reveal the location of the cultist to alleged 
  spies willingly.  Proceed to Encounter 4A: Whoops if it 
  is ruled that the PCs can obtain the information. 
   
  INTERLUDE: THE VILLAGE 
  PCs are subject to the laws of Ket and may have the 
  opportunity or opportunity to break them here, 
  particularly if they have not been successful in achieving 
  entry. The Lawbreaker AR award awaits any who 
  undertake this and Appendix Three illustrates the laws of 
  the country.  Note that any PCs in this adventure can 
  easily escape from the law enforcement officers – the 
  Lawbreaker AR Award still applies, however. 
   
  ENCOUNTER 4: PHASE TWO 
  Medina’abu is a small village but it is nonetheless full 
  of life. Along its slender avenues smiling parents 
  stand in front of their modest homes, patiently 
  attending to their children, while the laughter of 
  young men echoes through the streets as they play a 
  rousing game of kickball.  
   
  The PCs do not have any sort of challenge finding Atwah. 
  If they attempt a Gather Information check, they don’t 
  need to do so.  
   
  The person who they first approach can give them 
  directions to Atwah’s home; this is a village in Ket. 
  Everyone knows everyone and the village is like an 
  extended family. 
   
  Atwah’s home: like the others in the village, is hardly 
  ostentatious.  
   
  At the front of the house is a small porch that is 
  unadorned except for a well-crafted rocking chair. An 
  
  VTF7-06 Left Unsaid 
   
  Page 12 
  open window with no glass is the only architectural 
  detail other than the front door.  
   
  The walls of the house are brown, and in some places 
  where that brown plaster is chipped away, the PCs can 
  see that the inner core of the house is made of brick and 
  covered with that thick brown plaster.  
   
  A DC 15 Knowledge (Architecture and Engineering) 
  check gives the PCs some specific information about the 
  nature of the building. This type of house is built with a 
  skeleton of mud-bricks that are formed in a mould and 
  then dried in the sun.  The brown plaster is actually 
  similar to the bricks in composition except that the 
  material used to bind the compound together is slightly 
  different. 
  The bricks give the house a solid structure and the brown 
  plaster keeps the heat out in the summer and the warmth 
  in when it is cold outside. The front door of Atwah’s 
  house is not locked, nor is it even fully closed, so if the 
  PCs knock on the door it opens.  
   
  Once the PCs knock on the door a voice thick with a 
  Baklunish accent calls out “Come in!” inviting the PCs 
  inside.  
   
  The interior of the house appears room as follows: the 
  house is only one room. It’s obvious that a good number 
  of people live in the space as beds are stacked along the 
  wall two high in two different places. Two slightly larger 
  beds are on the ground with nothing but shelving above 
  them. A small kitchen area has been delineated at the 
  back of the house with a small clay stove at its center. 
  Despite the amount of beds and shelves the small space 
  isn’t cluttered and the PCs shouldn’t necessarily feel 
  claustrophobic inside.  
   
  Atwah’s reaction to the PCs differs depending on 
  whether or not there are elves in the party. See below: 
   
  IF THERE ARE NO ELVES IN THE PARTY 
  (INCLUDING IF THE PARTY LEFT THE ELVEN 
  PARTY MEMBERS OUTSIDE): 
   
  Once the DM has described the space, read aloud the 
  following: 
   
  At the back of the room, beside the clay stove, sits a 
  man on a stool with two adorable children at his feet.  
   
  “Yes?” The man says with a smile. “Welcome my 
  friends. How may I help you? Please sit down, make 
  yourselves at home.” Shuffling his children off to one 
  side of the room to play, he stands and offers his 
  stool.  
   
  Atwah ibn’farooq (NPC): 
   
  Atwah ibn’farooq: male baklunish expert 5; 33 hp; 
  Appendix 1. 
   
  Once the PCs tell Atwah why they have come to see him, 
  his mood changes slightly and he becomes pensive.  
   
  After thinking for a moment he bluntly asks the PCs why 
  he should tell them anything. He wants to know what 
  makes them different from all the power-hungry savages 
  that have come before?  
   
  Diplomacy: During this encounter the PCs may try and 
  influence Atwah’s attitude using the Diplomacy skill. 
  Once the PCs tell them why they are here his attitude 
  changes from friendly to unfriendly.  
   
  Because Atwah is well-practiced at rejecting inquiries 
  about the cultist the PCs take a -20 circumstance penalty 
  on Diplomacy checks, nor may they attempt to change 
  his attitude more than once, after which he asks them to 
  leave if he has not been shifted to “Friendly” or better. 
   
  The PCs should influence Atwah with roleplaying, not 
  skill checks.  
   
  After Atwah asks why they are different, it is up to the 
  PCs to recount all their good deeds and prove themselves 
  worthy of the information.  
   
  Each PC should give Atwah one personal heroic story to 
  give the party a chance to get the cultist’s whereabouts. 
  This information was imparted by Renny earlier, or at 
  least it was heavily implied.  
   
  If the players cannot recall this, allow each PC a DC 10 
  Int check at this point that recalls this fact and what 
  needs to be done. 
   
  It is the DMs discretion as to whether or not the story 
  that each PC gives is sufficiently heroic for Atwah.  
   
  PCs can try a second or third story to impress Atwah if 
  the first is not up to par. As long as there is one good 
  story per PC, the party convinces Atwah they aren’t 
  immoral savages like the rest. 
   
  Once the PCs have done that, Atwah asks them why they 
  want to meet with the cultist.  
  
  VTF7-06 Left Unsaid 
   
  Page 13 
   
  If the PCs do not answer truthfully, they must make a 
  Bluff check opposed by Atwah’s Sense Motive (+18). 
   
  One person may make the check, and others may assist 
  per normal however, if a PC fails to assist, secretly add a -
  2 circumstance penalty to their  check. Atwah is a 
  seasoned trader and is well-attuned to attempted 
  deception.  
   
  If the PCs answer truthfully, however, Atwah accepts 
  their response and agrees to direct them to the cultist so 
  that they can make their case to him directly. 
   
  “My friends, to this humble servant of the restorer at 
  least, your hearts seem true. I will reveal to you the 
  information which you seek,” Atwah smiles. “But, like 
  all commodities, information too has its price…”  
   
  Atwah is willing to accept any one of the following in 
  exchange for the cultist’s location: 
   
  • 
  100 x APL in great shields (gold pieces) 
  • 
  Agreeing to spend 2 TUs acting as caravan guards for 
  a shipment of stone coming from the Yatils  
  • 
  A unique top box AR item (must be a physical item 
  that, if consumable, has more than 50% of uses left; 
  must be crossed off) Only one unique item need be 
  sacrificed per table. 
  • 
  A very intriguing trade option not listed (use this 
  option sparingly to reward VERY creative parties; 
  the above three options are very comprehensive and 
  should be attainable by any party at any APL) 
   
  Once the PCs accept Atwah’s terms, he reveals the 
  cultist’s specific location and promises to provide them a 
  hand drawn map through the Bramblewood.  
   
  He tells the PCs that the cultist has become the steward 
  of a previously abandoned monastery to Ehlonna in the 
  Bramblewood and tells them that the cultist’s name is 
  Thaslin. 
   
  If the PCs have generally been respectful he adds the 
  following advice: 
   
  • 
  Spend the night in the village and head out in the 
  morning; you may get caught in the dark and you 
  don’t want to spend the night in the Bramblewood 
  outside of Thaslin’s protection 
  • 
  You can lose your bearings easily in the 
  Bramblewood. Stay focused on the map and don’t 
  deviate from it for anything. 
  • 
  Never play an ace where a two will do… 
   
  IF THERE ARE ELVES IN THE PARTY:  
   
  At the back of the room, beside the clay stove, sits a 
  man on a stool with two adorable children at his feet. 
  Instinctively, he pulls his children in close to him 
  and says “Yes? What do you want?” 
   
  After thinking for a moment he bluntly asks the PCs why 
  he should tell them anything. What makes them 
  different from all the power-hungry savages that have 
  come before? Worse than that they are monster lovers. 
   
  Diplomacy: During this encounter the PCs may try and 
  influence Atwah’s attitude using the Diplomacy skill. His 
  attitude is unfriendly.  
   
  Because Atwah is well-practiced at rejecting inquiries 
  about the cultist the PCs take a -30 circumstance penalty 
  on Diplomacy checks made to encourage Atwah to 
  divulge the cultist’s location (there is an elf present, after 
  all…). 
   
  The PCs should influence Atwah with roleplaying, not 
  skill checks.  
   
  After Atwah asks why they are different, it is up to the 
  PCs to recount all their good deeds and prove themselves 
  worthy of the information.  
   
  Each PC must give Atwah two personal heroic stories to 
  give the party a chance to get the cultist’s whereabouts, 
  and any elf PC must give three very specific good deeds 
  that do not include helping elves. 
   
  It is the DMs discretion as to whether or not the stories 
  that each PC gives is sufficient for Atwah.  
   
  If their first attempts are not successful, the PCs can try 
  different stories to impress Atwah. As long as there is two 
  successful story per person, and three from each elf, the 
  party convinces Atwah that they aren’t immoral savages 
  like the rest. 
   
  Once the PCs have done that, Atwah asks them why they 
  want to meet with the cultist.  
   
  If the PCs do not answer truthfully, they must make a 
  Bluff check opposed by Atwah’s Sense Motive (+18). 
   
  One person may make the check, and others may assist 
  per normal however, if a PC fails to assist, secretly add a -
  
  VTF7-06 Left Unsaid 
   
  Page 14 
  2 circumstance penalty to their  check. Atwah is a 
  seasoned trader and is well-attuned to attempted 
  deception.  
   
  If the PCs answer truthfully, however, Atwah 
  begrudgingly accepts their response and agrees to direct 
  them to the cultist so that they can make their case to the 
  cultist directly. 
   
  “Despite the company you keep, your hearts seem 
  true. I will reveal to you the information which you 
  seek,” Atwah smiles. “But, like all commodities, 
  information too has its price…”  
   
  Atwah is willing to accept any one of the following in 
  exchange for the cultist’s location: 
   
  • 
  150 x APL in great shields (gold pieces) 
  • 
  Agreeing to spend 4 TUs acting as caravan guards for 
  a shipment of stone coming from the Yatils 
  • 
  Two unique top box AR items (must be a physical 
  item that, if consumable, has more than 50% of uses 
  left; must be crossed off) Only two unique items 
  need be sacrificed per table. 
  • 
  A very intriguing trade option not listed (use this 
  option sparingly to reward VERY creative parties; 
  the above three options are very comprehensive and 
  should be attainable by any party at any APL) 
   
  Once the PCs accept Atwah’s terms, he reveals the 
  cultist’s specific location and promises to provide them a 
  hand drawn map through the Bramblewood.  
   
  He tells the PCs that the cultist has become the steward 
  of a previously abandoned monastery to Ehlonna in the 
  Bramblewood and tells them that the cultist’s name is 
  Thaslin. 
   
  Atwah does not automatically want to help the PCs 
  because of their ties to an elf. HOWEVER, if the PCs 
  were VERY VERY respectful of Atwah, if they offered 
  him a personal gift, or some other circumstance at the 
  DMs discretion that would make him see the elf-party 
  PCs in a positive light, he gives them the following 
  advice:   
   
  • 
  Spend the night in the village and head out in the 
  morning; you may get caught in the dark and you 
  don’t want to spend the night in the Bramblewood 
  outside of Thaslin’s protection 
  • 
  You can lose your bearings easily in the 
  Bramblewood. Stay focused on the map and don’t 
  deviate from it for anything. 
  • 
  Never play an ace where a two will do… 
   
  DEVELOPMENT:  
   
  If the PCs heed Atwah’s advice advance to Encounter 5: 
  MUCH WORSE THAN LIONS AND TIGERS AND 
  BEARS OH YES. 
   
  If the PCs choose at any point to stay overnight in the 
  Bramblewood, against all advice, they do not actually 
  encounter any wildlife but cannot get a restful night’s 
  sleep – they are all automatically considered fatigued the 
  next morning (which can be remedied in the usual 
  manner).  Even extra-dimensional protections are no 
  good, as creatures with scent come right up to whatever 
  entrance is left and make strange and unusual noises…  
  Proceed on after this is concluded. 
   
  ENCOUNTER 4A: WHOOPS 
  The PCs only trigger this encounter if they chose not to 
  surrender their weapons for inspection at the gate but 
  still wish to get into the village.  
   
  They have a number of obstacles which they must 
  overcome. Since they did not surrender their weapons, 
  the guards have let the townspeople know to be on the 
  lookout for spies and so the villagers are very wary of new 
  faces.  
   
  The PCs must: 
  1) find Atwah without involving any townspeople 
  unless they are disguised as a guard 
  2) negotiate through the village unseen. 
  3) convince Atwah to help them despite the 
  rumors of elven infiltrators in the village 
   
  There are a few ways to overcome the above 
  circumstances. 
   
  1) One PC can wear a disguise and ask a villager for 
  directions which requires a Disguise check opposed by 
  the Villager’s Spot check (+1). 
   
  2) The PCs can search every house in the hopes of seeing 
  Atwah based on the vague description given to the PCs 
  by The Knife.  This haphazard method is dangerous, 
  however, as it requires the PCs to every once in a while 
  appear in the open.  
   
  First, roll 2d6. That is the number of houses the PCs must 
  search before they hit upon Atwah’s house.  
   
  
  VTF7-06 Left Unsaid 
   
  Page 15 
  For each house that the PCs are required to visit roll 
  1d100. If the result is 1-40 guards are passing near the 
  PCs and they may be spotted. The PC or PCs searching 
  the house must each make a Hide check opposed by the 
  Spot check of the guards (+4).  
   
  If the PCs are spotted the guards raise the alarm and 
  summon more guards. Unless the PCs want to kill the 
  guards, they are arrested and forced to do time in the 
  stocks.  
   
  If they do want to fight the guards each guard is standard 
  Warrior 1 and they are easily dispatched by the PCs. Note 
  the laws in Ket in Appendix Three for the appropriate 
  punishment.  Whether or not the PCs serve their time, 
  they are all accorded the AR Award Lawbreaker as they 
  deserve.  
   
  If the PCs are not spotted, repeat this process each time 
  the PCs visit a house until they find Atwah’s. 
   
  3) Atwah’s home: like the others in the village, is hardly 
  ostentatious.  
   
  At the front of the house is a small porch is unadorned 
  save for a rocking chair. An open window with no glass is 
  the only architectural detail other than the front door. 
  The front door of Atwah’s house is not locked, nor is it 
  even fully closed, so if the PCs knock on the door it 
  opens.  
   
  Once the PCs knock on the door a voice thick with a 
  Baklunish accent calls out “Come in!” inviting the PCs 
  inside.  
   
  The interior of the house appears room as follows: the 
  house is only one room. It’s obvious that a good number 
  of people live in the space as beds are stacked along the 
  wall two high in two different places. Two slightly larger 
  beds are on the ground with nothing but shelving above 
  them. A small kitchen area has been delineated at the 
  back of the house with small clay stove at its center. 
  Despite the amount of beds and shelves the small space 
  isn’t cluttered and the PCs shouldn’t necessarily feel 
  claustrophobic inside.  
   
  At the back of the room, beside the clay stove, sits a 
  man on a stool with two adorable children at his feet.  
   
  Instinctively, he pulls his children in close to him 
  and says “Yes? What do you want?” 
   
  Atwah ibn’farooq (NPC): 
   
  Atwah ibn’farooq: male baklunish expert 5 (Sense 
  Motive +18); Appendix 1. 
   
  After thinking for a moment he bluntly asks the PCs why 
  he should tell them anything. What makes them 
  different from all the power-hungry savages that have 
  come before? Worse than that they are monster lovers 
  and practically spies! 
   
  Diplomacy: During this encounter the PCs may try and 
  influence Atwah’s attitude using the Diplomacy skill. His 
  attitude is unfriendly.  
   
  Because Atwah is well-practiced at rejecting inquiries 
  about the cultist the PCs take a -50 circumstance penalty 
  on Diplomacy checks. 
   
  The PCs should influence Atwah with roleplaying, not 
  skill checks.  
   
  After Atwah asks why they are different, it is up to the 
  PCs to recount all their good deeds and prove themselves 
  worthy of the information.  
   
  Each PC must give Atwah two personal heroic stories to 
  give the party a chance to get the cultist’s whereabouts, 
  and any elf PC must give three very specific good deeds 
  that do not include helping elves. 
   
  It is the DMs discretion as to whether or not the stories 
  that each PC gives is sufficient for Atwah.  
   
  If their first attempts are not successful, the PCs can try 
  different stories to impress Atwah. As long as there is two 
  successful story per person, and three from each elf, the 
  party convinces Atwah that they aren’t immoral savages 
  like the rest. 
   
  Once the PCs have done that, Atwah asks them why they 
  want to meet with the cultist.  
   
  If the PCs do not answer truthfully, they must make a 
  Bluff check opposed by Atwah’s Sense Motive (+18). 
   
  One person may make the check, and others may assist 
  per normal however, if a PC fails to assist, secretly add a -
  2 to their total check. Atwah is a seasoned trader and is 
  well-attuned to attempted deception.  
   
  If the PCs answer truthfully, however, Atwah 
  begrudgingly accepts their response and agrees to direct 
  them to the cultist so that they can make their case to the 
  cultist directly. 
   
  
  VTF7-06 Left Unsaid 
   
  Page 16 
  “Despite your recent lack of good judgment, your 
  hearts seem true. I will reveal the to you the 
  information which you seek,” Atwah smiles. “But, like 
  all commodities, information too has its price…”  
   
  Atwah is willing to accept any one of the following in 
  exchange for the cultist’s location: 
   
  • 
  150 x APL in great shields (gold pieces) 
  • 
  Agreeing to spend 4 TUs acting as caravan guards for 
  a shipment of stone coming from the Yatils 
  • 
  Two unique top box AR items (must be a physical 
  item that, if consumable, has more than 50% of uses 
  left; must be crossed off) 
  • 
  A very intriguing trade option not listed (use this 
  option sparingly to reward VERY creative parties; 
  the above three options are very comprehensive and 
  should be attainable by any party at any APL) 
   
  Once the PCs accept Atwah’s terms, he reveals the 
  cultist’s specific location and promises to provide them a 
  hand drawn map through the Bramblewood.  
   
  He tells the PCs that the cultist has become the steward 
  of a previously abandoned monastery to Ehlonna in the 
  Bramblewood and tells them that the cultist’s name is 
  Thaslin. 
   
  Atwah does not automatically want to help the PCs 
  because of their ties to an elf. HOWEVER, if the PCs 
  were VERY VERY respectful of Atwah, if they offered 
  him a personal gift, or some other circumstance at the 
  DMs discretion that would make him see the elf-party 
  PCs in a positive light, he gives them the following 
  advice:   
   
  If the PCs have generally been respectful he adds the 
  following advice: 
   
  • 
  Spend the night in the village and head out in the 
  morning; you may get caught in the dark and you 
  don’t want to spend the night in the Bramblewood 
  outside of Thaslin’s protection 
  • 
  You can lose your bearings easily in the 
  Bramblewood. Stay focused on the map and don’t 
  deviate from it for anything. 
  • 
  Never play an ace where a two will do… 
   
  DEVELOPMENT:  
   
  If the PCs heed Atwah’s advice advance to Encounter 5: 
  MUCH WORSE THAN LIONS AND TIGERS AND 
  BEARS OH YES. 
   
  If the PCs choose at any point to stay overnight in the 
  Bramblewood, against all advice, they do not actually 
  encounter any wildlife but cannot get a restful night’s 
  sleep – they are all automatically considered fatigued the 
  next morning (which can be remedied in the usual 
  manner).  Even extra-dimensional protections are no 
  good, as creatures with scent come right up to whatever 
  entrance is left and make strange and unusual noises…  
  Proceed on after this is concluded. 
   
  ENCOUNTER 5: MUCH 
  WORSE THAN LIONS AND 
  TIGERS AND BEARS OH YES. 
  How long it takes the PCs to traipse through the forest 
  depends on the party.  
   
  Following Atwah’s map is very easy. He has been quite 
  clear and requires no skill check to navigate. 
   
  The below table is the base time it takes to reach the 
  monastery. 
   
  Slowest PC Spd 
  Length of travel 
  1 hour of hustle? 
  15 feet 
  13.5 hours 
  yes 
  20 feet 
  11 hours 
  yes 
  30 feet 
  8 hours 
  no 
  40 feet 
  6 hours 
  no 
   
  However, PCs may still try and reduce their travel time 
  using various skill checks: 
   
  • 
  A DC 15 Knowledge (Geography) check reduces the 
  travel time by one hour; 
  • 
  A DC 25 Knowledge (Geography) check reduces the 
  travel time by a further hour; 
  • 
  A DC 20 Knowledge (Nature) check reduces the 
  travel time by half an hour; 
  • 
  A DC 25 Survival check reduces the travel time by 
  half an hour; 
  • 
  A DC 35 Survival check reduces the travel time by a 
  further half an hour; 
  • 
  A DC 20 Knowledge (Local: VTF) check reduces the 
  travel time by half an hour; 
  • 
  A DC 20 Profession (Guide, Woodworker, or the 
  like) check reduces the travel time by half an hour; 
  • 
  A DC 10 Int check for an Animal Lord (Wolf or 
  Bear) or anyone with an animal companion native to 
  the Temperate Forests reduces the travel time by one 
  hour. 
   
  
  VTF7-06 Left Unsaid 
   
  Page 17 
  The above skill checks stack. For example, a PC that 
  achieves a DC 25 Knowledge (Geography) check would 
  reduce their time in the Bramblewood by two hours.  
   
  If a party could succeed on all eight skill checks they 
  could reduce their travel time to Thaslin’s monastery by 
  five full hours.  
   
  Note: Flying in the Bramblewood is as much of a 
  challenge as is walking. While flying isn’t slower than 
  walking, it isn’t faster either. 
   
  Parties with members whose speed is less than 30 feet, 
  and cannot succeed on the above skill checks, may find it 
  difficult to make it to the monastery before nightfall.  
   
  These parties may need to hustle for more than one hour 
  to make it to Thaslin’s monastery by nightfall, especially 
  if they cannot succeed on the above skill checks. See the 
  rules on overland movement and hustling in the Players 
  Handbook. 
   
  First light is seven am in Ket and the sun sets completely 
  at five pm – which means the PCs have, at most, ten 
  hours to reach the monastery.  Recall that any other 
  activities might cut into this time, such as praying for 
  spells, memorizing spells, eating a heroes feast, etc.,   
   
  If the PCs cannot make it to Thaslin’s monastery before 
  sunset they are forced to rest in the Bramblewood as the 
  terrain is nigh unto impassable at night.  
   
  If the PCs are able to make it to Thaslin’s monastery 
  before nightfall, read aloud the following: 
   
  The underbrush is thick with stinging thorns and 
  branches. After traveling for hours under the dense 
  canopy, the heat and humidity is pervasive and this 
  deep into the airless forest it seems to be choking 
  under its own weight.  
   
  At this point ask the PCs to all attempt Spot checks (no 
  DC is set).  
   
  Read aloud the following to the person with the highest 
  result on the above Spot check: 
   
  Out of the corner of your eye, and hidden away 
  behind a thicket of brambles, is an oddly structured 
  tangle of vines and branches… 
   
  The PCs now recognize that they have reached their final 
  destination: the hidden Monastery of Ehlonna.  
   
  Note: While still on the outside of the Monastery PCs 
  may make one of the following checks to learn some 
  interesting information: Either a DC 20 Knowledge 
  (Nature) check or a Survival check with the Track feat) 
  reveals the following: 
   
  Interestingly, outside of the monastery there is little to 
  no wildlife activity. No tracks, no recent signs of 
  territorial marking, or even foraging activity; nothing. 
   
  A Spot check DC 24+APL (Ranger Favored Enemy: 
  Human applies) reveals that surrounding the monastery 
  are the remnants of traps and snares, long since sprung. 
   
  The traps seem to be those favored by human woodsmen. 
   
  If the PCs cannot make it to the monastery by 
  nightfall: the PCs are forced to rest in the Bramblewood 
  at night. As many PCs know this is a dangerous 
  proposition of the best of times. 
   
  However, the PCs get lucky on the way to Thaslin’s 
  monastery and the night passes uneventfully. 
   
  There are consequences for spending the night, in the 
  Bramblewood, however, as by the time the PCs arrive at 
  the Monastery the next day, Thaslin has only 4 castings 
  of his 5
  th level or higher spells remaining. He has 
  sacrificed the remainder of his castings for the day to his 
  goddess. Which means he can only teleport the PCs to 
  each node once and then out again. If they are forced to 
  flee, they are unable to return because Thaslin won’t have 
  the spells to teleport them out again and he won’t take 
  the risk of somehow being trapped in the nodes. 
   
  If they don’t flee but successfully get the three items out 
  of the nodes Thaslin cannot teleport them to Falwur 
  (unless they found the scroll of teleport in the Ghirrash 
  den). They must make their way back to Renny alone. 
   
  DEVELOPMENT:  
  If the PCs were able to reach the Monastery before 
  Nightfall, advance to Encounter 6: AT LONG LAST. 
   
  If the PCs choose at any point to stay overnight in the 
  Bramblewood, against all advice, they do not actually 
  encounter any wildlife but cannot get a restful night’s 
  sleep – they are all automatically considered fatigued the 
  next morning (which can be remedied in the usual 
  manner).  Even extra-dimensional protections are no 
  good, as creatures with scent come right up to whatever 
  entrance is left and make strange and unusual noises… 
   
  
  VTF7-06 Left Unsaid 
   
  Page 18 
  This is in addition to the consequences of Thaslin’s lack 
  of spells, as noted above. 
   
  Proceed to Encounter 6: AT LONG LAST. 
   
  ENCOUNTER 6: AT LONG 
  LAST 
  Once the PCs find the monastery all that is required to 
  get in is to find the door. 
   
  It doesn’t require too much effort once the PCs have 
  established they know where the structure is.  
  A DC 10 Search check (a check on which the PCs may 
  take 10) finds the door easily.  
   
  When the PCs are ready to enter the Monastery: 
   
  A dim light licks against the walls within the 
  Monastery. A single candle flickers atop a small 
  shrine and is the only illumination emanating from 
  within. 
   
  Kneeling before the shrine is a large humanoid 
  figure, shrouded in robes.  
   
  “Welcome,” a soft voice says, almost a purr. “You 
  made a perilous journey; please, unburden yourselves, 
  and tell me why you have come.” 
   
  Thaslin (NPC): 
   
  Thaslin: male rakshasa sorcerer 9; 149 hp; see 
  Appendix 1. 
   
  Presumably, at this point, the PCs tell Thaslin why they 
  have come to see him, and tell him the truth.  
  If they lie about their purpose have the PCs make a Bluff 
  check opposed by Thaslin’s Sense Motive. His modifier is 
  +21. 
   
  If the PCs fail to bluff Thaslin, he sees through their 
  deception and the adventure ends.  
   
  If the PCs succeed in bluffing him or are simply truthful 
  continue on.  Once the PCs give Thaslin their purpose he 
  remains stoic, and is silent for a few moments, his body 
  unmoving for the rhythmic undulation of his breathing.  
   
  Thaslin tells the PCs he is not sure that he can help them. 
  He says that he fears what may happen if he reveals some 
  of what he knows and that Ehlonna may disapprove.  
   
  It is now up to the PCs to change his mind.  
  Thaslin can be convinced to help the PCs with good 
  roleplaying. He needs to be made to feel that helping the 
  PCs is another step toward his redemption.  
   
  The DM has full discretion as to what convinces Thaslin 
  to help the PCs. Keep in mind, however, that if the PCs 
  don’t convince Thaslin to change his mind they cannot 
  advance in the adventure, so be liberal in what you, as 
  DM, will accept.  
   
  Some sample reasons could be as follows:  
   
  • 
  The Mouqollad could protect these items and 
  keep them out of the hands of any cultists that 
  haven’t repented. 
  • 
  Who better to protect these items than 
  Mordenkainen? 
  • 
  Aren’t you worried about leaving these items of 
  great power out in the open for any fool to 
  stumble upon and abuse? 
   
  If the PCs are having a very hard time coming up with a 
  plausible reason, allow each PC to attempt a DC 10 
  Intelligence or Wisdom check.  
   
  Remind any PC who succeeds on that check that The 
  Knife suggested telling Thaslin about the fact that these 
  items are destined for Mordenkainen. 
   
  Once the PCs give Thaslin a plausible reason as to why he 
  should help them read aloud the following: 
   
  With a heavy sigh the creature stands and turns 
  pulling the hood away from his face, revealing 
  himself. 
   
  His features are distinctly feline. The light fur on 
  his face is orange with stripes of white and black. His 
  demeanor is one of reserved nobility and he speaks, 
  softly, “I will help?”  
   
  His eyes dance across the gathered company 
  expectantly…waiting… 
   
  PCs may make a DC 17 Knowledge (The Planes) check to 
  determine that Thaslin is a Rakshasa.  
   
  Now that they have convinced Thaslin to help them, the 
  PCs are likely to have many questions for him.  
   
  How did you get here? Some years ago I was involved 
  with a plot to release Tharizdun from his prison and 
  unleash him on the material plane. This plan was foiled. 
   
  
  VTF7-06 Left Unsaid 
   
  Page 19 
  I managed to escape instead of being destroyed with the 
  others. In my terror I begin to realize the gravity of my 
  mistakes. I fled from the site of the summoning 
  ceremony and blindly ran through this forest.  
   
  I stumbled on this place and I have been here ever since.  
   
  What is this place? It is a Monastery to the goddess 
  Ehlonna. When I was fleeing the summoning ceremony 
  the forest was dark and I tripped on something and fell to 
  the ground, striking my head. When I awoke, despite the 
  attempts to conceal it, I could see this place as clear as 
  day. 
   
  It was in a state of disrepair and I could see that it had 
  been abandoned for some time. Finding this place was, 
  for me, a sign.  I have been a steward of this place ever 
  since. Protecting it, maintaining it, worshipping here…it 
  has become the very purpose for my existence. 
   
  Are you really sorry for what you have done? I will 
  never be whole again because of my past misdeeds. I ask 
  for nothing more from my goddess than time to atone for 
  my mistakes. 
   
  Wait, did you convert to become a worshipper of 
  Ehlonna? It was foretold in the stars that I would find 
  this place as it was my destiny to become a devout 
  follower of my goddess.  
   
  It seems like no animals come near here. Did you do 
  something to protect this place? No. Animals are not 
  prone to coming near this place and haven’t been as long 
  as I have been here. The previous guardians of this 
  Monastery must have done an effective job of 
  discouraging creatures from coming near. 
   
  How did you meet Atwah? I travel to the towns near the 
  Bramblewood for supplies. Eventually he and I became 
  quite good friends. 
   
  He is very protective and I am forever grateful to 
  him for that. 
   
  What can you tell us about the items? The spider, the 
  flower, and the magical oil?  
   
  I am impressed by the depth of your intelligence 
  gathering but it is not entirely accurate. I will explain. 
   
  As I’m sure most of you are aware some years ago the 
  elemental cultists of Tharizdun attempted to use the four 
  elemental nodes, earth, air, fire, and water to summon the 
  princes of those elements. 
   
  Their endgame was to use the power of the elemental 
  princes to release Tharizdun from his prison so he could 
  begin his unmaking of the universe. 
   
  With the exception of the elemental prince of air who 
  was not summoned in Ekbir, the plans of the cult were 
  somewhat successful.  
   
  What you do not know is that while the nodes of water, 
  earth, and fire were destroyed after the princes were 
  summoned, these weren’t the only elemental nodes that 
  existed. There were others; created as a failsafe should the 
  princes fail, only becoming active if the original nodes 
  were destroyed. 
   
  The purpose of these other elemental nodes varied by 
  element from storage to research, but the purpose of 
  their existence was the same: should the first elemental 
  nodes be destroyed, they would be used in a second 
  attempt to summon Tharizdun. 
   
  But what about the spider, the flower, and the magical 
  oil? What do they have to do with these secondary 
  elemental nodes? 
   
  That is what I’m trying to tell you. Those items are to be 
  found in the duplicate elemental nodes.  
   
  The crystal spider was once a creature of the planes. 
  Through an arcane mix of alchemy and sorcery its 
  sentience was imbued into construct form, for the first 
  time giving true life to an inanimate life form. 
   
  This process was nearly impossible to complete, however, 
  and though thousands of creatures were subjected to it, 
  only one actually survived.  
   
  This creature had the ability to weave a special silk that it 
  would spin into crystals. These crystals possessed an 
  amazing capacity to store vast amounts of information. A 
  crystal the size of a roll of parchment could store ten 
  times the amount of information contained on that 
  parchment. 
   
  The crystal spider was left to weave its wonder in the 
  water node. 
   
  The flower, despite what you have been told, the magical 
  flower cannot cure disease. It is, however, amazing. It 
  purifies the air around any person that wears it. It creates 
  a bubble of fresh air around its bearer and no gas, no 
  poison…simply nothing can contaminate the air 
  breathed by a person who’s wearing this flower. 
   
  
  VTF7-06 Left Unsaid 
   
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  Thanks in part to a variety of cosmic forces, this flower 
  grows only around the base of a statue of Tharizdun 
  erected in the Earth node. 
   
  The magical oil isn’t in fact oil at all. It is a form of 
  energy imbued magma that is cool to the touch. This 
  magma was used by the weapon smiths of the elemental 
  cult to enhance the strength of any weapon that was not 
  already made of adamantine.  
   
  The most advantageous thing about this fortifying 
  magma is that because it was cool to the touch, weapon 
  smiths could forge weapons more quickly. They no 
  longer had to wait for the repetitive process of heating 
  and cooling involved in most forging activities and so 
  they were able to produce weapons in half the time.  
   
  Weapons made of this substance were incredibly 
  strong…but ordinary weapons enhanced by the magma 
  kept their original properties while at the same time were 
  hardened. 
   
  It makes sense that this energy imbued magma flows 
  beneath the ground in the Fire Node. 
   
  Are these nodes protected by guardians? Yes, but I 
  know very little of their composition. What little I know 
  is as follows: 
   
  The Water Node is protected by a terrible guardian; a 
  creature so horrifying that even the keepers of the nodes 
  were afraid of it. 
   
  The Earth Node is protected by the pets of the cult’s 
  corrupted Beast master. There are strange beasts of some 
  kind and the most terrifying array of insects ever seen on 
  this plane. 
   
  The Fire Node is guarded by cat-like people, whose 
  ability to tear and gnash at their prey was legendary. 
  Beware their pounce for they will not grant you a 
  moment of respite! 
   
  Why isn’t there a duplicate air node? Because the 
  elemental node of air in Ekbir was not destroyed the 
  duplicate node of air never gained its full power. 
   
  How do we find the nodes? I will not divulge the 
  locations of the duplicate nodes that seems folly to me.  I 
  will, however, teleport you there myself.  
   
  Thaslin will not divulge the location of the nodes under 
  any circumstances unless magically compelled to do so.  
  Should the PCs attempt this and succeed, he divulges the 
  information on the location of the nodes. 
   
  The Diplomacy skill will not work to convince him. If 
  the PCs choose not to accept his offer of help, the 
  adventure ends. 
   
  Is there anything else we need to know? Yes. We need 
  not travel to the nodes in any particular order but once 
  we enter the first node you will only have five minutes to 
  obtain all three items before the nodes are destroyed.  
   
  Say what? It is a safety measure. Once the first node is 
  breached a countdown sequence begins. When that 
  countdown ends bags of holding are teleported into the 
  node followed closely behind by a series of portable 
  holes; their combination results in an explosion of epic 
  proportions.  
   
  Can’t you shut it off? No, I cannot.  This was a defense 
  implemented by others and I have no means to end it. 
   
  Any final words? I can only take you to the nodes but I 
  cannot assist in the recovery of the items you seek. To be 
  more truthful, I choose not to do so and will not.  My fate 
  lies elsewhere and I will not tread the paths of the 
  elements again. 
   
  Once you wish to teleport to the next node, you need do 
  nothing but call for me and prepare to receive the spell 
  and I shall take you to the next node.  
   
  You may rest here for the night and prepare for 
  tomorrow.  
   
  If the PCs were not able to make it to the monastery 
  by nightfall and had to spend the night in the forest: 
  Remind them that Renny told them they only had three 
  days total and because they spent the night in the forest, 
  if they rest again he’ll have left Falwur by the time they 
  get there because Thaslin cannot teleport them anywhere 
  after they are finished in the nodes. 
   
  DEVELOPMENT:  
  If the PCs attempted to Bluff Thaslin and failed, the 
  adventure is over. 
   
  If the PCs chose not to accept his help, the adventure is 
  over. 
   
  Should the PCs use spells to control Thaslin (and they are 
  successful) they can have him transport them as needed.  
  No matter what is employed, however, he does not assist 
  
  VTF7-06 Left Unsaid 
   
  Page 21 
  in the Nodes.  He has sworn an oath to that effect and is 
  rendered 
  comatose 
  permanently 
  by 
  the 
  very 
  contradictions in actions if forced into it (and the PCs 
  lose their teleport capability from him).  Proceed to 
  Encounter 7: Final Preparations. 
   
  If the PCs chose to rest and accept Thaslin’s help, advance 
  to Encounter 7: FINAL PREPARATIONS 
   
  ENCOUNTER 7: FINAL 
  PREPARATIONS 
  Whenever the PCs have fully rested and prepared their 
  spells Thaslin is willing to teleport them to the nodes.  
   
  The PCs may likewise cast any buff spells ahead of time, 
  which is fine – all that is required is they keep track of 
  duration.  
   
  The order in which the PCs attack the nodes is irrelevant. 
  So while Encounter 8 is THE WATER NODE, 
  Encounter 9 is THE EARTH NODE, and Encounter 10 
  is THE FIRE NODE don’t feel compelled to run these 
  combats in any particular order.  
   
  Allow the PCs to strategize how they wish to engage the 
  three nodes and let their strategy determine the order in 
  which they travel to the nodes.  
   
  During the 50 rounds of combat, remember that spells 
  such as lesser restoration take three rounds to cast and 
  that the length of post-combat healing needs to be 
  carefully tracked. 
   
  Thaslin tells the PCs that he is keeping track of the time 
  (he is planning to cast round/level spells and keeping 
  track of how long they take to expire) and that he is 
  leaving with or without the PCs in round 49 as all three 
  nodes are going to explode in round 50.  Note that there 
  is a provided Initiative Tracker in Appendix 3. 
   
  When the PCs are ready to leave a given node all they 
  need to do is yell out to Thaslin and one round later he 
  teleports them to the next node, so long as all the PCs are 
  in the proper position to receive the spell. For the 
  purposes of such transportation, he has sufficient 
  capacity, regardless of the actual spell description, to take 
  all PCs and their class companions (but no other 
  creatures).  This extra ability is temporarily granted by 
  Ehlonna and he gladly shares this information if asked. 
   
  Thaslin emphasizes the importance of every PC, cohort, 
  and animal being within range for him to touch while in 
  the nodes.  
   
  Important: Even though he could, Thaslin will not cast 
  any spells on the PCs to help or hinder them. He has his 
  own reasons for helping them travel to these nodes and it 
  is not necessarily to help them acquire the unique items 
  for the Mouqollad Consortium.  
   
  LOOTING: Looting the bodies of fallen enemies takes 
  time; fully looting a single body takes 2 minutes and 
  that’s time the PCs don’t likely have. If the PCs insist on 
  looting, keep careful track of how long it takes them to 
  do so. 
   
  Teleporting: Thaslin will teleport the PCs to and from 
  the nodes as he said, but if they wish to flee to the 
  monastery to Ehlonna at sometime during their combats 
  to return to the monastery and heal up, he takes them. 
   
  He teleports the PCs back and forth as many times as 
  they wish but he doesn’t jeopardize himself by staying in 
  the nodes too long.  
   
  Unless of course the PCs were forced to rest in the 
  Bramblewood in which case see below. 
   
  If the PCs were not able to make it to the monastery 
  by nightfall and had to spend the night in the forest: 
  Thaslin only has four 5
  th level or higher spell slots 
  remaining.  
   
  This means that if the PCs are forced to flee one of the 
  nodes Thaslin is unable to return them there because he 
  doesn’t have the spell capacity. 
   
  He is also unable to teleport them to Falwur once they 
  are finished in the nodes.  
   
  NOTE: Because the PCs have ample time to buff and 
  prepare for all combats, the ELs in each combat have 
  been reduced by one. 
     
  DEVELOPMENT:  
  If the PCs choose to go to the Water Node, advance to 
  Encounter 8: THE WATER NODE. 
   
  If the PCs choose to go to the Earth Node, advance to 
  Encounter 9: THE EARTH NODE. 
   
  If the PCs choose to go to the Fire Node, advance to 
  Encounter 10: THE FIRE NODE. 
  
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  ENCOUNTER 8: THE WATER 
  NODE 
  The room into which the PCs are teleported is not 
  altogether very large and there are no visible exits in this 
  room. The ceiling is 15 feet high. 
   
  The only architectural feature of note is an alcove that is 
  recessed into one of the walls. 
   
  The floor is concealed by water that is just about knee 
  deep and with a surface is layered by a thin film of 
  phosphorescent algae that casts an eerie glow throughout 
  the room. If the PCs did not specify a light source before 
  teleporting into the Water Node this algae provides 
  shadowy illumination for all PCs that are unable to see in 
  the dark. 
   
  The water on the floor does not hamper mobility, even 
  for small creatures. 
   
  Once you have described the room for the PCs read aloud 
  the following: 
   
       The dank, foul-smelling air within the Water Node 
  is completely still. Nothing moves except the light 
  from the algae that reflect against the opening of the 
  alcove. 
        After a moment, the silence is replaced by the soft 
  soothing sound of tinkling bells. From within the 
  alcove comes a flash of movement; a strange metallic 
  creature with eight legs effortlessly glides across a 
  lattice of razor thin crystal threads. 
     And, in time with the haunting melody, it begins to 
  shape its web. 
       Abruptly the sound of the tinkling bells is eclipsed 
  by howls of despair…they seem to come from every 
  direction all at once. 
   
   APL 4 (EL 6) 
   
  Guardian of Despair: large construct; hp 79; 
  Appendix 1. 
   
  Crystalline spider: tiny outsider; hp 12; Appendix 1. 
   
  APL 6 (EL 6) 
   
  Guardian of Despair (2): large construct; hp 79, 79; 
  Appendix 1. 
   
  Crystalline spider: tiny outsider; hp 12; Appendix 1. 
   
  APL 8 (EL 10) 
   
  Guardian of Despair: huge construct; hp 155; 
  Appendix 1. 
   
  Crystalline spider: tiny outsider; hp 12; Appendix 1. 
   
  APL 10 (EL 12) 
   
  Guardian of Despair (2): huge construct; hp 155, 
  155; Appendix 1. 
   
  Crystalline spider: tiny outsider; hp 12; Appendix 1. 
   
  APL 12 (EL 14) 
   
  Guardian of Despair (2): huge construct; hp 199, 
  199; Appendix 1. 
   
  Crystalline spider: tiny outsider; hp 12; Appendix 1. 
   
  APL 14 (EL 16) 
   
  Guardian of Despair (2): huge construct; hp 243, 
  243; Appendix 1. 
   
  Crystalline spider: tiny outsider; hp 12; Appendix 1. 
   
  Challenging APL 14 (EL 17) 
   
  Guardian of Despair (3): huge construct; hp 243, 
  243, 243; Appendix 1. 
   
  Crystalline spider: tiny outsider; hp 12; Appendix 1. 
   
  What the PCs see: The misshapen ogre-like brute has 
  taut flesh with a claylike texture. Howls of pain issue 
  from a gaping black orifice where its face should be. 
  Tormented 
  visages 
  press 
  out from beneath its 
  membranous skin, as though other creatures inside it 
  were clamoring for release.  
   
  Ask the PCs to make a DC 10 Spot check.  
   
  Any PC that succeeds on the Spot check notices that each 
  guardian present wears a pendant that glows dimly. They 
  realize it isn’t the same light that is being given off by the 
  algae.   
   
  A DC 18 Knowledge (Arcana) check is required to learn 
  more about the gloom golems. For every 5 points that DC 
  18 is exceeded the PCs gain one piece of information 
  about the golems. 
   
  COMBAT CONDITIONS: Before combat begins the 
  PCs must make Will saves vs. the crushing despair ability 
  of the golems appropriate to their APL. If more than one 
  golem is present the PCs must save against each of them. 
   
  The howl of despair isn’t auto-surprise activation.  
   
  It is simply presented in such a way to make the boxed 
  text read as more dramatic. In game terms the howl was 
  constant and never activated. 
   
  The PCs must continue to make additional saves on the 
  golems’ turn until they fail or the golems are destroyed.  
  
  VTF7-06 Left Unsaid 
   
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  An unhallow spell (CL 17) has been cast on this area and 
  has invisibility purge keyed to it. The invisibility purge 
  effect covers the entire room.  
   
  As noted above, the water on the floor in the Water node 
  does not hamper movement.  
   
  Tactics: These golems were built on the principle of 
  divide and conquer. They were designed to maximize 
  their ability to put intruders into Charisma comas as 
  quickly as possible. As such they will focus the majority 
  of their attacks on a single PC, especially keying on 
  dwarves, half-orcs, and wild elves, until they drop or it 
  becomes clear a given PC is not the best target for their 
  attacks, i.e., if they keep making their saving throw versus 
  Charisma drain, etc., or have a very high AC. 
   
  The golems will never attack Thaslin the rakshasa. They 
  were created by rakshasa and never turn on their masters.  
   
  See Appendix 4 for the relevant combat map.  
   
  NOTE: If there is only one golem at a given APL, that 
  golem must always be placed in the room blocking the 
  alcove. 
   
  AFTER THE COMBAT: 
  The Alcove: Combat in the main chamber does not 
  hamper the Crystalline spider’s work. It ignores the fight 
  completely. It continues to spin and weave its silk into 
  crystals seemingly unaware of the combat outside of the 
  alcove. When one is completed the spider stacks it neatly 
  on a very large pile of like crystals. 
   
  After the fight, allow the PCs a DC 25 Spellcraft check.  
   
  If the PCs succeed on the Spellcraft check tell them that 
  opening of the alcove is protected by a wall of force (CL 
  11). 
   
  If the PCs fail to succeed on the Spellcraft check, allow 
  them a DC 10 Spot check. 
   
  If they succeed on the Spot check tell them that a strange 
  shimmering force seems to be blocking entrance into the 
  alcove.  
   
  If the PCs recognize the wall for what it is, they can 
  bypass it through all of the standard ways. They can cast 
  dispel magic, and make a successful dispel check against 
  CL 11, or cast teleport/ dimension door to get behind the 
  wall of force. 
   
  However, if they don’t possess the above methods of 
  bypass, the glowing pendant worn by the guardians is a 
  device that bypasses this wall of force. It doesn’t need to 
  be worn, just carried, to bypass the wall. 
   
  If the PCs have no magical way to get past the wall of 
  force and it doesn’t occur to them to use the pendant as a 
  key, wait two rounds after the combat and offer each PC a 
  DC 12 Wisdom check.  
   
  If a PC succeeds on the Wisdom check, they realize the 
  pendant is a key and can use it to bypass the wall of force 
  and 
  obtain 
  the 
  spider. 
   
  If none of the PCs succeeds on the Wisdom check, wait 
  an additional three rounds and suggest to them that 
  perhaps the pendant might be worth investigating.  
   
  The Spider: The spider does not resist any attempts to 
  grab it. It is quite docile and easily stored in a backpack, 
  or a bag of holding.  
   
  The Crystals: Allow whichever PC that enters the Alcove 
  to make a DC 10Appraise check. If the check is successful 
  the PC realizes that the crystals might be valuable and are 
  worth taking. The crystals in the alcove are worth 150 gp 
  x APL. 
   
  Treasure 
   
  APL 4: Coin: 600 gp. 
   
  APL 6: Coin: 900 gp. 
   
  APL 8: Coin: 1200 gp. 
   
  APL 10: Coin: 1500 gp. 
   
  APL 12: Coin: 1800 gp.  
   
  APL 14: Coin: 2100 gp. 
   
  DEVELOPMENT:  
  Once the PCs have defeated the guardians and obtained 
  the spider their time in the Water node has concluded. 
   
  If the PCs, haven’t yet done so, and choose to go to the 
  Earth Node, advance to Encounter 9: THE EARTH 
  NODE. 
   
  If the PCs, haven’t yet done so, and choose to go to the 
  Fire Node, advance to Encounter 10: THE FIRE 
  NODE. 
   
  If the Water node was the last stop for the PCs, and they 
  are ready to leave behind the nodes for good, advance to 
  Encounter 11: FOND FAREWELL. 
   
  
  VTF7-06 Left Unsaid 
   
  Page 24 
  ENCOUNTER 9: THE EARTH 
  NODE 
  When the PCs teleport into the Earth node they 
  recognize it is a cave, not a man-made structure.  
   
  Small stalagmites and stalactites dot the roof and floor, 
  the latter of which is covered with a liberal amount of 
  black, soft earth, which is slightly warm to the touch. 
  These stalactites and stalagmites don’t offer cover, they 
  only obscure vision slightly. 
  The ceiling of the room is 20 feet high. 
   
  When they are ready, read aloud the following 
   
  The Earth node is very quiet; almost tranquil. The 
  weak light from a single torch flickers out of sight, 
  hidden behind the stalactites and stalagmites that dot 
  the floor and ceiling. 
   
  At the center of the cave, tucked neatly within 
  the wall of rock, stands a large statue of the mad god 
  himself, Tharizdun.  
   
  Sprouting from beneath the base of this statue is 
  a patch of small white flowers.  
   
  Oddly, the centre of the cave is crisscrossed with 
  large wooden poles that stretch from floor to 
  ceiling… 
   
  COMBAT CONDITIONS: An unhallow spell (CL 17) 
  has been cast on this area and has invisibility purge keyed 
  to it. The invisibility purge effect covers the entire cave. 
   
  As per the unhallow spell all creatures in the central 
  chamber are under a magic circle against good effect. 
  This protects them against charm-type spells cast by good 
  creatures and gives them a deflection bonus against good 
  attacks, if applicable. The deflection bonus to AC is 
  included in the power up suite. 
   
  Also, a desecrate (CL 17) spell has also been cast on the 
  area. The combat bonuses to undead have been included 
  in the relevant stat blocks as a power up suite.  Turning 
  checks take a cumulative -10 penalty while in the Earth 
  node.  
   
  The torch provides shadowy illumination throughout the 
  entire cave. The light issuing from the torch seems 
  weaker than it should be. 
   
  At APLs 6 and 8 ONLY: The room is illuminated by a 
  daylight spell emanating from the torch held by 
  Tharizdun. This daylight spell prevents the ephemeral 
  swarms from using their Shadow Blend ability. 
   
  What the PCs see: If the PCs ask for a more detailed 
  description of the central chamber: The large statue of 
  Tharizdun is made of polished basalt. From shoulder to 
  toe the statue has raised bands at even intervals that seem 
  to have text carved into them.  
   
  Tharizdun is shown with an upraised arm and in his hand 
  he holds the torch that illuminates the room. 
   
  The small white flowers dot the base of the statue but 
  don’t appear anywhere else in the cave that the PCs can 
  see.  
   
  There are four or five of the large wooden poles that 
  stretch from floor to ceiling.  
   
  A DC 20 Spot check allows the PCs to note that there are 
  unrecognizable carcasses strewn about the central 
  chamber. They are clearly the product of feeding activity.  
   
  The poles have no in game effect but it may give the PCs 
  a clue as to what guards the chamber. 
   
  WHEN THE PCS ARE READY TO MOVE 
  ON 
  Have them make a Spot check opposed by the Hide 
  check of the ape/s and swarm/s.  The swarms are hiding 
  inside one of the carcasses and gain a +4 circumstance to 
  their Hide skill.  
   
  APL 4 (EL 4) 
   
  Ape: large female ape; hp 26; Appendix 1. 
   
  Shadow Centipede Swarm: tiny vermin; hp 31; 
  Appendix 1. 
   
  APL 6 (EL 6) 
   
  Advanced Ape: large female ape; hp 75; Appendix 1. 
   
  Shadow Ephemeral Swarm: tiny undead; hp 96; 
  Appendix 1. 
   
  APL 8 (EL 8) 
   
  Elite Advanced Dire Ape: large female ape 
  Barbarian 1; hp 124; Appendix 1. 
   
  Shadow Ephemeral Swarm: tiny undead; hp 139; 
  Appendix 1. 
   
  APL 10 (EL 10) 
   
  Elite Advanced Dire Ape (2): large female ape 
  Barbarian 1; hp 124, 124; Appendix 1. 
   
  Corrupted Shadow Hellwasp Swarm: diminutive 
  magical beast; hp 136; Appendix 1. 
   
  
  VTF7-06 Left Unsaid 
   
  Page 25 
  APL 12 (EL 12) 
   
  Elite Advanced Dire Ape (2): large female ape 
  Barbarian 1; hp 182, 182; Appendix 1. 
   
  Corrupted Shadow Hellwasp Swarm: diminutive 
  magical beast; hp 189; Appendix 1. 
   
  APL 14 (EL 14) 
   
  Elite Advanced Dire Ape (4): large female ape 
  Barbarian 1; hp 182, 182, 182, 182; Appendix 1. 
   
  Corrupted 
  Shadow 
  Hellwasp 
  Swarm 
  (2): 
  diminutive magical beast; hp 207, 207; Appendix 1. 
   
  Challenging APL 14 (EL 16) 
   
  Elite Advanced Dire Ape (4): large female ape 
  Barbarian 1; hp 249, 249, 249, 249; Appendix 1. 
   
  Corrupted 
  Shadow 
  Hellwasp 
  Swarm 
  (2): 
  diminutive magical beast; hp 300, 300; Appendix 1. 
   
  Tactics: The swarms generally try and avoid swarming 
  the apes because of the negative energy pendants the 
  apes all wear.  
   
  The apes attack from within the central chamber using 
  their reach to attack if they can. At higher APLs, when 
  there are 4 apes, 2 apes stay within the central chamber 
  guarding the statue while 2 circle around the stalactites 
  and stalagmites and try and encircle the party. 
   
  The swarms attack anything and everything except the 
  apes. The pendants of negative energy the apes wear 
  prevent the swarms from attacking them.  
   
  Thaslin tries to stay away from the party as much as 
  possible so as to not get caught by the swarms. 
   
  NOTE: At APLs where the Hellwasp swarm is present, 
  note that their sting is a supernatural effect, *not* a 
  poison effect. As a result, PCs immune to poison are still 
  subject to its effects. 
   
  AFTER THE COMBAT: 
   
  The Flowers: Once combat is complete, the PCs have no 
  trouble picking some of the flowers that bloom at the 
  base of Tharizdun’s statue.  
   
  The Statue:  Once the PCs investigate the statue they 
  find there are no secret compartments on the statue but 
  the bands that encircle it are covered in text. The 
  inscription is written in Infernal and there are 5 bands of 
  text. Each band takes 1 round for a PC who reads Infernal 
  to complete. (Note: the bands of text are written all 
  around the statue and thus each PC needs to circle the 
  entire statue to read a single band of text) 
   
  Band 1: The heart of the dark god is all that remains 
   
  Band 2: His very existence torn asunder 
   
  Band 3: Guarded by the dun of fortune 
   
  Band 4: Left forgotten  
   
  Band 5: Until his own unmaking 
   
  If the PCs choose to destroy the statue and look beneath 
  its base they find nothing of interest.  
   
  There are, however, some checks that can be made to 
  learn some interesting information. 
   
  A 
  DC 
  15 
  Knowledge 
  (Nature), 
  Knowledge 
  (Dungeoneering) (the Dwarven stonecunning bonus 
  applies to both), or an untrained Stonecutting check, tells 
  the PCs that the earth beneath the statue has been 
  disturbed.  It is impossible to tell how recently, however. 
   
  If the PCs wish to dig beneath the remains of the broken 
  statue, they may do so. 
   
  Digging is difficult without a pick, or a shovel, however 
  and takes much longer. 
   
  Number of 
  PCs digging 
  PCs do not have tools  
  # of feet/round 
  PCs have tools 
  # of feet/round 
  1 
  1/3
  rd feet/round 
  ½ feet/round 
  2 
  2/3
  rd feet/round 
  1 foot/round 
  3 
  1 foot/round 
  2 feet/round 
   
  Buried four feet beneath the surface of the cavern is a 
  small box. Its exterior is polished and black and has no 
  visible tarnish on it, despite what seems like a long burial.  
   
  The box is locked, but has a hole for a key. When the PCs 
  open the box: the inside is covered on all sides by a black 
  silk and in the center is a chamber where once a large, 
  semi-circular object would have fit snugly.  
   
  Now it is filled with something it was not designed to 
  carry, a glowing red gem. 
   
  DEVELOPMENT:  
  Once the PCs have defeated the guardians and obtained 
  the flowers their time in the Earth node has concluded. 
   
  
  VTF7-06 Left Unsaid 
   
  Page 26 
  If the PCs, haven’t yet done so, and choose to go to the 
  Water Node, advance to Encounter 8: THE WATER 
  NODE. 
   
  If the PCs, haven’t yet done so, and choose to go to the 
  Fire Node, advance to Encounter 10: THE FIRE 
  NODE. 
   
  If the Earth node was the last stop for the PCs, and they 
  are ready to leave behind the nodes for good, advance to 
  Encounter 11: FOND FAREWELL. 
   
  ENCOUNTER 10: THE FIRE 
  NODE 
  When the PCs teleport into the Fire node, they can see 
  that walls are smooth and slightly round. At first glance it 
  seems as thought the walls were carved by master 
  craftsman but a DC 15 Knowledge (Dungeoneering) or 
  (Nature) check tells the PCs that this cavern is actually a 
  lava tube.  
   
  It’s impossible to tell whether or not this tube is dormant 
  or active.  
   
  The Fire node has no source of light by which the PCs 
  can see. If the PCs have no source of light, those PCs 
  without darkvision are unable to see at all in the Fire 
  node.  If they have no light source and cannot see, 
  combat begins immediately with the creatures getting a 
  surprise round against the PCs. 
   
  If the PCs can either all see in the dark, or have a source 
  of light, read aloud the following: 
   
  The inner chamber of the Fire node is smooth and 
  slightly round. The walls are so perfect they almost 
  appear as though they were polished by hand.  
   
  The floor is flat, and even, though upon closer 
  inspection has a network of strange looking pipes dug 
  into it, with a large intersection present some dozen 
  feet away…  
   
  COMBAT CONDITIONS: An unhallow spell (CL 17) 
  has been cast on this area and has invisibility purge keyed 
  to it. The invisibility purge effect covers the entire central 
  intersection of lava tube. 
   
  As per the unhallow spell all creatures in the central 
  chamber are under a magic circle against good effect. 
  This protects them against charm-type spells cast by good 
  creatures and gives them a deflection bonus against good 
  attacks, if applicable. The deflection bonus to AC and 
  resistance bonus to saves is included in the power up 
  suite where applicable. 
   
  What the PCs see: The location into which the PCs 
  teleport is a long corridor. The ceiling is about 20 feet at 
  its highest. 
   
  The strange pipes underfoot are four inches wide and a 
  Knowledge (Architecture and Engineering) check DC 15 
  allows the PCs to know that the pipes are perfectly set 
  into the ground and appear to be completely flush with 
  the floor.  
   
  A DC 20 Appraise check allows the PCs to realize these 
  pipes aren’t made with any metal they’ve seen previously. 
   
  If the PCs have a source of light, and aren’t strictly 
  relying on darkvision, they can see that the pipes are a 
  dull grayish-brown, almost like the color of rust, 
  although the pipes don’t appear to be damaged in any 
  way. 
   
  The central intersection of the pipe is in the middle of 
  corridor and is 10 foot square. It seems to be a large 
  receptacle with pipes that extend into each tunnel. 
   
  Combat begins as soon as the PCs have been given a 
  general description of what they see when they enter the 
  room. 
   
  APL 4 (EL 6) 
   
  Den: large male ghirrash; hp 52; Appendix 1. 
   
   
  APL 6 (EL 8) 
   
  Den (2): large male ghirrash; hp 59, 59; Appendix 1. 
   
  APL 8 (EL 10) 
   
  Den 
  (2): 
  large 
  male 
  ghirrash 
  warrior1/ 
  monk2/fighter1; hp 122, 122; Appendix 1. 
   
   
  APL 10 (EL 12) 
   
  Den 
  (2): 
  large 
  male 
  ghirrash 
  warrior1/ 
  monk2/fighter1/drunken 
  master2; 
  hp 
  157, 
  157; 
  Appendix 1. 
   
    
  APL 12 (EL 15) 
   
  Den 
  (2): 
  large 
  male 
  ghirrash 
  warrior1/ 
  monk2/fighter1/drunken master2/hexblade1; hp 186, 
  186; Appendix 1. 
   
  
  VTF7-06 Left Unsaid 
   
  Page 27 
  APL 14 (EL 17) 
   
  Den 
  (2): 
  large 
  male 
  ghirrash 
  warrior1/ 
  monk2/fighter1/drunken 
  master2/hexblade2/exotic 
  weapon master1; hp 203, 203; Appendix 1. 
   
  Challenging APL 14 (EL 18) 
   
  Den 
  (3): 
  large 
  male 
  ghirrash 
  warrior1/ 
  monk2/fighter1/drunken 
  master2/hexblade2/exotic 
  weapon master1; hp 203, 203, 203; Appendix 1. 
   
  Tactics: The ghirrash are very fast and use their mobility 
  to their advantage. They are deadliest when they pounce 
  and they know it and so they try and maximize their use 
  of that ability, especially when they are drunken masters 
  and no longer need to charge in a straight line.  
   
  As drunken masters they can charge someone, and in the 
  next round move backward and charge someone again, 
  because they are no longer constrained by standard 
  charging rules. 
   
  If there are more than one (at every APL other than 4) 
  they don’t necessarily work as a team, instead they prefer 
  to compete to be the one to inflict the most carnage and 
  fear. 
   
  Wizards and clerics are their usually their first targets 
  (especially if they can use their drunken master ability to 
  charge around the fighters who are traditionally in the 
  front rank) but failing that settle for any creature in 
  range. 
   
  The ghirrash do not attempt to attack Thaslin. The 
  ghirrash feel that this situation might be a test of their 
  loyalty and skill and seek to prove themselves worthy.  
   
  Thaslin suspects this might be the case and so takes no 
  offensive action against the ghirrash unless he is in 
  mortal danger and has no other option.  
   
  AFTER THE COMBAT: 
  The Pipes: The energy infused magma for which the PCs 
  are searching is contained within the pipes beneath their 
  feet.  
   
  If they do not head straight for the central receptacle 
  immediately following combat, Thaslin suggests to the 
  PCs that they try and get the magma from it since it will 
  flow the most quickly from there. 
   
   
  Central Magma Chamber: 3 in. thick; hardness 10; 
  hp 20; AC 5; Break DC 24. 
   
  The PCs can get a very good amount of magma from the 
  central magma chamber one round after it’s broken.  
   
   
  Magma pipe: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 18. 
   
  If they choose to ignore Thaslin’s suggestion, and instead 
  opt to get magma from the pipe, it takes three rounds 
  after the pipe is broken to get enough magma for a decent 
  sample. 
   
  Ghirrash Den: After the combat, a DC 15+APL Spot 
  check allows the PCs to notice a small den has been 
  constructed further down the passageway.  A Search 
  check of the den reveals worthless gems of various sorts 
  (all damaged and nothing but shiny rocks now) and 
  single scroll of teleport.  
   
  Treasure 
   
   
  APL 4: Loot: 0 gp, magic: scroll of teleport (93 gp 
  each). 
   
  APL 6: Coin: 0 gp, magic: scroll of teleport (93 gp 
  each). 
   
  APL 8: Coin: 0 gp, magic: scroll of teleport (93 gp 
  each). 
   
  APL 10: Coin: 0 gp, magic: scroll of teleport (93 gp 
  each). 
   
  APL 12: Coin: 0 gp, magic: scroll of teleport (93 gp 
  each). 
   
  APL 14: Coin: 0 gp, magic: scroll of teleport (93 gp 
  each). 
   
  DEVELOPMENT:  
  If the PCs, haven’t yet done so, and choose to go to the 
  Water Node, advance to Encounter 8: THE WATER 
  NODE. 
   
  If the PCs, haven’t yet done so, and choose to go to the 
  Earth Node, advance to Encounter 9: THE EARTH 
  NODE. 
   
  If the Earth node was the last stop for the PCs, and they 
  are ready to leave behind the nodes for good, advance to 
  Encounter 11: FOND FAREWELL. 
   
  ENCOUNTER 11: THE FOND 
  FAREWELL 
  When the Thaslin and the PCs make their final teleport 
  out of the elemental nodes read aloud the following: 
   
  
  VTF7-06 Left Unsaid 
   
  Page 28 
  With a final flash the dizzying whirlwind of the 
  elemental nodes comes to an end.  
   
  The ground trembles just slightly and Thaslin smiles. 
  “Now…finally…it is over,” Thaslin mutters, almost 
  musing to himself, clearly lost in thought. 
   
  Shaking himself out of his quiet reverie, Thaslin 
  straightens and smiles. “I truly hope that those items 
  that you acquired in the nodes will be sufficient to 
  complete your contract. I wish you well on your 
  journeys…and may the goddess watch over you on 
  your travels.” 
   
  The PCs may have questions for Thaslin now that their 
  mission is complete.  
   
  What is over? My penance. I have waited for many years 
  for a sign from my goddess that the end of my atonement 
  was nigh; and it arrived in the form of adventurers.  
   
  Uh, what? When you asked about the items from the 
  duplicate elemental nodes, I knew that the path to my 
  salvation lay in the destruction of the duplicate nodes 
  that remained active. In helping you complete your 
  quest, I ensured that the nodes would be destroyed. Now 
  they have been… 
   
  So you used us? You asked for my assistance and I gave 
  it; and in return, you assisted me, though did not know it. 
  This was a most reciprocal transaction, and one that 
  certainly served the greater good.  
   
  Now the nodes can never be used to summon the 
  dark god. This is a victory not just for you, but for all 
  those denizens of Oerth. 
   
  What will you do now? I do not yet know. I will close 
  the monastery and go into the world…trying to see if 
  there is a place for me in it.  
   
  FOR APL 12 and 14 ONLY: If the PCs have no more 
  questions and are readying to leave, Thaslin stops them 
  and adds a final piece of advice. 
   
  “My friends, I have one piece of advice to offer before 
  you depart: be cautious with the items you’ve 
  recovered. I fear there may be more at work here than 
  meets the eye.” 
   
  Thaslin moves closer, and whispers, almost 
  conspiratorially, “You see there were some in the 
  elemental cult that believed we did not need to use 
  the elemental nodes themselves to summon the dark 
  god. They believed that you could remove aspects of 
  the nodes’ power and conduct the ritual elsewhere, in 
  secret… 
   
  “These rakshasa, known only to me as the Silken 
  One and the Velvet One, were amongst the most 
  cunning of all. It would not surprise me to learn that 
  they had something to do with this…” 
   
  Who are these rakshasa? One is duelist and strikes only 
  from the shadows. The other is sorcerer and master of 
  arcane energy, which she uses to power her physical 
  attacks, while also being a master of disguise and 
  deception. Either, or both for that matter, could have 
  been capable of setting you on this course. 
   
  If it were one of them, why wouldn’t they just get the 
  items themselves? Because they only knew of the 
  existence of the duplicate nodes, not the location.  
   
  They were not in the inner circle and thus knew 
  very little of its true goings on.  
   
  They, however, could have caught wind that I 
  survived and created an elaborate ruse to draw these 
  items into the open. I truly have no answers; only 
  speculation. 
   
  How do we handle them? Expect deception and an 
  attack from a direction not expected – or something so 
  straightforward as to be deceptive. Take nothing at face 
  value and question everything you see. They are vicious, 
  but focused. Use their expectations against them. 
   
  REWARDS 
  Thaslin has quite a stash of gold from his former days, 
  even now after using much of it to help those in the area. 
   He offers this to the PCs if they have returned, 
  attempting to divest himself of the last of his ties to the 
  Elemental cultists – it is sufficient to bring all PCs up to 
  the maximum amount of gp they can gain for this 
  adventure (not including the Extended Play Option). 
   
  Thaslin is willing to teleport the PCs anywhere they wish 
  to go within Ket so that they do not again have to traverse 
  the 
  Bramblewood, 
  unless 
  they 
  rested 
  in 
  the 
  Bramblewood and didn’t recover the teleport scroll from 
  the Fire node. In that case he has no remaining teleport 
  spells to cast. 
   
  DEVELOPMENT:  
  When the PCs are ready to return to Renny TK with the 
  items, advance to ENCOUNTER 12: CONCLUSION 
   
   
  
  VTF7-06 Left Unsaid 
   
  Page 29 
  ENCOUNTER 12: 
  CONCLUSION APL 4−10 
  The return trip to Falwur is far easier than the trip 
  away that preceded it. Within seconds the familiar 
  sights and sounds of the Baklunish town return, with 
  the shadows of the Bramblewood now left far behind. 
   
  Thaslin has nothing left to tell the PCs and so he 
  teleports away shortly after he teleports the PCs to 
  Falwur. 
   
  If they have questions for him, or want to bid him adieu, 
  he of course stays and tries to help the PCs as best as he 
  can, but, for the most part he has said all that he is able to 
  say at this time. 
   
  If the PCs were not able to make it to the monastery 
  by nightfall and had to spend the night in the forest: 
  it takes about two days to get from the Monastery of 
  Ehlonna in the Bramblewood to Falwur overland. 
   
  Once the PCs are ready, they can return to the Magic 
  Carpet tavern without difficulty. 
   
  When the PCs enter the Magic Carpet it’s as though 
  nothing has changed. The bartender and his nephew 
  tend studiously to the bar, the locals are drinking 
  oblivious to any imperils that might be on the horizon, 
  and Sayeeda the dancer winds her way across the stage to 
  the delight of most everyone in the room. 
   
  Renny TK *has* waited, despite what he said earlier, but 
  has disguised himself and is waiting for the PCs in the 
  common room, as opposed to his room upstairs. 
   
  Allow the PCs to make a Spot check opposed by his 
  Disguise which is +19.  
   
  If they don’t make the Spot check, Renny will clear his 
  throat 
  purposefully 
  as 
  they 
  bypass 
  him.  
   
  Allow the PCs to make a DC 20 Sense Motive check. If 
  they succeed, they notice Renny in his Disguise, and if 
  they fail Renny gets their attention by saying  
   
  “Excuse me, I was wondering if you’ve heard that 
  Dwarven spirits are in season this time of year?” 
   
  Renny now looks very different. He doesn’t look to be as 
  portly as he appeared in their first meeting and his 
  cheeks have lost some of their rosy glow. 
   
  He is also not wearing any obvious holy symbol. 
   
  Read aloud the following: 
  “Sorry fer th’ deception, friends,” Renny speaks in an 
  oddly stilted non-Baklunish accent. “I like t’shake 
  things 
  up 
  a 
  bit,” 
  Renny 
  nods. 
  “Y’know…be 
  unpredictable an’ such.” 
   
  Renny pauses and smiles, “So, can I take a peek at 
  what ye found?” 
   
  If the PCs agree allow them a DC 15 Spot check.  
   
  If the PCs succeed on the Spot check they notice that the 
  white flowers are no longer white; they are instead a 
  sooty grey color. 
   
  The flowers haven’t wilted per se…they still look healthy 
  they just appear a remarkably different color than they 
  did when they were first picked in the Earth node. 
   
  The PCs may have questions for Renny before they turn 
  over the items. If they do, he takes them upstairs to his 
  room to continue the conversation. 
   
  Renny believes everything he says to the PCs and isn’t 
  lying. He even submits to a zone of truth if the PCs want 
  but insists on going to his room to do it. He answers all 
  the questions truthfully. 
   
  Why are you still here? Because things are going to the 
  abyss in a hand-basket and I was too scared to leave. I was 
  hoping that…uh…you all might consider escorting me 
  to Zeif…with these items? 
   
  What do you mean? Trust me, it’s a long story, but all I 
  know is I’ll be happy when I never have to think about 
  these stupid items ever again. 
   
  Why do you really need these items? I told you 
  already, the Mouqollad is looking to get an audience with 
  Mordenkainen. I really can’t tell you any more than that. 
   
  Well, we’re not sure we trust you, and so if you don’t, 
  we walk. Okay! Okay. The reason the Mouqollad needs 
  to meet with Mordenkainen is to get information about a 
  possible upcoming holy war and what it might do to our 
  trade.  This could either ruin or destroy the entire 
  Baklunish West and we have no real information on it.  
  Mordenkainen, however, might.  You see?? You see why 
  it’s so vital we meet with Mordenkainen? 
   
  
  VTF7-06 Left Unsaid 
   
  Page 30 
  DEVELOPMENT:  
  If the PCs give Renny the items they are paid for a job 
  well done and the adventure concludes. 
   
  If the PCs wish to escort Renny to the drop point, they 
  do so, and the drop occurs uneventfully. Renny’s contact 
  is *not* a Rakshasa but for argument’s sake submits to 
  whatever testing the PCs desire to prove it. 
   
  With the items transferred, the adventure ends. 
   
  REWARDS 
  If the PCs went into the nodes with Thaslin, thereby 
  causing their destruction, they get the “Blessing of the 
  Goddess” AR award. 
   
  If the PCs recover all three items from the nodes, the 
  crystal spider, the flowers, and the magma, they get the 
  “Thanks of the Mouqollad” AR award.  
   
  If the PCs dug for, and recovered, the box hidden 
  beneath the statue of Tharizdun, the PCs are provided 
  with the AR Award “Heart of Tharizdun”. 
   
  If the PCs succeed at their mission, they are also provided 
  with any item noted on the AR under Item Access 
  marked with an “
  m”, to represent their employer. 
   
  ENCOUNTER 12A: 
  CONCLUSION (APL 12−14) 
  The return trip to Falwur is far easier than the trip 
  away that preceded it. Within seconds the familiar 
  sights and sounds of the Baklunish town return, with 
  the shadows of the Bramblewood now left far behind. 
   
  Thaslin has nothing left to tell the PCs and so he 
  teleports away shortly after he teleports the PCs to 
  Falwur. 
   
  If they have questions for him, or want to bid him adieu, 
  he of course stays and tries to help the PCs as best as he 
  can, but, for the most part he has said all that he is able to 
  say at this time. 
   
  Once the PCs are ready, they can return to the Magic 
  Carpet tavern without difficulty. 
   
  When the PCs enter the Magic Carpet it’s as though 
  nothing has changed. The bartender and his nephew 
  tend studiously to the bar, the locals are drinking 
  oblivious to any imperils that might be on the horizon, 
  and Sayeeda the dancer winds her way across the stage to 
  the delight of most everyone in the room. 
   
  Renny TK has disguised himself and is waiting for the 
  PCs in the common room, as opposed to his room 
  upstairs. 
   
  Allow the PCs to make a Spot check opposed by his 
  Disguise which is +19. 
   
  If they don’t make the Spot check, Renny will clear his 
  throat 
  purposefully 
  as 
  they 
  bypass 
  him.  
   
  Allow the PCs to make a DC 20 Sense Motive check. If 
  they succeed, they notice Renny in his Disguise, and if 
  they fail Renny gets their attention by saying  
   
  “Excuse me, I was wondering if you’ve heard that 
  Dwarven spirits are in season this time of year?” 
   
  Renny now looks very different. He doesn’t look to be as 
  portly as he appeared in their first meeting and his 
  cheeks have lost some of their rosy glow. 
   
  He is also not wearing any obvious holy symbol. 
   
  Read aloud the following: 
   
  “Sorry fer th’ deception, friends,” Renny speaks in an 
  oddly stilted non-Baklunish accent. “Things ‘r movin’ 
  rather fast an’ loose an’ I don’ wanna get caught in the 
  middle…” 
   
  A DC 5 Sense Motive check reveals to the PCs that 
  Renny is agitated and very nervous, a stark contrast to the 
  confidence with which he carried himself during their 
  last meeting. 
   
  If the PCs ask Renny why he seems so nervous he 
  explains that everything was going fine until yesterday. 
   
  It was then he was told that his exchange location had 
  changed, that his normal contact had disappeared, that he 
  shouldn’t speak with anybody about the current job, and 
  that even the contract payment parameters have been 
  adjusted. 
   
  For Renny, these are huge warning signs for a job about 
  to go to the abyss and he doesn’t like the feeling one bit. 
  Finish by reading aloud the following: 
   
  “Listen,” Renny leans in and whispers, “I’m in over 
  my head here. I really don’t know what’s going on 
  and I’m scared out of my wits. I could bring this stuff 
  
  VTF7-06 Left Unsaid 
   
  Page 31 
  in myself but I’m afraid of what could happen; I’m a 
  merchant, not a spymaster.” 
   
  “Can you help me out and get me off the hook on 
  this one? If you make this delivery for me I’ll be in 
  your debt…” 
   
  Renny is Bluffing. If the PCs do not ask to make a Sense 
  Motive check on his request, do not offer them one.  
   
  If they ask, his Bluff is +19. 
   
  If he is caught in this lie, he explains that the reason he 
  lied is because one of his superiors, the Worthy Elder 
  Jishar, has requested the PCs come to meet with him in 
  Zeif because he has a business matter to discuss with 
  them. 
   
  The reason Jishar didn’t want them told about the request 
  is because he was concerned that if he told them before 
  they set off, they would be overly expectant about what 
  he had to offer, given the distance they had to travel to 
  get to him. 
   
  And he didn’t want to feel beholden to the PCs, especially 
  if they opt not to accept his task. 
   
  If the PCs accept Renny’s offer and decide to take the 
  node items directly to his contact, Renny is thrilled and 
  can barely contain his glee. 
   
  If he agrees to pay each PC 500 great shields each and 
  passes them along in plain sight, doing so very deftly and 
  giving nobody else in the bar any idea what’s going on. 
   
  He tells the PCs that his new contact is the Worthy Elder 
  Jishar, a well known member of the consortium who runs 
  a temple in the city of Ceshra, in the lands of Zeif. 
   
  He says that once the PCs arrive in Ceshra and come to 
  the gates of the temple, stand in front of the guard and 
  with a sweeping gesture drop five silver pieces into the 
  silver pot saying, “May your wanderings forever bear the 
  fruit of the west.” 
   
  That act combined with that phrase is the code to gain 
  them 
  entrance 
  into 
  Jishar’s 
  temple. 
   
  Other than the vital information above which he imparts 
  readily, he doesn’t have any more information for the PCs 
  than he has already told them. 
   
  If the PCs do not accept Renny’s offer and decide not 
  to take the node items directly to his contact, Renny is 
  very unhappy, but he understands that it really isn’t their 
  responsibility. 
   
  It’s his contract in the end, and regardless of the 
  circumstances he needs to fulfill his obligations. 
   
  Renny thanks the PCs and gets up, taking the items from 
  them. 
   
  Then he leaves he exits without another word. 
   
  DEVELOPMENT:  
  If the PCs chose to accept Renny’s request for help and 
  are taking the node items to his contact, advance to 
  Encounter 13: Extended Play Option: A Delivery.  
  Warn anyone attempting this, or considering this, 
  however, that this is a very dangerous mission and should 
  not be taken on lightly.  It also costs an additional one (1) 
  TU, which must be expended unlike other TU costs for 
  adventures under the current rules. 
   
  If the PCs elected to collect their money for a job well-
  done and take a nice break instead of helping Renny, the 
  adventure is concluded. 
   
  REWARDS 
  If the PCs went into the nodes with Thaslin, thereby 
  causing their destruction, they get the “Blessing of the 
  Goddess” AR award. 
   
  If the PCs recover all three items from the nodes, the 
  crystal spider, the flowers, and the magma, they get the 
  “Thanks of the Mouqollad” AR award.  
   
  If the PCs dug for, and recovered, the box hidden 
  beneath the statue of Tharizdun, the PCs are provided 
  with the AR Award “Heart of Tharizdun”. 
   
  If the PCs succeed at their mission, they are also provided 
  with any item noted on the AR under Item Access 
  marked with an “
  m”, to represent their employer. 
   
  ENCOUNTER 13 − EXTENDED 
  PLAY OPTION: A DELIVERY 
  NOTE FOR THIS EXTENDED PLAY OPTION 
   
  The Rakshasa Twins noted later have spent a lot of time 
  and effort researching the Consortium and their allies.  
  As a result, consider them fully versed in the tactics and 
  abilities of the PCs.  If the tactics noted in the combat 
  section here seem inappropriate for the party, the twins 
  modify them accordingly.  They are highly intelligent 
  
  VTF7-06 Left Unsaid 
   
  Page 32 
  and take advantage of what information they have 
  obtained. 
   
  The journey between Ket and Zeif is uneventful. 
  Despite Renny’s fears, no harm comes to the bearers 
  of the elemental items and after some days travel, 
  Ceshra finally crests the horizon. 
   
  Finding the Worthy Elder Jishar’s temple in the city 
  requires only a few questions and after a few 
  moments the large gates leading into the temple and 
  the men guarding them come into view. 
   
  Presumably if the PCs do as Renny told them; 5 silver 
  pieces into the large silver pot and recitation of the 
  phrase ““May your wanderings forever bear the fruit of 
  the west.” 
   
  Once they do this continue below 
   
  One guard leans to another and whispers something 
  into his ear. He speaks in a voice that is quiet but not 
  at all difficult to hear. “After your long journey, and at 
  the personal the request of the Worthy Elder Jishar, 
  you have been invited to a meal your honor. I have 
  been also told to inform you that the Worthy Elder 
  himself will be personally compensating you for your 
  journey, and that the finest meals and lodgings will 
  be made available to you should you desire them.” 
   
  “But for now, please, follow me,” with his final words 
  he turned toward the door and opens it, beckoning 
  you inward. 
   
  “My friends!” A booming voice echoes through the 
  cavernous temple. “My friends, as I hope that we may 
  be become, welcome! Welcome to Zeif. We have so 
  much to discuss but first,” he reached into his robes 
  and withdrew a number of small silk bags. 
   
  The Worthy Elder Jishar insists upon providing each 
  of you with a silk bag containing four gold cups, 
  carved to represent each of the major lands of the 
  Baklunish West, being Ket, Zeif, Tusmit and Ekbir. 
  With his gift given, Jishar ushers you into various 
  dressing rooms so that you may ready for the feast to 
  come. 
   
  Later that same evening, he finally comes to the point 
  of the invitation, after a sumptuous feast and pleasant 
  conversation. 
   
  “I have asked you here because your capabilities speak 
  volumes to those who have need.  Quite frankly, your 
  prowess in combat, or at least your resilience and 
  ability to survive combat, may prove to be something 
  of which I have need. 
   
  “The Consortium, as you may or may not be aware, 
  seeks to make a gift of various rare items to a person 
  of great import.  Specifically, to Mordenkainen, Lord 
  of the Obsidian Citadel and the head of the Circle of 
  Eight.  Much as I am sure you can imagine this is not 
  a task assumed lightly. 
   
  “With the various goods you and others of your kind 
  have been able to obtain for us, as well as the 
  traditional sources of rare items, we have put together 
  a 
  very 
  impressive 
  offering. 
   
  As 
  a 
  cautious 
  businessman, however, I have taken the liberty of 
  divining the future of such a gift. 
   
  “The results were not pleasant. The gift, if delivered, 
  has tremendous positive results, to be frank, though 
  the specifics are, as with all such divinations, 
  generalized. The task of giving the gift, however, 
  carries with it much danger.  A degree of danger 
  beyond that which I have the current personnel to 
  handle, to be frank.   
   
  “That is where I hope you come in.  I want to hire you 
  for this task, or to persuade you that the good that 
  will come of it is beneficial for the entire Baklunish 
  West and the Flanaess itself.  Please, tell me you will 
  do this or ask what questions you may.” 
   
  It is a DC 10 (automatic for any PC claiming Zeif, Ket, 
  Tusmit or Ekbir as a home region) Knowledge (Religion) 
  or Bardic Lore check to know that the term “Worthy 
  Elder” is the appellation for senior priests of Mouqul, also 
  those in charge of various aspects of the Mouqollad 
  Consortium.  Jishar is a powerful man and well-known 
  for his shrewd but scrupulously honest business dealings 
  – it is a DC 20 Knowledge (Local – VTF) or Bardic 
  knowledge check to recognize this fact. 
   
  QUESTIONS AND ANSWERS 
    
  Where do we deliver the gift? 
  High in the Yatil Mountains, Mordenkainen has his 
  Obsidian Citadel. None may approach it without 
  permission, but he has constructed a receiving point 
  some 20 miles away.  We anticipate transporting you 
  there if you accept this task.  It is a clear plateau, with a 
  stone walkway leading up to an amphitheatre of 
  substantial proportions. Although high in the mountains, 
  the wind levels are minimal, strangely, and the 
  
  VTF7-06 Left Unsaid 
   
  Page 33 
  atmosphere seems quite pleasant.  At least, this is what 
  my agents apprise me. 
   
  What comprises the gift? 
  Rare minerals, herbs, a selection of potent beverages of 
  various vintages, some small plant specimens from 
  beyond the Flanaess and, of course, those items you have 
  only just now obtained.  The gifts fit into four large 
  chests of sandalwood that we have already prepared.  The 
  chests are magically protected against elemental damage 
  and two each are slung on donkeys for your ease of 
  conveyance.  You may, of course, choose your own means 
  of transporting them if you prefer. 
   
  What leads you to believe there is danger and what might 
  it be? 
  The divinations are clear – those that deliver the gift are 
  in mortal peril.  This information was even more explicit 
  when I attempted it with my usual agents, who are not as 
  potent as yourselves.  The source of the peril is 
  maddeningly unclear and, I would guess, protected from 
  such magic.  That implies intelligence and a specific goal 
  to oppose us.  We have hints of this recently, but have not 
  found any relevant details.  
   
  [Note – any divinations or the like produce similar 
  results.  The Velvet One and the Silken One are both 
  protected from divination and information about them 
  cannot be obtained] 
   
  How do you intend to transport us there? 
  Quite simply, we suspect the area is protected against 
  transportation magic, likely with such spell as anticipate 
  teleport.  Rather than place you in a position to be 
  ambushed, and not knowing the radius of such spells, we 
  intend to provide you with an extended wind walk spell 
  and good directions.  With this, we believe you may 
  approach the area at your leisure. 
   
  May we make any preparations before we are transported 
  there? 
  Of course!  I would find it foolish to do otherwise.  
   
  How are the donkeys going to travel with the air walk? 
  Good point.  In fact, we have been training them for a 
  period of time.  The command word “follow” gets the 
  donkey to follow you.  “Air” allows it to change to air 
  form, “Solid” back into regular form.  “Stay” is the last 
  command it knows and should be straight forward. 
   
  Can you provide us with any gear or assistance? 
  We have clerical spellcasters of up to 11
  th level here who 
  will cast any spells you might provide from scrolls and 
  the like.  Otherwise, however, there is a very good reason 
  we are hiring or asking you to do this – you are the most 
  effective persons for this job.  We have no equipment 
  that is as good as what you have and I am afraid little of 
  any substance.  Were we to have a good idea of what you 
  might face, we might have been able to prepare a bit, but 
  that was not to be, it seems. 
   
  How much do we get paid? 
  We will give you each 1000 gp up front for this task, with 
  a bonus on completion.  We know this is a dangerous 
  task.  For anyone who wishes to do this for the glory or 
  simple goodness of it all, or simply has other interests in 
  mind – and we encourage that – we are willing to eschew 
  the bonus and give you access to some of our excellent 
  trade connections. 
   
  [In game terms, the Elder will explain that he can arrange 
  for a 20% discount for a single magical item worth up to 
  20,000 gp as a practical application of their connections – 
  but it must be paid immediately]. 
   
  How long will the delivery take? 
  You should see Mordenkainen himself once you 
  announce yourselves.  As the Lord of the Obsidian 
  Citadel is unlikely to be simply awaiting your arrival, I 
  would say it might take a few minutes for him to 
  respond, but no more than that. 
   
  What or how do we make this delivery? 
  You will arrive on a mountain top.  Somewhere, there 
  should be an obvious and very large mirror, although 
  exactly where we do not know.  Touch that and recite the 
  phrase “We bring the promised gifts for the Lord of the 
  Obsidian Citadel.”  Once this is done, await the arrival of 
  Mordenkainen.  When he arrives, give him the gifts, 
  await any instructions he might have, and then depart.  
  Your remaining air walk should get you clear of the Yatil 
  Mountains and to a safe spot on the map (right here…).  
  From there, we plan to teleport you to a more civilized 
  area and, with any luck, our meeting with Mordenkainen 
  will bear some fruit. 
   
  WIND WALK  
  Quite simply, we suspect the area is protected against 
  transportation magic, likely with such spell as 
  anticipate teleport.  Rather than place you in a 
  position to be ambushed, and not knowing the radius 
  of such spells, we intend to provide you with an 
  extended wind walk and good directions.  With this, 
  we believe you may approach the area at your leisure. 
   It should take you some 12 hours to reach the 
  location.  You will have 2 hours of wind walk 
  remaining after that time.  Good luck! 
  
  VTF7-06 Left Unsaid 
   
  Page 34 
   
  The PCs may prepare as they desire for this journey.  The 
  area of the delivery is protected against divination and 
  cannot be scried, so a clear teleport image is not possible. 
   Otherwise, a DC 15 Knowledge (geography) check 
  confirms that the area is closed to the rumored site of the 
  Obsidian Citadel and that it is high in the mountains.  
  There are no known land routes to this area, though it is 
  entirely possible that there are some hidden paths. 
   
  Once the PCs wish to depart (by whatever means they 
  choose), they may do so and there is no impediment to 
  their journey. 
   
  THE TWIN RAKSHASA 
  Hiding near the mirror (noted below) are the twin 
  Naztharune Rakshasa, the Silken One and the Velvet 
  One – both female.  These two are former mid-ranking 
  members of the elemental cult of Tharizdun whose 
  power has grown exceedingly quickly following its 
  collapse. 
   
  They caught wind of the Mouqollad’s plan to obtain rare 
  and unique items to present as an offering to 
  Mordenkainen himself. 
   
  And so, for some months they have been secretly 
  manipulating the Mouqollad Consortium into acquiring 
  certain rare items which they require for their own as yet 
  unrevealed purposes. 
   
  It took very little effort on their part to encourage the 
  Mouqollad to go after specific items; a plated rumor here, 
  and a new discovery there…all cleverly orchestrated by 
  the twins. 
   
  They are keeping a close eye out on the skies and area and 
  hope to attack whoever attempts to deliver the goods 
  with them. 
   
  Their accomplice or flunkie for this is a greater barghest 
  they call Blinkie (this is not his given name but he 
  accepts this nickname in return for a lot of gold). Blinkie 
  (and in some cases his littermates) do a lot of the dirty 
  work for the twins, using their dimension door abilities 
  and invisibility spheres to get in and out of dangerous 
  jobs. 
   
  UPON REACHING THE DELIVERY 
  POINT 
  The delivery point is a wide, flat plateau, shimmering 
  with a blue-black energy (see Detection of Magic 
  following this) some ¼ mile across in all direction 
  (essentially the flattened top of a mountain).  In the 
  middle of this all, a small (un)natural amphitheatre was 
  constructed.  The walls are only 30 feet high and fifteen 
  feet thick, but sound carries perfectly in these confines 
  (+5 to Listen checks) by means of the construction and 
  expertise (non-magical). It is a DC 25 Climb check for the 
  walls, as they are smooth granite. The amphitheatre is 
  one hundred feet across (a circle), with the south end 
  being a twenty foot wide entranceway, fifteen feet tall.  In 
  the north end, the granite of the walls has been polished 
  to a perfect finish, allowing for a twenty foot wide mirror.  
   
  Touching the mirror at the end and uttering the phrase 
  provided 
  does 
  summon 
  a 
  projected 
  image 
  of 
  Mordenkainen 50 rounds (5 minutes) later.  Note the 
  conclusion for other details. 
   
  PROTECTIONS AND ENVIRONMENT OF 
  THE PLATEAU 
  The plateau is protected by an epic trap.  The trap senses 
  the presence of an epic anticipate teleport (as anticipate 
  teleport, but much wider range, covering the entirety of 
  the plateau).  If it does not detect the epic spell in place, it 
  casts it again, with an automatic reset of one round.  For 
  sake of interest, Mordenkainen did briefly consider an 
  epic greater anticipate teleport but considered his powers 
  quite sufficient with one round of warning, not three… 
   
  The trap is centered on the mirror itself.  Anyone wishing 
  to disable the trap must be within five feet of the mirror. 
   
   
  Magical trap: automatic reset (one round), true 
  seeing and arcane sight, cast epic anticipate teleport 
  (range of spell modified),  Search check [DC 40], Disable 
  Device [DC 45], hardness 25 (magically imbued), hp 550. 
   
  The plateau itself is very comfortable.  Breathing is 
  normal here and there are no winds, with the 
  temperature being brisk (55 F, or 11c) but not terrible.  It 
  is much warmer and higher in breathable atmosphere 
  than the surrounding areas.  There is no clear explanation 
  for this, although there is significant warmth from the 
  ground surface here which might imply some 
  geothermal source for much of this. 
   
  DETECTION OF MAGIC ON THE 
  PLATEAU 
  The epic abjuration in place creates a shimmering field of 
  visible blue-black energy.  It also overwhelms any other 
  attempts to discern magic (eg. Detect magic and other 
  spells of that nature), showing only abjuration magic of 
  powerful levels.  This is a deliberate side effect of the 
  spell created by Mordenkainen, designed to protect him 
  
  VTF7-06 Left Unsaid 
   
  Page 35 
  from spies and the like if he chose to appear. In this case, 
  it likely limits the ability of PCs to analyze their foes.  It 
  does not, however, prevent such things as Spellcrafting of 
  spells, nor limit dispel magics or the like. 
   
  APL 12 (EL 16) 
  Blinkie: 
  Large 
  Outsider 
  (greater 
  barghest), 
  Rgr2/Dervish3/Tempest3, hp 179, See Appendix 1. 
  The Silken One: Medium Outsider (naztharune 
  rakshasa), Duelist4/War1, hp 232, See Appendix 1. 
  APL 14 (EL 18) 
  The Silken One: Medium Outsider (naztharune 
  rakshasa), Duelist4/War1, hp 232, See Appendix 1. 
  The Velvet One: Medium Outsider (naztharune 
  rakshasa), Sor6/Swashbuckler3/War1, hp 303, See 
  Appendix 1. 
  Challenging APL 14 (EL 19) 
  Blinkie, Ape, Lug and Ditto: Large Outsider (greater 
  barghest), Rgr2/Dervish3/Tempest3, hp 179, See 
  Appendix 1. 
  The Silken One: Medium Outsider (naztharune 
  rakshasa), Duelist4/War1, hp 232, See Appendix 1. 
  The Velvet One: Medium Outsider (naztharune 
  rakshasa), Sor6/Swashbuckler3/War1, hp 303, See 
  Appendix 1. 
  TACTICS APL 14 
  In the middle of the amphitheatre is a captive female 
  human, visibly tied down.  Beside her is a fully cloaked 
  large-sized figure with two scimitars in hand, clearly 
  menacing the woman.  Even as the PCs get into view of 
  this, he begins to raise his weapon in a clear execution 
  style. 
   
  For those who ask, he is taking his time and seems to be 
  enjoying the moment. His preparations are slow and he is 
  clearly tormenting his victim. 
   
  The creature undertaking this task is Blinkie, knowing 
  that this is about the right time.  He has actually been 
  tormenting his victim for a period of forty minutes 
  already and there are numerous scratches and small cuts 
  on her body.   
   
  The goal of this fight for the combatants is simple – 
  prevent the PCs from making their delivery. 
   
  The intention is to draw in the PCs with this ploy.  
  Blinkie, however, is having a bad day. At this APL he 
  immediately departs the area with a dimension door 
  (away from the plateau, down and out) rather than fight 
  at all.  He has been berated by the Silken One more often 
  than he cares to recall and is using this opportunity to get 
  back at her. 
   
  The two Rakshasa are hidden in the shadows of the wall 
  of the amphitheatre, one on either side of the mirror (at 
  APL 12, The Velvet One is not present, having departed 
  earlier to arrange for a contingency in case this fails).  
  They are taking 20 on their Hide and Move Silently 
  checks and move to engage only when they can actually 
  reach a target. They likewise have superior invisibility in 
  place for further protection from being spotted. 
   
  Once the combat begins, the combatants make every 
  effort to combine against healers, spellcasters, artillery, 
  light fighters and heavy fighters in that order. Anyone 
  else is considered secondary. The twins employ their 
  spellstored dispel magic on the first delay death spell 
  they each see cast, otherwise simply make every effort to 
  kill people.  
   
  The young woman is a captive from Tusmit, captured 
  simply to provide bait – she has no connection to any of 
  this other than for that purpose.  She has 0 hp currently 
  (maximum 6) and is a 2
  nd level commoner.  Her name is 
  Vathira and she hails from Sefmur and would certainly 
  appreciate being returned home. She has no knowledge 
  of anything, other than being tormented by a greater 
  barghest. 
  TACTICS APL 12 AND 14 
  (CHALLENGING) 
  In the middle of the amphitheatre is a captive female 
  human, visibly tied down.  Beside her is a fully cloaked 
  large-sized figure with two scimitars in hand, clearly 
  menacing the woman.  Even as the PCs get into view of 
  this, he begins to raise his weapon in a clear execution 
  style. 
   
  For those who ask, he is taking his time and seems to be 
  enjoying the moment.  His preparations are slow and he 
  is clearly tormenting his victim. 
   
  The creature undertaking this task is Blinkie, knowing 
  that this is about the right time.  He has actually been 
  tormenting his victim for a period of forty minutes 
  already and there are numerous scratches and small cuts 
  on her body.   
   
  The goal of this fight for the combatants is simple – 
  prevent the PCs from making their delivery. 
   
  
  VTF7-06 Left Unsaid 
   
  Page 36 
  The intention is to draw in the PCs with this ploy.  If that 
  does not work, Blinkie certainly makes every effort to 
  reach them.  The two Rakshasa are hidden in the shadows 
  of the wall of the amphitheatre, one on either side of the 
  mirror (at APL 12, The Velvet One is not present, having 
  departed earlier to arrange for a contingency in case this 
  fails).  They are taking 20 on their Hide and Move 
  Silently checks and move to engage only when they can 
  actually reach a target. 
   
  At APL 14 (challenging), the additional greater barghests 
  are all merged with the stone of the walls of the 
  amphitheatre near the entrance.  They take one standard 
  action to emerge from the walls – anyone casting rock to 
  mud while they are still in the rock can eject them 
  immediately in this state and stun them for 1d6 rounds. 
   
  Once the combat begins, the combatants make every 
  effort to combine against healers, spellcasters, artillery, 
  light fighters and heavy fighters in that order. Anyone 
  else is considered secondary. The twins employ their 
  spellstored dispel magic on the first delay death spell 
  they each see cast, otherwise simply make every effort to 
  kill people.  
   
  The young woman is a captive from Tusmit, captured 
  simply to provide bait – she has no connection to any of 
  this other than for that purpose.  She has 0 hp currently 
  (maximum 6) and is a 2
  nd level commoner.  Her name is 
  Vathira and she hails from Sefmur and would certainly 
  appreciate being returned home. She has no knowledge 
  of anything, other than being tormented by a vile beast 
  (the barghest). 
   
  AFTER THE COMBAT - SUCCESS 
  If the PCs are victorious and one of the twins survives, 
  they use all of their abilities to escape and avoid being 
  questioned. 
   
  Blinkie, or one of his littermates if they survive, has no 
  information on the twins’ plans. Only the Rakshasa can 
  answer questions and if deceased resist all attempts at 
  speak with dead. 
   
  If they are unable to escape, however, they do not resist 
  questioning as they are intelligent enough to recognize 
  their own defeat.  
   
  If one of the twins is asked why they were trying to stop 
  the items from getting to Mordenkainen they are very 
  clear; read aloud the following: 
   
  “From the very beginning of this venture my sister 
  and I have manipulated the Mouqollad into doing our 
  bidding,” the rakshasa’s lips turned into a cruelly 
  twisted smile before continuing. 
   
  “You see we tricked Elaine the Viper into setting 
  others (or the PCs if that is the case) on the path to 
  recover mithral suits of armor from their tomb, much 
  as we lured Renny the Knife into obtaining the 
  various items from the elemental nodes.” 
   
  “For some months now the Mouqollad Consortium 
  has unwittingly been in our employ,” the rakshasa 
  speaks smoothly and is clearly pleased with what she 
  and her sister accomplished.  
   
  “But I seem to be skirting the point; my sister and I, 
  using these various items in various ways, sought to 
  summon the three remaining elemental princes and 
  bind them to this plane, bending their power to our 
  will, allowing us to conquer, terrorize, and destroy.”  
   
  At some point, it is presumed that victorious PCs activate 
  the mirror.  After a period of time (five minutes), read the 
  following:  
   
  A crackling of energy erupts from the Mirror for a 
  good thirty seconds.  As quickly as it began, it fades 
  again but now a figure steps from the Mirror, 
  glancing around.  He is of medium height, bald and 
  wearing a solid black robe, with a shimmering staff of 
  energy in his right hand. 
   
  “I am Mordenkainen and you have uttered the correct 
  phrase.  What is it that you want?” 
   
  This is actually not Mordenkainen, but rather an epic 
  projected image of the mage.  It is a DC 34 Will Save to 
  penetrate this illusion if the attempt is made.  
  Nevertheless, the PCs may interact and talk to the mage 
  as if he were really present. 
   
  Once they are finished and have made the gift, he accepts 
  and instructs them to leave it where they are and depart 
  the area – he arranges for a pick-up later.  Mordenkainen 
  (or, rather, his projected image) instructs them to leave 
  those that attacked them and their possessions, as he 
  wishes to study them, but he notes that he will 
  compensate them for this “”gift”.  If the PCs depart 
  without talking to Mordenkainen’s projected image, he 
  arranges to obtain the goods later, but likewise leaves 
  compensation.  Item Access for success in this case is 
  granted by the Mouqollad Consortium and is noted with 
  an “
  A” on the AR Item Access. 
  
  VTF7-06 Left Unsaid 
   
  Page 37 
   
  Before departing, he says the following to be conveyed to 
  the Worthy Elder. 
   
  “The war your paymasters fear is coming. Old Wicked 
  himself has intervened and the people of the 
  Baklunish West are falling prey to old prejudices. 
  While I cannot promise any sort of immediate 
  remedy, there is yet hope that a war may be averted.  
  Know that I am well aware of Iuz and his dealings and 
  will do what is necessary when the time comes. I will 
  send them more details when I can.” 
   
  At this point, proceed to the Conclusion of the EPO. 
   
  Treasure 
   
  APL 12: Coin: 1650 gp;   
   
  APL 14: Coin: 3300 gp; 
   
  AFTER THE COMBAT – FAILURE 
  If the PCs are forced to retreat, their chance at an 
  audience with Mordenkainen also disappears. Regardless 
  of attempts to return, the phrase they were provided no 
  longer works and they must return to the Mouqollad 
  Consortium and advise of their failure.   
   
  Proceed to the Conclusion of the Extended Play Option.  
   
  CONCLUSION OF THE 
  EXTENDED PLAY OPTION 
  SUCCESS 
  If the PCs were successful, the Consortium arrives to 
  teleport them back to civilization as promised, and tops 
  up their gold to the maximum provided for all 
  participants.  Likewise, as thanks, the Consortium 
  provides everyone with the AR Award “A Careful 
  Word”.  Everyone likewise gains Item Access to all 
  marked with an “A”. 
   
  FAILURE 
  If the PCs failed, the Consortium still arrives to teleport 
  them back to civilization but is very disappointed.  The 
  PCs retain any cash they were provided as an advance but 
  gain no further rewards.  If they were, instead, offered 
  the favor of the Consortium, it honors the bargain and 
  they are provided with the AR Award “A Careful Word.” 
   No Item Access is granted for failure. 
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each PC. 
   
  Encounter 4 
  Convince Atwah to reveal the location of Thaslin the 
  Rakshasa 
  APL 4  
  60 XP 
  APL 6  
  60 XP 
  APL 8  
  90 XP 
  APL 10  
  90 XP 
  APL 12  
  120 XP 
  APL 14  
  120 XP 
   
  Encounter 6 
  Convince Thaslin to help 
  APL 4  
  60 XP 
  APL 6  
  60 XP 
  APL 8  
  90 XP 
  APL 10  
  120 XP 
  APL 12  
  120 XP 
  APL 14  
  120 XP 
   
  Encounter 8 
  Defeat the Golems and get the Spider 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
   
  Encounter 9 
  Defeat the Apes, Swarms, and obtain the white flowers 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
  APL 14  
  420 XP 
   
  Encounter 10 
  Defeat the ghirrash and get the magma 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  
  VTF7-06 Left Unsaid 
   
  Page 38 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
   
  Encounter 13 (Extended Play Option) 
  Defeat 
  the 
  Rakshasa 
  and 
  deliver 
  the 
  gifts 
  to 
  Mordenkainen 
  APL 12  
  480 XP 
  APL 14  
  540 XP 
   
  Discretionary roleplaying award 
  APL 4  
  90 XP 
  APL 6  
  120 XP 
  APL 8  
  120 XP 
  APL 10  
  120 XP 
  APL 12  
  150 XP 
  APL 14  
  150 XP 
   
  Total possible experience (Regular Adventure) 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
  APL 12  
  1575 XP 
  APL 14  
  1800 XP 
   
  Total 
  possible 
  experience 
  (Extended 
  Play 
  Option) 
  APL 12  
  480 XP 
  APL 14  
  540 XP 
   
  TREASURE SUMMARY 
  During an adventure, PCs 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 PC 
  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 PCs cannot take the time 
  to loot the bodies, they do not gain this gold. If you feel it 
  is reasonable that PCs 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), PCs may return to retrieve loot. If the PCs 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 PC 
  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 PCs may want to use them during the adventure. 
  Many times PCs 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 PCs total and coin value increase 
  at the end of the adventure. Write the total in the GP 
  Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  Encounter 2: Knifed 
   
  APL 4: Coin: 350 gp. 
   
  APL 6: Coin: 350 gp. 
   
  APL 8: Coin: 350 gp. 
   
  APL 10: Coin: 1000 gp. 
   
  APL 12: Coin: 2000 gp.  
   
  APL 14: Coin: 4000 gp. 
   
  Encounter 8: The Water Node 
   
  APL 4: Loot: 600 gp. 
   
  APL 6: Coin: 900 gp. 
   
  APL 8: Coin: 1200 gp. 
   
  APL 10: Coin: 1500 gp. 
   
  APL 12: Coin: 1800 gp.  
   
  APL 14: Coin: 2100 gp. 
   
  Encounter 10: The Fire Node 
   
  APL 4: Loot: 0 gp, magic: scroll of teleport (93 gp 
  each).. 
   
  APL 6: Coin: 0 gp, magic: scroll of teleport (93 gp 
  each).. 
   
  APL 8: Coin: 0 gp, magic: scroll of teleport (93 gp 
  each). 
   
  APL 10: Coin: 0 gp, magic: scroll of teleport (93 gp 
  each). 
   
  APL 12: Coin: 0 gp, magic: scroll of teleport (93 gp 
  each). 
   
  APL 14: Coin: 0 gp, magic: scroll of teleport (93 gp 
  each). 
   
   
  
  VTF7-06 Left Unsaid 
   
  Page 39 
  Total Possible Treasure (without the Extended 
  Play Option) 
   
  APL 4: Loot: 0 gp; Coin: 950 gp Magic: 93 gp; max 
  650 gp;  
   
  APL 6: Loot: 0 gp; Coin: 1250 gp; Magic: 93 gp; max 
  900 gp; 
   
  APL 8: Loot: 0 gp; Coin: 1550 gp; Magic: 93 gp; max 
  1300 gp; 
   
  APL 10: Loot: 0 gp; Coin: 2500 gp; Magic: 93 gp; max 
  2300 gp; 
   
  APL 12: Loot: 0 gp; Coin: 3800 gp; Magic: 93 gp; max 
  3300 gp; 
   
  APL 14: Loot: 0 gp; Coin: 6100 gp; Magic: 93 gp; max 
  6193 gp; 
   
  Total Possible Treasure (The Extended Play 
  Option) 
   
  APL 12: Loot: Coin: 1650 gp; Magic: max 1650 gp;  
   
  APL 14: Loot: Coin: 3300 gp; Magic: max 3300 gp; 
   
  Special 
   
  Blessing of the Goddess: For helping a devoted servant 
  of Ehlonna, and helping Thaslin complete his atonement, 
  the goddess has blessed you. Once, even after the dice 
  have been rolled, this PC may increase their armour class 
  by +15 against one attack. This bonus may be applied as 
  an immediate action that can be used even when 
  flatfooted. It cannot be used against an opponent the PC 
  cannot see. This bonus stacks with all others and may be 
  used to negate the confirmation roll of a critical hit. Cross 
  off once used. 
   
  Thanks of the Mouqollad: This influence point may be 
  expended to gain a +20 circumstance bonus on a 
  Diplomacy check to reduce a legal penalty in the VTF or 
  may be used to gain access to a resurrection spell cast by a 
  13
  th level cleric. Cross off once used.  The PC must pay all 
  costs associated with the spell, including the component 
  cost. 
   
  Heart of Tharizdun: The red gem found beneath the 
  statue of Tharizdun in the earth node can be imbued into 
  a ring. Once per day, if the wearer of this ring should 
  drop 
  below 
  0 
  hit 
  points 
  the 
  ring, 
  as 
  an 
  immediate action, casts delay death (CL 7
  th; SpC) on its 
  wearer.   
    
  However, for the 24 hours following the use 
  of this ability the bearer is subject to the effects of 1 
  negative level. This negative level cannot be removed in 
  any way (including through standard use of spells) and 
  remains until 24 hours pass. (Moderate abjuration; CL 
  12th; Cannot be crafted. Price 9,000 gp).  
   
  A Careful Word:  The Consortium is pleased with your 
  efforts.  In return for 2 TU expended immediately on this 
  AR, they put in a good word with their contacts across 
  the Flanaess. You may use this to reduce the cost of any 
  purchased (but not crafted) magical item that you have 
  access to, that has a value of 25,000 gp or less and is 
  bought within the next three ARs from this adventure by 
  20%.  This may be combined with other favors that 
  reduce the cost of a magical item.  
   
  Lawbreaker: You have broken Ket law. You may flee 
  punishment, but if you are caught (25% chance whenever 
  you are in Ket) your adventure immediately ends as you 
  serve twice the original sentence. 
  Crime & Sentence: _______________________ 
  Fled? N / Y (If Y, double sentence was served on AR: _____ 
  DM initials and RPGA#____________) 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Item Access 
  APL 4 and 6: 
  Heart of Tharizdun (Metaregional, see above). 
  MCrystal of return, least (Metaregional, MIC, p. 65) 
  MCrystal of bent sight (Metaregional, MIC, p. 25) 
  MBracers of quick strike (Adv, MIC, p. 81) 
  MGauntlets of energy transformation (Adv, MIC, p. 102) 
  MBracers of arcane freedom (Adv, MIC, p. 80) 
   
  APL 8 and 10 (all of APL 4 and 6): 
  MLesser crystal of screening (Metaregional, MIC, p. 26) 
  Cadecus bracers (Adv, MIC, p. 84) 
  MCollar of healing (Adv, MIC, p. 89)
    
  MLesser crystal of return (Metaregional, MIC, p. 65). 
  MCloak of the salamander (Adv, MIC, p. 88) 
   
  APL 12 and 14 (all of APLs 4-10 plus the following): 
  AGreater crystal of security (Adv; MIC, p. 65) 
  MDesperation chain (Adv, MIC, p. 93) 
  AStone of good luck (Adv, DMG) 
  MCrystal mask of mind armor (Adv, MIC, p. 92) 
  MGreater crystal of return (Metaregional, MIC, p. 65). 
  AGloves of the titan’s grip (Adv, MIC, p. 107) 
  AGoggles of draconic vision (Adv, MIC, p. 107) 
   
   
   
   
   
  
  VTF7-06 Left Unsaid 
   
  Page 40 
  APPENDIX 1: ALL APLS
  ENCOUNTER 2: KNIFED  
   
   
  R E N N Y  TK                                CR  6 
  Male human rogue5/spymaster1 
  N Medium humanoid (human) 
  Init +2; Senses Listen +2, Spot +2 
  Languages Common, Ancient Baklunish, Mouqollad 
  Trade Language 
  AC 17, touch 12, flat-footed 15 
     (+2 Dex, +5 armor) 
  hp 21 (6 HD)   
  Fort +1, Ref +8, Will +3 
  Speed 30 ft. (6 squares);  
  Melee sap +2 (1d6-1)  
  Space 5 ft.; Reach 5 ft.  
  Base Atk +2; Grp +1 
  Atk Options sneak attack 3d6 
  Abilities Str 8, Dex 14, Con 10, Int 14, Wis 14, Cha 
  18 
  SQ evasion (Ex), trap sense +1 (Ex), uncanny 
  dodge (Ex), cover identity (Ex), undetectable 
  alignment (Ex) 
  Feats Deceitful, Negotiator, Nimble Fingers, Skill 
  Focus (Bluff)  
  Skills Bluff +19, Diplomacy +24, Disable Device 
  +15, Disguise +17 (+19 in PC), Escape Artist 
  +16, Forgery +13, Gather Information +18, 
  Knowledge (Local: VTF) +7, Knowledge (Nobility 
  and Royalty) +7, Open Lock +17, Search +11, 
  Sense Motive +13;  
  Possessions +1 mithril chain shirt, circlet of 
  persuasion, vest of escape, cloak of charisma +2, 
  masterwork thieves’ tools, masterwork sap 
   (Encumbrance – Light). 
  Cover Identity (Ex): A spymaster has one specific 
  cover identity (such as “Murek, the tailor from 
  Sumberton”). While operating in that identity, she 
  gains a +4 circumstance bonus on Disguise 
  checks, and a +2 bonus on Gather Information 
  and Bluff checks. A spymaster can add an 
  additional cover identity to her repertoire at 4th 
  level and again at 7th level. 
  Undetectable Alignment (Ex): The web of different 
  identities and agendas inside a spymaster’s mind 
  makes it impossible for others to detect her 
  alignment by means of any form of divination. 
  This ability functions like an undetectable 
  alignment spell except that it is always active. 
   
  ENCOUNTER 4/4A: PHASE TWO AND 
  WHOOPS 
  AT W AH I BN’ F AR O O Q                  CR 5 
  Male Human Expert 6 
  LN Medium humanoid (human) 
  Init +0; Senses Listen +4, Spot +4 
  Languages Common, Ancient Baklunish, Ancient 
  Suloise, Celestial, Draconic, Dwarven, Elven, Flan, 
  Goblin, 
  Gnoll, 
  Gnome, 
  Halfling, 
  Keolandish, 
  Mouqollad Trade Tongue, Old Oeridian, Olman, 
  Rhenee, Sylvan 
  AC 10, touch 10, flat-footed 10 
  hp 33 (6 HD)  
  Fort +4, Ref +2, Will +9  
  Speed 30 ft. (6 squares);  
  Melee punch +2 (1d3-1)  
  Space 5 ft.; Reach 5 ft.  
  Base Atk +3; Grp +2 
  Abilities Str 8, Dex 10, Con 14, Int 14, Wis 18, 
  Cha 14  
  Feats Diligent, Negotiator, Skill Focus (Diplomacy), 
  Skill Focus (Sense Motive)  
  Skills Appraise +13, Decipher Script +13, Diplomacy 
  +19, Gather Information +14, Knowledge (Local: 
  VTF) +7, Knowledge (Nobility and Royalty) +7, 
  Knowledge (Nature) +4, Profession (Merchant) 
  +13, Sense Motive +18;  
  Possessions circlet of persuasion, periapt of 
  wisdom +2 (Encumbrance – Light). 
   
  ENCOUNTER 6: AT LONG LAST 
  T H AS L I N                                CR  19 
  Male Rakshasa Sorcerer 9 
  NG Medium outsider (native) 
  Init +8; Senses darkvision 60 ft; Listen +12, Spot +12 
  Languages Common, Infernal, Undercommon 
  AC 27, touch 14, flat-footed 23 
     (+4 Dex, +9 natural, +4 mage armor) 
  hp 149 (16 HD)  DR 15/good and piercing 
  Fort +16, Ref +15, Will +16 
  Resist: Spell Resistance 36 
  Speed 40 ft. (8 squares);  
  Melee 2 claws +11 (1d4) and bite +6 (1d6) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +11; Grp +11 (/day) 
  Atk Options spells 
  Special Actions Detect Thoughts (DC 19) 
  Sorcerer spells known (CL 18th): 
       8th (4/day) — moment of prescience 
       7th (6/day) — plane shift, spell turning 
       6th (8/day) — contingency, control water, stone to 
  flesh 
       
  5th 
  (8/day)—bigby’s 
  interposing 
  hand, 
  mordenkainen’s private sanctum, overland flight, 
  teleport 
       4th (8/day) — arcane eye, detect scrying, 
  leomund’s secure shelter, illusory wall 
       3rd (8/day) — arcane sight, blink, dispel magic, 
  tongues 
       2nd (9/day) — false life, misdirection, resist energy, 
  see invisibility, whispering wind 
       1st (9/day) —disguise self, endure elements, mage 
  armor, obscuring mist, shield 
       0— flare, light, arcane mark, open/close, mage 
  hand 
  
  VTF7-06 Left Unsaid 
   
  Page 41 
  Abilities Str 10, Dex 18, Con 20, Int 12, Wis 14, Cha 
  28  
  SQ change shape (Su) 
  Feats Craft Wondrous Item, Improved Initiative, 
  Improved Toughness, Point Blank Shot, Precise 
  Shot, Skill Focus (Concentration) 
  Skills Bluff +22, Concentration +28, Disguise +22, 
  Knowledge (Arcana) +6, Knowledge (Planes) +6, 
  Knowledge (Religion) +6, Listen +12, Spot+12, 
  Sense Motive+21, Spellcraft +10 
  Possessions cloak of charisma +4, ring of arcane 
  might, orange prism ioun stone, vest of resistance 
  +3 (Encumbrance – Light). 
  Detect Thoughts (Su):  A rakshasa can continuously 
  use detect thoughts as the spell (caster level 18th; 
  Will DC 19 negates). It can suppress or resume 
  this ability as a free action. The save DC is 
  Charisma based. 
  Change Shape (Su): A rakshasa can assume any 
  humanoid form, or revert to its own form as a 
  standard action. In humanoid form, a rakshasa 
  loses its claw and bite attacks (although it often 
  equips itself with weapons and armor instead). A 
  rakshasa remains in one form until it chooses to 
  assume a new one. A change in form cannot be 
  dispelled, but the rakshasa reverts to its natural 
  form when killed. A true seeing spell reveals its true 
  natural form. 
   
  
  VTF7-06 Left Unsaid 
   
  Page 42 
  APL 4 
  ENCOUNTER 8: THE WATER NODE 
  G U AR D I AN O F  D E S P AI R             CR  7 
  Gloom golem warrior 1 
  NE Large construct (golem) 
  Init +2; Senses darkvision 60 ft, low-light vision; 
  Listen +1, Spot +1 
  AC 26, touch 11, flat-footed 24 
     (-1 size, +2 Dex, +11 natural, +4 armor) 
  hp 79 (9 HD)  DR 10/good 
  Immunities: construct immunities, magic 
  Fort +4, Ref +4, Will +3 
  Speed 30 ft. (6 squares);  
  Melee +2 spiked chain +12/+7 (2d6+8 plus 1d6 Cha) 
  or 2 claws +10 (1d8+4 plus 1d6 Cha)  
  Space 10 ft.; Reach 20 ft. (with spiked chain) 
  Base Atk +7; Grp +15 
  Atk Options: Touch of Woe DC 17 
  Special Actions Crushing Despair DC 17 
  Abilities Str 18, Dex 15, Con -, Int -, Wis 12, Cha 16 
  SQ construct traits, weapon alignment 
  Skills Move Silently -8 
  Possessions +2 spiked chain, masterwork chain shirt 
  (Encumbrance – Light). 
  Crushing Despair (Su): Creatures within 30 feet of a 
  gloom golem who hear its incessant howl must 
  succeed on a DC 17 Will save or take a –2 penalty 
  on attack rolls, skill checks, ability checks, saving 
  throws, and weapon damage rolls. The penalties 
  last until the golem is destroyed, for only then is the 
  victim’s despair lifted. A good hope spell counters 
  this 
  mind-affecting 
  compulsion. 
  The 
  DC 
  is 
  Charisma based. 
  Touch of Woe (Ex):  A creature wounded by a gloom 
  golem (or by weapons it wields) must succeed on a 
  DC 17 Will save or take 1d6 points of Charisma 
  drain. As the creature loses Charisma, it becomes 
  more miserable and withdrawn until at 0 Charisma 
  it collapses into a nightmare filled coma. The save 
  DC is Charisma based. 
  Weapon Alignment: A gloom golem’s natural 
  weapons, and any weapons it wields are treated as 
  evil aligned for the purposes of overcoming 
  damage reduction. 
   
  C R Y S T AL L I N E  S P I D E R                             CR  1 
  Tiny Spider 
  N Tiny outsider (extraplanar) 
  Init +7; Senses darkvision 60 ft, low-light vision, 
  tremorsense 60 ft; Listen +1, Spot +1 
  Languages Common (understand only)  
  AC 17, touch 16, flat-footed 13 
     (2 size, 4 Dex, 1 natural) 
  hp 12 (2 HD)   
  Fort +4, Ref +6, Will +3 
  Weakness: Light Sensitivity  
  Immunities: construct immunities, magic 
  Speed 30 ft., climb 20 ft. (6 squares or 4 squares);  
  Melee +1 (1d2-1, bite) 
  Space 5 ft.; Reach 0 ft.  
  Base Atk +2; Grp -7 
  Abilities Str 8, Dex 19, Con 13, Int 10, Wis 11, Cha 8  
  SQ construct traits, spin crystal 
  Feats Improved Initiative 
  Skills Climb +10, Craft (Weaving) +2, Hide +12, Jump 
  +4 
  Spin Crystal (Ex): Crystalline spiders lack the ability 
  to create webs and instead build huge crystal 
  lattices to trap prey. The crystals formed by these 
  rare creatures are highly prized by scholars and 
  sages of ancient cultic lore because they are 
  capable of storing a great deal of information for 
  those who know the obscure method of imbuing 
  them. 
   
  ENCOUNTER 9: THE EARTH NODE 
  AP E                                         CR  2 
  Female Ape 
  N Large animal 
  Init +2; Senses low-light vision, scent; Listen +6, Spot 
  +6 
  AC 19, touch 12, flat-footed 17 
     (-1 size, +2 Dex, +3 natural, +4 armor, +1 collar) 
  hp 26 (4 HD)   
  Fort +6, Ref +6, Will +4 
  Speed 30 ft., climb 30 ft (6 squares);  
  Melee 2 claws +9 melee (1d6+6) and bite +3 melee 
  (1d6+3); 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +3; Grp +12  
  Abilities Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 8  
  Feats: Iron Will, Weapon Focus (Claw) 
  Skills: Climb +15, Listen +6, Spot +6 
  Possessions: Cloak of resistance +1, large mithril 
  chain barding, +1 collar of protection, pendant of 
  negative energy (Encumbrance – Light). 
  Power up suite: magic circle against good 
  vs. good creatures AC 20, Fort +7, Ref +7, Will +5 
   
  S H AD O W  C E N T I P E D E  S WARM               CR 4 
  N tiny vermin (swarm) 
  Init +4; Senses low-light vision, tremorsense 30 ft.; 
  Listen +0, Spot +4 
  AC 18, touch 14, flat-footed 14 
     (+4 size, +4 Dex) 
  hp 31 (9 HD)   
  Fort +7, Ref +9, Will +5 
  Weakness: swarm vulnerabilities  
  Resistance: resist cold 14 
  Immunities: swarm immunities, vermin immunities, 
  immune to weapon damage 
  Speed 30 ft., climb 30 ft (6 squares);  
  Melee swarm (2d6 plus poison)  
  Space 10 ft.; Reach 0 ft.  
  Base Atk +6; Grp - 
  
  VTF7-06 Left Unsaid 
   
  Page 43 
  Atk Options distraction, poison (DC 13 1d4 Dex/1d4 
  Dex) 
  Abilities Str 1, Dex 19, Con 8, Int -, Wis 10, Cha 2  
  SQ: vermin traits, swarm traits, shadow blend, 
  evasion 
  Feats Weapon Finesse (b) 
  Skills: Climb +12, Hide +10, Spot +4 
  Distraction (Ex): Any living creature that begins its 
  turn with a centipede swarm in its space must 
  succeed on a DC 13 Fortitude save or be 
  nauseated for 1 round. The save DC is Constitution 
  based. 
  Poison (Ex): Injury, Fortitude DC 13, initial and 
  secondary damage 1d4 Dex. The save DC is 
  Constitution based.  
  Shadow Blend (Su): In any condition other than full 
  daylight, a shadow creature can disappear into the 
  shadows giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Power up suite: magic circle against good 
  vs. good creatures AC 20, Fort +8, Ref +10, Will +6 
   
  ENCOUNTER 10: THE FIRE NODE 
  D E N                                         CR  7 
  Male Ghirrash 
  NE Large outsider (extraplanar) 
  Init +3; Senses darkvision 60 ft; Listen +11, Spot +11 
  Languages Common, Infernal 
  AC 21, touch 13, flat-footed 18 
     (-1 size, +3 Dex, +8 natural, +1 ring) 
  hp 52 (7 HD)  DR 5/magic 
  Fort +9, Ref +11, Will +7 
  Resist resistance to acid 10, fire 10, cold 10, 
  electricity 10, spell resistance 14 
  Immunities: poison, ring of counterspells (glitterdust) 
  Speed 50 ft. (10 squares);  
  Melee 4 claws +13 melee (1d6+6) and bite +7 melee 
  (1d4+3 plus paralysis) and rake +13 melee 
  (1d6+3); 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +7; Grp +17 
  Atk options paralysis DC 16, pounce, rake 
  Abilities Str 23, Dex 16, Con 16, Int 13, Wis 12, Cha 
  15  
  SQ: displacement 
  Feats Dodge, Great Fortitude, Weapon Focus (Great 
  Scimitar) 
  Skills: Balance +15, Climb +16, Hide +13, Jump +26, 
  Listen +11, Move Silently +13, Spot +11, Survival 
  +11, Tumble +15; 
  Possessions +1 ring of protection, +1 vest of 
  resistance, ring of counterspells (glitterdust), 
  shattered masterwork great scimitar (Encumbrance 
  – Light). 
  Paralysis (Su): A creature hit by a ghirassh’s bite 
  attack must make a DC 16 Fortitude save or be 
  paralyzed for 1d4+1 rounds 
  Pounce (Ex): If a ghirrash charges, it can make a full 
  attack including two rake attacks. 
  Rake (Ex): Two claws, attack bonus +13 melee 
  1d6+3 
  Displacement 
  (Su): 
  A 
  light-bending 
  glamer 
  continually surrounds a ghirrash making it difficult 
  to surmise the creature’s true location. Any melee 
  or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the ghirrash 
  by some means other than sight. A true seeing 
  effect allows the user to see the ghirrash’s position 
  but see invisibility has no effect. 
  Power up suite: magic circle against good 
  vs. good creatures AC 22, Fort +10, Ref +12, Will +8 
   
   
   
  
  VTF7-06 Left Unsaid 
   
  Page 44 
  APL 6 
   
  ENCOUNTER 8: THE WATER NODE 
  G U AR D I AN O F  D E S P AI R                       CR  7 
  Gloom golem warrior 1 
  NE Large construct (golem) 
  Init +2; Senses darkvision 60 ft, low-light vision; 
  Listen +1, Spot +1 
  AC 27, touch 11, flat-footed 24 
     (-1 size, +2 Dex, +11 natural, +5 armor) 
  hp 79 (9 HD)  DR 10/good 
  Immunities: construct immunities, magic, blindness 
  Fort +4, Ref +4, Will +3 
  Speed 30 ft. (6 squares);  
  Melee +2 spiked chain +12/+7 (2d6+8 plus 1d6 Cha) 
  or 2 claws +10 (1d8+4 plus 1d6 Cha) 
  Space 10 ft.; Reach 20 ft. (with spiked chain) 
  Base Atk +7; Grp +15 
  Atk Options Touch of Woe (Ex) DC 17 
  Special Actions Crushing Despair (Su) DC 17 
  Abilities Str 18, Dex 15, Con -, Int -, Wis 12, Cha 16 
  SQ construct traits, weapon alignment 
  Skills Move Silently -8 
  Possessions +2 spiked chain, +1 mithril chain shirt of 
   (Encumbrance – Light). 
  Crushing Despair (Su): Creatures within 30 feet of a 
  gloom golem who hear its incessant howl must 
  succeed on a DC 17 Will save or take a –2 penalty 
  on attack rolls, skill checks, ability checks, saving 
  throws, and weapon damage rolls. The penalties 
  last until the golem is destroyed, for only then is the 
  victim’s despair lifted. A good hope spell counters 
  this 
  mind-affecting 
  compulsion. 
  The 
  DC 
  is 
  Charisma based. 
  Touch of Woe (Ex):  A creature wounded by a gloom 
  golem (or by weapons it wields) must succeed on a 
  DC 17 Will save or take 1d6 points of Charisma 
  drain. As the creature loses Charisma, it becomes 
  more miserable and withdrawn until at 0 Charisma 
  it collapses into a nightmare filled coma. The save 
  DC is Charisma based. 
  Weapon Alignment: A gloom golem’s natural 
  weapons, and any weapons it wields are treated as 
  evil aligned for the purposes of overcoming 
  damage reduction. 
   
  C R Y S T AL L I N E  S P I D E R                      CR  1 
  Tiny Spider 
  N Tiny outsider (extraplanar) 
  Init +7; Senses darkvision 60 ft, low-light vision, 
  tremorsense 60 ft; Listen +1, Spot +1 
  Languages Common (understand only)  
  AC 17, touch 16, flat-footed 13 
     (2 size, 4 Dex, 1 natural) 
  hp 12 (2 HD)   
  Fort +4, Ref +6, Will +3 
  Weakness: Light Sensitivity  
  Immunities: construct immunities, magic 
  Speed 30 ft., climb 20 ft. (6 squares or 4 squares);  
  Melee +1 (1d2-1, bite) 
  Space 5 ft.; Reach 0 ft.  
  Base Atk +2; Grp -7 
  Abilities Str 8, Dex 19, Con 13, Int 10, Wis 11, Cha 8  
  SQ: construct traits, spin crystal 
  Feats Improved Initiative 
  Skills: Climb +10, Craft (Weaving) +2, Hide +12, 
  Jump +4 
  Spin Crystal (Ex): Crystalline spiders lack the ability 
  to create webs and instead build huge crystal 
  lattices to trap prey. The crystals formed by these 
  rare creatures are highly prized by scholars and 
  sages of ancient cultic lore because they are 
  capable of storing a great deal of information for 
  those who know the obscure method of imbuing 
  them. 
   
  ENCOUNTER 9: THE EARTH NODE 
  AD V AN C E D  AP E                                 CR  4 
  Female Ape 
  N Large animal 
  Init +7; Senses low-light vision, scent; Listen +9, Spot 
  +9 
  AC 22, touch 14, flat-footed 19 
     (-1 size, +3 Dex, +3 natural, +5 armor, +2 collar) 
  hp 75 (10 HD)   
  Fort +10, Ref +10, Will +8 
  Speed 30 ft., climb 30 ft (6 squares);  
  Melee 2 claws +13 melee (1d6+6) and bite +7 melee 
  (1d6+3); 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +3; Grp +12  
  Abilities Str 22, Dex 16, Con 14, Int 2, Wis 12, Cha 8  
  Feats Improved Initiative, Improved Toughness, Iron 
  Will, Weapon Focus (Claw) 
  Skills Climb +15, Listen +6, Spot +6 
  Possessions +2 Cloak of resistance, +1 large  mithril 
  chain barding, +2 collar of protection,  pendant of 
  negative energy (Encumbrance – Light). 
  Power up suite: magic circle against good 
  vs. good creatures AC 20, Fort +7, Ref +7, Will +5 
  * See Appendix 2: New Rules Items 
   
  S H AD O W  E P H E M E R AL  S WARM             CR  6 
  NE tiny undead (incorporeal, swarm) 
  Init +4; Senses Darkvision 60 ft., low-light vision; 
  Listen +9, Spot +10 
  AC 20, touch 20, flat-footed 16 
     (+2 size, +4 Dex, +4 deflection) 
  hp 96 (12 HD, considered to be 16 HD for turning 
  purposes) Fast Healing 2 
  Fort +6, Ref +12, Will +10 
  Weakness swarm vulnerabilities  
  Resist cold 15 
  
  VTF7-06 Left Unsaid 
   
  Page 45 
  Immunities swarm immunities, undead immunities, 
  half damage from slashing and piercing 
  Speed fly 45 ft., (good) (9 squares);  
  Melee swarm (1d6 strength)  
  Space 10 ft.; Reach 0 ft.  
  Base Atk +6; Grp - 
  Atk Options distraction, strength damage 
  Abilities Str -, Dex 18, Con 2, Int -, Wis 11, Cha 18  
  SQ swarm traits, undead traits, incorporeal traits, 
  shadow blend, +2 luck bonus to saves, evasion 
  Feats Lightning Reflexes, Improved Toughness*, 
  Improved Turn Resistance*, Toughness (2) 
  Skills Listen +9, Spot +10 
  Distraction (Ex): Any living creature that begins its 
  turn with a swarm in its square is nauseated for 1 
  round; A DC 20 Fortitude save negates the effect. 
  Even after a successful save, spellcasting or 
  concentrating on spells within the area of a swarm 
  requires a Concentration check (DC 20 + Spell 
  Level). The Save DC is Charisma based. 
  Strength Damage (Su): The swarm attack of an 
  ephemeral swarm deals 1d6 points of Strength 
  damage to any living creature whose space it 
  occupies at the end of its move. A creature 
  reduced to Strength 0 by an ephemeral swarm 
  dies. This is a negative energy effect.  
  Shadow Blend (Su): In any condition other than full 
  daylight, a shadow creature can disappear into the 
  shadows giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  (Cannot be used in the earth node) 
  Power up suite: magic circle against good 
  vs. good creatures AC 20, Fort +8, Ref +14, Will +12 
  desecrate 
   
  Melee swarm (1d6 strength + 2 damage), hp 120 
  * See Appendix 2: New Rules Items 
   
  ENCOUNTER 10: THE FIRE NODE 
  D E N                                         CR  7 
  Male Ghirrash 
  NE Large outsider (extraplanar) 
  Init +3; Senses darkvision 60 ft; Listen +11, Spot +11 
  Languages Common, Infernal 
  AC 21, touch 13, flat-footed 18 
     (-1 size, +3 Dex, +8 natural, +1 ring) 
  hp 59 (7 HD)  DR 5/magic 
  Fort +10, Ref +11, Will +7 
  Resist acid 10, fire 10, cold 10, electricity 10, spell 
  resistance 14 
  Immunities poison, ring of counterspells (glitterdust) 
  Speed 50 ft. (10 squares);  
  Melee 4 claws +13 melee (1d6+6) and bite +7 melee 
  (1d4+3 plus paralysis) and 2 rakes +13 melee 
  (1d6+3); 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +7; Grp +17 
  Atk options paralysis DC 16, pounce, rake 
  Abilities Str 23, Dex 16, Con 16, Int 13, Wis 12, Cha 
  15  
  SQ displacement 
  Feats Dodge, Great Fortitude, Weapon Focus (Great 
  Scimitar) 
  Skills Balance +15, Climb +16, Hide +13, Jump +26, 
  Listen +11, Move Silently +13, Spot +11, Survival 
  +11, Tumble +15; 
  Possessions +1 ring of protection, +1 vest of 
  resistance, ring of counterspells (glitterdust), 
  shattered masterwork great scimitar, +2 amulet of 
  health  (Encumbrance – Light). 
  Paralysis (Su): A creature hit by a ghirassh’s bite 
  attack must make a DC 16 Fortitude save or be 
  paralyzed for 1d4+1 rounds 
  Pounce (Ex): If a ghirrash charges, it can make a full 
  attack including two rake attacks. 
  Rake (Ex): Two claws, attack bonus +13 melee 
  1d6+3  
  Displacement 
  (Su): 
  A 
  light-bending 
  glamer 
  continually surrounds a ghirrash making it difficult 
  to surmise the creature’s true location. Any melee 
  or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the ghirrash 
  by some means other than sight. A true seeing 
  effect allows the user to see the ghirrash’s position 
  but see invisibility has no effect. 
  Power up suite: magic circle against good 
  vs. good creatures AC 22, Fort +10, Ref +12, Will +8 
   
   
   
   
  
  VTF7-06 Left Unsaid 
   
  Page 46 
  APL 8 
   
  ENCOUNTER 8: THE WATER NODE 
  AD V AN C E D  G U AR D I AN O F  D E S P AI R      CR 11 
  Gloom golem warrior 1 
  NE Huge construct (golem) 
  Init +1; Senses darkvision 60 ft, low-light vision; 
  Listen +1, Spot +1 
  AC 30, touch 9, flat-footed 29 
     (-2 size, +1 Dex, +14 natural, +7 armor) 
  hp 155 (21 HD)  DR 10/good 
  Immunities construct immunities, magic, blindness 
  Fort +8, Ref +8, Will +7 
  Speed 20 ft. from full plate (4 squares);  
  Melee +1 spiked chain +25/+20/+15/+10 (3d6+13 plus 
  1d6 Cha) or 2 claws +24 (2d6+8 plus 1d6 Cha) 
  Space 15 ft.; Reach 30 ft. (with spiked chain) 
  Base Atk +16; Grp +32 
  Atk Options: Touch of Woe DC 25 
  Special Actions Crushing Despair DC 25 
  Abilities Str 26, Dex 13, Con -, Int -, Wis 12, Cha 20 
  SQ construct traits, weapon alignment 
  Skills Move Silently -8 
  Possessions +1 spiked chain, +1 banded mail   
  (Encumbrance – Light). 
  Crushing Despair (Su): Creatures within 30 feet of a 
  gloom golem who hear its incessant howl must 
  succeed on a DC 25 Will save or take a –2 penalty 
  on attack rolls, skill checks, ability checks, saving 
  throws, and weapon damage rolls. The penalties 
  last until the golem is destroyed, for only then is the 
  victim’s despair lifted. A good hope spell counters 
  this 
  mind-affecting 
  compulsion. 
  The 
  DC 
  is 
  Charisma based. 
  Touch of Woe (Ex):  A creature wounded by a gloom 
  golem (or by weapons it wields) must succeed on a 
  DC 25 Will save or take 1d6 points of Charisma 
  drain. As the creature loses Charisma, it becomes 
  more miserable and withdrawn until at 0 Charisma 
  it collapses into a nightmare filled coma. The save 
  DC is Charisma based. 
  Weapon Alignment: A gloom golem’s natural 
  weapons, and any weapons it wields are treated as 
  evil aligned for the purposes of overcoming 
  damage reduction. 
   
  C R Y S T AL L I N E  S P I D E R                        CR  1 
  Tiny Spider 
  N Tiny outsider (extraplanar) 
  Init +7; Senses darkvision 60 ft, low-light vision, 
  tremorsense 60 ft; Listen +1, Spot +1 
  Languages Common (understand only)  
  AC 17, touch 16, flat-footed 13 
     (2 size, 4 Dex, 1 natural) 
  hp 12 (2 HD)   
  Fort +4, Ref +6, Will +3 
  Weakness Light Sensitivity  
  Immunities construct immunities, magic 
  Speed 30 ft., climb 20 ft. (6 squares or 4 squares);  
  Melee +1 (1d2-1, bite) 
  Space 5 ft.; Reach 0 ft.  
  Base Atk +2; Grp -7 
  Abilities Str 8, Dex 19, Con 13, Int 10, Wis 11, Cha 8  
  SQ construct traits, spin crystal 
  Feats Improved Initiative 
  Skills Climb +10, Craft (Weaving) +2, Hide +12, Jump 
  +4 
  Spin Crystal (Ex): Crystalline spiders lack the ability 
  to create webs and instead build huge crystal 
  lattices to trap prey. The crystals formed by these 
  rare creatures are highly prized by scholars and 
  sages of ancient cultic lore because they are 
  capable of storing a great deal of information for 
  those who know the obscure method of imbuing 
  them. 
   
  ENCOUNTER 9: THE EARTH NODE 
  E L I T E  AD V AN C E D  D I RE  AP E                CR  6 
  Female Ape Barbarian 1 
  N Large animal 
  Init +7; Senses low-light vision, scent; Listen +13, 
  Spot +9 
  AC 26, touch 16, flat-footed 22 
     (-1 size, +4 Dex, +3 natural, +7 armor, +3 collar) 
  hp 124 (12 HD)   
  Fort +15, Ref +12, Will +9 
  Speed 30 ft., climb 30 ft (6 squares);  
  Melee 2 claws +19 melee (1d8+9) and bite +13 melee 
  (1d6+4); 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +10; Grp +19  
  Special abilities rage, rend 2d6+18 
  Abilities Str 28, Dex 18, Con 18, Int 2, Wis 12, Cha 7  
  Feats Improved Initiative, Improved Natural Attack 
  (Claw), Improved Toughness*, Iron Will, Weapon 
  Focus (Claw) 
  Skills: Climb +18, Listen +13, Spot +9 
  Possessions: +3 Cloak of resistance, +3 large  mithril 
  chain barding, +3 collar of protection,  pendant of 
  negative energy (Encumbrance – Light). 
  Power up suite: Rage 
  AC 24; hp 159; Fort +17, Will +11; Atk melee Claws 
  +21 melee (1d8+11); Full Atk 2 claws +21 melee 
  (1d8+11) and bite +15 melee (1d6+5), rend 
  2d6+22; 
  * See Appendix 2: New Rules Items 
   
  AD V AN C E D  S H AD O W  E P H E M E R AL  S WARM   CR  8 
  NE tiny undead (incorporeal, swarm) 
  Init +8; Senses Darkvision 60 ft., low-light vision; 
  Listen +13, Spot +14 
  AC 21, touch 21, flat-footed 16 
     (+2 size, +5 Dex, +4 deflection) 
  
  VTF7-06 Left Unsaid 
   
  Page 47 
  hp 139 (20 HD, considered to be 24 HD for turning 
  purposes) Fast Healing 2 
  Fort +8, Ref +15, Will +14 
  Weakness swarm vulnerabilities 
  Resist cold 15 
  Immunities swarm immunities, undead immunities, 
  half damage from slashing and piercing 
  Speed fly 45 ft., (good) (9 squares);  
  Melee swarm (1d6 strength)  
  Space 10 ft.; Reach 0 ft.  
  Base Atk +10; Grp - 
  Atk Options distraction (Ex), strength damage (Su) 
  Abilities Str -, Dex 18, Con -, Int -, Wis 11, Cha 18  
  SQ swarm traits, undead traits, incorporeal traits, 
  shadow blend (Su), +2 luck bonus to saves, 
  evasion (Ex) 
  Feats 
  Lightning 
  Reflexes, 
  Improved 
  Initiative, 
  Improved Toughness*, Improved Turn Resistance*, 
  Iron Will, Toughness (2) 
  Skills Listen +13, Spot +14 
  Distraction (Ex): Any living creature that begins its 
  turn with a swarm in its square is nauseated for 1 
  round; A DC 20 Fortitude save negates the effect. 
  Even after a successful save, spellcasting or 
  concentrating on spells within the area of a swarm 
  requires a Concentration check (DC 20 + Spell 
  Level). The Save DC is Charisma based. 
  Strength Damage (Su): The swarm attack of an 
  ephemeral swarm deals 1d6 points of Strength 
  damage to any living creature whose space it 
  occupies at the end of its move. A creature 
  reduced to Strength 0 by an ephemeral swarm 
  dies. This is a negative energy effect.  
  Shadow Blend (Su): In any condition other than full 
  daylight, a shadow creature can disappear into the 
  shadows giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  (Cannot use this ability in the Earth Node) 
  Power up suite: magic circle against good 
  vs. good creatures AC 21, Fort +10, Ref +17, Will +14 
  desecrate 
   
  Melee swarm (1d6 strength + 2 damage), 
  hp 158 
  * See Appendix 2: New Rules Items 
   
  ENCOUNTER 10: THE FIRE NODE 
  D E N                                         CR  9 
  Elite Male Ghirrash Warrior1/Monk2/Fighter1 
  NE Large outsider (extraplanar) 
  Init +4; Senses darkvision 60 ft; Listen +13, Spot +15 
  Languages Common, Infernal 
  AC 26, touch 13, flat-footed 22 
     (-1 size, +4 Dex, +8 natural, +4 armor) 
  hp 122 (11 HD)  DR 5/magic 
  Fort +22, Ref +16, Will +15 
  Resist acid 10, fire 10, cold 10, electricity 10, spell 
  resistance 14 
  Immunities: poison, ring of counterspells (glitterdust), 
  ring of counterspells (ray of enfeeblement) 
  Speed 50 ft. (10 squares);  
  Melee +2 great scimitar +23/+18 (2d6+17/18-20) and 
  2 claws +21 melee (1d8+11) and bite +16 melee 
  (1d4+5 plus paralysis) and 2 rakes +20 melee 
  (1d8+5); 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +10; Grp +29 
  Atk options paralysis DC 19, pounce (Ex), rake (Ex), 
  flurry of blows (Ex),  
  Abilities Str 32, Dex 19, Con 22, Int 13, Wis 14, Cha 
  13  
  SQ: displacement (Su), evasion (Ex) 
  Feats Combat Acrobat*, Deflect Arrows, Dodge, 
  Great Fortitude, Improved Grapple, Improved 
  Unarmed Strike, Iron Will, Weapon Focus (Great 
  Scimitar) 
  Skills: 
  Balance 
  +18, 
  Climb 
  +23, 
  Craft 
  (Weaponsmithing) +8, Hide +15, Jump +33, Listen 
  +13, Move Silently +14, Profession (Mercenary) 
  +3, Spot +15, Survival +13, Tumble +17; 
  Possessions +1 great scimitar, masterwork great 
  scimitar, gauntlets of ogre power, +2 amulet of 
  health, +1 studded leather, +2 vest of resistance, 
  ring 
  of 
  counterspells 
  (glitterdust), 
  ring 
  of 
  counterspells (ray of enfeeblement),  
   (Encumbrance – Light). 
  Paralysis (Su): A creature hit by a ghirassh’s bite 
  attack must make a DC 19 Fortitude save or be 
  paralyzed for 1d4+1 rounds 
  Pounce (Ex): If a ghirrash charges, it can make a full 
  attack including two rake attacks. 
  Rake (Ex): Two claws, attack bonus +20 melee 
  1d6+5  
  Displacement 
  (Su): 
  A 
  light-bending 
  glamer 
  continually surrounds a ghirrash making it difficult 
  to surmise the creature’s true location. Any melee 
  or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the ghirrash 
  by some means other than sight. A true seeing 
  effect allows the user to see the ghirrash’s position 
  but see invisibility has no effect. 
  Power up suite: magic circle against good 
  vs. good creatures AC 28 
  * See Appendix 2: New Rules Items 
  
  VTF7-06 Left Unsaid 
   
  Page 48 
  APL 10
  ENCOUNTER 8: THE WATER NODE 
  AD V AN C E D  G U AR D I AN O F  D E S P AI R      CR  11 
  Gloom golem warrior 1 
  NE Huge construct (golem) 
  Init +1; Senses darkvision 60 ft, low-light vision; 
  Listen +1, Spot +1 
  AC 35, touch 9, flat-footed 34 
     (-2 size, +1 Dex, +14 natural, +12 armor) 
  hp 155 (21 HD)  DR 10/good 
  Immunities construct immunities, magic, blindness 
  Fort +8, Ref +8, Will +7 
  Speed 20 ft. from full plate (4 squares);  
  Melee +4 spiked chain +28/+23/18/+13 (3d6+16 plus 
  1d6 Cha) or 2 claws +24 (2d6+8 plus 1d6 Cha) 
  Space 15 ft.; Reach 30 ft. (with spiked chain) 
  Base Atk +16; Grp +32 
  Atk Options: Touch of Woe (Ex) DC 25 
  Special Actions Crushing Despair (Su) DC 25 
  Abilities Str 26, Dex 13, Con -, Int -, Wis 12, Cha 20 
  SQ construct traits, weapon alignment 
  Skills Move Silently -13 
  Possessions 
  +4 
  spiked 
  chain, 
  +4 
  full 
  plate   
  (Encumbrance – Light). 
  Crushing Despair (Su): Creatures within 30 feet of a 
  gloom golem who hear its incessant howl must 
  succeed on a DC 25 Will save or take a –2 penalty 
  on attack rolls, skill checks, ability checks, saving 
  throws, and weapon damage rolls. The penalties 
  last until the golem is destroyed, for only then is the 
  victim’s despair lifted. A good hope spell counters 
  this 
  mind-affecting 
  compulsion. 
  The 
  DC 
  is 
  Charisma based. 
  Touch of Woe (Ex):  A creature wounded by a gloom 
  golem (or by weapons it wields) must succeed on a 
  DC 25 Will save or take 1d6 points of Charisma 
  drain. As the creature loses Charisma, it becomes 
  more miserable and withdrawn until at 0 Charisma 
  it collapses into a nightmare filled coma. The save 
  DC is Charisma based. 
  Weapon Alignment: A gloom golem’s natural 
  weapons, and any weapons it wields are treated as 
  evil aligned for the purposes of overcoming 
  damage reduction. 
  * See Appendix 2: New Rules Items 
   
  C R Y S T AL L I N E  S P I D E R                          CR  1 
  Tiny Spider 
  N Tiny outsider (extraplanar) 
  Init +7; Senses darkvision 60 ft, low-light vision, 
  tremorsense 60 ft; Listen +1, Spot +1 
  Languages Common (understand only)  
  AC 17, touch 16, flat-footed 13 
     (2 size, 4 Dex, 1 natural) 
  hp 12 (2 HD)   
  Fort +4, Ref +6, Will +3 
  Weakness Light Sensitivity  
   
  Immunities: construct immunities, magic 
  Speed 30 ft., climb 20 ft. (6 squares or 4 squares);  
  Melee +1 (1d2-1, bite) 
  Space 5 ft.; Reach 0 ft.  
  Base Atk +2; Grp -7 
  Abilities Str 8, Dex 19, Con 13, Int 10, Wis 11, Cha 8  
  SQ construct traits, spin crystal 
  Feats Improved Initiative 
  Skills Climb +10, Craft (Weaving) +2, Hide +12, Jump 
  +4 
  Spin Crystal (Ex): Crystalline spiders lack the ability 
  to create webs and instead build huge crystal 
  lattices to trap prey. The crystals formed by these 
  rare creatures are highly prized by scholars and 
  sages of ancient cultic lore because they are 
  capable of storing a great deal of information for 
  those who know the obscure method of imbuing 
  them. 
   
  ENCOUNTER 9: THE EARTH NODE 
  E L I T E  AD V AN C E D  D I RE  AP E                  CR  6 
  Female Ape Barbarian 1 
  N Large animal 
  Init +8; Senses low-light vision, scent; Listen +13, 
  Spot +9 
  AC 26, touch 16, flat-footed 22 
     (-1 size, +4 Dex, +3 natural, +7 armor, +3 collar) 
  hp 124 (12 HD)   
  Fort +15, Ref +12, Will +9 
  Speed 30 ft., climb 30 ft (6 squares);  
  Melee 2 claws +19 melee (1d8+9) and bite +13 melee 
  (1d6+4); 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +10; Grp +19  
  Special abilities  rage (Ex), rend (Ex) 2d6+18 
  Abilities Str 28, Dex 18, Con 18, Int 2, Wis 12, Cha 7  
  Feats: Improved Initiative, Improved Natural Attack 
  (Claw), Improved Toughness*, Iron Will, Weapon 
  Focus (Claw) 
  Skills: Climb +18, Listen +13, Spot +9 
  Possessions: +3 Cloak of resistance, +3 large  mithril 
  chain barding, +3 collar of protection,  pendant of 
  negative energy (Encumbrance – Light). 
  Power up suite: Rage 
  AC 24; hp 159; Fort +17, Will +11; Atk melee Claws 
  +21 melee (1d8+11); Full Atk 2 claws +21 melee 
  (1d8+11) and bite +15 melee (1d6+5), rend 
  2d6+22; 
  * See Appendix 2: New Rules Items 
   
  C O R R U P T E D  
  E L I T E  
  S H AD O W  
  H E L L W AS P  
  S WARM CR 10 
  
  VTF7-06 Left Unsaid 
   
  Page 49 
  NE diminutive magical beast (evil, extraplanar, 
  swarm) 
  Init +13; Senses Darkvision 60 ft., low-light vision; 
  Listen +8, Spot +8 
  AC 23, touch 23, flat-footed 14 
     (+4 size, +9 Dex) 
  hp 136 (12 HD) Fast Healing 2 
  Fort +15, Ref +21, Will +11 
  Weakness swarm vulnerabilities  
  Resist cold 15, resist fire 10 
  Immunities: swarm immunities, immune weapon 
  damage 
  Speed fly 60 ft. (good), (12 squares);  
  Melee swarm (4d6 plus enfeebling sting)  
  Space 10 ft.; Reach 0 ft.  
  Base Atk +12; Grp - 
  Atk Options distraction (Ex), enfeebling sting (Su) 
  (DC 23 1d6 Dex/1d6 Dex) 
  Abilities Str 1, Dex 28, Con 20, Int 6, Wis 16, Cha 12  
  SQ swarm traits, hive mind, inhabit (Ex), shadow 
  blend (Su), +2 luck bonus to saves (Ex), weapon 
  alignment (Ex), evasion (Ex) 
  Feats Ability Focus (Enfeebling Sting), Improved 
  Initiative, Improved Natural Attack, Iron Will, 
  Lightning Reflexes; 
  Skills: Hide +23, Listen +8, Move Silently +15, Spot 
  +8; 
  Weapon Alignment: The Swarm attack of a hellwasp 
  swarm is considered to be both evil aligned and 
  magical for the purposes of overcoming damage 
  reduction.    
  Distraction (Ex): Any living creature that begins its 
  turn within a hellwasp swarm must succeed on a 
  DC 21 Fortitude save or be nauseated for one 
  round. The save DC is Constitution based. 
  Inhabit (Ex): A hellwasp swarm can enter the body of 
  a helpless or dead creature by crawling into its 
  mouth and other orifices. Inhabiting requires 1 
  minute, and the victim must be either small, 
  medium, or large (although four swarms working 
  together could inhabit a huge creature.) The swarm 
  can abandon the body at any time, although doing 
  this takes one full round. See page 239 of the 
  monster manual for full description of this ability. 
   Enfeebling Sting (Su): Injury, 1d6 Dexterity, and DC 
  23 Fortitude save negates. The save DC is 
  Constitution based. This is a supernatural effect. 
  Shadow Blend (Su): In any conditions other than full 
  daylight a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell 
  does not negate this ability, but a daylight spell will. 
   
  Power up suite: magic circle against good 
  vs. good creatures AC 25, Fort +17, Ref +23, Will +13 
   
  ENCOUNTER 10: THE FIRE NODE 
  D E N                                         CR  11 
  Elite Male Ghirrash Warrior1/Monk2/Fighter1/Drunken 
  Master 2 
  NE Large outsider (extraplanar) 
  Init +5; Senses darkvision 60 ft; Listen +15, Spot +15 
  Languages Common, Infernal 
  AC 33, touch 14, flat-footed 28 
     (-1 size, +5 Dex, +8 natural, +8 armor, +3 animated 
  shield) 
  hp 157 (13 HD)  DR 5/magic 
  Fort +24, Ref +17, Will +17 
  Resist acid 10, fire 10, cold 10, electricity 10, spell 
  resistance 14 
  Immunities poison, ring of counterspells (glitterdust), 
  ring of counterspells (ray of enfeeblement) 
  Speed 50 ft. (10 squares);  
  Melee +2 great scimitar +26/+21/+16 (2d6+20/18-20) 
  and 2 claws +23 melee (1d8+12) and bite +18 
  melee (1d4+6 plus paralysis) and 2 rakes +23 
  melee (1d8+6); 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +11; Grp +31 
  Atk options paralysis (Su) DC 20, pounce (Ex), rake 
  (Ex), flurry of blows (Ex), improvised weapons (Ex), 
  power attack 
  Abilities Str 34, Dex 21, Con 24, Int 13, Wis 16, Cha 
  13  
  SQ displacement (Su), evasion (Ex), drink like a 
  demon (Ex), stagger (Ex) 
  Feats Close Quarters Fighting*, Combat Acrobat*, 
  Deflect Arrows, Dodge, Great Fortitude, Improved 
  Grapple, Improved Unarmed Strike, Iron Will, 
  Weapon Focus (Great Scimitar) 
  Skills 
  Balance 
  +19, 
  Climb 
  +22, 
  Craft 
  (Weaponsmithing) +4, Hide +14, Jump +30, Listen 
  +15, Move Silently +13, Profession (Mercenary) 
  +4, Spot +15, Swim +23, Survival +13, Tumble 
  +17; 
  Possessions +2 great scimitar, masterwork, great 
  scimitar, +4 belt of giant strength, +4 amulet of 
  health, +2 gloves of dexterity, boots of speed, +3 
  mithril breast plate, +3 vest of resistance, ring of 
  counterspells (glitterdust), ring of counterspells (ray 
  of enfeeblement), incandescent blue sphere ioun 
  stone, +1 animated heavy mithril shield  
   (Encumbrance – Light). 
  Paralysis (Su): A creature hit by a ghirassh’s bite 
  attack must make a DC 20 Fortitude save or be 
  paralyzed for 1d4+1 rounds 
  Pounce (Ex): If a ghirrash charges, it can make a full 
  attack including two rake attacks. 
  Rake (Ex): Two claws, attack bonus +23 melee 
  1d8+6  
  Displacement 
  (Su): 
  A 
  light-bending 
  glamer 
  continually surrounds a ghirrash making it difficult 
  to surmise the creature’s true location. Any melee 
  or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the ghirrash 
  by some means other than sight. A true seeing 
  effect allows the user to see the ghirrash’s position 
  but see invisibility has no effect. 
  Drink like a Demon (Ex): A drunken master’s body 
  handles alcohol differently from other people’s. He 
  can drink a large tankard of ale, a bottle of wine, or 
  
  VTF7-06 Left Unsaid 
   
  Page 50 
  a corresponding amount of stronger alcohol as a 
  move action. Every bottle or tankard of alcohol he 
  consumes during combat reduces his Wisdom and 
  Intelligence by 2 points each, but increases his 
  Strength or Constitution (PC’s choice) by 2 points. 
  A drunken master may benefit from a number of 
  drinks equal to his class level. The duration of both 
  the penalty and the bonus is a number of rounds 
  equal to the PC’s drunken master level +3. 
  Improvised weapons (Ex): While bottles and 
  tankards 
  are 
  a 
  drunken 
  master’s 
  preferred 
  improvised weapons, he can use furniture, farm 
  implements, or nearly anything else to attack his 
  foes. A drunken master’s improvised weapon deals 
  as much damage as his unarmed strike plus an 
  extra 1d4 points. Most improvised weapons deal 
  bludgeoning damage although some (a broken 
  bottle for example) would deal piercing or slashing 
  damage. When a drunken master rolls a 1 on an 
  attack roll with an improvised weapon, that weapon 
  breaks apart and becomes useless.  
  Stagger (Ex): By tripping, stumbling, and staggering, 
  a drunken master of 2nd level or higher can make a 
  charge attack that surprises his opponents. This 
  ability has two beneficial aspects. First the charge 
  need not be in a straight line, even though the PC 
  can still move up to twice his speed. Second, if a 
  drunken master makes a DC 15 Tumble check 
  before beginning his charge, his movement through 
  threatened squares provokes no attacks of 
  opportunity. 
  Power up suite: magic circle against good 
  vs. good creatures AC 35 
  * See Appendix 2: New Rules Items 
  
  VTF7-06 Left Unsaid 
   
  Page 51 
   
  APL 12
  ENCOUNTER 8: THE WATER NODE 
  AD V AN C E D  G U AR D I AN O F  D E S P AI R        CR  13 
  Gloom golem warrior 1 
  NE Huge construct (golem) 
  Init +1; Senses darkvision 60 ft, low-light vision; 
  Listen +1, Spot +1 
  AC 40, touch 9, flat-footed 37 
     (-2 size, +1 Dex, +14 natural, +13 armor, +4 
  animated shield) 
  hp 199 (28 HD)  DR 10/good 
  Immunities construct immunities, magic, blindness 
  Fort +10, Ref +9, Will +9 
  Speed 20 ft. from full plate (4 squares);  
  Melee +5 spiked chain +35/+30/+25/+20 (3d6+17 plus 
  1d6 Cha) or 2 claws +30 (2d6+8 plus 1d6 Cha)  
  Space 15 ft.; Reach 30 ft. (with spiked chain) 
  Base Atk +22; Grp +38 
  Atk Options: Touch of Woe (Ex) DC 30 
  Special Actions Crushing Despair (Su) DC 30 
  Abilities Str 26, Dex 13, Con -, Int -, Wis 12, Cha 22 
  SQ construct traits, weapon alignment 
  Skills: Move Silently -13 
  Possessions +5 spiked chain, +5 full plate, +2 
  animated heavy steel shield (Encumbrance – 
  Light). 
  Crushing Despair (Su): Creatures within 30 feet of a 
  gloom golem who hear its incessant howl must 
  succeed on a DC 30 Will save or take a –2 penalty 
  on attack rolls, skill checks, ability checks, saving 
  throws, and weapon damage rolls. The penalties 
  last until the golem is destroyed, for only then is the 
  victim’s despair lifted. A good hope spell counters 
  this 
  mind-affecting 
  compulsion. 
  The 
  DC 
  is 
  Charisma based. 
  Touch of Woe (Ex):  A creature wounded by a gloom 
  golem (or by weapons it wields) must succeed on a 
  DC 30 Will save or take 1d6 points of Charisma 
  drain. As the creature loses Charisma, it becomes 
  more miserable and withdrawn until at 0 Charisma 
  it collapses into a nightmare filled coma. The save 
  DC is Charisma based. 
  Weapon Alignment: A gloom golem’s natural 
  weapons, and any weapons it wields are treated as 
  evil aligned for the purposes of overcoming 
  damage reduction. 
  * See Appendix 2: New Rules Items 
   
  C R Y S T AL L I N E  S P I D E R                           CR  1 
  Tiny Spider 
  N Tiny outsider (extraplanar) 
  Init +7; Senses darkvision 60 ft, low-light vision, 
  tremorsense 60 ft; Listen +1, Spot +1 
  Languages Common (understand only)  
  AC 17, touch 16, flat-footed 13 
     (2 size, 4 Dex, 1 natural) 
  hp 12 (2 HD)   
  Fort +4, Ref +6, Will +3 
  Weakness Light Sensitivity  
  Immunities construct immunities, magic 
  Speed 30 ft., climb 20 ft. (6 squares or 4 squares);  
  Melee +1 (1d2-1, bite) 
  Space 5 ft.; Reach 0 ft.  
  Base Atk +2; Grp -7 
  Abilities Str 8, Dex 19, Con 13, Int 10, Wis 11, Cha 8  
  SQ construct traits, spin crystal 
  Feats Improved Initiative 
  Skills: Climb +10, Craft (Weaving) +2, Hide +12, 
  Jump +4 
  Spin Crystal (Ex): Crystalline spiders lack the ability 
  to create webs and instead build huge crystal 
  lattices to trap prey. The crystals formed by these 
  rare creatures are highly prized by scholars and 
  sages of ancient cultic lore because they are 
  capable of storing a great deal of information for 
  those who know the obscure method of imbuing 
  them. 
   
  ENCOUNTER 9: THE EARTH NODE 
  E L I T E  AD V AN C E D  D I RE  AP E                  CR  8 
  Female Ape Barbarian 1 
  N Large animal 
  Init +8; Senses low-light vision, scent; Listen +15, 
  Spot +9 
  AC 27, touch 16, flat-footed 22 
     (-1 size, +4 Dex, +3 natural, +8 armor, +3 collar) 
  hp 182 (20 HD)   
  Fort +20, Ref +18, Will +12 
  Speed 30 ft., climb 30 ft (6 squares);  
  Melee 2 claws +26 melee (1d8+10) and bite +23 
  melee (1d6+5); 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +15; Grp +29  
  Atk options power attack 
  Special abilities rage (Ex), rend (Ex) 2d6+20 
  Abilities Str 31, Dex 18, Con 18, Int 2, Wis 12, Cha 7  
  Feats Improved Initiative, Improved Natural Attack 
  (Claw), 
  Improved 
  Toughness*, 
  Iron 
  Will, 
  Multiattack, Power Attack, Weapon Focus (Claw) 
  Skills Climb +20, Listen +15, Spot +9 
  Possessions +3 Cloak of resistance, +4 large mithril 
  chain barding, +3 collar of protection, pendant of 
  negative energy (Encumbrance – Light). 
  Power up suite: Rage 
  AC 25; hp 222; Fort +22, Will +14; Atk melee Claws 
  +28 melee (1d8+12); Full Atk 2 claws +28 melee 
  (1d8+12) and bite +25 melee (1d6+6), rend 
  2d6+24; 
  * See Appendix 2: New Rules Items 
   
  C O R R U P T E D  
  E L I T E  
  S H AD O W  
  H E L L W AS P  
  S WARM   CR  10 
  
  VTF7-06 Left Unsaid 
   
  Page 52 
  NE diminutive magical beast (evil, extraplanar, 
  swarm) 
  Init +13; Senses Darkvision 60 ft., low-light vision; 
  Listen +14, Spot +8 
  AC 23, touch 23, flat-footed 14 
     (+4 size, +9 Dex) 
  hp 189 (18 HD) Fast Healing 2 
  Fort +18, Ref +24, Will +13 
  Weakness swarm vulnerabilities  
  Resist cold 15, resist fire 10 
  Immunities swarm immunities, immune weapon 
  damage 
  Speed fly 60 ft. (good), (12 squares);  
  Melee swarm (4d6 plus enfeebling sting)  
  Space 10 ft.; Reach 0 ft.  
  Base Atk +18; Grp - 
  Atk Options distraction (Ex), enfeebling sting (Su) 
  (DC 26 1d6 Dex/1d6 Dex) 
  Abilities Str 1, Dex 29, Con 20, Int 6, Wis 16, Cha 12  
  SQ: swarm traits, hive mind, inhabit (Ex), shadow 
  blend (Su), +2 luck bonus to saves, weapon 
  alignment, evasion (Ex) 
  Feats Ability Focus (Distraction), Ability Focus 
  (Enfeebling Sting), Improved Initiative, Improved 
  Natural Attack, Improved Toughness, Iron Will, 
  Lightning Reflexes; 
  Skills: Hide +23, Listen +8, Move Silently +15, Spot 
  +8; 
  Weapon Alignment: The Swarm attack of a hellwasp 
  swarm is considered to be both evil aligned and 
  magical for the purposes of overcoming damage 
  reduction.    
  Distraction (Ex): Any living creature that begins its 
  turn within a hellwasp swarm must succeed on a 
  DC 26 Fortitude save or be nauseated for one 
  round. The save DC is Constitution based. 
  Inhabit (Ex): A hellwasp swarm can enter the body of 
  a helpless or dead creature by crawling into its 
  mouth and other orifices. Inhabiting requires 1 
  minute, and the victim must be either small, 
  medium, or large (although four swarms working 
  together could inhabit a huge creature.) The swarm 
  can abandon the body at any time, although doing 
  this takes one full round. See page 239 of the 
  monster manual for full description of this ability. 
   Enfeebling Sting (Su): Injury, 1d6 Dexterity, and DC 
  26 Fortitude save negates. The save DC is 
  Constitution based. This is a supernatural effect. 
  Shadow Blend (Su): In any conditions other than full 
  daylight a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell 
  does not negate this ability, but a daylight spell will. 
  Power up suite: magic circle against good 
  vs. good creatures AC 25, Fort +20, Ref +26, 
  Will +15 
   
  ENCOUNTER 10: THE FIRE NODE 
  D E N                                         CR  14 
  Elite Male Ghirrash Warrior1/Monk2/Fighter1/ 
  Drunken Master 2/Hexblade1 
  NE Large outsider (extraplanar) 
  Init +6; Senses darkvision 60 ft; Listen +13, Spot +15 
  Languages Common, Infernal 
  AC 36, touch 15, flat-footed 30 
     (-1 size, +6 Dex, +8 natural, +9 armor, +4 animated 
  shield) 
  hp 184 (14 HD)  DR 5/magic 
  Fort +28, Ref +19, Will +18 
  Resist acid 10, fire 10, cold 10, electricity 10, spell 
  resistance 14 
  Immunities poison, ring of counterspells (glitterdust), 
  ring of counterspells (ray of enfeeblement) 
  Speed 50 ft. (10 squares);  
  Melee +2 great scimitar +28/+23/+18 (2d6+21/15-20) 
  and +2 great scimitar +28/+23/+18 (2d6+21/15-20) 
  and bite +19 melee (1d4+6 plus paralysis) and 2 
  rakes +23 melee (1d8+6); 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +12; Grp +34 
  Atk options paralysis (Su) DC 21, pounce (Ex), rake 
  (Ex), flurry of blows (Ex), improvised weapons (Ex), 
  power attack 
  Special abilities hexblade’s curse (Su) 1/day 
  Abilities Str 36, Dex 23, Con 26, Int 13, Wis 16, Cha 
  13  
  SQ displacement (Su), evasion (Ex), drink like a 
  demon 
  (Ex), 
  stagger 
  (Ex), 
  symmetrical 
  swordsmanship (Ex) 
  Feats Combat Acrobat*, Deflect Arrows, Dodge, 
  Great Fortitude, Improved Critical (Great Scimitar), 
  Improved Grapple, Improved Unarmed Strike, 
  Power Attack, Weapon Focus (Great Scimitar) 
  Skills: 
  Balance 
  +21, 
  Climb 
  +25, 
  Craft 
  (Weaponsmithing) +4, Hide +16, Jump +32, Listen 
  +19, Move Silently +16, Profession (Mercenary) 
  +7, Spot +16, Swim +25, Survival +14, Tumble +21 
  Possessions +2 great scimitar, +2 great scimitar, 
  masterwork great scimitar, +6 belt of giant strength, 
  +6 amulet of health, +4 gloves of dexterity, boots of 
  speed, +4 mithril breast plate, +4 vest of 
  resistance, ring of counterspells (glitterdust), ring of 
  counterspells (ray of enfeeblement), incandescent 
  blue sphere ioun stone, +2animated heavy mithril 
  shield  (Encumbrance – Light). 
  Paralysis (Su): A creature hit by a ghirassh’s bite 
  attack must make a DC 21 Fortitude save or be 
  paralyzed for 1d4+1 rounds 
  Pounce (Ex): If a ghirrash charges, it can make a full 
  attack including two rake attacks. 
  Rake (Ex): Two claws, attack bonus +23 melee 
  1d8+6  
  Displacement 
  (Su): 
  A 
  light-bending 
  glamer 
  continually surrounds a ghirrash making it difficult 
  to surmise the creature’s true location. Any melee 
  or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the ghirrash 
  by some means other than sight. A true seeing 
  effect allows the user to see the ghirrash’s position 
  but see invisibility has no effect. 
  
  VTF7-06 Left Unsaid 
   
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  Drink like a Demon (Ex): A drunken master’s body 
  handles alcohol differently from other people’s. He 
  can drink a large tankard of ale, a bottle of wine, or 
  a corresponding amount of stronger alcohol as a 
  move action. Every bottle or tankard of alcohol he 
  consumes during combat reduces his Wisdom and 
  Intelligence by 2 points each, but increases his 
  Strength or Constitution (PC’s choice) by 2 points. 
  A drunken master may benefit from a number of 
  drinks equal to his class level. The duration of both 
  the penalty and the bonus is a number of rounds 
  equal to the PC’s drunken master level +3. 
  Improvised weapons (Ex): While bottles and 
  tankards 
  are 
  a 
  drunken 
  master’s 
  preferred 
  improvised weapons, he can use furniture, farm 
  implements, or nearly anything else to attack his 
  foes. A drunken master’s improvised weapon deals 
  as much damage as his unarmed strike plus an 
  extra 1d4 points. Most improvised weapons deal 
  bludgeoning damage although some (a broken 
  bottle for example) would deal piercing or slashing 
  damage. When a drunken master rolls a 1 on an 
  attack roll with an improvised weapon, that weapon 
  breaks apart and becomes useless.  
  Stagger (Ex): By tripping, stumbling, and staggering, 
  a drunken master of 2nd level or higher can make a 
  charge attack that surprises his opponents. This 
  ability has two beneficial aspects. First the charge 
  need not be in a straight line, even though the PC 
  can still move up to twice his speed. Second, if a 
  drunken master makes a DC 15 Tumble check 
  before beginning his charge, his movement through 
  threatened squares provokes no attacks of 
  opportunity. 
  Symmetrical Swordsmanship (Ex): A creature that 
  has this amazing ability can wield two two-handed 
  swords at one time. Any time the creature could 
  make a single attack with a sword, it can attack 
  with both of its swords, at -2 to all of its attack rolls 
  that round. For example, when making an attack 
  action, the creature can swing each of its two-
  handed swords once at its normal attack bonus 
  minus 2, and when making a full attack action, it 
  can swing each of its two-handed swords once for 
  each of its normal iterative attacks (In this case, 3 
  swings from each sword, each swing at a -2 
  penalty to hit). The statistics block above already 
  includes these bonuses. 
  Hexblade’s Curse (Su): Once per day, as a free 
  action, a hexblade can unleash a curse upon a foe. 
  The target must be visible to the hexblade and 
  within 6- feet. The target of the curse takes a -2 
  penalty on attacks, saves, ability checks, skill 
  checks, and weapon damage rolls for 1 hour 
  thereafter. A successful Will Save DC 15 negates 
  the effect.  
  Power up suite: magic circle against good vs. good 
  creatures AC 40 
  * See Appendix 2: New Rules Items 
   
  ENCOUNTER 13: EXTENDED PLAY 
  OPTION 
  T H E  S I LK E N  O N E  (N AZ T H AR U N E  R AK S HAS A,  
  MMIII)  D U E L I S T  4/W AR1 
  CR  15 
  LE Medium outsider (native) 
  Init +14; Senses darkvision 60 ft, low light vision, true 
  seeing; Listen +22, Spot +22 
  Languages 
  Common, 
  Infernal, 
  Sylvan, 
  Undercommon, Baklunish 
  AC 39, touch 28, flat-footed 39 
   (+10 dexterity, +6 greater mage armor, +4 duellist , 
  +4 deflection, +5 natural armour) 
  hp 232 (16 HD); DR 15/good and piercing, Spell 
  Resistance 26 
  Fort +22, Ref +27, Will +10 (mind blank) 
  Speed 40 ft. in greater mage armor (8 squares); 60 ft 
  fly (good – fly spell)   
  Melee +4 spellstoring greater crystal of security 
  (targeted dispel magic – targeting delay death) 
  spiked chain +30/+25/+20/+15 (2d4+13) or two +1 
  punching daggers (claws) +27/+27 (1d4+7) 
  Space 5 ft.; Reach 5 ft. (10 ft with spiked chain)  
  Base Atk +16; Grp +22 
  Special Actions sneak attack +6d6 (+7d6 vs those 
  denied dex), evasion, elusive target, improved 
  evasion, shadow jump, garb of the hunting cat set 
  benefits 
  Pre-Cast (All Extended - CL 17) bull’s strength, cat’s 
  grace, fly, owl’s wisdom, freedom of movement, 
  greater magic weapon, greater mage armor*, 
  stoneskin, displacement, mind blank, shield of faith, 
  superior invisibility*, true seeing.  Any personal 
  spells listed here cast through an ioun stone. 
  Combat Gear potion of fly (3), elixir of heal (CL 15 – 
  150 hp of healing) 
  Abilities Str 22, Dex 30, Con 26, Int 18, Wis 16, Cha 
  12 
  SQ: change shape, evasion, hide in plain sight, 
  improved 
  evasion, 
  improved uncanny dodge 
  (cannot be flanked save by rogue of 15th level or 
  higher), shadow jump, spell resistance 26, uncanny 
  dodge, 
  canny 
  defence, 
  improved 
  reaction, 
  enhanced mobility, grace. 
  Feats Combat Reflexes, Dodge, Elusive Target*, 
  Exotic Weapon Proficiency (spiked chain), Mobility, 
  Trackb Weapon Finesse. 
  Skills: Balance +24, Bluff +19, Disguise +19, Escape 
  Artist +24, Hide +34, Jump +20, Knowledge (local 
  – VTF) +8, Listen +22, Move Silently +34, Perform 
  +5, Search +18, Spellcraft +10, Spot +22, Tumble 
  +33. 
  Possessions combat gear plus belt of battle*, +1 (+4 
  with greater magic weapon) spellstoring greater 
  crystal of security spiked chain*, masterwork cold 
  iron spiked chain, spiked chain (2), kukri (4), +4 
  vest of resistance, boots of speed, +4 amulet of 
  health, claw gloves*, mantle of the predator*, mask 
  of the tiger*. (Encumbrance – Light). 
  Detect Thoughts (Su): A naztharune rakshasa can 
  continuously use detect thoughts as the spell 
  
  VTF7-06 Left Unsaid 
   
  Page 54 
  (caster level 18th; Will DC 16 negates). It can 
  suppress or resume this ability as a free action.  
  The save DC is Charisma-based.  
  Change Shape (Su): A naztharune rakshasa can 
  assume any humanoid form, or revert to its own 
  form, as a standard action. In humanoid form, a 
  naztharune loses its claw attacks (although it 
  usually uses weapons and armor).  A naztharune 
  rakshasa typically remains in one form until it 
  chooses to assume a new one.  A change in form 
  cannot be dispelled but a naztharune reverts to its 
  natural form when killed.  A true seeing spell 
  reveals its natural form. 
  Hide in Plain Sight (Su): A naztharune rakshasa can 
  use the Hide skill even while being observed.  As 
  long as it is within 10 feet of some sort of shadow, 
  naztharune rakshasa can hide itself from view in 
  the open without anything to actually hide behind. It 
  cannot, however, hide in its own shadow.  
  Shadow Jump (Su): A naztharune rakshasa has the 
  ability to travel between shadows by means of a 
  dimension door spell. The limitation is that the 
  magical transport must begin and end in an area 
  with at least some shadow. A naztharune can jump 
  up to 20 feet each day in this way; this can be a 
  single jump of 20 feet or two jumps of 10 feet each. 
   NOTE:  THE PROTECTIONS OF THE AREA IN 
  QUESTION LIKELY MAKE THIS A LESS THAN 
  OPTIMAL CHOICE! 
  Canny Defence (Ex): When not wearing armor or 
  using a shield, a duelist adds 1 point of Intelligence 
  bonus per duelist class level to her Dexterity bonus 
  to modify Armor Class while wielding a melee 
  weapon. If denied dexterity for any reason, she 
  loses this bonus. 
  Improved Reaction (Ex): At 2nd level, a duelist gains 
  a +2 bonus on initiative checks. 
  Enhanced Mobility (Ex): When wearing no armor 
  and not using a shield, a duelist gains an additional 
  +4 to AC against attacks of opportunity caused 
  when she moves out of a threatened square. 
  Grace (Ex): At 4th level, when wearing no armor and 
  not using a shield, a duelist gains an additional +2 
  competence bonus on all Reflex saving throws. 
  * See Appendix 2: New Rules Items 
   
   
  B L I N K I E  
  (G R E ATE R  
  B ARG H E S T,  
  MM)  
  R G R2/D E R V I S H3/T E M P E S T3 
  CR  13 
  LE 
  Large 
  outsider 
  (evil, 
  extraplanar, 
  lawful, 
  shapechanger 
  Init +7; Senses darkvision 60 ft, scent; Listen +22, 
  Spot +22 
  Languages Goblin, Worg, Infernal, Undercommon 
  AC 38, touch 21, flat-footed 32 
   (+5 dexterity, +8 mithral breastplate , +4 deflection, 
  +1 dervish, +2 tempest, +9 natural armour, -1 size) 
  hp 179 (17 HD); Damage Reduction 10/magic 
  Fort +19, Ref +20, Will +17 (mind blank) 
  Speed 45 ft. in mithral breastplate (8 squares); 65 ft 
  fly (good – fly spell)   
  Melee +4 scimitar +27/+22/+17/+12 (1d8+12, 15-20) 
  and +4 scimitar +27/+22 (1d8+8, 15-20), add +2 to 
  hit and damage during dervish dance, +2 versus 
  humans 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +17; Grp +29 
  Special Actions spell-like abilities, feed, change 
  shape, dervish dance 2/day 
  Pre-Cast (All Extended - CL 17) bull’s strength, cat’s 
  grace, fly, freedom of movement, greater magic 
  weapon, mind blank, shield of faith, true seeing.  
  Any personal spells listed here cast through an 
  ioun stone. 
  Combat Gear potion of fly 
  Abilities Str 26, Dex 20, Con 18, Int 18, Wis 20, Cha 
  16 
  SQ change shape, feed, favoured enemy (humans), 
  combat style (two-weapon), wild empathy, pass 
  without trace, ac bonus, dervish dance 2/day, 
  movement 
  mastery, 
  slashing 
  blades, 
  fast 
  movement, tempest defence, ambidexterity, two-
  weapon versatility. 
  Feats Combat Expertise, Combat Reflexes, Dodge, 
  Improved 
  Critical 
  (scimitar), 
  Improved 
  Two-
  Weapon Fighting, Mobility, Spring Attackb, Trackb, 
  Two-Weapon Fightingb, Weapon Focus (scimitar). 
  Skills: 
  Balance 
  +6, 
  Bluff 
  +15, 
  Climb 
  +23, 
  Concentration +20, Diplomacy +7, Disguise +3 (+5 
  acting), Hide +14 (+19 in wolf form), Intimidate +17, 
  Jump +28, Listen +22, Move Silently +16, Perform 
  (dance) +22, Sense Motive +17, Spot +22, Survival 
  +19 (+19 following tracks), Tumble +28. 
  Possessions 
  combat 
  gear 
  plus 
  +3 
  mithral 
  breastplate, belt of battle*, +1 (+4 with greater 
  magic weapon) scimitar (2), masterwork cold iron 
  scimitar (2), scimitar (2), kukri (4), +2 vest of 
  resistance, boots of speed. (Encumbrance – Light). 
  Spell-like Abilities (Sp): At will – blink, levitate, 
  misdirection (DC 13), rage (DC 14), invisibility 
  sphere; 1/day mass bull’s strength, mass enlarge 
  (only applicable in goblin form), charm monster 
  (DC 15), crushing despair (DC 15), dimension 
  door.  CL 17. 
  Change Shape (Su): A barghest can assume the 
  shape of a goblin of Large size or a dire wolf.  
  Feed (Su): Not applicable for this barghest, it has 
  chosen to not undertake this, fearing pollution from 
  lesser creatures!  
  Pass Without Trace (Ex): The barghest in wolf form 
  can use this as the spell as a free action.   
  AC Bonus (Ex): A dervish gains this bonus to Armor 
  Class as long as she is wearing no armor or light 
  armor and not carrying a shield.  This bonus to AC 
  applies even against touch attacks or when the 
  dervish is flat-footed. She loses this bonus when 
  she is immobilized or helpless, when she wears 
  any armor heavier than light, when she carries a 
  shield, or when she carries a medium or heavy 
  load.  
  Dervish Dance (Ex): A dervish can become a 
  whirling dancer of death a certain number of times 
  
  VTF7-06 Left Unsaid 
   
  Page 55 
  per day.  While in this dervish dance, she can take 
  a full attack action (for melee attacks only) and still 
  move up to her speed.  However, the dervish must 
  move a minimum of 5 feet between each attack 
  when using this ability, and she cannot return to a 
  square she just exited (though she may return to 
  that square later during her full attack).  The 
  dervish is subject to attacks of opportunity while 
  dancing, but may tumble normally as part of her 
  move.  A dervish prevented from completing her 
  move is also prevented from finishing her full 
  attack.   
  If a dervish wields a slashing weapon while in a 
  dervish dance, she gains a bonus on her attack 
  and damage rolls. This bonus is +1 at 1st level and 
  it increase by an extra +1 at every odd-numbered 
  level thereafter.  A dervish may only perform the 
  dance while wielding a slashing weapon.  She 
  cannot dervish dance in any armor heavier than 
  light or if she is using a shield.  While dancing, a 
  dervish cannot use skills or abilities that involve 
  concentration or require her to remain still, such as 
  Move Silently, Hide or Search. A dervish with the 
  bardic music ability can, however, sing while she 
  dances and a dervish can also use the Combat 
  Expertise feat while in a dance.  A dervish cannot 
  perform a dervish dance while under the effect of a 
  rage or frenzy ability. 
   
  A dervish can perform the dervish dance only 
  once per encounter.  A dervish dance lasts 1 round 
  for every two ranks (9 rounds in this case) of 
  Perform (dance) that the PC has.  At the end of the 
  dervish dance that PC becomes fatigued for the 
  duration of the encounter.  
  Movement Mastery (Ex): A dervish is so certain of 
  her movements that she is unaffected by adverse 
  conditions.  When making a Jump, Perform 
  (Dance), or Tumble check, she make take 10 even 
  if stress or distraction would normally prevent her 
  from doing so. 
   Slashing Blades: A dervish treats the scimitar as a 
  light weapon for all purposes, including fighting with 
  two weapons. 
  Fast Movement (Ex): At 2nd level and higher, a 
  dervish gains an enhancement bonus to her speed. 
   A dervish an armor heavier than light or carrying a 
  medium or heavy load loses this bonus. 
  Tempest Defence (Ex): When wielding a double 
  weapon or two weapons (not including natural 
  weapons or unarmed strikes), a tempest gains a +1 
  bonus to Armor Class. This bonus increases by +1 
  at every subsequent odd level. The PC loses this 
  ability when fighting in medium or heavy armor. 
  Ambidexterity (Ex):  Attack penalties for fighting with 
  two weapons are reduced by 1.  At 4th level, 
  reduced by 2. 
  Two-Weapon Versatility (Ex):  Not applicable in this 
  instance. 
  * See Appendix 2: New Rules Items 
  
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  Page 56 
  APL 14
  ENCOUNTER 8: THE WATER NODE 
  AD V AN C E D  G U AR D I AN O F  D E S P AI R        CR  15 
  Gloom golem warrior 1 
  NE Huge construct (golem) 
  Init +1; Senses darkvision 60 ft, low-light vision; 
  Listen +1, Spot +1 
  AC 41, touch 9, flat-footed 38 
     (-2 size, +1 Dex, +14 natural, +13 armor, +5 
  animated shield) 
  hp 243 (36 HD)  DR 10/good 
  Immunities: construct immunities, magic, blindness 
  Fort +12, Ref +11, Will +11 
  Speed 20 ft. from full plate (4 squares);  
  Melee +5 spiked chain +41/+36/+31/+26 (3d6+17 plus 
  1d6 Cha) or 2 claws +36 (2d6+8 plus 1d6 Cha)  
  Space 15 ft.; Reach 30 ft.  (with spiked chain) 
  Base Atk +28; Grp +44 
  Atk Options Touch of Woe (Ex) DC 35 
  Special Actions Crushing Despair (Su) DC 35 
  Abilities Str 26, Dex 13, Con -, Int -, Wis 12, Cha 24 
  SQ construct traits, weapon alignment 
  Skills Move Silently -13 
  Possessions +5 spiked chain, +5 full plate, +3 
  animated heavy steel shield (Encumbrance – 
  Light). 
  Crushing Despair (Su): Creatures within 30 feet of a 
  gloom golem who hear its incessant howl must 
  succeed on a DC 35 Will save or take a –2 penalty 
  on attack rolls, skill checks, ability checks, saving 
  throws, and weapon damage rolls. The penalties 
  last until the golem is destroyed, for only then is the 
  victim’s despair lifted. A good hope spell counters 
  this 
  mind-affecting 
  compulsion. 
  The 
  DC 
  is 
  Charisma based. 
  Touch of Woe (Ex):  A creature wounded by a gloom 
  golem (or by weapons it wields) must succeed on a 
  DC 35 Will save or take 1d6 points of Charisma 
  drain. As the creature loses Charisma, it becomes 
  more miserable and withdrawn until at 0 Charisma 
  it collapses into a nightmare filled coma. The save 
  DC is Charisma based. 
  Weapon Alignment: A gloom golem’s natural 
  weapons, and any weapons it wields are treated as 
  evil aligned for the purposes of overcoming 
  damage reduction. 
  * See Appendix 2: New Rules Items 
   
  C R Y S T AL L I N E  S P I D E R                           CR  1 
  Tiny Spider 
  N Tiny outsider (extraplanar) 
  Init +7; Senses darkvision 60 ft, low-light vision, 
  tremorsense 60 ft; Listen +1, Spot +1 
  Languages Common (understand only)  
  AC 17, touch 16, flat-footed 13 
     (2 size, 4 Dex, 1 natural) 
  hp 12 (2 HD)   
  Fort +4, Ref +6, Will +3 
  Weakness: Light Sensitivity  
   
  Immunities: construct immunities, magic 
  Speed 30 ft., climb 20 ft. (6 squares or 4 squares);  
  Melee +1 (1d2-1, bite) 
  Space 5 ft.; Reach 0 ft.  
  Base Atk +2; Grp -7 
  Abilities Str 8, Dex 19, Con 13, Int 10, Wis 11, Cha 8  
  SQ construct traits, spin crystal 
  Feats Improved Initiative 
  Skills Climb +10, Craft (Weaving) +2, Hide +12, Jump 
  +4 
  Spin Crystal (Ex): Crystalline spiders lack the ability 
  to create webs and instead build huge crystal 
  lattices to trap prey. The crystals formed by these 
  rare creatures are highly prized by scholars and 
  sages of ancient cultic lore because they are 
  capable of storing a great deal of information for 
  those who know the obscure method of imbuing 
  them. 
   
  ENCOUNTER 9: THE EARTH NODE 
  E L I T E  AD V AN C E D  D I RE  AP E                  CR  8 
  Female Ape Barbarian 1 
  N Large animal 
  Init +8; Senses low-light vision, scent; Listen +15, 
  Spot +9 
  AC 27, touch 16, flat-footed 22 
     (-1 size, +4 Dex, +3 natural, +8 armor, +3 collar) 
  hp 182 (20 HD)   
  Fort +20, Ref +18, Will +12 
  Speed 30 ft., climb 30 ft (6 squares);  
  Melee 2 claws +26 melee (1d8+10) and bite +23 
  melee (1d6+5); 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +15; Grp +29  
  Atk options power attack 
  Special abilities rage (Ex), rend (Ex) 2d6+20 
  Abilities Str 31, Dex 18, Con 18, Int 2, Wis 12, Cha 7  
  Feats Improved Initiative, Improved Natural Attack 
  (Claw), Improved Toughness, Iron Will, Multiattack, 
  Power Attack, Weapon Focus (Claw) 
  Skills Climb +20, Listen +15, Spot +9 
  Possessions +3 Cloak of resistance, +4 large  mithril 
  chain barding, +3 collar of protection,  pendant of 
  negative energy (Encumbrance – Light). 
  Power up suite: Rage 
  AC 25; hp 222; Fort +19, Will +14; Atk melee Claws 
  +28 melee (1d8+12); Full Atk 2 claws +28 melee 
  (1d8+12) and bite +25 melee (1d6+6), rend 
  2d6+24; 
  * See Appendix 2: New Rules Items 
   
  C O R R U P T E D  
  E L I T E  
  S H AD O W  
  H E L L W AS P  
  S WARM   CR  12 
  NE diminutive magical beast (evil, extraplanar, 
  swarm) 
  
  VTF7-06 Left Unsaid 
   
  Page 57 
  Init +13; Senses Darkvision 60 ft., low-light vision; 
  Listen +14, Spot +8 
  AC 23, touch 23, flat-footed 14 
     (+4 size, +9 Dex) 
  hp 207 (18 HD) Fast Healing 2 
  Fort +18, Ref +24, Will +13 
  Weakness swarm vulnerabilities  
  Resist cold 15, resist fire 10 
  Immunities swarm immunities, immune weapon 
  damage 
  Speed fly 60 ft. (good), (12 squares);  
  Melee swarm (4d6 plus enfeebling sting)  
  Space 10 ft.; Reach 0 ft.  
  Base Atk +18; Grp - 
  Atk Options distraction (Ex), enfeebling sting (Su) 
  (DC 26 1d6 Dex/1d6 Dex) 
  Abilities Str 1, Dex 29, Con 20, Int 6, Wis 16, Cha 12  
  SQ swarm traits, hive mind, inhabit (Ex), shadow 
  blend (Su), +2 luck bonus to saves, weapon 
  alignment, evasion (Ex) 
  Feats Ability Focus (Distraction), Ability Focus 
  (Enfeebling Sting), Improved Initiative, Improved 
  Natural Attack, Improved Toughness, Iron Will, 
  Lightning Reflexes; 
  Skills Hide +23, Listen +8, Move Silently +15, Spot 
  +8; 
  Weapon Alignment: The Swarm attack of a hellwasp 
  swarm is considered to be both evil aligned and 
  magical for the purposes of overcoming damage 
  reduction.    
  Distraction (Ex): Any living creature that begins its 
  turn within a hellwasp swarm must succeed on a 
  DC 26 Fortitude save or be nauseated for one 
  round. The save DC is Constitution based. 
  Inhabit (Ex): A hellwasp swarm can enter the body of 
  a helpless or dead creature by crawling into its 
  mouth and other orifices. Inhabiting requires 1 
  minute, and the victim must be either small, 
  medium, or large (although four swarms working 
  together could inhabit a huge creature.) The swarm 
  can abandon the body at any time, although doing 
  this takes one full round. See page 239 of the 
  monster manual for full description of this ability. 
   Enfeebling Sting (Su): Injury, 1d6 Dexterity, and DC 
  26 Fortitude save negates. The save DC is 
  Constitution based. This is a supernatural effect. 
  Shadow Blend (Su): In any conditions other than full 
  daylight a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell 
  does not negate this ability, but a daylight spell will. 
  Power up suite: magic circle against good 
  vs. good creatures AC 25, Fort +20, Ref +26, 
  Will +15 
   
  ENCOUNTER 10: THE FIRE NODE 
  D E N                                         CR  16 
  Elite Male Ghirrash Warrior1/Monk2/Fighter1/ 
  Drunken Master 2/Hexblade2/ExoticWeaponMaster1 
  NE Large outsider (extraplanar) 
  Init +6; Senses darkvision 60 ft; Listen +19, Spot +16 
  Languages Common, Infernal 
  AC 38, touch 15, flat-footed 32 
     (-1 size, +6 Dex, +8 natural, +10 armor, +5 
  animated shield) 
  hp 215 (17 HD)  DR 5/magic 
  Fort +32, Ref +22, Will +21 (+4 vs spells & spell-like 
  abilities) 
  Resist acid 10, fire 10, cold 10, electricity 10, spell 
  resistance 14 
  Immunities poison, ring of counterspells (glitterdust), 
  ring of counterspells (ray of enfeeblement) 
  Speed 50 ft. (10 squares);  
  Melee +3 great scimitar +29/+24/+19 (2d6+29/15-20) 
  and +3 great scimitar +29/+24/+19 (2d6+29/15-20) 
  and bite +22 melee (1d4+6 plus paralysis) and 2 
  rakes +25 melee (1d8+6); 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +15; Grp +36 
  Atk options paralysis (Su) DC 21, pounce (Ex), rake 
  (Ex) 1d8+6, flurry of blows (Ex), improvised 
  weapons (Ex), power attack 
  Special abilities hexblade’s curse (Su) 1/day 
  Abilities Str 36, Dex 23, Con 26, Int 13, Wis 16, Cha 
  18  
  SQ displacement (Su), evasion (Ex), drink like a 
  demon 
  (Ex), 
  stagger 
  (Ex), 
  symmetrical 
  swordsmanship (Ex), arcane resistance (Su), 
  uncanny blow (Ex) 
  Feats Combat Acrobat*, Deflect Arrows, Dodge, 
  Exotic Weapon Proficiency (Great Scimitar), Great 
  Fortitude, Improved Critical (Great Scimitar), 
  Improved Grapple, Improved Unarmed Strike, 
  Power Attack, Weapon Focus (Great Scimitar) 
  Skills 
  Balance 
  +21, 
  Climb 
  +25, 
  Craft 
  (Weaponsmithing) +4, Hide +16, Jump +35, Listen 
  +19, Move Silently +16, Profession (Mercenary) 
  +7, Spot +16, Swim +25, Survival +14, Tumble 
  +21; 
  Possessions +3 great scimitar, +3 great scimitar, 
  masterwork great scimitar, +6 belt of giant strength, 
  +6 amulet of health, +4 gloves of dexterity, boots of 
  speed, +5 mithril breast plate, +5 vest of 
  resistance, ring of counterspells (glitterdust), ring of 
  counterspells (ray of enfeeblement), incandescent 
  blue sphere ioun stone, +3 animated heavy mithril 
  shield, +4 cloak of charisma 
   (Encumbrance – Light). 
   Paralysis (Su): A creature hit by a ghirassh’s bite 
  attack must make a DC 21 Fortitude save or be 
  paralyzed for 1d4+1 rounds 
  Pounce (Ex): If a ghirrash charges, it can make a full 
  attack including two rake attacks. 
  Rake (Ex): Two claws, attack bonus +25 melee 
  1d8+6  
  Displacement 
  (Su): 
  A 
  light-bending 
  glamer 
  continually surrounds a ghirrash making it difficult 
  to surmise the creature’s true location. Any melee 
  or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the ghirrash 
  
  VTF7-06 Left Unsaid 
   
  Page 58 
  by some means other than sight. A true seeing 
  effect allows the user to see the ghirrash’s position 
  but see invisibility has no effect. 
  Drink like a Demon (Ex): A drunken master’s body 
  handles alcohol differently from other people’s. He 
  can drink a large tankard of ale, a bottle of wine, or 
  a corresponding amount of stronger alcohol as a 
  move action. Every bottle or tankard of alcohol he 
  consumes during combat reduces his Wisdom and 
  Intelligence by 2 points each, but increases his 
  Strength or Constitution (PC’s choice) by 2 points. 
  A drunken master may benefit from a number of 
  drinks equal to his class level. The duration of both 
  the penalty and the bonus is a number of rounds 
  equal to the PC’s drunken master level +3. 
  Improvised weapons (Ex): While bottles and 
  tankards 
  are 
  a 
  drunken 
  master’s 
  preferred 
  improvised weapons, he can use furniture, farm 
  implements, or nearly anything else to attack his 
  foes. A drunken master’s improvised weapon deals 
  as much damage as his unarmed strike plus an 
  extra 1d4 points. Most improvised weapons deal 
  bludgeoning damage although some (a broken 
  bottle for example) would deal piercing or slashing 
  damage. When a drunken master rolls a 1 on an 
  attack roll with an improvised weapon, that weapon 
  breaks apart and becomes useless.  
  Stagger (Ex): By tripping, stumbling, and staggering, 
  a drunken master of 2nd level or higher can make a 
  charge attack that surprises his opponents. This 
  ability has two beneficial aspects. First the charge 
  need not be in a straight line, even though the PC 
  can still move up to twice his speed. Second, if a 
  drunken master makes a DC 15 Tumble check 
  before beginning his charge, his movement through 
  threatened squares provokes no attacks of 
  opportunity. 
  Symmetrical Swordsmanship (Ex): A creature that 
  has this amazing ability can wield two two-handed 
  swords at one time. Any time the creature could 
  make a single attack with a sword, it can attack 
  with both of its swords, at -2 to all of its attack rolls 
  that round. For example, when making an attack 
  action, the creature can swing each of its two-
  handed swords once at its normal attack bonus 
  minus 2, and when making a full attack action, it 
  can swing each of its two-handed swords once for 
  each of its normal iterative attacks (In this case, 3 
  swings from each sword, each swing at a -2 
  penalty to hit). The statistics block above already 
  includes these bonuses. 
   
  Hexblade’s Curse (Su): Once per day, as a free 
  action, a hexblade can unleash a curse upon a foe. 
  The target must be visible to the hexblade and 
  within 6- feet. The target of the curse takes a -2 
  penalty on attacks, saves, ability checks, skill 
  checks, and weapon damage rolls for 1 hour 
  thereafter. A successful Will Save DC 17 negates 
  the effect.  
  Arcane Resistance (Su): At 2nd level a hexblade 
  gains a bonus equal to his Charisma bonus 
  (minimum +1) on saving throws against spells and 
  spell-like effects. 
  Uncanny Blow (Ex): When wielding a one-handed 
  exotic melee weapon in two hands, the PC can 
  focus the power of his attack so that he deals extra 
  damage equal to his Strength bonus x2 instead of 
  the usual x1-1/2. If he has the Power Attack feat, 
  he treats the weapon as two-handed for purposes 
  of determining his bonus on damage rolls. 
  Power up suite: magic circle against good 
  vs. good creatures AC 40 
  * See Appendix 2: New Rules Items 
   
  ENCOUNTER 13: EXTENDED PLAY 
  OPTION 
   
  T H E  S I LK E N  O N E  (N AZ T H AR U N E  R AK S HAS A,  
  MMIII)  D U E L I S T  4/W AR1 
  CR  15 
  LE Medium outsider (native) 
  Init +14; Senses darkvision 60 ft, low light vision, true 
  seeing; Listen +22, Spot +22 
  Languages 
  Common, 
  Infernal, 
  Sylvan, 
  Undercommon, Baklunish 
  AC 39, touch 28, flat-footed 39 
   (+10 dexterity, +6 greater mage armor, +4 duellist , 
  +4 deflection, +5 natural armour) 
  hp 232 (16 HD); Damage Reduction 15/good and 
  piercing, Spell Resistance 26 
  Fort +22, Ref +27, Will +10 (mind blank) 
  Speed 40 ft. in greater mage armor (8 squares); 60 ft 
  fly (good – fly spell)   
  Melee +4 spellstoring greater crystal of security 
  (targeted dispel magic – targeting delay death*) 
  spiked chain +30/+25/+20/+15 (2d4+13) or two +1 
  punching daggers (claws) +27/+27 (1d4+7) 
  Space 5 ft.; Reach 5 ft. (10 ft with spiked chain)  
  Base Atk +16; Grp +22 
  Special Actions sneak attack +6d6 (+7d6 vs those 
  denied dex), evasion, elusive target, improved 
  evasion, shadow jump, garb of the hunting cat set 
  benefits 
  Pre-Cast (All Extended - CL 17) bull’s strength, cat’s 
  grace, fly, owl’s wisdom, freedom of movement, 
  greater magic weapon, greater mage armor*, 
  stoneskin, displacement, mind blank, shield of faith, 
  superior invisibility*, true seeing.  Any personal 
  spells listed here cast through an ioun stone. 
  Combat Gear potion of fly (3), elixir of heal (CL 15 – 
  150 hp of healing) 
  Abilities Str 22, Dex 30, Con 26, Int 18, Wis 16, Cha 
  12 
  SQ: change shape, evasion, hide in plain sight, 
  improved 
  evasion, 
  improved uncanny dodge 
  (cannot be flanked save by rogue of 15th level or 
  higher), shadow jump, spell resistance 26, uncanny 
  dodge, 
  canny 
  defence, 
  improved 
  reaction, 
  enhanced mobility, grace. 
  Feats Combat Reflexes, Dodge, Elusive Target*, 
  Exotic Weapon Proficiency (spiked chain), Mobility, 
  Trackb, Weapon Finesse. 
  
  VTF7-06 Left Unsaid 
   
  Page 59 
  Skills: Balance +24, Bluff +19, Disguise +19, Escape 
  Artist +24, Hide +34, Jump +20, Knowledge (local 
  – VTF) +8, Listen +22, Move Silently +34, Perform 
  +5, Search +18, Spellcraft +10, Spot +22, Tumble 
  +33. 
  Possessions combat gear plus belt of battle*, +1 (+4 
  with greater magic weapon) spellstoring greater 
  crystal of security spiked chain*, masterwork cold 
  iron spiked chain, spiked chain (2), kukri (4), +4 
  vest of resistance, boots of speed, +4 amulet of 
  health, claw gloves*, mantle of the predator*, mask 
  of the tiger*. (Encumbrance – Light). 
  Detect Thoughts (Su): A naztharune rakshasa can 
  continuously use detect thoughts as the spell 
  (caster level 18th; Will DC 16 negates). It can 
  suppress or resume this ability as a free action.  
  The save DC is Charisma-based.  
  Change Shape (Su): A naztharune rakshasa can 
  assume any humanoid form, or revert to its own 
  form, as a standard action. In humanoid form, a 
  naztharune loses its claw attacks (although it 
  usually uses weapons and armor).  A naztharune 
  rakshasa typically remains in one form until it 
  chooses to assume a new one.  A change in form 
  cannot be dispelled but a naztharune reverts to its 
  natural form when killed.  A true seeing spell 
  reveals its natural form. 
  Hide in Plain Sight (Su): A naztharune rakshasa can 
  use the Hide skill even while being observed.  As 
  long as it is within 10 feet of some sort of shadow, 
  naztharune rakshasa can hide itself from view in 
  the open without anything to actually hide behind. It 
  cannot, however, hide in its own shadow.  
  Shadow Jump (Su): A naztharune rakshasa has the 
  ability to travel between shadows by means of a 
  dimension door spell. The limitation is that the 
  magical transport must begin and end in an area 
  with at least some shadow. A naztharune can jump 
  up to 20 feet each day in this way; this can be a 
  single jump of 20 feet or two jumps of 10 feet each. 
   NOTE:  THE PROTECTIONS OF THE AREA IN 
  QUESTION LIKELY MAKE THIS A LESS THAN 
  OPTIMAL CHOICE! 
  Canny Defence (Ex): When not wearing armor or 
  using a shield, a duelist adds 1 point of Intelligence 
  bonus per duelist class level to her Dexterity bonus 
  to modify Armor Class while wielding a melee 
  weapon. If denied dexterity for any reason, she 
  loses this bonus. 
  Improved Reaction (Ex): At 2nd level, a duelist gains 
  a +2 bonus on initiative checks. 
  Enhanced Mobility (Ex): When wearing no armor 
  and not using a shield, a duelist gains an additional 
  +4 to AC against attacks of opportunity caused 
  when she moves out of a threatened square. 
  Grace (Ex): At 4th level, when wearing no armor and 
  not using a shield, a duelist gains an additional +2 
  competence bonus on all Reflex saving throws. 
  * See Appendix 2: New Rules Items 
   
  T H E  V E L V E T  O N E  (N AZ T H AR U N E  R AK S HAS A,  
  MMIII)  S O R6/S W AS H3/W AR1 
  CR  17 
  LE Medium outsider (native) 
  Init +11; Senses darkvision 60 ft, low light vision, true 
  seeing; Listen +22, Spot +22 
  Languages 
  Common, 
  Infernal, 
  Sylvan, 
  Undercommon, Baklunish 
  AC 40, touch 25, flat-footed 40 
   (+9 dexterity, +2 dodge (one opponent), +4 shield, 
  +6 greater mage armor, +4 deflection, +5 natural 
  armour) 
  hp 303 (21 HD); Damage Reduction 15/good and 
  piercing, Spell Resistance 31 
  Fort +26, Ref +25, Will +14 (mind blank) 
  Speed 40 ft. in greater mage armor (8 squares); 60 ft 
  fly (good – fly spell)   
  Melee +4 spellstoring greater crystal of security 
  (targeted dispel magic – targeting delay death) 
  spiked chain +31/+26/+21/+16 (2d4+21) or two +1 
  punching daggers (claws) +28/+28 (1d4+15) 
  Space 5 ft.; Reach 5 ft. (10 ft with spiked chain)  
  Base Atk +18; Grp +22 
  Special Actions sneak attack +7d6 (+8d6 vs those 
  denied dex), evasion, Elusive Target, improved 
  evasion, shadow jump, garb of the hunting cat set 
  benefits 
  Spells (CL 6) 
   
  3rd level – greater mage armor* 
   
  2nd level – bull’s strength, invisibility 
   
  1st level – charm person, grease, mage armor, 
  magic missile, shield 
  Pre-Cast (All Extended - CL 17) bull’s strength, cat’s 
  grace, eagles splendor, foxes cunning, fly, owl’s 
  wisdom, freedom of movement, greater magic 
  weapon, 
  greater 
  mage 
  armor*, 
  stoneskin, 
  displacement, mind blank, shield of faith, superior 
  invisibility*, true seeing, shield.  Any personal spells 
  listed here cast through an ioun stone. 
  Combat Gear potion of fly (3), elixir of heal (CL 15 – 
  150 hp of healing) 
  Abilities Str 23, Dex 28, Con 26, Int 26, Wis 12, Cha 
  20 
  SQ: change shape, evasion, hide in plain sight, 
  improved 
  evasion, 
  improved uncanny dodge 
  (cannot be flanked save by rogue of 15th level or 
  higher), shadow jump, spell resistance 31, uncanny 
  dodge, grace +2, insightful strike, dodge bonus +2. 
  Feats Arcane Strike*, Combat Reflexes, Daring 
  Outlaw* (the HD of the Rakshasa qualify for the 
  rogue levels noted), Dodge, Elusive Target*, Exotic 
  Weapon Proficiency (spiked chain), Improved 
  Toughness*, Mobility, Weapon Finesseb. 
  Skills: 
  Balance 
  +23, 
  Bluff 
  +23, 
  Climb 
  +15, 
  Concentration +24, Diplomacy +17, Disguise +23, 
  Escape 
  Artist 
  +23, 
  Hide 
  +28, 
  Jump 
  +21, 
  Knowledge (arcana) +19, Knowledge (local – VTF) 
  +16, Listen +15, Move Silently +28, Search +22, 
  Spellcraft +28, Spot +21, Tumble +37. 
  Possessions combat gear plus belt of battle*, +1 (+4 
  with greater magic weapon) spellstoring greater 
  crystal of security spiked chain*, masterwork silver 
  
  VTF7-06 Left Unsaid 
   
  Page 60 
  spiked chain, spiked chain (2), kukri (4), +4 vest of 
  resistance, boots of speed, +4 amulet of health, 
  claw gloves*, mantle of the predator*, mask of the 
  tiger*. (Encumbrance – Light). 
  Detect Thoughts (Su): A naztharune rakshasa can 
  continuously use detect thoughts as the spell 
  (caster level 18th; Will DC 20 negates). It can 
  suppress or resume this ability as a free action.  
  The save DC is Charisma-based.  
  Change Shape (Su): A naztharune rakshasa can 
  assume any humanoid form, or revert to its own 
  form, as a standard action. In humanoid form, a 
  naztharune loses its claw attacks (although it 
  usually uses weapons and armor).  A naztharune 
  rakshasa typically remains in one form until it 
  chooses to assume a new one.  A change in form 
  cannot be dispelled but a naztharune reverts to its 
  natural form when killed.  A true seeing spell 
  reveals its natural form. 
  Hide in Plain Sight (Su): A naztharune rakshasa can 
  use the Hide skill even while being observed.  As 
  long as it is within 10 feet of some sort of shadow, 
  naztharune rakshasa can hide itself from view in 
  the open without anything to actually hide behind. It 
  cannot, however, hide in its own shadow.  
  Shadow Jump (Su): A naztharune rakshasa has the 
  ability to travel between shadows by means of a 
  dimension door spell. The limitation is that the 
  magical transport must begin and end in an area 
  with at least some shadow. A naztharune can jump 
  up to 20 feet each day in this way; this can be a 
  single jump of 20 feet or two jumps of 10 feet each. 
   NOTE:  THE PROTECTIONS OF THE AREA IN 
  QUESTION LIKELY MAKE THIS A LESS THAN 
  OPTIMAL CHOICE! 
  Grace (Ex): A swashbuckler gains a +1 competence 
  bonus on Reflex saves at 2nd level.  This bonus 
  increases to +2 at 11th level and to +3 at 20th level. 
   A swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load. 
  Insightful Strike (Ex): At 3rd level, a swashbuckler 
  becomes able to place her finesse attacks where 
  they deal greater damage.  She applies her 
  intelligence bonus (if any) as a bonus on damage 
  rolls (in addition to any Strength bonus she may 
  have) with any light weapon, as well as any other 
  weapon that can be used with Weapon Finesse, 
  such as a rapier, whip, or spiked chain.  Targets 
  immune to sneak attacks or critical hits are immune 
  to 
  the 
  swashbuckler’s 
  insightful 
  strike. 
   
  A 
  swashbuckler cannot use this ability when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load. 
  Dodge Bonus (Ex): A swashbuckler is trained tat 
  focusing her defenses on a single opponent in 
  melee.  During her action, she may designate an 
  opponent and receive a +1 dodge bonus to Armor 
  class.  The bonus increase by +1 for every fives 
  levels after 5. She can select a new opponent on 
  any action.  If the swashbuckler also has the 
  Dodge feat, she need not designate the same 
  target but the benefits do stack. 
  * See Appendix 2: New Rules Items 
  
  VTF7-06 Left Unsaid 
   
  Page 61 
  CHALLENGING APL 14
  ENCOUNTER 8: THE WATER NODE 
  AD V AN C E D  G U AR D I AN O F  D E S P AI R        CR 15 
  Gloom golem warrior 1 
  NE Huge construct (golem) 
  Init +1; Senses darkvision 60 ft, low-light vision; 
  Listen +1, Spot +1 
  AC 41, touch 9, flat-footed 38 
     (-2 size, +1 Dex, +14 natural, +13 armor, +5 
  animated shield) 
  hp 243 (36 HD)  DR 10/good 
  Immunities construct immunities, magic, blindness 
  Fort +12, Ref +11, Will +11 
  Speed 20 ft. from full plate (4 squares);  
  Melee +5 spiked chain +41/+36/+31/+26 (3d6+17 plus 
  1d6 Cha) or 2 claws +36 (2d6+8 plus 1d6 Cha)  
  Space 15 ft.; Reach 30 ft. (with spiked chain) 
  Base Atk +28; Grp +44 
  Atk Options: Touch of Woe (Ex) DC 35 
  Special Actions Crushing Despair (Ex) DC 35 
  Abilities Str 26, Dex 13, Con -, Int -, Wis 12, Cha 24 
  SQ construct traits, weapon alignment 
  Skills: Move Silently -13 
  Possessions +5 spiked chain, +5 full plate, +3 
  animated heavy steel shield (Encumbrance – 
  Light). 
  Crushing Despair (Su): Creatures within 30 feet of a 
  gloom golem who hear its incessant howl must 
  succeed on a DC 35 Will save or take a –2 penalty 
  on attack rolls, skill checks, ability checks, saving 
  throws, and weapon damage rolls. The penalties 
  last until the golem is destroyed, for only then is the 
  victim’s despair lifted. A good hope spell counters 
  this 
  mind-affecting 
  compulsion. 
  The 
  DC 
  is 
  Charisma based. 
  Touch of Woe (Ex):  A creature wounded by a gloom 
  golem (or by weapons it wields) must succeed on a 
  DC 35 Will save or take 1d6 points of Charisma 
  drain. As the creature loses Charisma, it becomes 
  more miserable and withdrawn until at 0 Charisma 
  it collapses into a nightmare filled coma. The save 
  DC is Charisma based. 
  Weapon Alignment: A gloom golem’s natural 
  weapons, and any weapons it wields are treated as 
  evil aligned for the purposes of overcoming 
  damage reduction. 
  * See Appendix 2: New Rules Items 
   
  C R Y S T AL L I N E  S P I D E R                          CR  1 
  Tiny Spider 
  N Tiny outsider (extraplanar) 
  Init +7; Senses darkvision 60 ft, low-light vision, 
  tremorsense 60 ft; Listen +1, Spot +1 
  Languages Common (understand only)  
  AC 17, touch 16, flat-footed 13 
     (2 size, 4 Dex, 1 natural) 
  hp 12 (2 HD)   
  Fort +4, Ref +6, Will +3 
  Weakness: Light Sensitivity  
   
  Immunities: construct immunities, magic 
  Speed 30 ft., climb 20 ft. (6 squares or 4 squares);  
  Melee +1 (1d2-1, bite) 
  Space 5 ft.; Reach 0 ft.  
  Base Atk +2; Grp -7 
  Abilities Str 8, Dex 19, Con 13, Int 10, Wis 11, Cha 8  
  SQ construct traits, spin crystal 
  Feats Improved Initiative 
  Skills Climb +10, Craft (Weaving) +2, Hide +12, Jump 
  +4 
  Spin Crystal (Ex): Crystalline spiders lack the ability 
  to create webs and instead build huge crystal 
  lattices to trap prey. The crystals formed by these 
  rare creatures are highly prized by scholars and 
  sages of ancient cultic lore because they are 
  capable of storing a great deal of information for 
  those who know the obscure method of imbuing 
  them. 
   
  ENCOUNTER 9: THE EARTH NODE 
  E L I T E  AD V AN C E D  D I RE  AP E                 CR  10 
  Female Ape Barbarian 1 
  N Large animal 
  Init +7; Senses low-light vision, scent; Listen +15, 
  Spot +15 
  AC 31, touch 18, flat-footed 26 
     (-1 size, +4 Dex, +3 natural, +9 armor, +4 collar) 
  hp 249 (26 HD)   
  Fort +27, Ref +25, Will +18 
  Speed 30 ft., climb 30 ft (6 squares);  
  Melee 2 claws +31 melee (1d8+12) and bite +28 
  melee (1d6+6); 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +18; Grp +34  
  Atk options power attack 
  Special abilities rage (Ex), rend (Ex) 2d6+24 
  Abilities Str 34, Dex 18, Con 18, Int 2, Wis 12, Cha 7  
  Feats Endurance, Improved Initiative, Improved 
  Natural Attack (Claw), Improved Toughness*, Iron 
  Will, 
  Multiattack, 
  Power 
  Attack, 
  Steadfast 
  Determination*, Weapon Focus (Claw)  
  Skills Climb +20, Listen +15, Spot +9 
  Possessions +5 Cloak of resistance, +5 large  mithril 
  chain barding, +5 collar of protection*,  pendant of 
  negative energy (Encumbrance – Light). 
  Power up suite: Rage 
  AC 27; hp 301; Fort +28, Will +19; Full Atk 2 claws 
  +33 melee (1d8+14) and bite +30 melee (1d6+7), 
  rend 2d6+28; 
  
  VTF7-06 Left Unsaid 
   
  Page 62 
  * See Appendix 2: New Rules Items 
   
  C O R R U P T E D  
  E L I T E  
  S H AD O W  
  H E L L W AS P  
  S WARM   CR  14 
  NE diminutive magical beast (evil, extraplanar, 
  swarm) 
  Init +13; Senses Darkvision 60 ft., low-light vision; 
  Listen +19, Spot +8 
  AC 23, touch 23, flat-footed 14 
     (+4 size, +9 Dex) 
  hp 300 (24 HD) Fast Healing 2 
  Fort +24, Ref +30, Will +17 
  Weakness: swarm vulnerabilities  
  Resistance: resist cold 15, resist fire 10 
  Immunities: swarm immunities, immune weapon 
  damage 
  Speed fly 60 ft. (good), (12 squares);  
  Melee swarm (4d6 plus enfeebling sting)  
  Space 10 ft.; Reach 0 ft.  
  Base Atk +24; Grp - 
  Atk Options distraction (Ex), enfeebling sting (Su) 
  (DC 30 1d6 Dex/1d6 Dex) 
  Abilities Str 1, Dex 29, Con 22, Int 6, Wis 16, Cha 12  
  SQ swarm traits, hive mind, inhabit (Ex), shadow 
  blend (Su), +2 luck bonus to saves, weapon 
  alignment, evasion (Ex) 
  Feats Ability Focus (Distraction), Ability Focus 
  (Enfeebling Sting), Endurance, Improved Initiative, 
  Improved Natural Attack, Improved Toughness*, 
  Iron 
  Will, 
  Lightning 
  Reflexes, 
  Steadfast 
  Determination*; 
  Skills: Hide +29, Listen +8, Move Silently +15, Spot 
  +8; 
  Weapon Alignment: The Swarm attack of a hellwasp 
  swarm is considered to be both evil aligned and 
  magical for the purposes of overcoming damage 
  reduction.    
  Distraction (Ex): Any living creature that begins its 
  turn within a hellwasp swarm must succeed on a 
  DC 30 Fortitude save or be nauseated for one 
  round. The save DC is Constitution based. 
  Inhabit (Ex): A hellwasp swarm can enter the body of 
  a helpless or dead creature by crawling into its 
  mouth and other orifices. Inhabiting requires 1 
  minute, and the victim must be either small, 
  medium, or large (although four swarms working 
  together could inhabit a huge creature.) The swarm 
  can abandon the body at any time, although doing 
  this takes one full round. See page 239 of the 
  monster manual for full description of this ability. 
   Enfeebling Sting (Su): Injury, 1d6 Dexterity, and DC 
  30 Fortitude save negates. The save DC is 
  Constitution based. This is a supernatural effect. 
  Shadow Blend (Su): In any conditions other than full 
  daylight a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell 
  does not negate this ability, but a daylight spell will. 
  Power up suite: magic circle against good 
  vs. good creatures AC 25, Fort +26, Ref +32, Will +19 
  * See Appendix 2: New Rules Items 
   
  ENCOUNTER 10: THE FIRE NODE 
  D E N                                         CR  16 
  Elite Male Ghirrash Warrior1/Monk2/Fighter1/ 
  Drunken Master 2/Hexblade2/ExoticWeaponMaster1 
  NE Large outsider (extraplanar) 
  Init +6; Senses darkvision 60 ft; Listen +19, Spot +16 
  Languages Common, Infernal 
  AC 38, touch 15, flat-footed 32 
     (-1 size, +6 Dex, +8 natural, +10 armor, +5 
  animated shield) 
  hp 215 (17 HD)  DR 5/magic 
  Fort +32, Ref +22, Will +21 (+4 vs spells & spell-like 
  abilities) 
  Resist acid 10, fire 10, cold 10, electricity 10, spell 
  resistance 14 
  Immunities poison, ring of counterspells (glitterdust), 
  ring of counterspells (ray of enfeeblement) 
  Speed 50 ft. (10 squares);  
  Melee +3 great scimitar +29/+24/+19 (2d6+29/15-20) 
  and +3 great scimitar +29/+24/+19 (2d6+29/15-20) 
  and bite +22 melee (1d4+6 plus paralysis) and 2 
  rakes +25 melee (1d8+6); 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +15; Grp +36 
  Atk options paralysis (Su) DC 21, pounce (Ex), rake 
  (Ex) 1d8+6, flurry of blows (Ex), improvised 
  weapons (Ex), power attack 
  Special abilities hexblade’s curse (Su) 1/day 
  Abilities Str 36, Dex 23, Con 26, Int 13, Wis 16, Cha 
  18  
  SQ displacement (Su), evasion (Ex), drink like a 
  demon 
  (Ex), 
  stagger 
  (Ex), 
  symmetrical 
  swordsmanship (Ex), arcane resistance (Su), 
  uncanny blow (Ex) 
  Feats Combat Acrobat*, Deflect Arrows, Dodge, 
  Exotic Weapon Proficiency (Great Scimitar), Great 
  Fortitude, Improved Critical (Great Scimitar), 
  Improved Grapple, Improved Unarmed Strike, 
  Power Attack, Weapon Focus (Great Scimitar) 
  Skills 
  Balance 
  +21, 
  Climb 
  +25, 
  Craft 
  (Weaponsmithing) +4, Hide +16, Jump +35, Listen 
  +19, Move Silently +16, Profession (Mercenary) 
  +7, Spot +16, Swim +25, Survival +14, Tumble 
  +21; 
  Possessions +3 great scimitar, +3 great scimitar, 
  masterwork great scimitar, +6 belt of giant strength, 
  +6 amulet of health, +4 gloves of dexterity, boots of 
  speed, +5 mithril breast plate, +5 vest of 
  resistance, ring of counterspells (glitterdust), ring of 
  counterspells (ray of enfeeblement), incandescent 
  blue sphere ioun stone, +3 animated heavy mithril 
  shield, +4 cloak of charisma 
   (Encumbrance – Light). 
  Paralysis (Su): A creature hit by a ghirassh’s bite 
  attack must make a DC 21 Fortitude save or be 
  paralyzed for 1d4+1 rounds 
  Pounce (Ex): If a ghirrash charges, it can make a full 
  attack including two rake attacks. 
  
  VTF7-06 Left Unsaid 
   
  Page 63 
  Rake (Ex): Two claws, attack bonus +25 melee 
  1d8+6  
  Displacement 
  (Su): 
  A 
  light-bending 
  glamer 
  continually surrounds a ghirrash making it difficult 
  to surmise the creature’s true location. Any melee 
  or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the ghirrash 
  by some means other than sight. A true seeing 
  effect allows the user to see the ghirrash’s position 
  but see invisibility has no effect. 
  Drink like a Demon (Ex): A drunken master’s body 
  handles alcohol differently from other people’s. He 
  can drink a large tankard of ale, a bottle of wine, or 
  a corresponding amount of stronger alcohol as a 
  move action. Every bottle or tankard of alcohol he 
  consumes during combat reduces his Wisdom and 
  Intelligence by 2 points each, but increases his 
  Strength or Constitution (PC’s choice) by 2 points. 
  A drunken master may benefit from a number of 
  drinks equal to his class level. The duration of both 
  the penalty and the bonus is a number of rounds 
  equal to the PC’s drunken master level +3. 
  Improvised weapons (Ex): While bottles and 
  tankards 
  are 
  a 
  drunken 
  master’s 
  preferred 
  improvised weapons, he can use furniture, farm 
  implements, or nearly anything else to attack his 
  foes. A drunken master’s improvised weapon deals 
  as much damage as his unarmed strike plus an 
  extra 1d4 points. Most improvised weapons deal 
  bludgeoning damage although some (a broken 
  bottle for example) would deal piercing or slashing 
  damage. When a drunken master rolls a 1 on an 
  attack roll with an improvised weapon, that weapon 
  breaks apart and becomes useless.  
  Stagger (Ex): By tripping, stumbling, and staggering, 
  a drunken master of 2nd level or higher can make a 
  charge attack that surprises his opponents. This 
  ability has two beneficial aspects. First the charge 
  need not be in a straight line, even though the PC 
  can still move up to twice his speed. Second, if a 
  drunken master makes a DC 15 Tumble check 
  before beginning his charge, his movement through 
  threatened squares provokes no attacks of 
  opportunity. 
  Symmetrical Swordsmanship (Ex): A creature that 
  has this amazing ability can wield two two-handed 
  swords at one time. Any time the creature could 
  make a single attack with a sword, it can attack 
  with both of its swords, at -2 to all of its attack rolls 
  that round. For example, when making an attack 
  action, the creature can swing each of its two-
  handed swords once at its normal attack bonus 
  minus 2, and when making a full attack action, it 
  can swing each of its two-handed swords once for 
  each of its normal iterative attacks (In this case, 3 
  swings from each sword, each swing at a -2 
  penalty to hit). The statistics block above already 
  includes these bonuses. 
  Hexblade’s Curse (Su): Once per day, as a free 
  action, a hexblade can unleash a curse upon a foe. 
  The target must be visible to the hexblade and 
  within 6- feet. The target of the curse takes a -2 
  penalty on attacks, saves, ability checks, skill 
  checks, and weapon damage rolls for 1 hour 
  thereafter. A successful Will Save DC 17 negates 
  the effect.  
  Arcane Resistance (Su): At 2nd level a hexblade 
  gains a bonus equal to his Charisma bonus 
  (minimum +1) on saving throws against spells and 
  spell-like effects. 
  Uncanny Blow (Ex): When wielding a one-handed 
  exotic melee weapon in two hands, the PC can 
  focus the power of his attack so that he deals extra 
  damage equal to his Strength bonus x2 instead of 
  the usual x1-1/2. If he has the Power Attack feat, 
  he treats the weapon as two-handed for purposes 
  of determining his bonus on damage rolls. 
  Power up suite: magic circle against good 
  vs. good creatures AC 40 
  * See Appendix 2: New Rules Items 
   
  ENCOUNTER 13: EXTENDED PLAY 
  OPTION 
   
  T H E  S I LK E N  O N E  (N AZ T H AR U N E  R AK S HAS A,  
  MMIII)  D U E L I S T  4/W AR1 
  CR  15 
  LE Medium outsider (native) 
  Init +14; Senses darkvision 60 ft, low light vision, true 
  seeing; Listen +22, Spot +22 
  Languages 
  Common, 
  Infernal, 
  Sylvan, 
  Undercommon, Baklunish 
  AC 39, touch 28, flat-footed 39 
   (+10 dexterity, +6 greater mage armor, +4 duellist , 
  +4 deflection, +5 natural armour) 
  hp 232 (16 HD); Damage Reduction 15/good and 
  piercing, Spell Resistance 26 
  Fort +22, Ref +27, Will +10 (mind blank) 
  Speed 40 ft. in greater mage armor (8 squares); 60 ft 
  fly (good – fly spell)   
  Melee +4 spellstoring greater crystal of security 
  (targeted dispel magic – targeting delay death) 
  spiked chain +30/+25/+20/+15 (2d4+13) or two +1 
  punching daggers (claws) +27/+27 (1d4+7) 
  Space 5 ft.; Reach 5 ft. (10 ft with spiked chain)  
  Base Atk +16; Grp +22 
  Special Actions sneak attack +6d6 (+7d6 vs those 
  denied dex), evasion, Elusive Target, improved 
  evasion, shadow jump, garb of the hunting cat set 
  benefits 
  Pre-Cast (All Extended - CL 17) bull’s strength, cat’s 
  grace, fly, owl’s wisdom, freedom of movement, 
  greater magic weapon, greater mage armor*, 
  stoneskin, displacement, message, mind blank, 
  shield of faith, superior invisibility*, true seeing.  
  Any personal spells listed here cast through an 
  ioun stone. 
  Combat Gear potion of fly (3), elixir of heal (CL 15 – 
  150 hp of healing) 
  Abilities Str 22, Dex 30, Con 26, Int 18, Wis 16, Cha 
  12 
  SQ change shape, evasion, hide in plain sight, 
  improved 
  evasion, 
  improved uncanny dodge 
  
  VTF7-06 Left Unsaid 
   
  Page 64 
  (cannot be flanked save by rogue of 15th level or 
  higher), shadow jump, spell resistance 26, uncanny 
  dodge, 
  canny 
  defence, 
  improved 
  reaction, 
  enhanced mobility, grace. 
  Feats Combat Reflexes, Dodge, Elusive Target*, 
  Exotic Weapon Proficiency (spiked chain), Mobility, 
  Trackb Weapon Finesse. 
  Skills: Balance +24, Bluff +19, Disguise +19, Escape 
  Artist +24, Hide +34, Jump +20, Knowledge (local 
  – VTF) +8, Listen +22, Move Silently +34, Perform 
  +5, Search +18, Spellcraft +10, Spot +22, Tumble 
  +33. 
  Possessions combat gear plus belt of battle*, +1 (+4 
  with greater magic weapon) spellstoring greater 
  crystal of security spiked chain*, masterwork cold 
  iron spiked chain, spiked chain (2), kukri (4), +4 
  vest of resistance, boots of speed, +4 amulet of 
  health, claw gloves*, mantle of the predator*, mask 
  of the tiger*. (Encumbrance – Light). 
  Detect Thoughts (Su): A naztharune rakshasa can 
  continuously use detect thoughts as the spell 
  (caster level 18th; Will DC 16 negates). It can 
  suppress or resume this ability as a free action.  
  The save DC is Charisma-based.  
  Change Shape (Su): A naztharune rakshasa can 
  assume any humanoid form, or revert to its own 
  form, as a standard action. In humanoid form, a 
  naztharune loses its claw attacks (although it 
  usually uses weapons and armor).  A naztharune 
  rakshasa typically remains in one form until it 
  chooses to assume a new one.  A change in form 
  cannot be dispelled but a naztharune reverts to its 
  natural form when killed.  A true seeing spell 
  reveals its natural form. 
  Hide in Plain Sight (Su): A naztharune rakshasa can 
  use the Hide skill even while being observed.  As 
  long as it is within 10 feet of some sort of shadow, 
  naztharune rakshasa can hide itself from view in 
  the open without anything to actually hide behind. It 
  cannot, however, hide in its own shadow.  
  Shadow Jump (Su): A naztharune rakshasa has the 
  ability to travel between shadows by means of a 
  dimension door spell. The limitation is that the 
  magical transport must begin and end in an area 
  with at least some shadow. A naztharune can jump 
  up to 20 feet each day in this way; this can be a 
  single jump of 20 feet or two jumps of 10 feet each. 
   NOTE:  THE PROTECTIONS OF THE AREA IN 
  QUESTION LIKELY MAKE THIS A LESS THAN 
  OPTIMAL CHOICE! 
  Canny Defence (Ex): When not wearing armor or 
  using a shield, a duelist adds 1 point of Intelligence 
  bonus per duelist class level to her Dexterity bonus 
  to modify Armor Class while wielding a melee 
  weapon. If denied dexterity for any reason, she 
  loses this bonus. 
  Improved Reaction (Ex): At 2nd level, a duelist gains 
  a +2 bonus on initiative checks. 
  Enhanced Mobility (Ex): When wearing no armor 
  and not using a shield, a duelist gains an additional 
  +4 to AC against attacks of opportunity caused 
  when she moves out of a threatened square. 
  Grace (Ex): At 4th level, when wearing no armor and 
  not using a shield, a duelist gains an additional +2 
  competence bonus on all Reflex saving throws. 
  * See Appendix 2: New Rules Items 
   
  B L I N K I E  
  AN D  
  F R I E N D S  ( T O T AL  4)  (G R E ATE R  
  B ARG H E S T,  
  MM)  
  R G R2/D E R V I S H3/T E M P E S T3
   
  CR  13 
  LE 
  Large 
  outsider 
  (evil, 
  extraplanar, 
  lawful, 
  shapechanger 
  Init +7; Senses darkvision 60 ft, scent; Listen +22, 
  Spot +22 
  Languages Goblin, Worg, Infernal, Undercommon 
  AC 38, touch 21, flat-footed 32 
   (+5 dexterity, +8 mithral breastplate , +4 deflection, 
  +1 dervish, +2 tempest, +9 natural armour, -1 size) 
  hp 179 (17 HD); DR 10/magic 
  Fort +19, Ref +20, Will +17 (mind blank) 
  Speed 45 ft. in mithral breastplate (8 squares); 65 ft 
  fly (good – fly spell)   
  Melee +4 scimitar +27/+22/+17/+12 (1d8+12, 15-20) 
  and +4 scimitar +27/+22 (1d8+8, 15-20), add +2 to 
  hit and damage during dervish dance, +2 versus 
  humans 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +17; Grp +29 
  Special Actions spell-like abilities, feed, change 
  shape, dervish dance 2/day 
  Pre-Cast (All Extended - CL 17) bull’s strength, cat’s 
  grace, fly, freedom of movement, greater magic 
  weapon, message, mind blank, shield of faith, true 
  seeing.  Any personal spells listed here cast 
  through an ioun stone. 
  Combat Gear potion of fly 
  Abilities Str 26, Dex 20, Con 18, Int 18, Wis 20, Cha 
  16 
  SQ change shape, feed, favoured enemy (humans), 
  combat style (two-weapon), wild empathy, pass 
  without trace, ac bonus, dervish dance 2/day, 
  movement 
  mastery, 
  slashing 
  blades, 
  fast 
  movement, tempest defence, ambidexterity, two-
  weapon versatility. 
  Feats Combat Expertise, Combat Reflexes, Dodge, 
  Improved 
  Critical 
  (scimitar), 
  Improved 
  Two-
  Weapon Fighting, Mobility, Spring Attackb, Trackb, 
  Two-Weapon Fightingb, Weapon Focus (scimitar). 
  Skills 
  Balance 
  +6, 
  Bluff 
  +15, 
  Climb 
  +23, 
  Concentration +20, Diplomacy +7, Disguise +3 (+5 
  acting), Hide +14 (+19 in wolf form), Intimidate +17, 
  Jump +28, Listen +22, Move Silently +16, Perform 
  (dance) +22, Sense Motive +17, Spot +22, Survival 
  +19 (+19 following tracks), Tumble +28. 
  Possessions 
  combat 
  gear 
  plus 
  +3 
  mithral 
  breastplate, belt of battle*, +1 (+4 with greater 
  magic weapon) scimitar (2), masterwork cold iron 
  scimitar (2), scimitar (2), kukri (4), +2 vest of 
  resistance, boots of speed. (Encumbrance – Light). 
  
  VTF7-06 Left Unsaid 
   
  Page 65 
  Spell-like Abilities (Sp): At will – blink, levitate, 
  misdirection (DC 13), rage (DC 14), invisibility 
  sphere; 1/day mass bull’s strength, mass enlarge 
  (only applicable in goblin form), charm monster 
  (DC 15), crushing despair (DC 15), dimension 
  door.  CL 17. 
  Change Shape (Su): A barghest can assume the 
  shape of a goblin of Large size or a dire wolf.  
  Feed (Su): Not applicable for this barghest, it has 
  chosen to not undertake this, fearing pollution from 
  lesser creatures!  
  Pass Without Trace (Ex): The barghest in wolf form 
  can use this as the spell as a free action.   
  AC Bonus (Ex): A dervish gains this bonus to Armor 
  Class as long as she is wearing no armor or light 
  armor and not carrying a shield.  This bonus to AC 
  applies even against touch attacks or when the 
  dervish is flat-footed. She loses this bonus when 
  she is immobilized or helpless, when she wears 
  any armor heavier than light, when she carries a 
  shield, or when she carries a medium or heavy 
  load.  
  Dervish Dance (Ex): A dervish can become a 
  whirling dancer of death a certain number of times 
  per day.  While in this dervish dance, she can take 
  a full attack action (for melee attacks only) and still 
  move up to her speed.  However, the dervish must 
  move a minimum of 5 feet between each attack 
  when using this ability, and she cannot return to a 
  square she just exited (though she may return to 
  that square later during her full attack).  The 
  dervish is subject to attacks of opportunity while 
  dancing, but may tumble normally as part of her 
  move.  A dervish prevented from completing her 
  move is also prevented from finishing her full 
  attack.   
  If a dervish wields a slashing weapon while in a 
  dervish dance, she gains a bonus on her attack 
  and damage rolls. This bonus is +1 at 1st level and 
  it increase by an extra +1 at every odd-numbered 
  level thereafter.  A dervish may only perform the 
  dance while wielding a slashing weapon.  She 
  cannot dervish dance in any armor heavier than 
  light or if she is using a shield.  While dancing, a 
  dervish cannot use skills or abilities that involve 
  concentration or require her to remain still, such as 
  Move Silently, Hide or Search. A dervish with the 
  bardic music ability can, however, sing while she 
  dances and a dervish can also use the Combat 
  Expertise feat while in a dance.  A dervish cannot 
  perform a dervish dance while under the effect of a 
  rage or frenzy ability. 
   
  A dervish can perform the dervish dance only 
  once per encounter.  A dervish dance lasts 1 round 
  for every two ranks (9 rounds in this case) of 
  Perform (dance) that the PC has.  At the end of the 
  dervish dance that PC becomes fatigued for the 
  duration of the encounter.  
  Movement Mastery (Ex): A dervish is so certain of 
  her movements that she is unaffected by adverse 
  conditions.  When making a Jump, Perform 
  (Dance), or Tumble check, she make take 10 even 
  if stress or distraction would normally prevent her 
  from doing so. 
   Slashing Blades: A dervish treats the scimitar as a 
  light weapon for all purposes, including fighting with 
  two weapons. 
  Fast Movement (Ex): At 2nd level and higher, a 
  dervish gains an enhancement bonus to her speed. 
   A dervish an armor heavier than light or carrying a 
  medium or heavy load loses this bonus. 
  Tempest Defence (Ex): When wielding a double 
  weapon or two weapons (not including natural 
  weapons or unarmed strikes), a tempest gains a +1 
  bonus to Armor Class. This bonus increases by +1 
  at every subsequent odd level. The PC loses this 
  ability when fighting in medium or heavy armor. 
  Ambidexterity (Ex):  Attack penalties for fighting with 
  two weapons are reduced by 1.  At 4th level, 
  reduced by 2. 
  Two-Weapon Versatility (Ex):  Not applicable in this 
  instance. 
  * See Appendix 2: New Rules Items 
   
  T H E  V E L V E T  O N E  (N AZ T H AR U N E  R AK S HAS A,  
  MMIII)  S O R6/S W AS H3/W AR1 
  CR  17 
  LE Medium outsider (native) 
  Init +11; Senses darkvision 60 ft, low light vision, true 
  seeing; Listen +22, Spot +22 
  Languages 
  Common, 
  Infernal, 
  Sylvan, 
  Undercommon, Baklunish 
  AC 40, touch 25, flat-footed 40 
   (+9 dexterity, +2 dodge (one opponent), +4 shield, 
  +6 greater mage armor, +4 deflection, +5 natural 
  armour) 
  hp 303 (21 HD); Damage Reduction 15/good and 
  piercing, Spell Resistance 31 
  Fort +26, Ref +25, Will +14 (mind blank) 
  Speed 40 ft. in greater mage armor (8 squares); 60 ft 
  fly (good – fly spell)   
  Melee +4 spellstoring greater crystal of security 
  (targeted dispel magic – targeting delay death) 
  spiked chain +31/+26/+21/+16 (2d4+21) or two +1 
  punching daggers (claws) +28/+28 (1d4+15) 
  Space 5 ft.; Reach 5 ft. (10 ft with spiked chain)  
  Base Atk +18; Grp +22 
  Special Actions sneak attack +7d6 (+8d6 vs those 
  denied dex), evasion, Elusive Target, improved 
  evasion, shadow jump, garb of the hunting cat set 
  benefits 
  Spells (CL 6) 
   
  3rd level (4 slots remaining) – greater mage 
  armor* 
   
  2nd level (6 slots remaining) – bull’s strength, 
  invisibility 
   
  1st level (8 slots remaining) – charm person (DC 
  16), grease (DC 16), magic missile, shield 
   
  0 level (6 slots remaining) – acid splash, arcane 
  mark, detect magic, light, message, prestidigitation, 
  read magic 
  Pre-Cast (All Extended - CL 17) bull’s strength, cat’s 
  grace, eagles splendor, foxes cunning, fly, owl’s 
  wisdom, freedom of movement, greater magic 
  
  VTF7-06 Left Unsaid 
   
  Page 66 
  weapon, 
  greater 
  mage 
  armor*, 
  message, 
  stoneskin, displacement, mind blank, shield of faith, 
  superior invisibility*, true seeing, shield.  Any 
  personal spells listed here cast through an ioun 
  stone. 
  Combat Gear potion of fly (3), elixir of heal (CL 15 – 
  150 hp of healing) 
  Abilities Str 23, Dex 28, Con 26, Int 26, Wis 12, Cha 
  20 
  SQ: change shape, evasion, hide in plain sight, 
  improved 
  evasion, 
  improved uncanny dodge 
  (cannot be flanked save by rogue of 15th level or 
  higher), shadow jump, spell resistance 31, uncanny 
  dodge, grace +2, insightful strike, dodge bonus +2. 
  Feats Arcane Strike*, Combat Reflexes, Daring 
  Outlaw* (the HD of the Rakshasa qualify for the 
  rogue levels noted), Dodge, Elusive Target*, Exotic 
  Weapon Proficiency (spiked chain), Improved 
  Toughness*, Mobility, Weapon Finesseb. 
  Skills: 
  Balance 
  +23, 
  Bluff 
  +23, 
  Climb 
  +15, 
  Concentration +24, Diplomacy +17, Disguise +23, 
  Escape 
  Artist 
  +23, 
  Hide 
  +28, 
  Jump 
  +21, 
  Knowledge (arcana) +19, Knowledge (local – VTF) 
  +16, Listen +15, Move Silently +28, Search +22, 
  Spellcraft +28, Spot +21, Tumble +37. 
  Possessions combat gear plus belt of battle*, +1 (+4 
  with greater magic weapon) spellstoring greater 
  crystal of security spiked chain*, masterwork silver 
  spiked chain, spiked chain (2), kukri (4), +4 vest of 
  resistance, boots of speed, +4 amulet of health, 
  claw gloves*, mantle of the predator*, mask of the 
  tiger*. (Encumbrance – Light). 
  Detect Thoughts (Su): A naztharune rakshasa can 
  continuously use detect thoughts as the spell 
  (caster level 18th; Will DC 20 negates). It can 
  suppress or resume this ability as a free action.  
  The save DC is Charisma-based.  
  Change Shape (Su): A naztharune rakshasa can 
  assume any humanoid form, or revert to its own 
  form, as a standard action. In humanoid form, a 
  naztharune loses its claw attacks (although it 
  usually uses weapons and armor).  A naztharune 
  rakshasa typically remains in one form until it 
  chooses to assume a new one.  A change in form 
  cannot be dispelled but a naztharune reverts to its 
  natural form when killed.  A true seeing spell 
  reveals its natural form. 
  Hide in Plain Sight (Su): A naztharune rakshasa can 
  use the Hide skill even while being observed.  As 
  long as it is within 10 feet of some sort of shadow, 
  naztharune rakshasa can hide itself from view in 
  the open without anything to actually hide behind. It 
  cannot, however, hide in its own shadow.  
  Shadow Jump (Su): A naztharune rakshasa has the 
  ability to travel between shadows by means of a 
  dimension door spell. The limitation is that the 
  magical transport must begin and end in an area 
  with at least some shadow. A naztharune can jump 
  up to 20 feet each day in this way; this can be a 
  single jump of 20 feet or two jumps of 10 feet each. 
   NOTE:  THE PROTECTIONS OF THE AREA IN 
  QUESTION LIKELY MAKE THIS A LESS THAN 
  OPTIMAL CHOICE! 
  Grace (Ex): A swashbuckler gains a +1 competence 
  bonus on Reflex saves at 2nd level.  This bonus 
  increases to +2 at 11th level and to +3 at 20th level. 
   A swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load. 
  Insightful Strike (Ex): At 3rd level, a swashbuckler 
  becomes able to place her finesse attacks where 
  they deal greater damage.  She applies her 
  intelligence bonus (if any) as a bonus on damage 
  rolls (in addition to any Strength bonus she may 
  have) with any light weapon, as well as any other 
  weapon that can be used with Weapon Finesse, 
  such as a rapier, whip, or spiked chain.  Targets 
  immune to sneak attacks or critical hits are immune 
  to 
  the 
  swashbuckler’s 
  insightful 
  strike. 
   
  A 
  swashbuckler cannot use this ability when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load. 
  Dodge Bonus (Ex): A swashbuckler is trained tat 
  focusing her defenses on a single opponent in 
  melee.  During her action, she may designate an 
  opponent and receive a +1 dodge bonus to Armor 
  class.  The bonus increase by +1 for every fives 
  levels after 5. She can select a new opponent on 
  any action.  If the swashbuckler also has the 
  Dodge feat, she need not designate the same 
  target but the benefits do stack. 
  * See Appendix 2: New Rules Items 
   
  
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  APPENDIX 2: NEW RULES 
   
  ARCANE STRIKE [GENERAL] AS PRESENTED 
  IN COMPLETE WARRIOR 
  You can channel arcane energy into your melee 
  attacks. 
   
  Prerequisites: Ability to cast 3rd level arcane 
  spells, base attack bonus +4. 
   
  Benefit: When you activate this feat (a free action 
  that does not provoke an attack of opportunity), you 
  can channel arcane energy into a melee weapon, your 
  unarmed strike, or natural weapons. You must sacrifice 
  one of your spells of the day (of 1
  st level or higher) to 
  do this, but you gain a bonus on all your attack rolls for 
  one round equal to the level of the spell sacrificed, as 
  well as extra damage equal to 1d4 points x the level of 
  the spell sacrificed. The bonus you add to your attack 
  rolls from this feat cannot be greater than your base 
  attack bonus. 
   
  CLOSE QUARTERS FIGHTING [GENERAL] AS 
  PRESENTED IN COMPLETE WARRIOR 
  You are skilled at fighting at close range and resisting 
  grapple attempts. 
   
  Prerequisites: Base attack bonus +3 
   
  Benefit: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, even if 
  the enemy has a feat or special ability that would 
  normally bypass the attack. If you deal damage with 
  this attack, the enemy fails to start the grapple unless it 
  has the Improved Grapple feat or a special ability such 
  as improved grab. If the enemy has such an ability you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you extra attacks of opportunity during a 
  round or allow you to make an attack of opportunity 
  when you would be denied one for being surprised, 
  helpless or in a similar situation. 
   
  For example, an ogre attempts to grapple Tordek. 
  Tordek gains an attack of opportunity, hits, and causes 
  damage. Since the ogre does not have any sort of 
  grappling special ability or feat, it fails to start a 
  grapple. Then an ankheg – a creature with the 
  improved grab special ability- attempts to grapple 
  Tordek. He takes an attack of opportunity, hits, and 
  deals 10 points of damage to the creature. Tordek then 
  adds +10 to his opposed check to resist being grappled. 
   
  Normal: Creatures with the Improved Grapple, 
  improved grab, or similar feats or abilities do not 
  provoke attacks of opportunity when they attempt to 
  start a grapple. 
   
  Special: A fighter may select Close Quarters 
  Fighting as one of his fighter bonus feats.  
   
  COMBAT ACROBAT [GENERAL] AS 
  PRESENTED IN PLAYER’S HANDBOOK II 
  Your acrobatics and agility in combat allow you to 
  maneuver across the battlefield with ease. You stay on 
  your feet and speed over difficult terrain due to your 
  superior athleticism and acrobatic talents. 
   
  Prerequisites: Balance 9 Ranks, Tumble 9 ranks. 
   
  Benefit: You gain several benefits from this feat to 
  reflect your overall athletic ability and training in the 
  skills vital to an acrobat. 
   
  Acrobatic Recovery: If an effect causes you to fall 
  prone, you can make a DC 20 Balance check to stay on 
  your feet. 
   
  Sure Footed Maneuver: With a DC 15 Balance 
  check, you can ignore up to 4 squares of difficult 
  terrain while moving. You treat these squares as 
  normal terrain while moving. You still endure any 
  hazards or effects associated with the terrain. For 
  example, a shallow pool of boiling water might still 
  deal fire damage and count as difficult terrain. You 
  would still take damage from the water even if your 
  Balance check allowed you to move through it at full 
  speed. 
   
  Special: A fighter may select Combat Acrobat as 
  one of his fighter bonus feats.  
   
  DARING OUTLAW [GENERAL] AS PRESENTED 
  IN COMPLETE SCOUNDREL 
  You combine grace and stealth to deadly effect. 
   
  Prerequisites: Grace +1, sneak attack +2d6 
   
  Benefit: Your rogue and swashbuckler levels stack 
  for the purpose of determining your competence 
  bonus on Reflex saves from the grace class feature and 
  the swashbuckler’s dodge bonus to AC, as well as for 
  the purposes of determining your sneak attack damage.  
   
  ELUSIVE TARGET [TACTICAL] AS PRESENTED 
  IN COMPLETE WARRIOR 
  Trying to land a blow against you can be a maddening 
  experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be affected by your 
  Dodge feat. If that foe uses the Power Attack feat 
  
  VTF7-06 Left Unsaid 
   
  Page 68 
  against you, the foes gains no bonus on the damage roll 
  but still takes the corresponding penalty on the attack 
  roll. 
   
  Diverting Defense: To use this maneuver, you 
  must be flanked and you must designate one of the 
  flanking attackers to be affected by your Dodge feat. 
  The first attack of the round from the designated 
  attacker automatically misses you and may strike the 
  other flanking foe instead; the attacking creature 
  makes an attack roll normally, and its ally is considered 
  flat-footed. If the designated attacker is making a full 
  attack against you, its second and subsequent attacks 
  function normally. 
   
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by move 
  out of a threatened square. If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not get a chance to trip you if your attempt 
  fails. 
   
  IMPROVED TOUGHNESS [GENERAL] AS 
  PRESENTED IN COMPLETE WARRIOR 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice.  Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point.  If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats.  
   
  IMPROVED TURN RESISTANCE [GENERAL] AS 
  PRESENTED IN LIBRIS MORTIS 
  You have a better than normal chance to resist turning. 
   
  Prerequisites: Undead type. 
   
  Benefit: You are less easily affected by clerics or 
  paladins than you normally would be (see Turn or 
  Rebuke Undead, page 159 of the PHB). When 
  resolving a turn, rebuke, command, or bolster attempt, 
  add +4 to your PC level (monster hit dice plus class 
  levels) to determine your Hit Dice for turn, rebuke, 
  command, or bolster attempts. For example, a 4 HD 
  Wight with this feat is treated as an 8 HD undead for 
  the purpose of turn, rebuke, command, or bolster 
  attempts, even though it is a 4 HD creature for every 
  other purpose. A vampire that already has +4 turn 
  resistance adds an additional +4 with this feat for a total 
  of +8. 
   
   
  NEW SPELLS 
   
  Invisibility, superior as presented in Spell 
  Compendium 
  Illusion (glamer) 
  Level: Sorcerer/wizard 8 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal or touch 
  Effect:  You or a creature or object weighing n more 
  than 100 lb./per level 
  Duration: 1 minute/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
   
  This powerful glamer functions like invisibility (PH 
  245), except that it masks image, scent and sound alike, 
  concealing the subject from all senses except touch. As 
  with greater invisibility, this spell does not end if the 
  subject attacks. While invisible, the subject exudes no 
  scent and is undetectable by scent, blindsense, 
  tremorsense, and blindsight. 
   
  Superior invisibility renders the recipient immune to 
  detection by see invisibility, faerie fire, glitterdust, 
  invisibility purge and dust of appearance, although 
  creatures under the effect of the spell can be detected 
  by true seeing.  Certain mundane conditions (such as 
  leaving footprints) can also render a subject detectable. 
   
  Mage Armor, Greater 
  Conjuration (Creation) [Force]  
  Level: Sorcerer/wizard 3 
  Components: V, S 
    
  This spells functions like mage armor (PH 249) except 
  that it requires no material component and its tangible 
  field of force provides a +6 armor bonus to Armor 
  Class.  
   
  Garb of the Hunting Cat Set Benefits 
   
  - If both primary and off-hand glove attacks hit on 
  the same round, deal +3d6 rend damage with the off-
  hand attack.  May only take place once per round. 
   
  - Once per day, may use invisibility (Sp) (CL 3) as a 
  standard (mental) action. 
   
  Claw Gloves (p. 199, MIC): Pair of gloves treated 
  as +1 punching daggers (does not inhibit ability to use 
  weapons or otherwise use the hands).  If charge or 
  Spring Attack with the two claw attacks, may make an 
  off-hand attack as well as a normal attack – both take 
  the normal penalties for fighting with two weapons.  
  Cannot combine this attack with any other weapons, 
  nor cumulative with any other ability to increase 
  attacks on a charge or Spring Attack. 
  
  VTF7-06 Left Unsaid 
   
  Page 69 
   
  Mantle of the Predator (p. 200, MIC): +5 
  competence bonus on Hide and Move Silently, as well 
  as +1d6 sneak attack damage vs. foes denied their 
  dexterity. 
   
  Mask of the Tiger (p. 200, MIC): Track Feat is 
  provided and gain low-light vision. 
  Greater crystal of security (p. 65, MIC): Crystal 
  provides a +10 bonus on any check made to draw the 
  weapon or to keep the weapon in your hand.  
   
  Belt of Battle as presented in the Magic Item 
  Compendium (p 73) 
  Price (Items Level): 12,000gp (13
  th) 
  Body Slot: Waist 
  Caster Level: 9
  th 
  Aura: Moderate; (DC 19) transmutation 
  Activation: - and swift (mental) 
  Weight: - 
   
  A belt of battle helps you avoid being caught off guard 
  in combat and allow occasional bursts of extra activity.  
  While worn, it grants you a +2 competence bonus on 
  initiative checks.  This is a continuous effect and 
  requires no activation. 
   
  In addition, a belt of battle has 3 charges, which 
  are renewed each day at dawn.  Each time you activate 
  the belt, one of the black pearls set into its buckle turns 
  white.  The pearls return to normal when the ring’s 
  charges renew.  Spending 1 or more charges grants you 
  an extra action, which must be taken immediately 
  (before you take any other action). 
   
  1 charge: 1 move action 
   
  2 charges: 1 standard action 
   
  3 charges: 1 full-round action. 
   
  Prerequisites: Craft Wondrous Item, haste. 
   
  Cost to Create: 6,000 gp, 480 xp, 12 days. 
   
  Steadfast Determination as presented in the Player's 
  Handbook II 
  Your physical durability allows you to shrug off attacks 
  that would cripple a lesser person.  Rather than depend 
  on agility or willpower, you use your raw toughness to 
  survive. 
   
  Prerequisites:  Endurance 
   
  Benefit: You can use your Constitution modifier 
  in place of your Wisdom modifier on Will saves. 
   
  You do not automatically fail Fortitude saves on a 
  roll of a natural 1. 
    
  Collar of Protection:  As per a ring of protection from 
  the DMG, save that it functions only in the neck slot 
  and only for an animal or animal companion.  
  
  VTF7-06 Left Unsaid 
   
  Page 70 
  APPENDIX 3: INITIATIVE CHART 
   
  For your reference, this chart contains 50 boxes that can be used to track combat rounds while the PCs are fighting in 
  the elemental nodes.  
   
  Rounds 1-15: 
  □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ 
   
   
  Rounds 16-30: 
  □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ 
   
  Rounds 31-45: 
  □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ 
   
  Rounds 46-49: 
  □ □ □ □ 
   
   
  Round 50:  
  □←BOOM 
   
   
   
  
  VTF7-06 Left Unsaid 
   
  Page 71 
  PLAYER HANDOUT 1 
   
   
  Dear friend, 
   
   
  It has come to my attention that, in the past, you may have taken on some challenging ‘opportunities’ including some 
  proffered by a colleague of mine, Elaine. 
   
  I would like to offer you a chance to participate in another one of these challenging, but lucrative, opportunities. 
   
  If I have made this offer in error yet you are interested, please also attend.  There is something to be said for initiative… 
   
  Meet me at the Magic Carpet tavern in Falwur, Ket as soon as possible and I shall elucidate my offer. Ask the belly 
  dancer about Renny, she will direct you to me.  
   
   
   
  Yours in profit, 
   
   
  Renny TK 
  Mouqolllad 
   
   
  
  VTF7-06 Left Unsaid 
   
  Page 72 
  APPENDIX 4: KET LAWS 
   
  For minor crimes (sentences of 10 TUs stock time or less), Threshers are able to immediately investigate the crime, interview 
  witnesses, pass judgment and carry out the sentence. For major crimes, the accused is turned over to a formal court hearing before a 
  Jurat and two mullahs. 
   
  Crime & Punishment: The punishment for many crimes, especially of assault, aggravated assault and murder, will largely 
  depend on the status of the victim. 
   
  Mitigating Circumstances: In recent times, moderate voices have convinced the Beygraf that the "all-or-nothing" aspect of the 
  justice system had become a burden to the common people. The solution was to introduce "mitigating circumstances" to sentencing--
  given certain predetermined circumstances during the commission of the crime, the convicted person will receive a reduced 
  sentence.  
   
  Legal wrangling: Upon conviction, legal wrangling can be attempted in order to reduce the sentence when there are no 
  mitigating circumstances, or in place of mitigating circumstances. However, if a adventurer attempts legal wrangling, then he or she 
  cannot call upon mitigating circumstances as well. By making a Diplomacy or Profession (Lawyer) check at DC 20 + APL, execution 
  will be reduced to life in the mines, life in the mines will be reduced to 2 years in the mines, and all other sentences reduced to half 
  their length or half the fine, whichever is applicable. 
   
  CRIMES OF DEBT  
  Falling into Debt (Citizen): Sentenced to become ushdar 
  (indentured servant) in household of creditor until Jurat has 
  determined that worth of labor performed has matched debt.  
   
  Mitigating Circumstances: None 
  Unpaid debt obtained with Fraudulent Collateral (Non-
  Citizen): Upon determination that collateral did not match 
  worth of loan, sentenced to become qashar (mine slave) until 
  Jurat has determined that worth of labor performed has 
  matched debt.  
   
  Mitigating Circumstances: None 
  MINOR CRIMES  
  Vandalism: Fine equal to double the value of the property 
  damage, plus repair costs to owner of property; or if unable to 
  pay fine, 1 TU of court-appointed indentured servitude per 10 
  greatshields of property damage.*  
   
  Mitigating Circumstances: None 
  Tax evasion: Fine equal to double the value of the tax owed, 
  or if unable to pay fine, court-appointed indentured servitude 
  to a Citizen of Jurat’s choice, 1 TU per 10 greatshields of tax 
  owed.*  
   
  Mitigating Circumstances: None 
  Break & Enter: 2 TUs in stocks for unauthorized entry, in 
  addition to any punishment for theft.  
  Mitigating Circumstances: It was an emergency; Effect: 
  No fine or conviction 
  Theft: Fine equal to double the value of the item stolen owed, 
  plus restitution to owner of property; or if unable to pay fine, 
  court-appointed indentured servitude to owner of property, 1 
  TU of per 10 greatshields of property value*  
   
  Mitigating Circumstances: None  
  Heresy: The worship of Olidamarra is illegal in Ket, 
  punishable with 1 TU in the stocks and confiscation of any 
  materials dedicated to Olidamarra (including holy symbols)  
   
  Mitigating Circumstances: None  
   
   
  CRIMES AGAINST “MONSTERS”  
  Killing of "monster": Fine (typically 100 greatshields); or if 
  unable to pay fine, court-appointed indentured servitude to 
  Citizen of Jurat’s choice, 1 TU per 10 greatshields of fine 
  owed.*  
   
  Mitigating Circumstances: Any reasonable excuse; 
  Effect: No fine or conviction 
   
  CRIMES AGAINST NON-RESIDENTS  
  Aggravated Assault (lethal damage):  2 TU in stocks.  
  Mitigating Circumstances: Any reasonable excuse as long as 
  accused did not initiate the combat. Effect: No fine or 
  conviction 
  Lethal Assault (resulting in death): 10 TUs in stocks 
  [Paying for a successful raise dead reduces conviction to 
  Aggravated Assault] 
  Mitigating Circumstances: Self defense. Effect: No fine 
  or conviction 
  Kidnapping or Torture: 10 TUs in stocks 
   
  Mitigating Circumstances: None 
   
  CRIMES AGAINST RESIDENTS 
  Simple Assault (non-lethal): 2 TU in stocks 
  Mitigating Circumstances: Any reasonable excuse as 
  long as accused did not initiate the combat. Effect: No 
  fine or conviction 
  Aggravated Assault (lethal damage):  5 TUs in stocks 
  Mitigating Circumstances: Committed in self- defense 
  and cured all lethal damage at end of combat Effect: 2 
  TUs in stocks, conviction for simple assault  
  Deadly Assault (lethal damage and loss of consciousness): 
  5 TUs in stocks 
         
  Mitigating Circumstances: Committed in self- and cured 
  all lethal damage at end of combat. Effect: 2 TUs in 
  stocks, conviction for simple assault  
  Kidnapping or Torture: 1 year in mines** 
   
  Mitigating Circumstances: None  
   
   
  Manslaughter: 1 year in mines** 
  Mitigating Circumstances: Self defense. Effect: 10 TUs 
  in stocks 
   
  CRIMES AGAINST HORSES   
  
  VTF7-06 Left Unsaid 
   
  Page 73 
  Simple Assault(non-lethal damage): 2 TU in stocks 
  Mitigating Circumstances: Self-defense, as long as 
  accused did not initiate the combat with owner of horse; 
  Effect: No fine or conviction 
  Aggravated Assault (lethal damage): 5 TUs in stocks 
  Mitigating Circumstances: Self-defense, as long as 
  accused did not initiate the combat with owner of horse, 
  and cured all lethal damage at end of combat. Effect: 2 
  TUs in stocks, convicted of simple assault 
  Deadly Assault (lethal damage and loss of consciousness): 
  10 TUs in stocks 
  Mitigating Circumstances: Self-defense, as long as 
  accused did not initiate the combat with owner of horse, 
  and cured all lethal damage at end of combat. Effect: 5 
  TUs in stocks, convicted of aggravated assault  
  Horse Theft: 52 TU in stocks and fine equal to double the 
  value of the horse plus restitution to owner of horse. If 
  unable to pay fine, 52 TUs in stocks or 1 year in mines** plus 
  1 TU of court-appointed indentured servitude per 
  10 greatshields of value of the horse* 
  Mitigating Circumstances: To save the life of the 
  Beygraf. Effect: No penalty 
  Kidnapping or Torture: 2 years in mines** 
   
  Mitigating Circumstances: None  
  Horseslaughter: 2 years in mines** 
  Mitigating Circumstances: Self-defense, as long as 
  accused did not initiate the combat with owner of horse. 
  Effect: 10 TUs in stocks, convicted of deadly assault 
   
  CRIMES AGAINST CITIZENS 
  Simple Assault (non-lethal): 2 TU in stocks 
  Mitigating Circumstances: Any reasonable excuse as 
  long as accused did not initiate the combat. Effect: No 
  fine or conviction 
  Aggravated Assault (lethal damage):  5 TUs in stocks 
  Mitigating Circumstances: Committed in self-defense 
  and cured all lethal damage at end of combat. Effect: 2 
  TUs in stocks, conviction for simple assault  
  Deadly Assault (lethal damage and loss of consciousness): 
  10 TUs in stocks 
  Mitigating Circumstances: Committed in self-defense 
  and cured all lethal damage at end of combat. Effect: 5 
  TUs in stocks, convicted of aggravated assault  
  Kidnapping or Torture: Life in mines** 
   
  Mitigating Circumstances: None  
   
  Murder, unpremeditated: Life in mines** [Paying for a 
  successful raise dead reduces conviction to Deadly Assault] 
  Mitigating Circumstances: Self defense. Effect: 26 TUs 
  in mines** 
  Murder, premeditated: Execution. [Paying for a successful 
  raise dead reduces conviction to Murder, unpremeditated]  
   
  Mitigating Circumstances: None 
   
  CRIMES AGAINST THE STATE 
  Bearing of armor or weapons inside walled city or town: 
  10 TUs in stocks 
   
  Mitigating Circumstances: None 
  Impersonation for criminal purposes***:  Execution 
   
  Mitigating Circumstances:  
   
  Impersonation of Resident: 1 TU in stocks 
   
  Impersonation of Citizen: 4 TUs in stocks 
  Impersonation of member of military unit except 
  Threshers: 10 TUs in stocks 
  Impersonation of Thresher or Jurat: 1 year in mines** 
   
  Impersonation of Bey or Graf: Life in mines** 
   
  Impersonation of the Beygraf: Execution 
  Attack on military officer, government official or Jurat: 
  Look up same type of assault against Citizen and double the 
  penalty. 
   
  Mitigating Circumstances: None 
  Theft of Beygraf's property: Execution 
  Mitigating Circumstances: As determined by Jurat . 
  Effect: Life in the mines 
  Crimes against the Beygraf:  Execution 
  Mitigating Circumstances: As determined by Jurat. 
  Effect: Life in the mines 
  Treason: Execution  
   
  Mitigating Circumstances: None 
   
   
  *Only a Citizen may become an ushdar (indentured servant). 
  Residents and non-residents unable to pay fine are sentenced 
  to labor in the mines, value of their work (minus cost of food) 
  used to pay off fine. This typically works out to about 30 
  greatshields per year. 
  **Any sentence of time in the mines includes branding on 
  right cheek and lifetime loss of Citizenship 
  ***Impersonation for purposes of entertainment or satire, 
  either public or private, is not judged to be a crime.
  
  VTF7-06 Left Unsaid 
   
  Page 74 
   
  APPENDIX 5: DM MAPS 
   
                           
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  VTF7-06 Left Unsaid 
   
  Page 75 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  VTF7-06 Left Unsaid 
   
  Page 76 
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region The Velverdyva Trade Route/597/Normal Scenarios/VTF7-06 - Left Unsaid (APL 4-14)/VTF7-06 - Left Unsaid.pdf