TEXT: NYR3-06 
   
   
   
   
   
   
   
   
   
   
  Beyond the  
  Wisteria Tree 
   
  A One-Round D&D Living Greyhawk® 
  Nyrond Regional Adventure 
   
   
   
  by Robert Moon 
   
   
   
   
   
   
  A slight gust blew through the area, rocking the pendulous violet blooms of the wisteria tree.  Wrapping its 
  vines up the ruined chimney of a former farmhouse, its presence was a curiosity and even somewhat of a 
  concern to Kalia.  It had not been there the previous night, and guests at her nearby inn were beginning 
  to whisper.  A mystery adventure following the events of Returned Mail for parties of APL 2-8. 
   
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, and RPGA are registered trademarks of 
  Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, 
  Inc. Scenario detail copyright 2003 by Wizards of the Coast, Inc. ALL RIGHTS 
  RESERVED. This scenario is intended for tournament use only and may not be 
  reproduced without approval of the RPGA Network.  
   
  
   
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three hours. The rest of the time is spent in 
  preparation before game play, and scoring after the 
  game. The following guidelines are here to help you 
  with both the preparation and voting segment of the 
  game. Read this page carefully so that you know 
  and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is playing 
  which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rule books during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, ant then have any players without 
  a character create on.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
   
  Special thanks goes out to my editor and 
  playtesters. 
   
  Living Greyhawk Levels of 
  Play 
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of 
  the PCs participating in the adventure. 
  2. If PCs bring animals that have been 
  trained for combat (most likely being war 
  horses, dogs trained for war), other than 
  those brought by virtue of a class ability 
  (i.e. 
  animal 
  companions, 
  familiars 
  paladin’s mounts, etc) use the following 
  chart to determine the number of levels 
  you add to the sum above. Add each 
  character’s animals separately. A single 
  PC may only bring four or fewer animals 
  Beyond the Wisteria Tree 
   
  Page 2 
  
   
  of this type, and animals with different 
  CRs are added separately. 
   
   
   
  CR 
  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 
  5 
  6 
  7 
   
  3. Sum the results of 1 and 2, and divide by 
  the number of characters playing in the 
  adventure – round up. 
  4. If you are running a table of six PCs, add 
  one to that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. 
  APLS 
  are 
  given 
  in 
  even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  you may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even 
  the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to 
  help protect them, and fight for them. All 
  riding dogs are considered trained to 
  attack. PCs who want their dogs to attack 
  must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates 
  that the animal will not attack that round. 
  This is a free action (spoken command) 
  that may be attempted each round. If an 
  animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Adventure Background 
  The following is a summary of the recent history of 
  the Duchy of Woodwych [wood wick], previously 
  known as the Barony of Woodwych.  This section 
  is a compilation of common knowledge taken from 
  the Nyrond website, as well as an update and 
  incorporation of events from the Nyrond regional 
  scenario Returned Mail.  The information herein 
  plays a notable part in this scenario. 
   
  Baron Bastrayne’s Rule 
   
  Prior to King Lynwerd’s crowning, the land of 
  Woodwych was managed by a corrupt man, the 
  Baron Bastrayne. He and his bailiff Radnen 
  Gryppe conspired to skim off some 30-40% of the 
  local populace’s taxes for themselves and 
  succeeded. 
   
  The other manner in which Bastrayne sought 
  to fill his coffers was to exploit the resources of the 
  Celadon Forest.  His excessive logging angered 
  the residents of that sylvan land so much, the 
  group, the Brotherhood of the Bronze, appointed 
  themselves protectors of the forest.  Bastrayne 
  denounced them as "terrorists" and gave glowing 
  accounts of how his troops were imposing order 
  and protecting the vital trade of the kingdom.  
   
  The 
  Baron’s 
  greed 
  and 
  oppressive 
  governance continued for quite a while until the 
  abdication of King Archbold in favor of his son 
  Lynwerd.  When Lynwerd began making inquiries 
  into every aspect of the kingdom, Bastrayne’s 
  house of cards came tumbling down.  The new 
  king learned the wayward baron had embezzled 
  enormous amounts of gold from the crown and 
  sparked much anger and violence in the lands of 
  Woodwych—especially within the Celadon.   
   
  Immediately Lynwerd sent Royal Guards to 
  arrest the Baron.  Because he still had the loyalty 
  of his own militia, however, Bastrayne received 
  advanced warning of the approach of the Guard, 
  and he and Radnen managed to flee. It is rumored 
  they got away with wagonloads of gold, and 
  speculation on where they are runs the gamut 
  from the Shield Lands to the Pomarj to right inside 
  Rel Mord. 
   
  Beyond the Wisteria Tree 
   
  Page 3 
  
   
  Verin Talnith’s Rule 
   
  Acting decisively, King Lynwerd appointed 
  Verin Talnith, a powerful southern noble, as 
  Baroness of Woodwych, giving her unprecedented 
  autonomy 
  in 
  running 
  the 
  province. 
  She 
  immediately ordered a handful of lesser nobles 
  exiled for their role in the Bastrayne Affair and 
  sacked most of the former Baronial Guard, a body 
  that had become unacceptably corrupt. 
   
  Adrean Talnith 
   
  Adrean was the first-born son of the Baroness. 
   An impetuous teen just entering manhood, he 
  was eager to make a name for himself amongst 
  the nobility in his mother’s circle.  To that end, he 
  proposed the idea of building a new town on the 
  Duntide River between Swan's Bore and Arnford.  
  He believed a new city would restore confidence 
  in the Barony—a symbol of change from the 
  oppression of Bastrayne to that of renewal and 
  growth.  This new city would provide a convenient 
  gathering place for farmers, traders and visiting 
  travelers.  It would serve secondary duty by 
  becoming a sort of amusement park. Specialty 
  shops and services would give distraction to any 
  who desired it.  Indeed, it would be a jewel in 
  Woodwych’s crown, the envy of every province in 
  Nyrond. 
   
  While initially wary of the idea, the Baroness 
  allowed her son to explore the idea further.  She 
  arranged for meetings with engineers, trade 
  advisors, and other experts.  Mostly she was 
  allowing her son to learn and grow from the 
  experience with little intention of following through 
  with his idea.   
   
  When rumors spread that plans were in the 
  works to build the new city, the residents of 
  neighboring Swan Bore were infuriated.  How 
  could the Baroness consider building a new town 
  from the ground up when she could expend a 
  fraction of those funds to repair and improve their 
  existing city?   
   
  Also alarmed were the residents of the 
  Celadon who feared new construction on such a 
  large scale would further negatively impact their 
  homeland through the excessive harvesting of 
  lumber.  To be sure, all was not well in Woodwych. 
   
  Widow Renadra’s Farmhouse 
   
  Before the existence of Adrean’s Landing, 
  nearly all trade between Swan Bore and Arnford 
  was conducted via barges on the Duntide River.  A 
  minor road connecting the sixty-mile stretch 
  between the two river communities did exist, but it 
  was primarily used by locals and those preferring 
  to travel by land.  One of those locals was named 
  Renadra Galantan.  She owned a large farmhouse 
  on the road about thirty-five miles south of Swan 
  Bore, having opened it up to travelers after the 
  death of her husband in 583.   
   
  Providing home-cooked meals, comfortable 
  lodging, and adequate stabling for hoses, Widow 
  Renadra’s farmhouse was a welcome stop. 
   
  Adrean’s Death 
   
  The following information is known only to 
  Parvis Thander and, to a much more lesser extent, 
  Boland 
  Thipp 
  and 
  should 
  not 
  under 
  any 
  circumstances be shared with the PCs prior to the 
  adventure. 
   
  There came a time in 589 when Adrean 
  Talnith found himself at Renadra’s farmhouse.  He 
  had arranged to meet with a man whom he 
  thought was an elven ranger from the Celadon 
  Forest to discuss responsibly harvesting lumber 
  for his new, proposed city on the Duntide.   
   
  In actuality, the man was a glamered assassin 
  of Nerull who had been hired by a merchant house 
  in Swan Bore with connections to the Scarlet 
  Brotherhood.  The merchant house, secretly 
  headed by a half-elf named Boland Thipp, 
  smuggled exotic goods into Nyrond through 
  Nessermouth, bypassing both legitimate and 
  corrupt tariffs of other port cities, such as Oldred 
  and Mithat.  Fearing his shipments would fall 
  under greater scrutiny were this new trading 
  center come to be built along his smuggling route, 
  Boland sought to kill Adrean and thus his plans. 
   
  So on that fateful night as the hired assassin, 
  Parvis Thander, entered Adrean’s room in the wee 
  hours with sickle in hand and ensorcelled with a 
  silence spell, a dweomer protecting the young 
  noble was triggered, awakening him.  (All the 
  growing resistance to his plans for the new city 
  had concerned Adrean’s mother, and she sought 
  to protect him from harm with this spell cast by an 
  abjurer friend of hers.  Indeed it worked, as 
  Adrean jumped up fully alert.) 
   
  A brutally violent struggle ensued.  Young 
  Adrean put up a valiant fight, toppling a table, 
  hurling a plate, and even wielding a pillow in 
  desperation, but he was no match for the far 
  superior assassin.  Making the matter all the more 
  terrifying for Adrean was the fact his screams 
  were being muted by Parvis’ silence spell.  Help 
  was in the next room, but none would hear his 
  cries.  In less than a minute’s time, the lordling lay 
  dead on the floor, his blood splattered about. 
   
  Beyond the Wisteria Tree 
   
  Page 4 
  
   
  The Burning of the Farmhouse 
   
  To make the assassination all the more 
  uncertain and difficult to trace, Parvis proceeded 
  to burn the farmhouse down.  Emptying several 
  flasks of alchemist’s fire in the upstairs’ hallway, 
  down the staircase, and throughout the lower 
  floor, the place was engulfed in flames in a matter 
  of moments. 
   
  Thick, dark smoke filled the upstairs hall and 
  crept into the rooms of Renadra’s family and 
  guests.  Among their number was an elderly cleric 
  of Cyndor, Lahara Hestri, and her companion, 
  Jinelle.  Lahara awoke in a coughing fit and rolled 
  onto the floor.  Thinking quickly, the priestess of 
  the god of time, infinity, and continuity began 
  gasping out a special incantation of ritual magic.  
  Her intent was to shift the farmhouse’s occupants 
  out of the time-stream until the fire was over.  
  Unfortunately, she fell unconscious before she 
  could finish the ritual.  That did not mean her 
  magic failed, though.  On the contrary, it worked, 
  but without completing the spell, no duration was 
  set. 
   
  Not only did Lahara successfully phase out 
  herself and the other guests, but Adrean’s dead 
  body and Parvis as well.  Parvis had been 
  standing outside, watching for anyone trying to 
  escape the fire, and Lahara had simply targeted all 
  she knew to have been in the house, not having 
  realized Parvis was Adrean’s killer. 
   
  The Aftermath 
   
  When Adrean was a week late in returning 
  from his trip, Verin became concerned.  She had 
  her temple priest scry for her son, which was met 
  with failure.  The next day she had various diviners 
  seek out the answers to what happened to him.  
  The Baroness was overcome with anguish when it 
  was revealed Adrean no longer existed.  She took 
  this to mean he had been murdered—which he 
  had been, but the divinations were in actuality 
  referring to his phasing out of time.   
   
  The Baroness was further frustrated when the 
  identity of the killer or where the act occurred 
  could not be divined, again being confounded by 
  the temporal flux.  Had she or her diviners known 
  of the actual circumstances, they could have 
  phrased their divinations in a manner that would 
  have revealed the sought information.  Sadly, 
  though, this was not the case. 
   
  Immediately, Verin suspected the Brotherhood 
  of the Bronze, as they had been most vocal and 
  somewhat militant during Bastrayne’s rule, and it 
  was an agent of the forest her son had arranged 
  to meet. Her grief and rage blinded her to other 
  possibilities, and the connection to Adrean and the 
  destruction of the little-known farmhouse was 
  never made.   
   
  The Brotherhood denied any involvement, of 
  course, though admitted to having members who 
  shot first, demanding identification second.  An 
  investigator even uncovered clues as to Boland 
  Thipp’s possible involvement after the drunken 
  merchant blabbed the tale during a game of 
  chance in Swan Bore.  The Baroness, however, 
  ignored the report; convinced the Brotherhood 
  was behind the slaying. 
   
  Whatever gains Boland hoped to acquire by 
  killing Adrean resulted in the exact opposite.  The 
  Baroness was so bereaved by the death of 
  Adrean and so angry at the elves of the Celadon 
  that she ordered the immediate construction of her 
  son’s city on the Duntide, calling it Adrean’s 
  Landing.  Not only would it be a center of 
  commerce and entertainment, it would be a 
  veritable monument to him. Any within the 
  Baroness’ court who even suggested the project 
  should 
  be 
  kept within reason, or, worse, 
  abandoned, was dismissed immediately. 
   
  The lofty construction project required a great 
  deal of wood, and the Baroness was initially all to 
  happy to extract it from the Celadon.  This 
  angered the Brotherhood and the splinter group 
  the Celadon Resistance.  Relations degenerated 
  from there, leading to near-revolt.  As her pain 
  subsided and a more level head returned, Verin 
  slowed down the construction and resumed talks 
  with the forest folk.  The two sides eventually 
  came to an understanding (Returned Mail), and 
  the leader of the Celadon Resistance voluntarily 
  left in exile for his role in disrupting the Barony in 
  other matters. 
   
  In 593 CY, King Lynwerd elevated Verin 
  Talnith from the courtly rank of Baroness to that of 
  Duchess, citing her efforts in restoring peace to 
  the region and service to the crown.  Verin, 
  though, still mourns for the loss of her child. 
   
  The Current State of Affairs 
   
  It has been years since the assassin in the 
  employ of Swan Bore merchant, Boland Thipp, 
  murdered Adrean.  The Duchess of Woodwych 
  has resigned herself to the belief she may never 
  know what happened to her son, though she 
  mostly believes he was killed by a rogue resident 
  of the Celadon.  While Boland initially suffered 
  some economical loss of business with Arnford 
  upon the construction of Adrean’s Landing, he has 
  since ultimately benefited through vigorous trade 
  with the new memorial city.   
  Beyond the Wisteria Tree 
   
  Page 5 
  
   
   
  The burning down of Widow Renadra’s 
  farmhouse certainly saddened the local residents 
  and the handful of regular travelers along the little-
  used road, but it otherwise went unnoticed by the 
  region at large.  The lack of charred remains led 
  most to believe animals or other creatures carried 
  them away.   
   
  When her fellow clergy at the Temple of 
  Cyndor in Greyhawk failed to contact Lahara via 
  sending and other communicative magicks, they 
  presumed the aged priestess had simply died of 
  natural causes.  The other travelers who were 
  staying at the inn that fateful night also left behind 
  concerned friends and family aggrieved at having 
  heard no word from them in years.  In a country of 
  millions, however, reports of disappearances are 
  numerous, and no one made the connection 
  between Adrean’s high-profile disappearance and 
  the others of no renown. 
   
  The Briar Toad Inn 
   
  After the farmhouse burned to the ground in 
  589, and it was presumed Renadra and her 
  children perished in the fire, the deed to the land 
  passed to her sister, Kalia Westerly, a resident of 
  the city of Mowbrenn.  Kalia, however, remained in 
  Mowbrenn with her husband, Zilus, continuing 
  their lucrative yet competitive trade as specialty 
  cloth weavers.  When the city experienced its 
  unrest in 592, the Westerlys had had it; they 
  decided to sell their business to one of their 
  apprentices and leave Mowbrenn in retirement for 
  the comparatively idyllic life in Woodwych.   
   
  Having heard of the success of Adrean’s 
  Landing, Kalia thought this would be the perfect 
  opportunity to take advantage of the increased 
  road traffic between the Landing and Arnford, 
  building an inn on the land of her late sister. 
   
  Arriving a few weeks later, Kalia and Zilus 
  began construction.  They decided to build the inn 
  300 feet closer to the road to entice more 
  travelers, leaving the ruins of the old farmhouse 
  standing amidst tall grasses as a reverent 
  monument to Renadra and her children. 
   
  Calling it the Briar Toad Inn in homage to 
  Renadra’s childhood fascination with the rare briar 
  toad, the Westerlys officially opened for business 
  a month ago.  Unfortunately, several of the local 
  children have nicknamed it the Fire Toad Inn—a 
  cruel reference to the fire that destroyed the 
  former farmhouse. 
   
  The Wisteria Tree 
   
  Lahara Hestri was a powerful cleric of Cyndor. 
   Her personally researched ritual spell that phased 
  the seven occupants of the farmhouse out of time 
  was known to no others.  As Lahara went 
  unconscious during the ritual, the subjects of her 
  spell were caught in perpetuity in an alternate 
  phase of existence.  Years later, however, that is 
  about to change. 
   
  The evening previous to when this adventure 
  takes place, a storm was brewing.  As the wind 
  picked up and rain began to fall, Kalia shuttered 
  the windows soundly and removed the inn’s 
  shingle to prevent it from squeaking all night long. 
  There was a full moon, and its light refracted off 
  the water droplets in the storm clouds, illuminating 
  the flying debris quite nicely.  Everyone, though, 
  eventually settled into bed. 
   
  A few hours later, a small branch segment 
  from a wisteria vine two miles away was carried on 
  the wind and landed near the crumbling chimney 
  of the ruined farmhouse.  Like mistletoe, 
  belladonna, and many other forms of flora, wisteria 
  possesses 
  mystical 
  properties 
  in 
  the 
  right 
  circumstances, especially those that pertain to 
  time. 
   
  Nearing 2:30 in the morning, the moon Luna 
  reached its highest position in the sky, as the 
  rainstorm worsened.  The pod of the wisteria 
  bloom settled in the tall grass in the ruins of the 
  farmhouse and was suddenly infused with 
  temporal energy, the perfect confluence of 
  circumstances having occurred.  The surge 
  caused the pod to sprout roots, which hungrily dug 
  deep into the earth, as a winding trunk rose 
  upwards.  In a matter of moments, a full-grown 
  wisteria tree towered 25 feet in the air, entwining 
  the chimney along the way. 
   
  The years lost by the seven people trapped in 
  the alternate phase of time were unleashed and 
  channeled into the now-decades old wisteria tree. 
   Yet the trapped were still not released…  In fact, 
  the anomaly created an invisible, one-way portal 
  that surrounded the tree and led to the time flux. 
   
  The 
  next 
  morning 
  while 
  Kalia 
  served 
  breakfast, a married couple, Volene and Padd, 
  came downstairs with their daughter, Shandry, 
  and commented on the new tree.  They had not 
  recalled seeing it the evening before when they 
  shuttered 
  their 
  room 
  window 
  against 
  the 
  impending storm.  Several other guests whispered 
  amongst themselves as they peered out the dining 
  hall window, confirming the story.   
   
  Kalia, Zilus, Volene, Padd, and Shandry went 
  outside to investigate.  Kalia laughed in whimsical 
  wonderment as the group approached the 
  beautiful tree.  Eight year-old Shandry gleefully ran 
  ahead of the others toward it, excited to see the 
  huge clusters of violet flowers dangling thereon.  
  Beyond the Wisteria Tree 
   
  Page 6 
  
   
  As she neared it, however, she was pulled into the 
  unseen portal, shimmering away into nothingness. 
  The adults stopped in their tracks.   
   
  Taken aback and unsure of what just 
  happened, Volene and Padd called out to their 
  daughter several times.  When there was no 
  response, Volene became panicked, screaming 
  out Shandry’s name.  Padd cautiously approached 
  the tree, and he, too, was pulled into the portal.   
   
  Kalia and Zilus pulled Volene away—much to 
  her protest—retreating to the inn.  Imploring the 
  help of others in the inn, none could explain what 
  was occurring.  Over the course of the day, 
  several new travelers arrived at the Briar Toad, 
  and the crowd of onlookers grew. 
   
  Help Arrives 
   
  It was about that time when a group of player 
  characters happened upon the inn.  Surely they 
  would help out and get to the bottom of the 
  mystery… 
    
  Adventure Summary 
  This scenario solves the mystery of what 
  happened to Adrean Talnith.  The majority of the 
  adventure takes place while the party is projected 
  into the past, observing an 8 hour time loop that 
  repeats itself continuously.  PCs are unable to 
  interact with anybody or anything in this loop with 
  the exception of Lahara’s book and the temporal 
  creatures that roam the area.   
   
  The PCs can only end the loop by figuring out 
  the mystery after having followed the right people 
  at the right times through the farmhouse.  Each 
  time the loop repeats itself, the NPCs reset, but 
  the PCs do not.  The party will most likely have to 
  experience the loop several times before they 
  understand what is going on and how to solve the 
  mystery. 
   
  The key to breaking the cycle is to complete 
  Lahara’s incantation for her by reading from her 
  book—the only object in the loop that can be 
  manipulated.  Once that occurs, the loop is 
  dispelled, and the original trapped seven appear in 
  the current time with the party and Shandry.  The 
  PCs will most likely engage immediately in battle 
  with the assassin, Parvis.  Should they survive that 
  encounter, the party will want to inform Verin of 
  her son’s fate.  If they discovered the other clues, 
  they may also want to report Boland Thipp’s 
  involvement. 
   
  Introduction:  The DM describes how the 
  PCs begin the adventure. 
   
  Encounter One - Tumult at the Briar Toad 
  Inn: PCs arrive at the Briar Toad Inn and receive 
  the plot hook, finding out about the appearance of 
  the tree the previous night as well as the vanishing 
  of Padd and Shandry. 
   
  Encounter Two - Padd Appears:  After the 
  party has gathered sufficient information from 
  talking with the townsfolk, the dead body of Padd 
  appears outside the tree’s temporal zone. He was 
  killed by a stream sentry (see Appendix 6) and his 
  body then purged from the time loop.  The PCs will 
  most likely examine his body, find few clues and 
  then decide whether they want to enter the portal. 
   
  Encounter Three - Back at Renadra’s 
  Farmhouse:  The party enters the time portal and 
  is projected several years back in time to the night 
  Adrean Talnith was murdered in 589 CY.  They 
  appear just outside the farmhouse (Area A) at 9:00 
  pm and are attacked by the stream sentries that 
  killed Padd.  After the fight, they will likely try to 
  enter the farmhouse, seeing and hearing people 
  therein.  The adventure is non-linear from this 
  point forward, although timed events still occur 
  regardless of the party’s location. 
   
  Area A - Farmhouse, Exterior:  It is here that 
  the party arrives when they first enter the loop.  
  The front door opens to allow entry inside during 
  the 8:00, 10:00, and 2:00 periods.  PCs can try to 
  eavesdrop on the various conversations occurring 
  in the farmhouse by listening through the walls 
  and windows.  Small PCs can climb down the 
  chimney into the kitchen. 
   
  Area B - Dining Hall:  The guests and staff 
  are here dining and talking during the 8:00 and 
  9:00 periods.  If PCs pay attention to the 
  conversations or make their Spot checks, they 
  realize the young lad is Adrean.  The PCs may 
  also spot Lahara’s holy symbol of Cyndor—a 
  significant clue.  Renadra opens the front door at 
  8:00 to let the cat out and at 10:00 to let the cat in. 
  Parvis sets this area on fire and exits the building 
  at 2:00. 
   
  Area C - Kitchen:  Renadra and her two 
  children work in here, serving the guests.  It is on 
  fire during the 2:00 period. 
   
  Area D - Upstairs’ Hall:  This is where the 
  party can access nearly everyone’s room by 
  waiting until the appropriate hour for their doors to 
  open.  The door to Parvis’ room is open at 1:00 
  and 2:00.  Adrean’s door is open at 11:00.  
  Renadra’s door is open at 10:00.  Lahara and 
  Jinelle’s door is open at 11:00.  The upstairs’ hall 
  is on fire during the 2:00 period. 
   
  Area E - Parvis’ Room:  Parvis is in here 
  reading at 10:00 and 11:00, praying at 12:00, and 
  leaving at 1:00 to murder Adrean.  The door is 
  Beyond the Wisteria Tree 
   
  Page 7 
  
   
  open and the empty room on fire at 2:00 while 
  Parvis is downstairs exiting the building.  Clues 
  implicating Boland Thipp can be found here. 
   
  Area F - Lahara and Jinelle’s Room:  The 
  priestess Lahara stays in this room with her aide, 
  Jinelle.  Lahara is in here alone at 9:00, having 
  gone to bed early while Jinelle and Adrean stayed 
  downstairs to chat.  The door opens at 11:00 
  when Jinelle enters after a rendezvous with 
  Adrean.  Lahara is awake at 2:00 reciting from her 
  book, but falls unconscious before completing the 
  phasing ritual.  To break the time loop, the PCs 
  must complete the incantation printed on the page. 
   
  Area G - Adrean’s Room:  Adrean stays in 
  this room, his plans for the city spread about.  He 
  is here with Jinelle at 10:00 and later asleep at 
  11:00 as Jinelle sneaks out and returns to her own 
  room.  At 1:00, Parvis enters the room and 
  murders Adrean after a brutal yet silent struggle.  
  The room is on fire and the door open at 2:00. 
   
  Area H - Renadra’s Room:   This is where 
  Renadra sleeps.  At 10:00, Renadra enters this 
  room and gets ready for bed.  At 1:00, while 
  Adrean is getting assassinated under the effects 
  of Parvis’ silence spell, a picture is knocked off the 
  wall in Renadra’s room from Adrean slamming into 
  it from the other side.  Renadra angrily covers her 
  head with a pillow, thinking it is more activity from 
  when Jinelle was present in the room earlier. 
   
  Area I - Mina and Nello’s Room:   Renadra’s 
  children sleep here.  The door to their room is 
  never open, the children having entered between 
  periods.  They are here sleeping from 10:00 on. 
   
  Encounter Four - Back in the Present:  After 
  the party completes Lahara’s incantation, they and 
  everyone else previously trapped in the time loop 
  appear back in the present time around the 
  wisteria tree.  A battle with Parvis will most likely 
  ensue.  After Parvis has been defeated, the other 
  freed members of the house will give thanks to the 
  party.  Renadra and her sister will have a touching 
  reunion.  Adrean’s dead body will also be there, 
  and the party will have to decide what to do with it. 
   
  Encounter Five - Visiting the Duchess:  
  Unless the PC’s decide the end the adventure 
  early, they likely travel to The City of Woodwych 
  and seek audience with Verin to return Adrean’s 
  body or at least inform her where he is now buried. 
   They may also wish to report Boland Thipp’s 
  involvement in Adrean’s murder if they figured out 
  the clues in Parvis’ room at the inn.  Depending on 
  their Diplomacy rolls and previously awarded 
  medals and other honors, they may or may not get 
  past her chamberlain.  Should they succeed, they 
  will be further rewarded by the Duchess for 
  bringing to a close the mystery of Adrean’s death 
  and, if applicable, finding the one who hired 
  Parvis. 
   
  Conclusion:  The DM figures out the awards 
  and rewards gained. 
   
  DM Notes 
  Changing History 
   
  It is also important to remember that nothing 
  the PCs do will change the course of history.  
  Adrean’s death cannot be prevented, and the inn 
  cannot be prevented from burning down.  After the 
  party escapes the time loop, however, they are 
  free to use the knowledge they discovered therein 
  any way they see fit. 
   
  Laws of Physics 
   
  Certain 
  phenomena 
  that 
  occur 
  in 
  the 
  farmhouse violate real-world physics.  This is due 
  to the unique nature of the time loop and the 
  presence of the PCs not belonging in it.  If some 
  players start balking at the seeming implausibility 
  of the phenomena and recite scientific theories, 
  such as Newton’s Third Law of Motion ("For every 
  action, there is an equal and opposite reaction”), 
  have 
  their 
  characters 
  make 
  a 
  Knowledge 
  (Mathematics) check DC 30 or Knowledge 
  (Architecture) DC 35 to actually know these 
  anachronistic concepts.  If they fail those rolls, tell 
  the players their characters are unfamiliar with 
  such studies.  If, however, they do make those 
  Knowledge checks, tell them any violation of these 
  laws must mean more than just physics is at work 
  here.  And then roll your eyes at them for abusing 
  out-of-game knowledge. 
   
  Full Moon 
   
  The adventure begins the day after a full 
  moon.  For the purposes of lycanthropy, this will 
  not affect PCs with the curse while in the time 
  loop. It will, however, affect them if they, at the end 
  of the adventure, travel to the The City of 
  Woodwych for Encounter Five - Visiting the 
  Duchess.  The City of Woodwych is 100 miles 
  away as the crow flies from both the inn and Swan 
  Bore, so even if the party flies, they will not make it 
  there before night falls.   
   
  The only way to avoid a lycanthropic change 
  in this scenario is to decline to visit The City of 
  Woodwych (and thus miss the conclusion) or to 
  teleport the party there, ending the scenario before 
  night falls. 
   
  Beyond the Wisteria Tree 
   
  Page 8 
  
   
  Programmed Actions 
   
  The original seven NPCs found in the 
  farmhouse are stuck inside the time loop.  In effect 
  they are doomed to repeat the same basic actions 
  until the cycle is broken.  They are not ghosts or 
  automatons however, so they can still have some 
  interaction with the PCs.  This typically involves 
  speaking with them, although it is possible that 
  fighting could result as well.  Whatever the 
  outcome of these interactions, nothing can prevent 
  the predetermined actions from occurring (see 
  Changing History above).   This also means that if 
  a certain person performs an action (such as 
  letting the cat out) you must design events so that 
  the person lets the cat out at the correct time.  If a 
  person is killed by the party and then is required to 
  perform an action later, they simply disappear 
  from their previous location and appear alive and 
  well in the required one.   
   
  All specifically mentioned items: Parvis’ journal, 
  Adrean’s maps, any of the NPCs clothing, or 
  Lahara’s book; cannot be taken by the PCs.  The 
  PCs may be able to gain access to any of these 
  items for a brief period, but each time the scene 
  changes (the clock advances) the items are 
  returned to their proper locations – no matter what 
  precautions the PCs take against this occurance. 
   
  There are two exceptions to this.  The first is that 
  the PCs can affect themselves and Shandry 
  normally, and anyone injured or killed, or any 
  items taken within the period of the last cycle 
  immediately prior to the PCs escape will remain in 
  that condition when the cycle is broken. 
   
  The programmed actions and resetting time loop 
  do mean that those PCs who end up with hostile 
  PCs (such as by attacking Parvis in one cycle) will 
  have those NPCs’ attitudes reset to normal when 
  the next cycle begins. 
   
  Pre-Rolling Those Checks 
   
  To prevent the game from dragging, DMs may 
  want to pre-roll certain numbers, specifically the 
  following: 
   
  Parvis’ Disguise check:  Parvis is disguised 
  throughout half of the scenario as the elf “Quial,” 
  so pre-rolling his disguise check at the beginning 
  along with each players’ opposed Spot will help 
  speed the game along during the investigation 
  phase.  Parvis’ Disguise check is as follows:  APL 
  2 +18, APL 4 +21, APL 6 +23, APL 8 +25.  These 
  checks include Parvis’ base ranks in Disguise plus 
  the bonuses and penalties from the disguise kit, 
  Bluff, alternate race, and hat of disguise. 
   
  Adrean’s Identity:  Adrean Talnith’s face has 
  been immortalized in several places throughout 
  Adrean’s Landing.  As such, there is a good 
  chance the PCs recognize him.  Pre-rolling the 
  Spot checks for when the party first gets a good 
  look at him will help move the game along.  The 
  Spot DC to recognize Adrean is 15.  PCs get a 
  bonus of +2 on their Spot checks for each of the 
  following they possess: the Savior of Adrean’s 
  Landing Medal from The Great Pie Fest, Favor or 
  Disfavor of the Barony of Woodwych from 
  Returned Mail, and Proclamation of Hero also 
  from Returned Mail. 
   
  Special Game Mechanic: 
  Advancing the Clock 
  The gimmick of this adventure is that the PCs only 
  get to witness seven 5-minute periods of time in 
  the farmhouse over the course of the endlessly 
  looping night and must deduce what occurs during 
  the other 55 minutes they don’t see.  This, of 
  course, is the puzzle, and the cycle will likely have 
  to repeat a few times before they catch on.  
   
  Since the crux of the adventure rests on this 
  gimmick, it is extremely important the game 
  mechanic behind it is understood.  We call this 
  mechanic ‘advancing the clock,’ and its successful 
  implementation is vital to escaping the loop and 
  finishing the scenario.  Here is how it works: 
   
  Every 5 minutes, time within the loop suddenly 
  advances an hour.  That means only the first 5 
  minutes of each hour can be witnessed by the 
  PCs before it is suddenly an hour later, and they 
  are witnessing an entirely different scene in the 
  room in which they are standing.  This shift is very 
  obvious.  Read or paraphrase the following when 
  it occurs: 
   
   
  “All of a sudden the very air about you 
  shimmers with a silvery hue. You feel a slight 
  tugging at your gut, and then the sensation 
  and visual effect are gone.” 
   
   
  Depending on where the party is at that point, 
  the change in time may be obvious.  For instance, 
  if the PCs are in the Dining Hall when the clock 
  advances from 9:00 to 10:00, the guests and staff 
  will suddenly be gone.  On the other hand, there is 
  no discernible change in the Dining Hall from 
  11:00 to 12:00, as it is unoccupied during both 
  periods. 
   
  Beyond the Wisteria Tree 
   
  Page 9 
  
   
  The Clock Resets 
   
  The seventh time period, 2:00 am, is unlike 
  the others.  Not only is the farmhouse on fire 
  during this period, it is only 1 minute in length.  
  After this 1 minute, the clock advances—resets, 
  actually—to 8:00 pm, and the time loop begins all 
  over again, the NPCs having been reset to their 
  starting positions in Area B - Dining Hall.  The PCs 
  do not reset, though; they remain in the room they 
  were standing in at the end of the 2:00 period. 
   
  Once the PCs figure out this puzzle, they will 
  quickly learn to how to move about and investigate 
  the inn with ease. 
   
  Interacting with the 
  Environment 
  As the PCs are merely interlopers in this alternate 
  phase, they are unable to permanently affect 
  anything caught in the time loop – with the 
  exception of each other, Shandry and the Stream 
  Wisps/Sentries.  Here is a summary of how 
  physics, magic, and other acts by the PCs apply in 
  this loop: 
  • 
  Forming the boundary of the temporal 
  loop, an opaque bubble 100 feet in 
  diameter encapsulates the inn and the 
  surrounding land.  It is indestructible, 
  being formed of time, and nothing can 
  bypass it. 
  • 
  The PCs are able to interact with any of 
  the original seven people caught in the 
  loop, however they will continue to act 
  according to their “program”, regardless of 
  PC actions.  For example, the PCs may 
  warn 
  Adrean 
  of 
  the 
  upcoming 
  assassination attempt, but Adrean will still 
  go upstairs to bed.  Similarly, the PCs may 
  kill Parvis in an attempt to stop the time 
  loop, but his corpse will arise (any items 
  taken from him will reappear on his 
  person) and head down the hall to kill 
  Adrean at the appointed time.  Even if 
  disintegrated, the key events will still 
  proceed as scheduled. 
  • 
  Continuing this thread, the original seven 
  NPCs will act as though they are 
  dreaming and the PCs are only walking 
  through the dream.  Nothing the PCs do 
  will 
  be 
  considered 
  unusual 
  (except 
  initiating combat), nor will the NPCs even 
  react to things like PCs hanging outside a 
  second story window or observing them 
  while they prepare for bed. 
  • 
  Stream wisps and stream sentries patrol 
  regions 
  of 
  alternate 
  time, 
  attacking 
  everything that does not belong.  These 
  creatures do not interact with any of the 
  original seven people caught in the loop.  
  For all intents and purposes, the two 
  groups do not exist in the other’s reality. 
  • 
  Gravity, the laws of physics, and other 
  real-world phenomena still apply to the 
  PCs themselves. 
  • 
  The walls, doors, windows, and anything 
  else of a physical nature comprising the 
  inn are destructible, but they will reform 
  during the next time loop.  This allows 
  clever PCs to break through a wall to 
  observe the actions in a particular room, 
  but the wall will return when time resets 
  itself. 
  • 
  It is very important to note that PCs 
  cannot open doors, pick up objects 
  (other than special ones described in 
  the text), or otherwise mundanely 
  interact with anything other than the 
  NPCs.  They can destroy objects, batter 
  down doors or otherwise violently 
  manipulate things, but these changes 
  are temporary and are fixed in the next 
  cycle of the time loop. 
  • 
  The PCs have extreme difficulty moving 
  through smoke in the time loop.  That 
  means PCs moving through areas, such 
  as in the chimney during the 8:00 and 
  9:00 periods and upstairs during the fire at 
  2:00, have their movement rates reduced 
  to 5, regardless of the PCs’ normal 
  speeds.  PCs may not take free 5-foot 
  steps into or out of squares with smoke.  It 
  also obscures all vision beyond 5 feet like 
  solid fog.  Similarly, the fire (being time 
  compressed) 
  is 
  solid, 
  and 
  does 
  bludgeoning 
  damage 
  rather 
  than 
  elemental fire damage (see Adjudicating 
  the Fire in Encounter 3 for more details on 
  the fire). 
  • 
  The temperature is always a constant 72 
  degrees Fahrenheit (22 Celsius), even 
  when standing within fire. 
  • 
  The original seven members of the inn 
  and anything they are wearing or carrying 
  are mostly insubstantial with respect to the 
  PCs; they party may walk through any 
  original 
  seven 
  as 
  if 
  the 
  PC 
  was 
  incorporeal.  This is due to Lahara’s spell 
  affecting the targeted seven differently 
  than the house itself. 
  Beyond the Wisteria Tree 
   
  Page 10 
  
   
  • 
  Stream wisps and sentries are incorporeal 
  with respect to the structures in the time 
  loop, and not only can they pass through 
  doors, walls, floors, etc., their blindsight 
  extends through them as well.  Therefore, 
  it is nearly impossible to hide from these 
  creatures. 
  • 
  As this time loop does not exist in the 
  normal time-stream, it is disjoined from all 
  other planes, including the astral, ethereal, 
  and shadow planes.  This will have the 
  effect of negating such spells as blink, 
  etherealness, astral projection and the 
  like. 
  • 
  Spells with the [calling, summoning, 
  teleportation, and shadow] descriptors 
  cannot be cast, although they are not 
  wasted if attempted.  The same holds true 
  for spells that access or pass through 
  other planes, such as phase door. 
  • 
  Divination (scrying) spells cannot create 
  magical sensors beyond the bubble 
  encapsulating the time loop. 
  • 
  A wish or miracle is the only way to violate 
  any of these laws.  If the PCs use such 
  magic, 
  please 
  judge 
  the 
  results 
  accordingly. 
   
  Introduction 
  This 
  adventure 
  begins 
  in 
  the 
  Duchy 
  of 
  Woodwych—previously known as the Barony of 
  Woodwych.  Therefore, any character that 
  possesses the “Favor of the Barony of Woodwych” 
  from Returned Mail is permitted to take the 
  Standard lifestyle cost at half price.  By the same 
  token, any PC who has the “Disfavor of the Barony 
  of Woodwych” must pay double Standard lifestyle 
  costs for this scenario. 
   
  Have each player inform you if his or her 
  character participating in this scenario also 
  adventured in The Great Pie Fest or Returned 
  Mail.  If so, review their log sheets, adventure 
  records, or other documentation to determine if 
  they possess any of the following: 
  • 
  “Savior of Adrean’s Landing” (Pie Fest); 
  • 
  “Favor of the Barony of Woodwych” 
  (Returned Mail); 
  • 
  “Proclamation of Hero” (Returned Mail); 
  • 
  “Disfavor of the Barony of Woodwych” 
  (Returned Mail). 
   
  Note who has which of the above items, as 
  this becomes important during Encounter Five - 
  Visiting the Duchess if the party wishes to speak 
  to the Duchess of Woodwych.  Also, it helps the 
  PCs recognize Adrean when they spot him in the 
  farmhouse in the time loop.  At this time find out 
  which PCs have curses and take note of them.  
   
  The Adventure Begins 
   
  “The 
  unimproved 
  road 
  south 
  from 
  Adrean’s Landing has seen increasing traffic 
  ever since the founding of that new city a few 
  years ago.  While barges and ferries to and 
  from Arnford still dominate the trade route, 
  foot travel is making roadside businesses an 
  attractive option for some.  Farmers park their 
  fruit carts and hawk their produce to passers-
  by, no longer feeling the need to travel all the 
  way to Adrean’s Landing. 
   
  Today, however, finds the road somewhat 
  difficult to negotiate.  Last night’s storm left 
  the road muddy; the long existing ruts 
  becoming troughs of brown water.  Leaves, 
  branches, and other forms of foliage blown 
  about by the night’s strong winds are strewn 
  about here and there.  A faint sprinkle still falls 
  from the heavily overcast sky.  
   
  At just before noon, you arrive at a newly 
  built roadside inn approximately 15 miles 
  south of Adrean’s Landing.  Its merchant’s 
  shingle bears the prominent image of a green 
  and orange toad.  In bright letters, it reads in 
  common “Briar Toad Inn.”  Short, thin chains 
  attach a secondary shingle beneath that 
  contains wording in a different language.” 
   
  [It reads “Briar Toad Inn” in elvish, an addition 
  business-savvy Kalia made to the sign to appeal 
  to customers from the Celadon.] 
   
  “A long hitching post in the front has 
  several horses attached, and a few wagons 
  and carts are also parked nearby. 
   
  As you near the building, your attention is 
  immediately drawn to a commotion occurring 
  near a large, blossoming tree some 300 feet 
  behind the inn amidst tall grass.  Nine to ten 
  people are gathered about with some of them 
  appearing quite emotional and distressed.” 
   
   
  Ask the PCs what they wish to do and 
  proceed to Encounter One accordingly. 
   
  Encounter One: 
  Tumult at the Briar Toad Inn 
  Ignoring the Hook 
   
  If the PCs ignore the obvious adventure hook 
  and decide to just enter the inn, read the following: 
   
  Beyond the Wisteria Tree 
   
  Page 11 
  
   
   
  “You approach the inn rather than the 
  commotion at the tree, and a serving wench 
  leaning against the doorway nods to you.  
  ‘Quite the scene, eh?  I don’t blame you for not 
  wanting to get involved.  Not everyone is cut 
  out for heroics.  I’m sure not!’ she adds with a 
  chuckle.  ‘Yep, leave all that adventuring stuff 
  to the fools.  Us nameless shopkeepers, 
  fishwives, and serving wenches are quite 
  content leading boring, ordinary lives, thank 
  you very much.’” 
   
   
  Jana Porterman (female human Com 1; hp 
  4). 
   
   
  If the party presses her for more information, 
  she tells them she is not sure what is happening—
  only that the large yonder tree somehow appeared 
  over night and someone is now missing.  She has 
  nothing else to add, and nobody else is inside the 
  inn.  She certainly serves the party food and drink 
  if they so desire.  She’s new to the area, and has 
  no history to offer. 
   
  The temporal portal only remains for another 
  10 hours.  If the party refuses to enter it within that 
  time, the adventure is over for them. 
   
  Taking the bait 
   
  If the party decides to investigate the tree, 
  read or paraphrase the following: 
   
   
  “As you approach the group of gathered 
  townsfolk, you realize the large tree has grown 
  up the side of a crumbling chimney, many of 
  its branches intertwining it.  A middle-aged 
  woman with reddish brown hair approaches 
  you with a look of concern on her face.  ‘Good 
  day, friends.  Mayhap you might be able to 
  help us out here.  Something terrible has 
  happened, and we’ve been at a loss to fix it!’” 
   
   
  Kalia Westerly (female human Exp 8; hps 28, 
  Bluff +2, Craft (Weaving +16)). 
   
   
  If pressed for more information, she has the 
  following to offer, all of which is true: 
   
  • 
  The tree was not here the night before. 
  • 
  When the new tree was spotted this 
  morning, Kalia and her husband, Zilus, 
  went out to investigate, accompanied by a 
  couple staying at the inn and their 8 year-
  old daughter. 
  • 
  The young girl, Shandry, ran ahead, 
  excited at all the lustrous blooms on the 
  tree, and suddenly shimmered away into 
  nothingness as she got within 20 feet of it. 
  • 
  Distraught parents, Volene and Padd, 
  cried out to their daughter, to no avail. 
  • 
  Padd ran after her and also disappeared. 
  • 
  They don’t know what to do next. 
   
  Regarding farther in the past… 
   
  • 
  The chimney is part of an old farmhouse 
  owned by Kalia’s late sister, Renadra 
  Galantan, which had been converted into 
  a makeshift inn.  It burned down in 589, 
  killing Kalia’s sister and children. 
  • 
  Renadra’s husband had died in 583 of 
  natural causes, and it was then his widow 
  decided to convert the farmhouse to help 
  support her family. 
  • 
  Kalia inherited the land from her sister but 
  did not build her new inn, the Briar Toad, 
  until last month. She and her husband had 
  been living in Mowbrenn and moved here 
  after the insurrection last year. 
  • 
  Kalia left the chimney of the former 
  farmhouse standing as a memorial to her 
  sister. 
  • 
  Kalia named her new inn The Briar Toad 
  in homage to her late sister’s childhood 
  fascination with the rare briar toad. 
  • 
  Some 
  cruel, 
  local 
  children 
  have 
  nicknamed 
  it 
  The 
  Fire 
  Toad 
  Inn, 
  referencing how the previous roadside 
  stop had burned down. 
   
  Other Present NPCs 
   
  Aside from Kalia, there are nine other NPCs: 
  Kalia’s husband, Zilus Westerly (male human 
  Com 4; hps 10); the grieving mother and wife, 
  Volene Armolis (female human Com 2; hps 6; +2 
  Sense Motive); and seven other townsfolk 
  (humans Com 1; hps 4).  Zilus is a quiet man who 
  lets his wife do the talking.  If questioned himself, 
  he confirms everything Kalia says.  Volene is very 
  emotional, being distraught at the prospect of 
  losing her husband and child.  A PC can try to 
  calm her down with a Diplomacy check (DC 16 + 
  APL) or through magic, such as calm emotions, 
  which is not considered a hostile action in this 
  instance; she does not try to resist the spell.  Once 
  calmed, Volene can be questioned but has little 
  else to add.  She provides the following if 
  specifically questioned: 
  • 
  Volene and her husband, Padd, are 
  second-hand book vendors.   
  Beyond the Wisteria Tree 
   
  Page 12 
  
   
  • 
  They live in Beetu 80 miles to the south 
  with their daughter, Shandry, and were 
  heading into Rel Mord with a new 
  collection of books to sell. 
  • 
  Shandry 
  is 
  8 
  years 
  old 
  and 
  very 
  rambunctious.  She loves flowers and 
  other pretty things, which is why she ran 
  towards the mysterious tree, ignoring her 
  parents’ calls for her to stay back. 
   
  Knowledge Checks, et al. 
   
  At this point, the PCs may wish to make 
  knowledge 
  checks 
  and 
  try 
  to 
  apply 
  this 
  information.  Adjudicate as follows: 
   
   
  Identifying the Tree:  The tree can be 
  identified as wisteria automatically by anyone with 
  a class level of druid or by succeeding in any of 
  the following checks:  Knowledge (Nature) (DC 
  11), Profession (Herbalist) (DC 13), or an 
  Intelligence check DC 16.  Clerics of Cyndor, 
  Labelas Enoreth, and Lendor can make a 
  Knowledge (Religion) check (DC 11) to identify the 
  tree. 
   
  Wisteria is a climbing woody vine in the pea 
  family, having compound leaves and drooping 
  clusters of showy purplish or white flowers.  It is 
  known to exist throughout parts of Nyrond, 
  including Woodwych. 
   
  Wisteria Properties:  A Knowledge (Arcana) 
  (DC 15), Knowledge (Nature) (DC 17), or 
  Spellcraft (DC 19) reveals that wisteria, like 
  belladonna, mistletoe, and other types of flora, has 
  mystical properties in certain circumstances.  It is 
  mostly associated with time—specifically, loops of 
  time and paradoxes.  Clerics of Cyndor, Labelas 
  Enoreth, and Lendor automatically know this. 
   
  Proximity of the Portal 
   
  The portal is an invisible sphere 40 feet in 
  diameter, centered on the trunk of the tree at its 
  base.  When it came into being, it neutralized the 
  surrounding ground and foliage to its effect, which 
  is why there is no gaping hole in the ground.  
  Despite being invisible, the perimeter of the portal 
  can be easily determined.  The first obvious clue is 
  that the tracks of Padd and Shandry end at its 
  edge. 
   
  Objects tossed at the tree vanish in a shimmer 
  as soon as they hit the edge of the portal, ending 
  up in the time loop.  They do not stay there, 
  however.  The stream sentry that killed Padd with 
  its temporal damage (see Encounters Two and 
  Three) is still in the vicinity on the other side of the 
  portal and attacks all objects entering the time 
  loop.   
   
  Anything tossed into the portal returns in 
  1d6+4 rounds on the ground just outside the point 
  where it entered.  Such objects are unharmed and 
  lack any marks.  (The stream sentry attacks both 
  living and non-living material entering the loop, 
  hitting with its tendrils that expel part of the object 
  out of its realm with each strike. When the person 
  is dead or the object brought to 0 hps, it is 
  returned whence it came.) 
   
  For objects that return from the time loop, read 
  or paraphrase the following: 
   
   
  “All of a sudden, part of the air 20 feet from 
  the tree begins to shimmer with a silvery hue 
  and emits a disconcerting, high pitched whine. 
   Coalescing in the center of this effect is [the 
  object] that shimmered away into nothingness 
  earlier.” 
   
   
  Examining the Area 
   
  If the PCs decide to search, detect, and 
  otherwise examine the area, the following results 
  occur: 
   
  Search for Tracks:  The previous night’s rain 
  has left the area wet, soggy, and ideal for tracking. 
  Aside from the trampled grass and numerous 
  footprints of the gathered townsfolk staying a safe 
  40 feet from the tree (DC 0 to track), a tracking 
  check of 5 reveals the tracks of Padd heading to 
  the tree and suddenly stopping 20 feet from it.  A 
  Track check of 6 also reveals the footprints of 
  Shandry having done the same thing. 
   
  Also found during a search around the portal 
  (Search DC 11) are several dead animals: birds, 
  mice, gophers, and other creatures that might 
  enter the portal unknowingly.  They, too, were 
  attacked by the sentry on the other side over the 
  course of the night.  There are no indications as to 
  how they died.  No broken bones, no abrasions, 
  nothing.  See the subsection “Examining the Body” 
  in Encounter Two for more information. 
   
  Finally, small twigs, branches, and leaves that 
  were blown into the portal during the storm were 
  also expunged.  They now lie in the tall grass at 
  the perimeter of the portal, and it takes a Search 
  DC of 23 to see them and the recognizable pattern 
  of surrounding the portal.  
   
  Detect Magic:  If the tree or the temporal 
  portal around it is scanned for magic, neither 
  radiates. The power that advanced the tree in age 
  from just a pod was instantaneous, and there is no 
  residual magic.  As for the invisible portal, is not 
  Beyond the Wisteria Tree 
   
  Page 13 
  
   
  radiating magic because of the nature of temporal 
  energy.  If any PC made the “Wisteria Properties” 
  knowledge check in the previous subsection, 
  “Knowledge Checks, et al.,” he also knows 
  temporal portals do not usually radiate magic. 
   
  Speak with Animals / Plants:  The plants 
  and the animals in the area, if spoken to, relate 
  how the tree suddenly grew “when the wind 
  pushed, the rain hurt, and the round light was high 
  in the dark sky.”  It takes a Sense Motive check 
  DC 12 to realize they mean the moon was in its 
  highest point in the sky. 
   
  Divination Spells:  No magic short of a wish 
  or miracle can divine, scry, or detect the location 
  of Padd or Shandry, since they do not exist in this 
  time. 
   
  Moving on to Encounter Two 
   
  After the PCs have spent an adequate amount 
  of time getting information from the NPCs and 
  doing their own investigatory work, move on to 
  Encounter Two: Padd Appears. 
   
  Encounter Two: 
  Padd Appears 
   
  When you determine it appropriate, begin 
  Encounter Two by reading or paraphrasing the 
  following: 
   
   
  “All of a sudden, part of the air 20 feet from 
  the tree begins to shimmer with a silvery hue 
  and emits a disconcerting, high pitched whine. 
   Coalescing in the center of this effect is the 
  unmoving body of a man lying on his back.  As 
  he fully materializes, he displaces the tall 
  grass.  After a moment of shock, Volene cries 
  out, ‘That’s my husband!’ as she clutches her 
  bosom in fear and dread.” 
   
   
  If the party succeeded at the earlier Track 
  check, they know Padd has appeared where his 
  footprints ended.  The body is 1 foot from the edge 
  of the portal.  If the PCs wish to lasso, hook, or 
  otherwise ensnare him to drag him away, he has 
  an AC of 9, taking into account his lack of 
  Dexterity, prone position, etc.  
   
  Examining the Body 
   
  Padd is dead, having been killed by the 
  stream sentry.  No examination of the body 
  reveals the cause, as the temporal damage he 
  suffered left no marks—residual or otherwise.  A 
  PC can, however, exclude necromancy, poison, 
  disease, and other traditional forms of non-visible 
  damage as the cause of death with a successful 
  Heal check (DC 15). 
   
  The body can be raised, although none of the 
  townsfolk, including Volene, has the requisite 
  diamond component.  If Padd is brought back from 
  death, he describes how he was transported to 
  another place and time—it was evening where he 
  went—and was attacked by a ball of sparkling 
  light.  The entity lashed out at him with tendrils of 
  energy, which apparently killed him.  Shandry fled 
  when they were attacked, running into the front 
  door of some home as the goodwife opened it up. 
   
   
  Padd Armolis (male human Com 3; hps 11; 
  Will Save +2).  If raised, loses a level, becoming 
  Com 2; hps 8; Will Save +1. 
   
  Speak with Dead 
   
  If a PC casts speak with dead on the corpse, it 
  gets a saving throw (Will save +2) if the caster is 
  any other alignment than Padd’s, Neutral Good.  
  The corpse recalls what happened to it in the time 
  loop and answers questions pursuant to the spell’s 
  effects (i.e., briefly, cryptically, etc.).  It answers 
  thusly to the following anticipated questions: 
   
   
  What killed you?  A ball of light. 
   
  How did the ball of light kill you?  With 
  tendrils of energy. 
   
  What kind of energy?  I don’t know. 
   
  Could you damage it?  I think so. 
   
  Where were you when you died?  I was at a 
  farmhouse at night. 
   
  Is Shandry alive?  Yes. 
   
   
  Adjudicate any other questions as necessary. 
   
  Volene’s Plea For Help 
   
  After Volene learns Padd is dead, she sobs 
  with grief as Kalia tries to comfort her.  After she 
  composes herself (conveniently after the PCs are 
  finished examining the body), Volene pleads with 
  them to save her daughter.  Obviously, the 
  grieving mother is asking something absurdly 
  dangerous of these strangers.  If the PCs made 
  their “Wisteria Properties” Knowledge check 
  earlier, however, they can draw the reasonable 
  conclusion that this could a temporal portal and 
  may not necessarily be innately deadly. 
   
  Of course there are always those greedy PCs 
  who only do good deeds if they get paid.  If the 
  party even hints at a “what’s in it for me?” 
  proposition, Volene without a  second thought 
  desperately tugs at her wedding ring, trying to 
  Beyond the Wisteria Tree 
   
  Page 14 
  
   
  remove it.  “Here, take my ring!  Just save my 
  daughter!” she begs. The simple gold band 
  engraved with the words “For my love” is valued at 
  90 gp and takes 30 seconds for her to get it off her 
  finger.  If the PCs have not yet waived off such 
  payment by that time, she hands it to the one she 
  perceives to be the greediest. 
   
  All other townsfolk present are appalled if the 
  PCs accept Volene’s wedding ring in payment.  
  Sample condemnations include: 
   
  • 
  “By Pelor’s light, her husband just 
  died, you jackals!” 
  • 
  “Boo!  If you don’t want to go, don’t go! 
   —Just don’t do something so callous 
  as take this poor woman’s ring!” 
  • 
  “Look at this filth!  A little girl is in 
  danger, and these wicked devils want 
  to profit from it!” 
   
   
  If, however, the PCs insist Volene keep her 
  ring, she thanks them heartily. 
   
  Convincing Hesitant PCs 
   
  Even good-intended PCs may be justifiably 
  wary of approaching the tree or stepping through 
  the portal.  While most players may realize it 
  probably isn’t suicide to enter the portal based 
  upon their meta-game presumption the scenario 
  won’t go on unless they do so, good roleplayers 
  will still play up their understandable concern and 
  hesitance.  For them, they may need a little more 
  convincing. 
   
  If that should happen, swap out one of the 
  previously nameless commoners with the herb 
  woman, Goody Percal.  (Goody means “Goodwife” 
  and is used in the same context as “missus.”) 
   
   
  Goody Percal (female human Exp 6; hps 20; 
  +12 
  Heal, 
  +11 
  Knowledge 
  (Nature), 
  +12 
  Profession (Herbalist)).   
   
   
  She is an elderly woman in her 60’s who 
  travels about selling various herbs for culinary, 
  medicinal, and spiritual purposes, and is present 
  today to sell to Kalia.  She pipes in an observation 
  if the PCs are refusing to approach the tree: 
   
   
  “’I’ve been watching with interest, young 
  ones, a I can understand how you might be 
  wary to blindly walk into danger.  Let me allay 
  your fears, though.  I am well familiar with 
  wisteria,’ she says gesturing to the tree, ‘and it 
  seems to me you must somehow enter and 
  right some kind of wrong or otherwise repair 
  that which is causing this flux.’”  
   
   
  If this is the first time the players are 
  identifying the tree as wisteria or hearing about its 
  time properties, she adds,  
   
   
  “As you may know, this is a wisteria tree, 
  and like belladonna, mistletoe, and other types 
  of flora, it has mystical properties in certain 
  circumstances. It is mostly associated with 
  time—specifically, 
  loops 
  of 
  time 
  and 
  paradoxes.”   
   
   
  She doesn’t know anything else, but politely 
  encourages the PCs to help find Volene’s 
  daughter. 
   
  Ending the Adventure 
   
  If the PCs still refuse to help out, and more 
  than 10 hours pass, then the portal suddenly 
  closes and the adventure is over for them.  They 
  should be given a warning, however, if they try to 
  leave.  Goody Percal warns them, “I fear that this 
  portal—or whatever it is—is unstable and may not 
  last much longer.  If you leave now, it may be too 
  late.” 
   
  The party does, however, have 10 hours, but 
  there is no way to determine this.  Clerics who 
  pray at noon have the opportunity to prepare 
  spells as needed  (the party arrives at the inn just 
  before noon) if the PCs want to risk waiting the 
  hour. 
   
  Stepping Through the Portal 
   
  Once the PCs decide to step through, read or 
  paraphrase the following: 
   
   
  “As you near to within 20 feet of the tree, 
  you suddenly feel a tugging at your gut almost 
  as if the wind has been knocked out of you.  
  The air swirls about in a shimmer of silvery 
  hues.  A moment later, you find yourself 
  standing outside in front of a farmhouse.  It is 
  past dusk with only the faint orange glow of 
  the setting sun on the horizon. The sounds of 
  people talking and the clanking of dining 
  implements can be heard from inside.” 
   
   
  Proceed 
  to 
  Encounter 
  Three: 
  Back 
  at 
  Renadra’s Farmhouse. 
   
  Beyond the Wisteria Tree 
   
  Page 15 
  
   
  Encounter Three: 
  Back at Renadra’s Farmhouse 
  Arriving at 9:00 
   
  Having passed through the temporal portal, 
  the party arrives just outside Renadra’s farmhouse 
  (Area A, see below) in the year 589, during the 
  9:00 pm time phase.  This is the night the 
  farmhouse burns down, so the landscape is quite 
  different for the PCs.  Rather than being ruins, the 
  farmhouse is still standing, and Kalia’s new inn, 
  the Briar Toad, is nowhere to be found.  The grass 
  is not overgrown, and it is evening with the moon 
  (Luna) at half.  There are no wisteria trees around. 
   
  Depending on the degree of information the 
  party received before arriving here, it may or may 
  not be obvious where they are.  The PCs can 
  make Wisdom checks or their best nature-based 
  skill checks (both DC 10) to recognize the 
  landscape as being generally the same as where 
  they were before they entered the portal. 
   
  Keep in mind; the stream wisps or sentries 
  attack 2 minutes after the first PC arrives in the 
  time loop, so watch the clock. 
   
  What Happened to Shandry and Padd 
   
  The party may try to contact Shandry, who is 
  currently hiding in Lahara and Jinelle’s room (Area 
  F).  Since Shandry is part of the PCs’ time stream, 
  they are fully able to interact with and affect her.  
  Here is a breakdown of what happened to her and 
  Padd when they arrived in the loop. 
  • 
  Shandry arrived during the 8:00 period. 
  • 
  Stream sentries patrolling this space 
  detected her at a distance, and moved in 
  to attack. 
  • 
  Padd arrived. 
  • 
  The sentries attacked Padd, as he was 
  the closest.   
  • 
  Renadra opened the farmhouse’s front 
  door to let the cat out. 
  • 
  Padd yelled at Shandry to run inside; she 
  did, passing right through Renadra. 
  • 
  In the Dining Hall, Lahara was saying 
  goodnight to Jinelle, and Shandry thought 
  the elderly woman was telling her to come 
  upstairs. 
  • 
  The sentry killed Padd and then headed 
  for Shandry. 
  • 
  Shandry entered Lahara’s room as the 
  woman opened the door.  The stream 
  sentry was stopped by the force created 
  by Lahara’s book, and Shandry has been 
  hiding under the table ever since. 
   
   
  Having been traumatized by seeing her father 
  attacked and then chased by the sentry, Shandry 
  is in a state of shock.  She does not answer any 
  calls for her name until the party enters Lahara’s 
  room.  She continues to just rock back and forth 
  near the nightstand.  See Area F for more 
  information. 
   
  Environment Recap 
   
  This is the first time the PCs experience the 
  odd environment that is the time loop.  The DM 
  should reference the previous section “Interacting 
  with the Environment” to adjudicate PCs’ actions, 
  as they will most likely try to break open the door, 
  smash windows, etc., as well as experiment with 
  other things to understand what they can expect 
  during the rest of the scenario.  The DM should 
  also remember the party cannot travel outside the 
  bubble that encapsulates the entire area, and 
  spells such as dimension door, etherealness, 
  summon monster, passwall, teleport, etc. have no 
  effect here.  Such spells are not wasted if 
  attempted, however. 
   
  Another aspect worth repeating is that neither 
  the party nor Shandry can affect the environment. 
  That means nobody leaves footprints; Shandry 
  cannot be tracked, although she can be contacted 
  magically. 
   
  Spotting Adrean and “Quial” 
   
  There will come a time when the party gets 
  their first good look at Adrean.  Whenever it 
  occurs, the DM needs to determine if any of the 
  PCs recognize him.  As his face has been 
  immortalized 
  in 
  several 
  places 
  throughout 
  Adrean’s Landing (albeit in idealized fashions), he 
  is not too difficult to recognize. The Spot DC to 
  recognize Adrean is 15.  PCs get a bonus of +2 on 
  their Spot checks for each of the following they 
  possess: the Savior of Adrean’s Landing Medal 
  from The Great Pie Fest, Favor or Disfavor of the 
  Barony of Woodwych from Returned Mail, and 
  Proclamation of Hero also from Returned Mail. 
   
  Once he is recognized, the DM passes out the 
  player handout “Common Knowledge Regarding 
  Adrean Talnith.”  If he is not recognized by any of 
  the PCs, his identity can still be discovered 
  through searching his room (marked as Area G). 
   
  There will also come a time when the party 
  gets their first good look at Parvis disguised as the 
  Celadon elf “Quial.”  Whenever it occurs, the DM 
  needs to determine if any of the PCs recognize 
  him as ‘someone in disguise.’  Parvis’ Disguise 
  check is as follows:  APL 2 +18, APL 4 +21, APL 6 
  Beyond the Wisteria Tree 
   
  Page 16 
  
   
  +23, APL 8 +25.  These checks include Parvis’ 
  base ranks in Disguise plus the bonuses and 
  penalties from the disguise kit, Bluff, alternate 
  race, and hat of disguise. 
   
  Adjudicating the Fire 
   
  When the clock advances to the 2:00 am 
  period, the PCs find the farmhouse suddenly on 
  fire.  This most likely catches a few of them off-
  guard and could easily kill 1st level characters.  
  Therefore, it is important to know and understand 
  how the fire works. 
   
  On the judge’s maps of the inn, there are 
  symbols representing the location of smoke and 
  the location of fire, each has its own effect as 
  follows: 
   
  Smoke:  PCs moving through squares 
  designated as smoky have their movement rates 
  reduced to 5, regardless of their normal speed or 
  enhancements thereto, as well as have their vision 
  obstructed beyond 5 feet (think solid fog).  If they 
  move from a clear square to a smoky square, their 
  movement ends for that turn.  PCs may not take 
  free 5’ steps into or out of smoky squares. 
   
  Fire:  The flames never burn those who are 
  outsiders to this time loop.  They do, however, 
  cause grievous wounds, as their seeming mass 
  stabs at the flesh of interlopers.  The effect is an 
  attack that causes bludgeoning damage for every 
  burning square entered, the degree of which 
  depends on the APL: 
   
  APL 2 (CR 4) 
  Flames:  Atk +5 (1d4+1, bludgeoning flames) 
   
  APL 4 (CR 5) 
  Flames:  Atk +9 (1d6+2, bludgeoning flames) 
   
  APL 6 (CR 7) 
  Flames:  Atk +11 (1d8+3, bludgeoning flames) 
   
  APL 8 (CR 9) 
  Flames:  Atk +13 (1d10+4, bludgeoning flames) 
   
   
  These Challenge Ratings take into account 
  the number of squares that are burning and 
  smoky, as well as the ability to quickly move from 
  a burning square to a safe spot. At APL 8, for 
  example, it is possible for someone caught off 
  guard on the upper floor to have to travel through 
  more than 10 squares through both fire and 
  smoke (at a movement rate of 5) to find their first 
  haven, suffering a potential 10d10+40 points of 
  damage. 
   
  The Little Numbers in the Corners: 
   
  If this scenario is played at the higher APLs, 
  more squares are on fire during the 2:00 am time 
  period than at APL 2 and 4.  To determine if a 
  particular fire square on the map is present during 
  a given APL, consult the small number in the 
  upper right corner of such squares.  The numbers 
  are either 2, 4, 6, or 8, and correspond to the 
  APLs of the scenario.  Anything marked “2” is on 
  fire during all APLs.  Squares designated as 4 are 
  only on fire in APL tables of 4, 6, and 8.  Squares 
  marked 6 are on fire at APL 6 and 8 tables, and 
  squares marked 8 are on fire only at APL 8 tables. 
   
  Bypassing the Perils:  Several tactics 
  succeed in bypassing these perils.  To avoid being 
  slowed by the smoke, PCs can cast freedom and 
  gaseous form, as well as utilize the benefit of the 
  Travel domain.  To avoid the fire, the PCs can 
  jump over burning squares (provided they’re not 
  prevented from doing so by the smoke), fly, 
  levitate, spider climb across the ceiling, etc. 
   
  Killing Poor Shandry:  While it would be 
  quite possible for the flames to kill poor 2-hp 
  Shandry, you should attempt to avoid this.  The 
  little girl is very lucky and if at all possible have her 
  place herself into a square that will not be in flame 
  when 2:00 rolls around.  If this is not possible, then 
  have the flames do minimum damage and allow 
  her to get clear.  The purpose of this is to help the 
  PCs be heroic and save the child.  It is very 
  possible that specific actions of the PCs (such as 
  ordering her to stay in place) might result in her 
  being trapped and killed, but attempt to keep her 
  alive if at all possible. 
   
  Encounter Three and a Half: 
  Attack of the Sentries 
   
  Exactly 2 minutes after the party arrives, a 
  group of wisps or sentries (depending on the APL) 
  attacks.  Passing through the bubble barrier at the 
  most southern part of the exterior map, they 
  charge the closest PC.  It is important to read up 
  on the tactics of these creatures in the Appendix, 
  as their CR is partially based on their slight 
  stupidity in always attacking the closest creature, 
  regardless of tactical benefits to the contrary.  This 
  can be used to the advantage of PCs who figure it 
  out quickly. 
   
  While the sentries can pass and see through 
  the ground, walls, floors, and other structures of 
  this time loop as if they were incorporeal and had 
  x-ray vision, they never, ever utilize the tactic of 
  Beyond the Wisteria Tree 
   
  Page 17 
  
   
  submerging themselves safely in the ground and 
  flailing at helpless PCs with their 10’ reach 
  tendrils. Not only do they lack the intelligence to 
  think of it—they merely exist on an instinctual 
  level—this abusive, cheesy tactic would set the 
  Encounter Level through the roof. 
   
  Any PCs who are killed by a wisp or sentry are 
  expelled from the time loop, their body and worn 
  possessions returning to just outside the temporal 
  portal at the point where they entered.  The NPCs 
  back ‘on the other side’ do not have the ability to 
  raise the dead, so dead PCs are out of play until 
  the rest of the party escapes the loop. 
   
   
  APL 2 (EL 4) 
  Stream Wisps (3): Small elemental (time, lawful); hp  
  15,  10,  12; see Appendix 6. 
    
  APL 4 (EL 6) 
  Stream Sentries (2): Small elemental (time, lawful); hp  
  42, 49; see Appendix 6. 
   
  APL 6 (EL 8) 
  Advanced Stream Sentries (2): CR 6; Small-sized 
  Elemental (Lawful, Time); HD 11d8+22; hp 70, 79; Init 
  +9 (+5 Dex, +4 Improved Initiative); Spd Fly 80 ft. 
  (perfect) (16 squares); AC 20 (+5 Dex, +1 Size, +3 
  natural, +1 dodge (haste)); Full Atk 3 Tendrils +14 
  melee touch (1d8 temporal); Base Attack/Grapple 
  +8/+4; SA Temporal Damage (Su); SQ Darkvision 60 ft., 
  Blindsight, haste, DR 10/bludgeoning, immunity to 
  poison, sleep effects, paralysis, and stunning, not 
  subject to critical hits or flanking; SR 0; AL LN; SV 
  Fort +5, Ref +12, Wil +3. 
   
   
  Str 10, Dex 20, Con 14, Int—-, Wis 10, Cha 14. 
  Feats: Combat ReflexesB, Dodge, Improved Initiative, 
  Weapon Finesse, Weapon Focus (Tendril). 
   
  SA: See Appendix 6. 
   
  APL 8 (EL 10) 
  Advanced Stream Sentries (3): CR 7; Small-sized 
  Elemental (Lawful, Time); HD 15d8+30; hp 92, 95, 99; 
  Init +9 (+5 Dex, +4 Improved Initiative); Spd Fly 80 ft. 
  (perfect) (16 squares); AC 20 (+5 Dex, +1 Size, +3 
  natural, +1 dodge (haste)); Full Atk 3 Tendrils +17 
  melee touch (1d8 temporal); Base Attack/Grapple 
  +11/+7; SA Temporal Damage (Su); SQ Darkvision 60 
  ft., Blindsight, haste, DR 10/bludgeoning, immunity to 
  poison, sleep effects, paralysis, and stunning, not 
  subject to critical hits or flanking; SR 0; AL LN; SV 
  Fort +7, Ref +14, Wil +5. 
   
   
  Str 10, Dex 21, Con 14, Int—-, Wis 10, Cha 14. 
  Feats: Combat ReflexesB, Dodge, Improved Initiative, 
  Mobility, Weapon Finesse, Weapon Focus (Tendril). 
   
  SA: See Appendix 6. 
   
  From This Point on 
   
  After the fight is over, the remainder of the 
  adventure in the time loop is non-linear, although 
  the same events happen at the same time with 
  each cycle.  Since important clues are found in the 
  boxed text, paraphrasing is not recommended.  
   
  When the party enters a new room, they need 
  to receive both the default description, found at the 
  beginning of each respective area, and the time 
  period-specific description.  —At least the first 
  couple of times the PCs enter the same room.  
  After that, judges can forgo the now-familiar, 
  merely 
  reading 
  the 
  time 
  period-specific 
  descriptions. 
   
  The goal of the party while in the time loop is 
  to figure out how to end it.  That can only be 
  accomplished by finishing Lahara’s incantation for 
  her in Area F after she falls unconscious.  Once 
  that is accomplished, go to Encounter Four: Back 
  in the Present. 
   
  Area A: 
  Farmhouse, Exterior 
   
  “The architecture of this two-story building 
  suggests it is a farmhouse.  Numerous 
  windows grace its walls, and a large chimney 
  comprises the northeast corner.  A few small 
  steps lead to a heavy front door.” 
   
   
  Getting Inside:  The only two ways to get into 
  the farmhouse is through the front door (which 
  Renadra opens during the 8:00 and 10:00 periods 
  and Parvis opens at 2:00) and down the chimney. 
   The chimney is narrow, however, and only small-
  sized characters that make an Escape Artist check 
  DC 10 can pass through.  If an attempt is made to 
  enter the chimney during the 8:00 and 9:00 
  periods, the Escape Artist check rises to 28, as 
  the air becomes denser due to the smoke.  The 
  movement rate of PCs in the chimney when it is 
  smoky is also reduced to 5, regardless of their 
  normal movement rate. 
   
  PCs successfully entering the house via the 
  chimney end up landing in the cooking pit.  If it is 
  the 8:00 or 9:00 period, the fire in the pit is going, 
  and any PCs landing or passing through that 
  space suffer damage according to the subsection 
  “Adjudicating the Fire” at the beginning of 
  Encounter Three. 
   
  Listening/Watching through Windows:  The 
  exterior of the farmhouse is a great place to 
  observe the goings-on inside by peering through 
  Beyond the Wisteria Tree 
   
  Page 18 
  
   
  and listening at the windows.  Whenever a PC 
  looks through a window, refer to that location’s 
  specific Area entry for the appropriate time period 
  and paraphrase the box text as necessary to 
  account for the unique perspective.  The DC to 
  Listen in on conversations from the outside is 5 + 
  1 for every 10 feet in distance for normal 
  conversations and 30 + the distance modifier for 
  whispered conversations. 
   
  Note: Even though the seven original people can 
  see and interact with the PCs, unless the PCs 
  initiate things the NPCs will continue to go about 
  their normal business – in effect following their 
  programmed actions.  They will hardly notice that 
  a PC is hanging out outside a second-story 
  window for example. 
   
   
  Climbing the Walls:  PCs may want to climb 
  the exterior of the building to peer into the upstairs 
  rooms.  The Climb DC to get up there, as well as 
  move laterally from window to window is 10. 
   
  Area A, Exterior — 8:00 pm:   
   
  “The dark blue color of the evening sky is 
  warmed by hints of orange from the setting 
  sun.  Luna is half and low on the horizon.  
  Light and activity are visible through the 
  downstairs windows of the farmhouse, and a 
  plume of white smoke pours forth from the 
  chimney.  After a moment, the front door 
  opens, and a middle-aged human woman 
  (Renadra) gently tosses an orange and white 
  calico cat outside.  The woman then leans 
  against the door frame, seemingly enjoying the 
  cooler outdoor air, while the cat races off into 
  distance.” 
   
  [After 30 seconds] 
   
  “Her break over, the woman heads back 
  inside, closing the door behind her.” 
   
   
  The cat runs beyond the bubble’s barrier, 
  preventing further pursuit.  While it can still be 
  observed from time to time, the cat doesn’t do 
  anything special, merely hunting for mice in the 
  fields. 
   
  Area A, Exterior — 9:00 pm:   
   
  “The dark blue color of the evening sky is 
  contrasted by the brilliant stars of this clear 
  night.  Luna is half and somewhat low on the 
  horizon.  Light and activity are visible through 
  the downstairs windows of the farmhouse, and 
  a plume of white smoke pours forth from the 
  chimney.” 
   
  Area A, Exterior — 10:00 pm:   
   
  “The dark blue color of the evening sky is 
  contrasted by the brilliant stars of this clear 
  night.  Luna is half, illuminating the landscape 
  softly.  Faint light is visible through the 
  downstairs windows of the farmhouse, and a 
  moment later, the front door opens.  A middle-
  aged woman (Renadra) stands in the doorway 
  with lantern in hand and leans forward, making 
  a few kissing sounds.  ‘Here cat… Here cat…’ 
  she then whispers several times as she seems 
  to wait for it to arrive.” 
   
  [30 seconds later] 
   
  “Out of the darkness, an orange and white 
  calico cat comes bounding into view.  It runs 
  through the door and inside the farmhouse.  
  With a quick surveying glance, the middle-
  aged woman retreats inside and closes the 
  door, a latch locking it securely.” 
   
  Area A, Exterior — 11:00 pm:   
   
  “The dark blue color of the evening sky is 
  contrasted by the brilliant stars of this clear 
  night.  Luna is half and somewhat high in the 
  sky, illuminating the landscape softly.  No light 
  is visible through the downstairs windows of 
  the farmhouse.” 
   
  Area A, Exterior — 12 pm and 1 am: 
   
  See previous entry (Area A, Exterior — 11:00 
  pm), except Luna is “high in the sky.” 
   
  Area A, Exterior — 2:00 am:   
   
  “The dark blue color of the evening sky is 
  sharply juxtaposed against the reddish flames 
  that are engulfing the farmhouse.  Fire fills two 
  of the rooms on the upper floor, as well as 
  throughout the lower floor.  The front door 
  opens, and an elven man with decorative facial 
  tattoos (Parvis disguised as “Quial”) backs 
  out.  He remains in the doorway emptying the 
  final contents of flaming liquid from a flask.” 
   
  [12 seconds later] 
   
  “His task complete, the elven man steps 
  out and closes the door.  He then takes a small 
  wooden wedge from a pouch and jams it into 
  the keyhole, testing the latch to ensure its 
  malfunction.   
   
  The elf, wearing a backpack, traveling gear, 
  and a few standard weapons, draws a short 
  bow and nocks an arrow as he backs away 
  from the building.  Slowly panning back and 
  Beyond the Wisteria Tree 
   
  Page 19 
  
   
  forth, he aims his arrow at the upper floor 
  windows.” 
   
  [50 seconds later] 
   
  “Suddenly the elven man begins to sparkle 
  luminously, and he looks at his hands in a 
  state of confusion.” 
   
   
  And then the clock resets to the 8:00 pm 
  period. 
   
  Area B: 
  Dining Hall 
  “The three large tables in this space suggest it 
  is a dining hall.  Four windows grace the walls, 
  and a heavy door to the outside is on the west 
  wall.  A staircase leads up to the second floor, 
  and the kitchen is clearly visible to the north.” 
   
  Area B, Dining Hall — 8:00 pm:   
   
  [Note:  PCs initially enter the time loop at 
  9:00—not 8:00, so this encounter only occurs after 
  the PCs have experienced the burning down of the 
  inn.] 
   
  “The sound of faintly clinking dining 
  implements and murmured conversation float 
  in the air.  There are seven people in this room. 
  At Table 1, an elderly woman (Lahara) eats 
  quietly with a young half-elf woman (Jinelle).  
  An orange and white calico cat is sitting on 
  Table 2, licking its paws.  At Table 3, a stout 
  human lad (Adrean) is pouring over maps, 
  architectural plans, and other documents with 
  a male elf with decorative facial tattoos (Parvis 
  disguised as “Quial”).  Three other people, 
  who appear to be related, are working here and 
  in the adjacent kitchen, serving those seated.  
  They include a middle-aged human woman 
  (Renadra), a gangly teen boy (Nello), and a 
  chubby teen girl (Mina). 
   
  ‘Renadra,’ says the elderly woman politely, 
  ‘another cup of mead if you don’t mind.’  The 
  middle-aged woman nods with a smile and 
  passes the request onto the chubby teen girl, 
  calling her ‘Mina.’  Renadra then walks over to 
  the cat and scoops it up.  ‘It’s mice in the fields 
  for you, cat,’ she says as she walks to the front 
  door, opens it up, and gently tosses the feline 
  out.  She then leans against the doorframe for 
  a while, seemingly enjoying the cooler outdoor 
  air.   
   
  [30 seconds later] 
   
  “Her break over, the middle-aged woman 
  steps back inside, closing the door and 
  resuming her duties serving the guests.” 
   
  Scrutinizing “Quial” and Adrean 
   
  If the PCs specifically examine or listen in on 
  the conversation between Adrean and “Quial,” the 
  following additional information can be gleaned: 
   
  • 
  The elf is addressed as “Master Quial” by 
  the stout human lad. 
  • 
  The architectural plans sprawled out on 
  the table appear to be that of a waterfront 
  town with notations for ‘Entertainment 
  District,’ ‘Merchant District,’ and more. 
  • 
  There is also a map of the Celadon 
  Forest. 
  • 
  The conversation between the two seems 
  to pertain to harvesting lumber from the 
  Celadon to build a new city on the 
  Duntide. The lad is trying to convince the 
  elf how lumber can be harvested in a 
  responsible manner.  [If any PCs indicate 
  a suspicion of Quial, have them make the 
  better of Knowledge (Nature) or Sense 
  Motive check opposed by Parvis/Quial’s 
  Bluff check, which is APL 2 +6, APL 4 +9, 
  APL 6 +11, APL 8 +13.  If the PCs 
  succeed, they sense Quial doesn’t know 
  what he is talking about regarding the 
  forest.] 
  • 
  If the PCs haven’t figured out by now the 
  men are discussing what will eventually be 
  Adrean’s Landing, have each make the 
  better 
  of 
  Knowledge 
  (Geography), 
  Knowledge 
  (Local-Nyrond), 
  or 
  an 
  Intelligence check, all of which have a DC 
  of 12.  If they succeed, they realize what 
  the plans are for. 
  • 
  The elf briefly changes the subject to talk 
  about how he enjoys pats of butter.  [He is 
  refreshing the glamer created by his hat of 
  disguise, the lame command word of 
  which is “butter pat.”  As there is no 
  discernable change or visual effect, the 
  event goes unnoticed] 
  • 
  Parvis/Quial is suspicious of any PCs that 
  attempt to interact with himself or Adrean, 
  and will do his best to get them to move 
  on.  He is a master of Bluff, however, so 
  he will not attempt to draw suspicion to 
  himself.  Rather he’ll simply imply that he 
  and 
  Adrean 
  are 
  having 
  a 
  private 
  conversation and hope that the PCs will 
  move on. 
  Beyond the Wisteria Tree 
   
  Page 20 
  
   
  • 
  Adrean is very friendly and outgoing, and 
  while he won’t initiate conversation, ask 
  questions or volunteer information, he’ll be 
  happy to answer the PCs’ questions if 
  they choose to ask any. 
   
  Scrutinizing Lahara and Jinelle 
   
  If the PCs specifically examine or listen in on 
  the conversation between Lahara and Jinelle the 
  following additional information can be gleaned: 
   
  • 
  The two are enjoying their meal in relative 
  quiet with an occasional, ‘pass the sauce’ 
  breaking the silence. 
  • 
  The 
  young 
  half-elf 
  woman 
  (Jinelle) 
  glances from time to time in coy interest at 
  the human lad (Adrean) at table 3. 
  • 
  Jinelle is too busy eating, paying attention 
  to Adrean and attempting to hide her 
  actions from Lahara, to really interact 
  much with the PCs.  She’ll seem 
  distracted and not really wanting to 
  continue conversing. 
  • 
  The elderly woman (Lahara) is eating 
  some soup from a bread bowl, and leans 
  forward to take a spoonful.  The pendant 
  on her necklace, a rounded hourglass of 
  enameled black and white set on its side 
  swings forward and gets in her way.  She 
  tucks it safely away behind her collar.  
  PCs who see this can make a Knowledge 
  (Religion) check of DC 15 to recognize the 
  symbol as belonging to Cyndor, a lesser 
  god of time, infinity, and continuity.  
  Clerics of Cyndor, Labelas Enoreth, and 
  Lendor 
  automatically 
  recognize 
  the 
  symbol. 
  • 
  Lahara is the quiet matronly sort of older 
  woman.  She will be very short in her 
  responses to the PCs, but she will answer 
  any questions put to her in a friendly 
  manner.  She’s just attempting to enjoy 
  her soup. 
   
  Scrutinizing the Staff 
   
  Renadra, Mina, and Nello go about serving 
  food, and doing nothing out of the ordinary.  They 
  really have no idea what is going on, but are 
  willing to explain a little about themselves should 
  the PCs ask. 
   
  Area B, Dining Hall — 9:00 pm:   
   
  “A stout human lad (Adrean) sits at Table 1 
  with an elderly woman (Lahara) and a young 
  half-elf woman (Jinelle).  Table 2 is empty, and 
  Table 3 is covered in rolled up scrolls and 
  sturdy tubes of varying sizes.  Three other 
  people, who appear to be related, are working 
  here and in the adjacent kitchen, serving the 
  trio.  They include a middle-aged human 
  woman (Renadra), a gangly teen boy (Nello), 
  and a chubby teen girl (Mina). 
   
  The lad has apparently just finished a jest, 
  as the young, half-elf woman emits a hearty yet 
  feminine laugh, her hand touching his arm in 
  approval.  The elderly woman stands with a 
  smile on her face, ‘Well, I’ll let you two young 
  ones continue on without me.  Time for bed.’  
  The lad quickly rises to his feet good-
  manneredly, and the elderly woman departs, 
  calling back to the young couple, ‘I expect you 
  upstairs soon, though, young lady.’ 
   
  The stout lad takes his seat again, and he 
  and the half-elf woman resume a conversation. 
   They seem to be getting to know each other.” 
   
  Scrutinizing Jinelle and Adrean 
   
  If the PCs specifically examine or listen in on 
  the conversation between Jinelle and Adrean, the 
  following additional information can be gleaned: 
   
  • 
  As he wants to make a name for himself in 
  courtly circles, the lad (Adrean) is planning 
  on building a new city. 
  • 
  He is currently on a trip, meeting with 
  various advisors, engineers, architects, 
  and planners. 
  • 
  Jinelle works as an aide to the elderly 
  woman whom she identifies as “Lahara.” 
  • 
  The lad identifies Jinelle by name, “Jinelle: 
  that’s a pretty name!” 
  • 
  She twirls her hair quite a bit while talking 
  and frequently comments, “You’re so 
  funny!” and “You’re so smart!”  [PCs may 
  make a Sense Motive check DC 15 to 
  realize she is flirting with him.  Female 
  PCs get a circumstance bonus +14 to the 
  roll.] 
  • 
  Both Adrean and Jinelle are willing to 
  speak with the PCs, but they are really 
  consumed with thoughts of each other and 
  keep returning to their conversation as 
  though the PCs weren’t there. 
   
  Scrutinizing Lahara 
   
  Lahara can be followed up to her room, where 
  she opens the door, granting access.  She is 
  friendly and will talk briefly with the PCs but 
  informs them that she is getting ready for bed.  
  Beyond the Wisteria Tree 
   
  Page 21 
  
   
  However if PCs follow her inside her room, she 
  seems not to notice. 
   
  Scrutinizing the Staff 
   
  Renadra, Mina, and Nello go about cleaning 
  the kitchen and otherwise doing nothing out of the 
  ordinary.  They really have no idea what is going 
  on, but are willing to explain a little about 
  themselves should the PCs ask. 
   
  Area B, Dining Hall — 10:00 pm:   
   
  “A lone lantern breaks up the darkness of 
  this large room, carried by a middle-aged 
  woman (Renadra).  She heads towards the 
  door and opens it.  Standing in the doorway 
  and leaning forward, she makes a few kissing 
  sounds.  ‘Here cat… Here cat…’ she then 
  whispers several times as she seems to wait 
  for it to arrive.” 
   
  [30 seconds later] 
   
  “After about 30 seconds, an orange and 
  white calico cat comes bounding in from 
  outside and heads into the kitchen, where it 
  curls up into a ball in front of the now-
  extinguished fire pit.  With a quick surveying 
  glance outside, the middle-aged woman closes 
  the door and latches it securely.  The woman 
  then heads upstairs, her lantern lighting the 
  way.” 
   
  Scrutinizing Renadra 
   
  Renadra can be followed up to her room, 
  where she opens the door, granting access.  She 
  is friendly and will talk briefly with the PCs but 
  informs them that she is getting ready for bed.  
  However if PCs follow her inside her room, she 
  seems not to notice. 
   
  Area B, Dining Hall — 11 pm, 12, 1 am: 
   
  “There is no one here, and all is quiet in 
  the dining hall.” 
   
  Area B, Dining Hall — 2:00 am:   
   
  “The dining hall is on fire, and streaks of 
  flame snake through the room, illuminating it 
  with hellish incandescence.  The apparent 
  source is an elven man with decorative facial 
  tattoos who is backing up toward the front 
  door while pouring and flinging flaming liquid 
  from a flask, igniting the space around him.  
  Reaching behind himself, he deftly unlatches 
  and opens the door, pausing there while he 
  finishes splattering flaming liquid to and fro.   
   
  [12 seconds later] 
   
  “His task complete, the elven man steps 
  out and closes the door.” 
   
  [50 seconds later the clock resets to the 8:00 
  pm period] 
   
  Refer to the judge’s map of the downstairs 
  section of the inn.  The areas marked with smoke 
  and fire hamper movement and cause damage as 
  describe in the subsection “Adjudicating the Fire” 
  at the beginning of Encounter Three. 
   
  Scrutinizing “Quial” (Parvis) 
   
  Quial wears a backpack, traveling gear, and a 
  few standard weapons, including a short bow.  He 
  grants access to the outside when he opens the 
  door, and can be followed to Area A when he exits 
  12 seconds later.   
   
  In this instance, Parvis is completely focused 
  on his duties of lighting the fire and watching for 
  survivors.  He will not target PCs, unless the PCs 
  attack first. 
   
  Area C: 
  Kitchen 
   
   
  “A 
  large 
  fireplace 
  and 
  cooking 
  pit 
  command attention in this otherwise modest 
  kitchen.  Shelves, utensils, cooking pots, and 
  more are sprawled about.  A large preparation 
  table in the center holds more supplies.  A 
  curtain partially drawn grants access to a 
  storage room in the back.  Foodstuffs, extra 
  kegs of mead, and hanging meat can be found 
  here.” 
   
  Area C, Kitchen — 8:00 and 9:00 pm: 
   
  “A cracking fire is in the fire pit, sending 
  white smoke up the chimney.” 
   
   
  Any PCs passing through the pit while the fire 
  is burning suffers damage according to the 
  subsection “Adjudicating the Fire” at the beginning 
  of Encounter Three. 
   
  Area C, Kitchen — 10, 11, 12, 1 am: 
   
  Nothing else of note occurs here during these 
  periods. 
   
  Area C, Kitchen — 2:00 am: 
   
  “The kitchen is ablaze with fire.  Flames 
  leap up from the floor, shelves, and table, 
  consuming dried herbs and other flammables. 
   A trail of fire leads out into the dining hall.” 
  Beyond the Wisteria Tree 
   
  Page 22 
  
   
   
  [1 minute later, the clock resets to the 8:00 pm 
  period.] 
   
   
  Refer to the judge’s map of the downstairs 
  section of the inn.  The areas marked with smoke 
  and fire hamper movement and cause damage as 
  describe in the subsection “Adjudicating the Fire” 
  at the beginning of Encounter Three. 
   
  Area D: 
  Upstairs Hall 
   
   
  “A wide hallway runs the length of the 
  farmhouse, doors on each side.  Two old 
  chairs with fraying upholstery rest against the 
  wall in what appears to be a sitting area.” 
   
   
  There is a 1-inch gap beneath each door 
  through which Diminutive-sized creatures can 
  pass if desired. 
   
  Area D, Upstairs Hall — 8:00 pm: 
   
  “The sounds of clanking utensils and 
  murmured 
  conversation 
  can 
  be 
  heard 
  downstairs.” 
   
  Area D, Upstairs Hall — 9:00 pm: 
   
  “A hearty yet feminine laugh can be heard 
  downstairs.  Quieter conversation ensues, and 
  a moment later, an elderly woman (Lahara) 
  walks up the stairs and into the hallway.  She 
  illuminates her path with magic light radiating 
  from her hand and enters the second door on 
  the left.” 
   
   
  The time it takes Lahara to open the door, 
  enter her room, and close the door behind her 
  allows only 2 PCs total to scramble in or out.  She 
  is friendly and will talk briefly with the PCs but 
  informs them that she is getting ready for bed.  
  However if PCs follow her inside her room, she 
  seems not to notice. 
   
  Area D, Upstairs Hall — 10:00 pm: 
   
  “The slight creaks of the farmhouse 
  settling seem to be the only sounds readily 
  audible up here in the hall.” 
   
  [1 minute later] 
   
  “The sound of someone ascending the 
  stairs is heard, accompanied by the dancing 
  light of a lantern.  A moment later, a middle-
  aged woman (Renadra) enters the hall and 
  walks to the end of it, entering the last door on 
  the left.” 
   
   
  The time it takes Renadra to open the door, 
  enter her room, and close the door behind her 
  allows only 2 PCs total to scramble in or out.  She 
  is friendly and will talk briefly with the PCs but 
  informs them that she is getting ready for bed.  
  However if PCs follow her inside her room, she 
  seems not to notice. 
   
  Area D, Upstairs Hall — 11:00 pm: 
   
  “The slight creaks of the farmhouse 
  settling seem to be the only sounds readily 
  audible up here in the hall.  A moment later, 
  the third door on the left opens up halfway 
  with a slight squeak, and a young half-elf 
  woman with disheveled hair (Jinelle) squeezes 
  through the narrow opening carrying her 
  shoes.  She stealthily closes the door behind 
  her and tiptoes to the second door on the left, 
  opening it equally quietly.  Entering the second 
  room, she closes the door once inside. 
   
   
  Because Jinelle is only opening the doors half 
  way to avoid waking Lahara with the squeaky 
  hinges, only 1 PC total can scramble through each 
  time.  If the PCs stop her on her way back to her 
  room, she is friendly and will talk briefly with the 
  PCs but informs them that she is really late for bed 
  and needs to be back in her room.  However if 
  PCs follow her inside the room, she seems not to 
  notice. 
   
  Area D, Upstairs Hall — 12:00 am: 
   
  “The slight creaks of the farmhouse 
  settling seem to be the only sounds readily 
  audible up here in the hall.” 
   
  Area D, Upstairs Hall — 1:00 am: 
   
  “The slight creaks of the farmhouse 
  settling seem to be the only sounds readily 
  audible up here in the hall.” 
   
  [30 seconds later] 
   
  “With absolute silence, the door to the 
  southern-most room opens, and an elf with 
  decorative facial tattoos (Parvis disguised as 
  “Quial”) exits, leaving the door open.  He 
  makes no sound as he walks down the hall.  
  Stopping at the third door on the left, he opens 
  it still in utter silence.  The elf draws a sickle 
  from his side and walks in, closing the door 
  behind him. 
   
  Beyond the Wisteria Tree 
   
  Page 23 
  
   
   
  The time it takes “Quial” (Parvis) to open 
  Adrean’s door, enter his room, and close the door 
  behind him allows only 2 PCs to scramble in or 
  out.  The door to Parvis’ room is left open, 
  however, so PCs can pass freely in and out during 
  this time period.  Attempting to interact with 
  Adrean or Parvis during the period of the fight has 
  no result.  The fight has already happened and 
  any actions the PCs take seem to have no effect. 
   
  Area D, Upstairs Hall — 2:00 am: 
   
  “Thick smoke fills the air, obscuring vision. 
   Illuminated by bright flames from the burning 
  floor, no heat seems to issue forth.” 
   
  [1 minute later, the clock resets to the 8:00 pm 
  period.] 
   
   
  The doors to Adrean’s and Parvis’ rooms 
  (Areas G and E, respectively) are open.  Unless 
  PCs are standing right in front of those doors, 
  however, they do not notice due to the obscuring 
  smoke that blocks all vision beyond 5 feet. 
   
  Refer to the judge’s map of the upstairs 
  section of the inn.  The areas marked with smoke 
  and fire hamper movement and cause damage as 
  describe in the subsection “Adjudicating the Fire” 
  at the beginning of Encounter Three. 
   
  Area E: 
  Parvis’ Room 
   
   
  “Two simple beds on pallets of straw lie 
  against the west wall beneath a closed 
  window.  A small table acts as a nightstand 
  between 
  them 
  and 
  supports 
  a 
  candle, 
  washbasin, and pitcher of water.  A chamber 
  pot, armoire, and a series of coat pegs 
  comprise the rest of the furnishings.” 
   
  Area E, Parvis’ Room — 8:00 pm: 
   
  “A closed backpack is leaning against the 
  northern-most bed, and a traveling cloak is 
  hung on one of the pegs.  Otherwise, this room 
  has no other remarkable features, contents, or 
  occupants.” 
   
  Area E, Parvis’ Room — 9:00 pm: 
   
  “Illuminated softly by a candle on the 
  nightstand, a pale human male with a bulbous 
  nose and matted, short black hair (Parvis out 
  of disguise) sits on the south bed while an 
  open backpack leans against the other.  A 
  traveling cloak is hung on one of the pegs, 
  accompanied by a long brown wig and an off-
  white linen cap.  On the bed next to the man 
  are what appear to be two solid, putty triangles 
  with one edge concave.  The man dips a 
  feathered quill into an inkpot on the nightstand 
  and begins to write something in a book—
  most likely a journal of some kind.  As he 
  writes, he slowly pronounces the words, 
  ‘Boland Thipp’ at one point. 
   
  [30 seconds later] 
   
  “He blots up excess ink with a stained rag 
  and closes the journal.” 
   
   
  Parvis has retired here after meeting with 
  Adrean downstairs to discuss logging in the 
  Celadon.  His “Quial” wig makes him itch, so he 
  has hung it on a peg until it’s time to kill Adrean at 
  1:00 am.  He has also removed his putty elf ears.  
  PCs who have already seen Parvis disguised as 
  “Quial” can make the better of a Wisdom check or 
  a Disguise check, both with a DC of 10, to realize 
  it is the same color and length as the elf with 
  decorative facial tattoos.  PCs are certainly 
  welcome to arrive at this conclusion on their own, 
  however.  If spoken with he is curt and terse, 
  pointing out that he is writing some notes and 
  would prefer to be left alone.  If PCs continue to 
  pester him he will slam the book closed and stick it 
  under his shirt.  A few seconds later he will return 
  to his chair and resume writing. 
   
  Scrutinizing the Journal 
   
  To 
  keep 
  track 
  of 
  his 
  assassination 
  assignments, Parvis makes journal entries but 
  keeps them encoded to ward against prying eyes. 
  If the PCs read the open journal and what he 
  writes in it, they see a jumble of letters, numbers, 
  and unusual symbols.  An Intelligence check or a 
  Decipher Script check (both DC 30) is required to 
  break the code and understand the writing.  There 
  is no Wisdom check for failure of the Decipher 
  Script check—failing PCs simply cannot make 
  heads or tails out of the nonsense. 
   
  Obviously there is little to no chance PCs at 
  the lower APLs can make the high Decipher Script 
  DC, and that is intentional.  If they do break the 
  code, however, they discover the journal is a 
  logbook of assassination assignments, and that 
  the latest target is a young noble named Adrean 
  Talnith.  A man named Boland Thipp hired Parvis, 
  and 
  there 
  is 
  a 
  reference 
  to 
  the 
  Scarlet 
  Brotherhood.  The year appears to be 589. 
   
  Beyond the Wisteria Tree 
   
  Page 24 
  
   
  Area E, Parvis’ Room — 10:00 pm: 
   
  “Illuminated softly by a candle on the 
  nightstand, a pale human male with a bulbous 
  nose and matted, short black hair (Parvis out 
  of disguise) reclines on the south bed reading 
  a hard, leather bound book.  An open 
  backpack rests on other bed, and a traveling 
  cloak 
  is 
  hung 
  on 
  one 
  of 
  the 
  pegs, 
  accompanied by a long brown wig and an off-
  white linen cap. On the bed next to the man are 
  what appear to be two solid, putty triangles 
  with one edge concave.” 
   
   
  Parvis is reading a copy of Debauched:  
  Secrets of the Bawdy House, the title of which is 
  prominently displayed on the cover.  The page he 
  is currently reading pertains to an indeterminate 
  temple in Rel Astra.  The putty triangles are part of 
  his elf disguise, intended to go on his ears.  If 
  spoken with he is curt and terse, pointing out that 
  he is reading and would prefer to be left alone. 
   
  Area E, Parvis’ Room — 11:00 pm: 
   
  “Illuminated softly by a candle on the 
  nightstand, a pale human male with a bulbous 
  nose and matted, short black hair (Parvis out 
  of disguise) reclines on the south bed reading 
  a hard, leather bound book.  An open 
  backpack rests on other bed, and a traveling 
  cloak 
  is 
  hung 
  on 
  one 
  of 
  the 
  pegs, 
  accompanied by a long brown wig and an off-
  white linen cap. On the bed next to the man are 
  what appear to be two solid, putty triangles 
  with one edge concave.” 
   
   
  Parvis is reading a copy of Debauched:  
  Secrets of the Bawdy House, the title of which is 
  prominently displayed on the cover.  The page he 
  is currently reading pertains to late night strolls 
  through the bushes of city parks. 
   
  Inside his backpack are standard traveling 
  supplies and what appears to be a journal shoved 
  inside.  The putty triangles are part of his elf 
  disguise, intended to go on his ears.  If spoken 
  with he is curt and terse, pointing out that he is 
  reading and would prefer to be left alone. 
   
  Area E, Parvis’ Room — 12:00 am: 
   
  “Illuminated softly by a candle on the 
  nightstand, a pale human male with a bulbous 
  nose and matted, short black hair (Parvis out 
  of disguise) sits on the edge of his bed, eyes 
  closed and fisted hands crossed in front of 
  him.  An open backpack rests on other bed, 
  and a traveling cloak is hung on one of the 
  pegs, accompanied by a long brown wig and 
  an off-white linen cap.  On the bed next to the 
  man are what appear to be two solid, putty 
  triangles with one edge concave.” 
   
   
  As a cleric of Nerull, Parvis prays at midnight.  
  PCs making the better of a Knowledge (Religion) 
  or Sense Motive check with a DC 10 recognize the 
  action as praying, although ‘to whom’ is not 
  revealed.  The style of praying is not necessarily 
  evil or even partial to clerics of Nerull; it is merely 
  Parvis’ personal style.  Parvis is, however, holding 
  his silver symbol of Nerull (a skull and scythe) in 
  his left hand, but it is very difficult to notice, due to 
  his enclosing fingers covering it up almost entirely. 
   PCs who succeed in a Spot check with a DC of 
  15 + APL notice it.  PCs who actively search 
  Parvis also notice it with a Search check of the 
  same DC. If found, a Knowledge (Religion) check 
  with a DC of 12 reveals it to be a symbol of Nerull, 
  god of death, darkness, murder, and the 
  underworld. 
   
  Inside his backpack are standard traveling 
  supplies and what appears to be a journal shoved 
  inside.  The putty triangles are part of his elf 
  disguise, intended to go on his ears.  If the PCs 
  attempt to interact with Parvis while he is praying, 
  he ignores them.  No actions by the PCs can 
  affect his praying or prevent the recovery of his 
  spells. 
   
  Area E, Parvis’ Room — 1:00 am: 
   
  “Illuminated softly by a candle on the 
  nightstand, a pale human male with a bulbous 
  nose and matted, short black hair (Parvis out 
  of disguise) gazes into a steel mirror propped 
  up against a pillow as he attaches a putty 
  triangle to his left ear to make it appear elvish, 
  complimenting the right ear already done.  He 
  then puts on a wig of long brown hair, followed 
  by an off-white linen cap.  Uttering the phrase, 
  “butter pat,” decorative designs that look like 
  tattoos appear on his now-angular face, and 
  the cap morphs into a feather; he has 
  transformed into an elf (“Quial”). 
   
  [Spellcraft roll DC 16 to recognize the change 
  self spell coming into effect.] 
   
  Next, this man gesticulates as he briefly 
  incants some kind of spell and is suddenly 
  plunged into utter silence.  Opening the door 
  to his room, he exits, leaving behind an open 
  backpack, a traveling cloak on a peg, and a 
  closed book on the bed. 
   
  Beyond the Wisteria Tree 
   
  Page 25 
  
   
   
  Parvis, disguised as “Quial” is heading to Area 
  G - Adrean’s Room to assassinate him.  He can 
  easily be followed out, as the door remains open. 
   
   Inside his backpack are standard traveling 
  supplies and what appears to be a journal shoved 
  inside.  The book on the bed prominently is 
  entitled Debauched:  Secrets of the Bawdy House. 
   The PCs are unable to get Parvis to notice them.  
  He is completely consumed by his required 
  actions and cannot be turned aside.  Attacking, 
  killing or even disintegrating Parvis will also have 
  no effect, as he will simply reappear and continue 
  along his programmed actions. 
   
  Area E, Parvis’ Room — 2:00 am: 
   
  “Thick, lurid smoke, illuminated by the 
  flames engulfing this room, obscures all 
  vision.  No heat seems to issue forth, 
  however.” 
   
  [1 minute later, the clock resets to the 8:00 pm 
  period.] 
   
   
  The door to this room is open, but unless PCs 
  are standing right in front of it, they do not notice 
  due to the obscuring smoke that blocks all vision 
  beyond 5 feet.  All gear of Parvis’ that may have 
  been here earlier is gone. 
   
  Refer to the judge’s map of the upstairs 
  section of the inn.  The areas marked with smoke 
  and fire hamper movement and cause damage as 
  describe in the subsection “Adjudicating the Fire” 
  at the beginning of Encounter Three. 
   
  Area F: 
  Lahara and Jinelle’s Room 
   
   
  “Two simple beds on pallets of straw lie 
  against the west wall beneath a closed 
  window.  A small table acts as a nightstand 
  between 
  them 
  and 
  supports 
  a 
  candle, 
  washbasin, and pitcher of water.  Drawing your 
  eye the most, however, is a book resting on 
  the table.  Tiny motes of silvery light dance 
  about it.  A chamber pot, armoire, and a series 
  of coat pegs comprise the rest of the 
  furnishings.” 
   
  [If Shandry has yet to be broken out of her 
  stupor] 
   
  “A young girl, maybe 7 or 8 years old is 
  clutching her knees and rocking back and 
  forth under the nightstand.” 
   
  Dealing with Shandry 
   
  Shandry is terrified and in a state of shock at 
  having been chased here by the stream sentry 
  and does not snap out of her daze until the party 
  succeeds at a Diplomacy check of 20 + APL.  The 
  party may not take 10 or take 20.  This Diplomacy 
  check is made only once, and then bonuses and 
  penalties are incrementally applied as follows:  For 
  each female in the party who enters the room add 
  +2 to the roll. For every toy the party offers, such 
  as the stuffed animals acquired at the Lord 
  Mayor’s Banquet in 592, an additional +2 
  circumstance bonus is added to the roll.  (For PCs 
  to claim they have a toy, it must appear in the 
  inventory section of their character sheet or be a 
  certed item.)  For every 10 continuous minutes the 
  PCs remain in the room another +1 circumstance 
  bonus is applied. 
   
  Each act of aggression towards Shandry 
  imposes a -5 penalty to the check, as she slips 
  deeper in her shock, and is considered a mildly 
  evil act. 
   
  With enough coaxing over time, any party 
  should be able to make the Diplomacy check.  
  Once this occurs, Shandry then becomes an 
  active, mobile NPC who will obey instructions from 
  party members to the best of her ability hereafter.  
  She is clingy, though, and scared, sticking to any 
  female PCs like glue.  If no female PCs are 
  present, then she follows around the most 
  charismatic male PC.  With kind yet stern words, 
  she can be convinced to stay in a particular area, 
  although she fears the stream wisps will return. 
   
  Shandry, with only 2 hp can easily be killed if 
  she happens to be standing in a fire square 
  whenever the clock advances to 2:00, so be 
  cognizant of where she is when that fateful time 
  occurs. 
   
   
  Shandry Armolis (female human Com 1; hps 
  2). 
   
  Interacting with the Book 
   
  The book in this room is the key to the entire 
  time loop. 
  • 
  The book is hardbound leather with a 
  silver clasp and bears the image of a 
  rounded 
  hourglass 
  on 
  its 
  side.  
  (Knowledge (Religion) DC 15 to recognize 
  it as the symbol of Cyndor, god of time, 
  infinity, and continuity. 
  • 
  If detected, it radiates “moderate” magic of 
  transmutation. (Spellcraft check DC 21 
  needed to determine school.)  
  Beyond the Wisteria Tree 
   
  Page 26 
  
   
  • 
  The book projects an aura of temporal 
  energy that keeps the time wisps and 
  sentries at bay to a distance of 15 feet. 
  • 
  It can be picked up, opened, and moved 
  to a distance of 15 feet from the 
  nightstand. 
  • 
  If brought to a distance farther than 15 
  feet, it vanishes and reappears on the 
  nightstand. 
  • 
  The book cannot be manipulated during 
  the 2:00 period with the exception of 
  reading the final words. 
  • 
  If the final words are recited outside the 
  2:00 period, there is no effect. 
  • 
  If skimmed through, the book appears to 
  be part journal / part clerical prayer book 
  to Cyndor, god of time, infinity, and 
  continuity.  The owner is a cleric of 
  Cyndor, Lahara Hestri.   
  • 
  If a more thorough examination is desired, 
  it takes 2 hours to read from cover to 
  cover (more than three iterations through 
  the entire time loop).  Doing so, however, 
  reveals the existence of a few specially 
  researched clerical spells interspersed 
  throughout the book, including the ritual 
  magic 
  that 
  phased 
  the 
  farmhouse 
  occupants out of time. 
   
  Area F, Lahara / Jinelle’s — 8:00 pm: 
   
  [Be sure to read the default description of this 
  room, found at the beginning of Area F, since it 
  mentions Lahara’s book on the nightstand.] 
   
  “In front of each bed is an open valise 
  containing women’s clothes and various 
  traveling supplies.  A couple of cloaks hang on 
  pegs on the wall over some traveling boots.  
  Otherwise, this room has no other remarkable 
  features, contents, or occupants.” 
   
   
  None of the gear is identifiable as vestments 
  of Cyndor. 
   
  Area F, Lahara / Jinelle’s — 9:00 pm: 
   
  [Be sure to read the default description of this 
  room, found at the beginning of Area F, since it 
  mentions Lahara’s book on the nightstand.] 
   
  “In front of each bed is an open valise 
  containing women’s clothes and various 
  traveling supplies.  A couple of cloaks hang on 
  pegs on the wall over some traveling boots.” 
   
  [1 minutes later] 
   
  “The door opens up and an elderly woman 
  (Lahara) enters, magical light emanating from 
  her hand.  She immediately removes her hat 
  and shakes out her gray hair, which falls to her 
  shoulders in frizzy locks.  She then reaches 
  behind her neck and with a slight struggle 
  unties a fastener on her collar, allowing her 
  cotehardie gown to slip off her shoulders and 
  onto the floor.   
   
  Still covered in a modest, full length 
  chemise (a nightgown-like garment), she steps 
  out of the pile of fabric on the floor and picks it 
  up, hanging it on a peg.  She then pulls up her 
  hair into a bun, pours some water from the 
  pitcher into the washbasin, and splashes water 
  on her face.  Sitting on the edge of the bed, 
  she dries off her face and proceeds to remove 
  her shoes.  After a rubbing her apparently sore 
  feet for a moment, she flicks her wrist, and the 
  magical light is extinguished.  The elderly 
  woman then climbs into bed, pulling the 
  covers up tight.” 
   
  Scrutinizing Lahara 
   
  While some of the more immature players 
  might snicker, guffaw, and emit cries of “Ewww!” at 
  the seeming ‘old lady strip tease,’ her modest 
  disrobing is designed to present a conflict of ethics 
  for the more lawful and gentlemanly of PCs, 
  although there is no game mechanic for this; it is 
  merely for flavor. 
   
  Only if they specifically scrutinize Lahara after 
  she has removed her outer gown do they have a 
  chance to spot her enameled holy symbol of 
  Cyndor, a rounded hourglass of black and white 
  set on its side.  It is around her neck, but 
  somewhat obscured by her chemise.  A Spot 
  check DC 15 + APL notices it.  Any PCs 
  specifically searching Lahara can make a Search 
  check with the same DC to find the object.  As 
  Cyndor is an obscure deity, it takes a Knowledge 
  (Religion) check of 15 to recognize the symbol as 
  belonging to Cyndor, a lesser god of time, infinity, 
  and continuity. 
   
  If the PCs try to talk with her, she is friendly 
  and will talk briefly with the PCs but informs them 
  that she is getting ready for bed.  She seems not 
  to notice that the PCs have followed her into her 
  room, nor will she stop in her preparations in 
  retiring. 
   
  Area F, Lahara / Jinelle’s — 10:00 pm: 
   
  [Be sure to read the default description of this 
  room, found at the beginning of Area F, since it 
  mentions Lahara’s book on the nightstand.] 
   
  “Someone with gray hair is sleeping in one 
  of the beds, while the other bed is undisturbed. 
  Beyond the Wisteria Tree 
   
  Page 27 
  
   
   In front of each bed is an open valise 
  containing women’s clothes and various 
  traveling supplies.  A couple of cloaks and a 
  cotehardie gown (what Lahara was wearing 
  earlier) hang on pegs on the wall over some 
  traveling boots.  Otherwise, this room has no 
  other 
  remarkable 
  features, 
  contents, 
  or 
  occupants.” 
   
  Scrutinizing the Gray-haired Sleeper 
   
  Sleeping on her side with barely her face 
  revealed, PCs can identify the gray haired sleeper 
  as an elderly woman (Lahara) they may have seen 
  earlier.  The PCs will be unable to wake Lahara 
  during this period. 
   
  Area F, Lahara / Jinelle’s — 11:00 pm: 
   
  [Be sure to read the default description of this 
  room, found at the beginning of Area F, since it 
  mentions Lahara’s book on the nightstand.] 
   
  “Someone with gray hair is sleeping in one 
  of the beds, while the other bed is undisturbed. 
   In front of each bed is an open valise 
  containing women’s clothes and various 
  traveling supplies.  A couple of cloaks and a 
  cotehardie gown hang on pegs on the wall 
  over some traveling boots.” 
   
  [After 30 seconds] 
   
  A moment later, the door opens up halfway 
  with a slight squeak, and a young half-elf 
  woman with disheveled hair (Jinelle) squeezes 
  through the narrow opening carrying her 
  shoes.  She stealthily closes the door behind 
  her and tiptoes into the room, placing her 
  shoes near her bed.  She deftly pulls her dress 
  up and over her head, revealing a full-length 
  chemise (a nightgown-like garment), and 
  successfully tosses it onto one of the pegs 
  across the room.  Without seemingly having 
  awoken the occupant in the other bed, the lass 
  climbs into her own bed and pulls the covers 
  up tight.” 
   
   
  Because Jinelle is only opening the door half 
  way to avoid waking Lahara with the squeaky 
  hinges, only 1 PC total can scramble through 
  before it is closed again. 
   
  Scrutinizing Jinelle 
   
  Jinelle has just returned from a rendezvous 
  with Adrean, although there are no telltale signs of 
  the tryst aside from her disheveled hair.  If the PCs 
  stop her on her way back to her room, she is 
  friendly and will talk briefly with the PCs but 
  informs them that she is really late for bed and 
  needs to be back in her room.  However if PCs 
  follow her inside the room, she seems not to 
  notice.  If they continue to talk with her inside the 
  room she is friendly and will talk briefly with the 
  PCs but informs them that she is getting ready for 
  bed.  She seems not to notice that the PCs have 
  followed her into her room, nor will she stop in her 
  preparations in retiring. 
   
  Scrutinizing the Gray-haired Sleeper 
   
  Sleeping on her side with barely her face 
  revealed, PCs can identify the gray haired sleeper 
  as an elderly woman (Lahara) they may have seen 
  earlier.  The PCs will be unable to wake Lahara 
  during this period. 
   
  Area F, Lahara / Jinelle’s — 12, 1 am: 
   
  [Be sure to read the default description of this 
  room, found at the beginning of Area F, since it 
  mentions Lahara’s book on the nightstand.] 
   
  “Someone with gray hair is sleeping in one 
  of the beds, while a blond haired figure is 
  sleeping in the other.  In front of each bed is an 
  open valise containing women’s clothes and 
  various traveling supplies.  A couple of cloaks, 
  a cotehardie gown (what Lahara was wearing 
  earlier), and a simpler dress (Jinelle’s) hang on 
  pegs on the wall over some traveling boots.  
  Otherwise, this room has no other remarkable 
  features, contents, or occupants.” 
   
  Scrutinizing the Sleepers 
   
  Sleeping on her side with barely her face 
  revealed, PCs can identify the gray haired sleeper 
  as an elderly woman (Lahara) they may have seen 
  earlier.  Jinelle is sleeping on her back, so if the 
  PCs scrutinize her, they clearly recognize her as a 
  young half-elf woman they may have seen earlier. 
  The PCs will be unable to wake either Lahara or 
  Jinelle during this period. 
   
  Area F, Lahara / Jinelle’s — 2:00 am: 
   
  [Be sure to read the default description of this 
  room, found at the beginning of Area F, since it 
  mentions Lahara’s book on the nightstand.] 
   
  “The sound of hacking and coughing in 
  this room pierces the relatively thin smoke that 
  has seeped in from under the door.  An elderly 
  woman (Lahara) sits up in bed, awakening 
  from a coughing fit.  ‘Jinelle’ she wheezes as 
  she addresses a blonde haired figure sleeping 
  in the other bed.  There is no response.  The 
  elderly woman then stands and staggers to the 
  door, still coughing.  She places her palm 
  Beyond the Wisteria Tree 
   
  Page 28 
  
   
  against it as if to test something, and pulls it 
  back quickly in horror.   
   
  Turning 
  around, 
  she 
  heads 
  for 
  the 
  nightstand and picks up the silver-clasped 
  book.  She plops the book on the bed and 
  kneels before it, flipping through its pages 
  desperately.  She begins an incantation, 
  passing her finger over the words as she reads 
  them from the book.  Almost immediately, 
  however, she stops.  Standing up with 
  difficulty, she heads over to a cotehardie gown 
  hanging on a peg and rips off a pouch 
  attached to the sewn-in belt.   
   
  She returns to the book and starts the 
  incantation over again, flinging gleaming 
  diamond dust into the air.  With increasing 
  difficulty, she recites the words written on the 
  page.   Her entire being suddenly begins to 
  sparkle luminously, and a harmonic humming 
  starts emanating from the book.  The blonde 
  haired figure in the other bed also seems to 
  sparkle.  Before the elderly woman finishes the 
  last sentence, however, she slumps forward 
  into unconsciousness, her limp finger resting 
  on the last word she uttered.” 
   
   
  The PCs have 6 seconds to finish reciting 
  Lahara’s sentence before the clock advances—
  well, resets—back to 8:00 pm.  If they succeed, 
  proceed immediately to Encounter Four: Back in 
  the Present.  If they fail, they’re stuck in the loop 
  for another iteration.  Lahara cannot be interacted 
  with as this is a specific programmed action that 
  cannot be interrupted. 
   
  Scrutinizing Jinelle 
   
  Jinelle is sleeping on her back, so if the PCs 
  scrutinize her, they clearly recognize her as a 
  young half-elf woman they may have seen earlier. 
   The PCs will be unable to wake Jinelle during this 
  period. 
   
  Area G: 
  Adrean’s Room 
   
   
  “Two simple beds on pallets of straw lie 
  against the west wall beneath a closed 
  window.  A small table acts as a nightstand 
  between 
  them 
  and 
  supports 
  a 
  candle, 
  washbasin, and pitcher of water.  A chamber 
  pot, armoire, and a series of coat pegs 
  comprise the rest of the furnishings.  A closed 
  backpack is resting on one of the beds, and an 
  elaborate traveling cloak is hung on one of the 
  pegs.” 
   
   
  The cloak, if examined more closely, is 
  embroidered with a heraldic shield.  A PC who 
  succeeds in a Knowledge (Nobility and Royalty) 
  check DC 15 recognizes it as the device of the 
  Duchy of Woodwych.  PCs gain a +2 on the check 
  for each of the following they possess: the Savior 
  of Adrean’s Landing Medal from The Great Pie 
  Fest, Favor or Disfavor of the Barony of 
  Woodwych from Returned Mail, and Proclamation 
  of Hero also from Returned Mail.  Those hailing 
  from Woodwych recognize the shield immediately. 
   
  Area G, Adrean’s Room — 8, 9:00 pm: 
   
  “This room has no other remarkable 
  features, contents, or occupants.” 
   
  Area G, Adrean’s Room — 10:00 pm: 
   
  “Faint whispers and giggles can be heard 
  from beneath the covers of one of the beds.  
  Clothes for both a man and a woman are 
  tossed haphazardly about the room, and 
  scrolls and sturdy tubes of varying sizes cover 
  the other bed.  A plate of half-eaten scones is 
  on the nightstand.” 
   
   
  The clothes are recognizable as those 
  belonging to Adrean and Jinelle if the PCs have 
  seen them earlier.  Both are currently under the 
  covers, enjoying a tryst.  They are completely 
  covered by blankets, and only their whispering 
  voices give them away as a male and female.  
  Lascivious PCs who actively try to listen to the 
  goings-on beneath the blanket must succeed at a 
  DC 25 Listen check to pick up on the various 
  whispered comments, which only prove that 
  Adrean and Jinelle are having a romantic tryst.  If 
  you have particularly lascivious PCs, simply 
  explain that this is a family oriented scenario and 
  leave it at that. 
   
  Area G, Adrean’s Room — 11:00 pm: 
   
  “The sound of light snoring comes from a 
  stout human lad (Adrean) lying in a bed.  A 
  young half-elf woman is neatly pulling up the 
  covers to his neck.  She has disheveled hair 
  and is wearing a chemise (a nightgown-like 
  garment) (Jinelle).  She then picks up a dress 
  from the floor and throws it over her head 
  quickly.  Shimmying to allow it to fall and 
  drape about her properly, the lass then picks 
  Beyond the Wisteria Tree 
   
  Page 29 
  
   
  up a pair of women’s shoes and quietly tiptoes 
  to the door. 
   
  With a slight squeak as she opens the door 
  halfway, the young woman squeezes through 
  the narrow opening and closes it behind her.  
  Clothes for both a man and a woman are 
  tossed haphazardly about the room, and 
  rolled-up scrolls and sturdy tubes of varying 
  sizes cover the other bed.  A plate of half-eaten 
  scones is on the nightstand.” 
   
   
  Jinelle is returning to her room in Area F.  
  Because she is only opening the door half way to 
  avoid waking Lahara with the squeaky hinges, 
  only 1 PC total can scramble through before it is 
  closed again.  If the PCs stop her on her way back 
  to her room, she is friendly and will talk briefly with 
  the PCs but informs them that she is really late for 
  bed and needs to be back in her room.  However if 
  PCs follow her inside the room, she seems not to 
  notice. 
   
  Area G, Adrean’s Room — 12:00 am: 
   
  “The sound of light snoring comes from a 
  stout human lad (Adrean) lying in a bed.  His 
  covers are neatly pulled up to his neck.  His 
  clothes are tossed haphazardly about the 
  room, and rolled-up scrolls and sturdy tubes of 
  varying sizes cover the other bed.” 
   
  Scrutinizing the Sleeper 
   
  Sleeping on his back with only his head 
  revealed, PCs can identify the sleeper as the 
  young man (Adrean) they may have seen earlier.  
  The PCs will be unable to wake Adrean during this 
  period. 
   
  Area G, Adrean’s Room — 1:00 am: 
   
  “The sound of light snoring comes from a 
  stout human lad (Adrean) lying in a bed.  His 
  covers are neatly pulled up to his neck, and his 
  clothes are tossed haphazardly about the 
  room.  Rolled-up scrolls and sturdy tubes of 
  varying sizes cover the other bed.” 
   
  [After 1 minute] 
   
  “Suddenly and with utter silence the door 
  opens, and a male elf with decorative facial 
  tattoos draws a sickle from his waist and 
  enters.  As he does, the silent, spectral image 
  of 5 shaking hand bells appears over the lad’s 
  sleeping form, and he sits up immediately in 
  bed, fully awake.  The hand bells fade away 
  and the elf grins evilly as he closes the door 
  behind him.   
   
  The human lad tries to scream for help, but 
  his cries are absolutely muted.  As the 
  menacing elf approaches slowly, the unclothed 
  human lad desperately looks around for a 
  weapon, grabbing the nearest object, a plate of 
  half-eaten scones.  He hurls the disc at the elf 
  and misses, as food and crumbs fly about.  
  The plate shatters silently against the wall, and 
  the lad topples the nightstand over as his next 
  line of defense.  Water from the crashing 
  pitcher spills onto the ground, accompanied 
  by the washbasin and candle.  The elf assassin 
  merely chuckles in silence and closes in.  A 
  brutally violent struggle ensues.  The stout 
  human lad puts up a valiant fight, even 
  wielding a pillow in desperation, but he is no 
  match for his far superior opponent.  
   
  In less than a minute’s time, the lad lies 
  dead on the floor, his blood splattered about.  
  The utterly depraved elf then spends a few 
  more minutes at the scene dragging his sickle 
  around in fascination with the blood on the 
  floor.” 
   
   
  Depending on the maturity of the players 
  gathered at the table, the DM is advised to tone 
  down the graphic nature of the murder.  It is 
  included here for the emotional impact of this 
  roleplaying scenario.  The PCs cannot interact 
  with either individual.  This is a programmed event 
  that has already occurred, and cannot be 
  interrupted. 
   
  Area G, Adrean’s Room — 2:00 am: 
   
  “Thick, lurid smoke, illuminated by the 
  flames engulfing this room, obscures all 
  vision.  No heat seems to issue forth, however. 
  While it is difficult to see through the haze, it is 
  apparent there was quite a struggle here with 
  toppled furniture, broken pottery, and blood 
  splattered all over the place.  The bloody body 
  of an unclothed, stout human lad (Adrean) is 
  slumped against the wall where the nightstand 
  used to be.  It has multiple, vicious slash 
  wounds.” 
   
  [1 minute later] 
   
  “Suddenly, the body begins to sparkle 
  luminously.” 
   
  [And then the clock resets to the 8:00 pm 
  period.] 
   
   
  The PCs cannot interact with Adrean’s body.  
  This is a programmed event that has already 
  occurred, and cannot be interrupted. 
   
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  Area H: 
  Renadra’s Room 
   
   
  “A large bed on a pallet of straw lies 
  against the northwest corner beneath closed 
  windows.  A table nearby acts as a nightstand 
  and supports a candle, washbasin, and pitcher 
  of water.  A chamber pot, armoire, and a series 
  of coat pegs comprise the rest of the 
  furnishings.  This appears to be a permanently 
  lived-in room, and various clothes and other 
  mundane belongings are about.” 
   
   
  This is Renadra’s personal quarters, and she 
  lives here year round. 
   
  Area H, Renadra’s Room — 8, 9:00 pm: 
   
  “This room has no other remarkable 
  features, contents, or occupants.” 
   
  Area H, Renadra’s Room — 10:00 pm: 
   
  “This room has no other remarkable 
  features, contents, or occupants.” 
   
  [1 minute later] 
   
  “The door opens and a middle-aged 
  woman enters, carrying a lantern, filling the 
  room with dancing light.  She proceeds to get 
  ready for bed.” 
   
   
  If the PCs try to talk with her, she is friendly 
  and will talk briefly with the PCs but informs them 
  that she is getting ready for bed.  She seems not 
  to notice that the PCs have followed her into her 
  room, nor will she stop in her preparations in 
  retiring. 
   
  Area H, Renadra’s Room — 11, 12 am: 
   
  “A middle-aged woman with fiery red hair 
  (Renadra) is sleeping in the bed here.” 
   
  Scrutinizing the Sleeper 
   
  Sleeping on her side with only her head 
  revealed, PCs can identify the sleeper as the 
  mother (Renadra) they may have seen earlier.  
  The PCs will be unable to wake Renadra during 
  this period. 
   
  Area H, Renadra’s Room — 1:00 am: 
   
  “A middle-aged woman with fiery red hair 
  is sleeping in the bed here.” 
   
  [1 minute later] 
   
  “The wall suddenly lurches slightly as if 
  something heavy was thrown into it from the 
  other side, although no sound is heard with 
  the exception of the armoire which is pushed 
  forward an inch away from the wall.  The 
  scraping of the armoire seemingly awakens 
  the woman in bed.  She looks towards the wall 
  angrily and mutters, ‘Enough already!’  A 
  moment later, another silent slam impacts the 
  wall, and a picture falls down.  “By Merikka’s 
  hearth, give me rest, wonton ones,” the woman 
  mutters as she covers her head with a pillow.” 
   
   
  Tragically, Adrean is getting murdered in the 
  next room, but Renadra thinks the disturbance is 
  courtesy of Adrean and Jinelle.  Renadra will not 
  remove her head from under the pillow, and any 
  attempt to interact with her will only get more 
  exclamations of disgust over the two lovebirds. 
   
  Area H, Renadra’s Room — 2:00 am: 
   
  “A middle-aged woman with fiery red hair 
  (Renadra) is sleeping in the bed here, while 
  smoke creeps in through the crack beneath the 
  door.” 
   
  [1 minute later] 
   
  “Suddenly, the body of the woman begins 
  to sparkle luminously.” 
   
  [And then the clock resets to the 8:00 pm 
  period.] 
   
   
  Sleeping on her side with only her head 
  revealed, PCs can identify the sleeper as the 
  mother (Renadra) they may have seen earlier.  
  The PCs will be unable to wake Renadra during 
  this period. 
   
  Area I: 
  Mina and Nello’s Room 
   
   
  “Two simple beds on pallets of straw lie 
  against the east wall beneath a closed window. 
   A small table acts as a nightstand between 
  them and supports a candle, washbasin, and 
  pitcher of water.  A chamber pot, armoire, and 
  a series of coat pegs comprise the rest of the 
  furnishings.  This appears to be a permanently 
  lived-in room of children, and various clothes, 
  toys, and other mundane belongings are 
  about.” 
   
  Beyond the Wisteria Tree 
   
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  This is Mina and Nello’s personal quarters, 
  and they live here year round.  Nothing important 
  ever happens here during the scenario. 
   
  Area I, Mina/Nello’s — 8, 9:00 pm: 
   
  “This room has no other remarkable 
  features, contents, or occupants.” 
   
  Area I, Mina/Nello’s — 10, 11, 12, 1 am: 
   
  “Two children are sleeping in this room, 
  one in each bed.  The first appears to be a 
  chubby teen girl (Mina) and the second is 
  completely covered in blankets.” 
   
   
  The children are fast asleep and cannot be 
  awoken during this period.   
   
  Area I, Mina/Nello’s — 2:00 am: 
   
  “Two children are sleeping in this room, 
  one in each bed.  The first appears to be a 
  chubby teen girl (Mina) and the second is 
  completely covered in blankets.  Smoke creeps 
  in through the crack beneath the door.” 
   
  [1 minute later] 
   
  “Suddenly, the body of the girl begins to 
  sparkle 
  luminously, 
  and 
  a 
  slight 
  incandescence can be seen beneath the 
  covers of the other bed.” 
   
  [And then the clock resets to the 8:00 pm 
  period.] 
   
   
  The children are fast asleep and cannot be 
  awoken during this period. 
   
  Encounter Four: 
  Back in the Present 
   
  [If the transition dialogue has not yet been 
  described] 
   
  “You suddenly feel a tugging at your gut 
  almost as if the wind has been knocked out of 
  you. The air swirls about in a shimmer of 
  silvery hues.” 
   
  [Then…] 
   
  “A moment later, you find yourself back in 
  the present time, dazed momentarily and 
  surrounding the wisteria tree and ruined 
  chimney amongst the tall grass.  The bloody 
  body of the unclothed, stout human lad is lying 
  in a heap.  He has multiple slash wounds and 
  smolders slightly.  The elf with decorative 
  facial tattoos, wearing a backpack, traveling 
  gear, and a few standard weapons, is holding a 
  shortbow, loosely nocked with an arrow, and 
  appears quite confused.  The entirety of your 
  party is also here, along with the young girl 
  Shandry and the five other people from the 
  farmhouse, all of whom lie on the ground in 
  their 
  nightclothes, 
  either 
  sleeping 
  or 
  unconscious.  The temporal prayer book is 
  lying next to the elderly woman. 
   
  A wave of gasps and cries of surprise 
  burst from the originally gathered townsfolk 
  from the Briar Toad Inn.  ‘Shandry!’ screams 
  Volene.  ‘Renadra!’ screams Kalia.” 
   
   
  Everyone returning from the time loop is 
  dazed for one round and appears as indicated on 
  the map “Back in the Present.”  The map gives 
  instructions on how to place the PCs. 
   
  Before continuing, determine the local time.  
  Each complete cycle of the loop (from 8:00 pm to 
  2:00 am) was 31 minutes, so groups who spent 6 
  complete cycles find themselves exiting 3 hours 
  later.  It is considered night if it is past 7:00 pm.  
  (This scenario started at “just before noon.”)  If a 
  fight with Parvis breaks out, and it is night, there is 
  only enough illumination as provided by the full 
  moon plus lanterns being held by Kalia and Zilus 
  40 feet west of the tree. 
   
  The Next Couple of Minutes 
   
  The next couple of minutes are chaotic.  
  Immediately, Volene picks up a rock and tosses it 
  at the tree to see if the temporal portal is still there. 
  Finding it is not, she rushes forward and picks up 
  Shandry.  Kalia also rushes forward and kneels 
  near her sister, Renadra, checking to see if she is 
  dead or alive, and Zilus comes to the aid of Mina 
  and Nello.  Other townsfolk continue crying out in 
  surprise, joy, shock, etc.  If the herb woman, 
  Goody Percal, was present earlier, she has since 
  left. 
   
  Depending on how many scenes the party 
  witnessed in the time loop, they may or may not 
  suspect “Quial”/Parvis of any wrongdoing.  Indeed, 
  it is certainly possible a “lucky” party ended the 
  time loop during the first 2:00 am period before 
  anyone witnessed dubious behavior from the 
  glamered assassin.  If that is the case, Parvis 
  should get away this scenario. 
   
  Parvis and the other farmhouse occupants do 
  not recall the time loop, and as far as his state of 
  mind is concerned, no time has passed from when 
  he was watching the inn burn down until now.  
  While dazed in the first round after appearing in 
  the present time, Parvis is quick to realize he was 
  just subjected to powerful magic.  He immediately 
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  recognizes the other members of the farmhouse 
  lying on the ground and realizes he needs to make 
  a get-away rather soon. 
   
  Party Not Suspicious of Parvis 
   
  If the PCs do not act like they are suspicious 
  of Parvis, he uses his Bluff skill and pretends to 
  have lost his memory of the preceding night, 
  allowing the PCs to explain to him and the other 
  townsfolk what has happened while he puts away 
  his short bow.  Only if the PCs specifically state 
  they are using Sense Motive against him does his 
  Bluff check come into play.  (Parvis’ Bluff check: 
  APL 2 +6, APL 4 +9, APL 6 +11, APL 8 +13).   
   
  If questioned by the party, he states his name 
  is Quial Thinodenn, and that he is an envoy from 
  the Sipharel tribe of elves in the Celadon forest.  
  Earlier that evening, he met with Adrean Talnith, 
  the Baroness’ son, to discuss harvesting wood 
  from the forest to build a new city.  [Sipharel is an 
  actual tribe in the forest, and PCs who actually hail 
  from the Celadon know this.] 
   
  Parvis is an accomplished assassin and 
  bluffmeister.  In no way does ever act suspicious.  
  He appears genuine and honest at all times, and 
  his unholy symbol of Nerull is tucked beneath his 
  leather armor.  Eventually, he thanks the party for 
  rescuing him and offers to award them all the gold 
  he is carrying.  (See Appendix 1 for the specific 
  amount, based on APL).   
   
  Whether or not the PCs accept the reward, 
  “Quial” exclaims how he must return to his family 
  after being gone for so long, adding how he has a 
  craving for his favorite snack, a butter pat.  He 
  then leaves, using his hat of disguise to change 
  his appearance to that of a common human 
  traveler once out of sight of the party.   
   
  The Fight with Parvis 
   
  In the more likely event the PCs outright attack 
  or merely accuse “Quial” of killing Adrean and/or 
  burning down the inn, he immediately attacks, 
  hoping to catch the party off-guard.  This is a fight 
  to the death.  Being a cleric himself, Parvis 
  realizes he could be hounded for years by scrying, 
  divinations, and more by these accusers, and 
  seeks to kill everyone here to eliminate that threat, 
  as well as take out the witnesses. 
   
   
  APL 2 (EL 4) 
   
  Parvis Thander as “Quial” (male human Clr-
  3/Rog-1, hp 29; see Appendix 1 for full stats).   
   
  APL 4 (EL 7) 
   
  Parvis Thander as “Quial” (male human Clr-
  3/Rog-3/Asn-1, hp 47; see Appendix 1 for full 
  stats) 
   
  APL 6 (EL 9) 
   
  Parvis Thander as “Quial” (male human Clr-
  3/Rog-5/Asn-1, hp 59; see Appendix 1 for full 
  stats) 
   
  APL 8 (EL 11) 
   
  Parvis Thander as “Quial” (male human Clr-
  3/Rog-7/Asn-1, hp 71; see Appendix 1 for full 
  stats) 
   
  Tactics for APL 2 and 4: 
   
  Surprise Round:  If Parvis is merely accused 
  of wrong-doing, and combat has not yet begun, he 
  gets the jump on the party by channeling his doom 
  spell into a spontaneously cast inflict light wounds 
  and sneak-attacks the closest PC, avoiding 
  obvious barbarians and rogues whom he knows 
  never lose their Dex bonus.  If he moves more 
  than 5 feet, this attack must be a partial charge.  
  The only way PCs may act in this round is if they 
  had readied actions to do something if Parvis 
  attacked.   
   
  Round 1:  If Parvis succeeded in wounding a 
  PC during the surprise round, and if he beats all 
  PCs this round in initiative who threaten him, he 
  invokes his Death domain ‘death touch’ ability on 
  the same character, hoping to finish him off.  On 
  the other hand, if he failed to wound any 
  characters in the surprise round, or if it is clear 
  some PCs have beaten him in initiative and would 
  get an attack of opportunity if he tried to use that 
  spell-like ability, he instead Quick Draws his sickle 
  and sneak-attacks the nearest PC who is still flat-
  footed, again avoiding the obvious targets who do 
  not lose their Dex bonus. 
   
  Round 2:  If he can cast invisibility safely (i.e., 
  taking a 5 foot step), he does.  Otherwise, he does 
  a double move away, tumbling if necessary. 
   
  Round 3+:  Parvis continues trying to get his 
  invisibility spell up so he can then cast entropic 
  shield (only if there are archers) and then sneak-
  attacking a second time with another channeled 
  inflict spell.  He also tries to get his death touch 
  attack in if not used yet, and later feints in combat 
  as much as possible.  He has an Intelligence of 14 
  and fights using the best tactics available; he is 
  not afraid to use his scrolls and other one-shot 
  items.  His only downfall is his lust to kill people, 
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  which is why he does not flee when obviously 
  outnumbered or about to lose. 
   
  Tactics for APL 6 and 8: 
   
  Surprise Round:  If Parvis is merely accused 
  of wrong-doing, and combat has not yet begun, he 
  channels his doom spell into a spontaneously cast 
  inflict light wounds and sneak-attack the closest 
  PC, avoiding obvious barbarians and rogues 
  whom he knows never lose their Dex bonus.  If he 
  moves more than 5 feet, this attack must be a 
  partial charge.  The only way PCs may act in this 
  round is if they had readied actions to do 
  something if Parvis attacked.   
   
  Round 1:  If Parvis succeeded in wounding a 
  PC during the surprise round, and if he beats all 
  PCs this round in initiative who threaten him, he 
  channels his entropic shield spell into another 
  spontaneously cast cause light wounds spell, 
  sneak-attacking again the same PC.  On the other 
  hand, if it is clear some PCs have beaten him in 
  initiative and would get an attack of opportunity if 
  he tried to cast a spell, he instead Quick Draws his 
  magic sickle and sneak-attacks the nearest PC 
  who is still flat-footed, again avoiding the obvious 
  targets who do not lose their Dex bonus.  At APL 
  8, he invokes the sickle’s poison ability on the first 
  attack that succeeds. 
   
  Round 2:  Similar to feinting, he puts away his 
  magic sickle as a move equivalent action—if it is 
  out—and then sneak-attacks with it via the Flick of 
  Wrist feat, partially charging if needed. 
   
  Round 3:  If he can cast invisibility safely (i.e., 
  taking a 5 foot step), he does.  Otherwise, he does 
  a double move away, tumbling if necessary. 
   
  Round 4+:  Parvis continues trying to get his 
  invisibility spell up so he can then sneak-attack 
  again, using his magic sickle against lightly 
  armored opponents or a spontaneously cast inflict 
  light wounds spell on heavily armored ones.  He 
  avoids sneak-attacking obvious barbarians and 
  rogues whom he knows do not lose their Dex 
  bonus.  Once a PC has one-third or less of his 
  maximum hit points, Parvis tries to use his Death 
  domain ‘death touch’ ability on him.  At APL 8, he 
  invokes the sickle’s poison ability on the first 
  attack that succeeds with it.  After these initial 
  tactics, he resorts to feinting in combat as much as 
  possible.  He has an Intelligence of 14 and fights 
  using the best tactics available; he is not afraid to 
  use his scrolls and other one-shot items.  His only 
  downfall is his lust to kill people, which is why he 
  does not flee when obviously outnumbered or 
  about to lose. 
   
  Interrogating/Searching Parvis 
   
  If, after the fight, the PCs search Parvis, they 
  discover his unholy symbol of Nerull, his bloody 
  sickle, his encrypted journal, and other damning 
  evidence.  (See Appendix 1 for his list of 
  equipment.)  If they interrogate him while still alive, 
  he refuses to give up his employer unless he is 
  successfully intimidated, charmed, or otherwise 
  magically 
  compelled. 
   
  (He 
  is 
  saving 
  that 
  information as leverage to get a lighter sentence if 
  brought before the Duchess).  He does not know 
  where his employer lives, his payment of 5,000 gp 
  having been paid through a series of anonymous 
  connections. 
   
  If Parvis is captured, the PCs will have to 
  decide what to do with him.  Taking him to Verin is 
  the best route, although the party may decide to 
  drop him off in Swan Bore.  While having no ranks 
  in Escape Artist, Parvis sill tries to escape if tied 
  up—especially when the party is camped during 
  the 100-mile trip to the City of Woodwych.  After 
  his first defeat, Parvis is no longer interested in 
  fighting to the death.  He flees at the first 
  opportunity, if given a chance.  Adjudicate 
  accordingly. 
   
  Reunions, Melodrama, and Thanks 
   
  At the obvious time—either before or after the 
  fight with Parvis, depending on how the party 
  deals with him—the following occurs: 
   
   
  “As the farmhouse occupants cough the 
  last bits of smoke from their lungs and sit up 
  in confusion, Kalia buries her face in her 
  hands, sobbing with joy.  She exclaims, ‘My 
  sister is alive!  Bless you.  Bless you, all.’  
  While Renadra is pleased to see her sister 
  Kalia, she has yet to understand she has been 
  considered dead for years now. 
   
  [If Shandry is alive] 
   
  “Tears of joy also stream down Volene’s 
  face as she hugs her child, Shandry.  ‘Thank 
  you, thank you so much,’ she exclaims.  
  Shandry hugs her mother tightly in response.” 
   
  [If Shandry was killed by the PCs or the fire] 
   
  “Volene holds the limp and lifeless body of 
  Shandry close to her bosom and screams in 
  anguish, inconsolable.” 
   
   
  After about 30 minutes, the remaining NPCs 
  from the farmhouse are up and cognizant.  While 
  still not grasping the ramifications of what has 
  happened—with the exception of Lahara, who 
  understands well the flaw in her spell—they are all 
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  nevertheless 
  appreciative 
  of 
  the 
  party’s 
  assistance. 
   
  Jinelle is saddened by the death of Adrean, 
  and she identifies him to the party as the son of 
  the Baroness of Woodwych.  The following 
  gestures of gratitude are then made: 
  • 
  Despite being a 12th level cleric, Lahara is 
  poor, having no desire for material 
  possessions.  What little wealth she did 
  have was destroyed in the fire.  As a 
  reward, then, the only thing she can 
  offer—and she offers it gladly—is to cast 
  continual flame on any one object the PC 
  desires, provided they supply her with the 
  50 gp worth of ruby dust.  This is a 
  permanent, certed effect. 
  • 
  Lahara also offers to cast any other 
  clerical spells of up to 6th level that do not 
  have XP components, provided the party 
  supplies the material components.  If the 
  party gives her a diamond to raise Adrean, 
  however, the spell fails, his soul unwilling 
  to return. 
  • 
  Kalia, a master weaver from Mowbrenn, is 
  delighted to have her sister back and 
  offers to put the PCs in contact with a 
  colleague of hers who crafts magical 
  cloaks, unlocking access to purchase a 
  cloak of resistance +2 and a cloak of 
  resistance +3. Furthermore, her contact 
  can 
  upgrade 
  an 
  existing 
  cloak 
  of 
  resistance from +1 to +2 or from +2 to +3, 
  provided the PC pays the difference in 
  cost. 
   
   
  See the adventure record (AR) for further 
  details on item access and rewards. 
   
  What to Do Next 
   
  The PCs now need to decide what to do next. 
   If they examine Adrean’s body, a successful Heal 
  check with a DC 15 reveals he died from multiple 
  slash wounds from a small weapon.  A Heal check 
  of 25 identifies the wounds more specifically as 
  having been made by a sickle.  If the PCs cast 
  speak with dead on Adrean, he gets a Will save 
  (Will +2) if the caster is not Lawful Good.  If asked 
  about the killing, he identifies his killer as an elf 
  named Quial from the Celadon.  If the PCs try to 
  raise him, the spell fails, Adrean’s soul unwilling to 
  return. 
   
  At some point in a lull, Lahara asks the PCs 
  what they intend to do now. If they seem off-track 
  or want to go searching for Boland Thipp on a wild 
  goose chase, Lahara suggests they immediately 
  go see Duchess Verin Talnith, taking with them 
  Adrean’s body and any evidence they possess 
  pertaining to his murder.   
   
  Unexpectedly Finding Boland Thipp 
   
  While outside the scope of this scenario, it is 
  certainly possible the PCs locate Boland Thipp via 
  scrying or by similar means.  Adjudicate as 
  follows: 
  • 
  If scried upon, he is usually in his non-
  descript house, the location of which could 
  be anywhere. 
  • 
  If special abilities, such as underground 
  contacts or more powerful divinations 
  allow more specific information to be 
  gleaned, the PCs learn he is in Swan 
  Bore. 
  • 
  The constabulary in Swan Bore refuses to 
  act upon any information or evidence the 
  PCs may present about Boland, since the 
  Baroness herself already rejected a report 
  years ago that Boland Thipp was involved 
  in the murder of her son.  (In a drunken 
  stupor, Boland had blabbed how he had 
  hired an assassin to kill Adrean, but the 
  then-Baroness was hell-bent on believing 
  it was the Brotherhood of the Bronze.) 
  • 
  If 
  the 
  party 
  confronts 
  Boland, 
  by 
  teleporting to him, for example, he does 
  not put up a fight if the PCs have authority 
  to act on the government’s behalf.  
  (Licensed Adventurer is not enough!)  He 
  feels confident Verin is not going to 
  change her suspicion of the Brotherhood, 
  and he knows the constabulary won’t do 
  anything. 
  • 
  Adjudicate other situations as needed. 
   
   
  Boland Thipp (male half-elf Com 7; hps 22). 
   
  Encounter Five: 
  Visiting the Duchess 
   
  “Having traveled to the capital of the 
  Duchy of Woodwych, you have found your way 
  to where Verin Talnith is known to receive 
  visitors.  In addition to two liveried guards 
  standing watch with halberds in-hand, a man 
  wearing relatively expensive clothes sits at a 
  desk.  He looks up as you approach.” 
   
   
   
  He is Hingred Vortossen, the Duchess’ 
  chamberlain.  He immediately recognizes each PC 
  who has the “Favor of the Barony of Woodwych” 
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  from Returned Mail and greets them warmly by 
  name, unless they are half-orcs, then he merely 
  nods politely.  He also recognizes any PCs who 
  have the “Disfavor of the Barony of Woodwych” 
  from Returned Mail, and gives a subtle signal to 
  the guards, causing them to stand slightly more 
  aggressively. 
   
  Either way, he asks what he can do for the 
  party, adding that the Duchess is very busy this 
  week, planning a wedding for a close friend of 
  hers. 
   
   
  Hingred Vortossen (male human Exp 5). 
   
  Liveried Guards (2) (male human Ftr 9; hps 
  68 each). 
   
   
  Hingred is very protective of the Duchess and 
  is extremely wary of any new stories pertaining to 
  Adrean’s death disturbing her.  Having seen 
  Verin’s heartbreak time and again over the 
  prolonged mystery of whatever happened to her 
  son, Hingred absolutely refuses to allow any new 
  unsubstantiated claims come to her attention.  
  Therefore, this encounter requires great diplomacy 
  on the part of the party for him to allow them to 
  see Verin. 
   
  If the party refuses to tell Hingred why they 
  wish to see the Duchess, he refuses them entry.  
  Only when they give him a reason does he even 
  consider granting audience. 
   
  The judge should allow the PCs to roleplay the 
  interaction as much as they want with Hingred 
  simply nodding poker-faced to each comment.  
  When they are done, have the PC who spoke the 
  most or the one with the highest Diplomacy score 
  if there was an equal amount of speaking make 
  the Diplomacy check for the party.  To that roll, 
  add the following modifiers, all of which stack with 
  each other: 
  • 
  +2 for each PC who successfully aided 
  another in the Diplomacy check. 
  • 
  +1 for each PC who has a “Chosen of 
  Adrean’s Landing” medal (The Great Pie 
  Fest); 
  • 
  +2 for each PC who has a “Proclamation 
  of Hero” (Returned Mail); 
  • 
  +4 for each PC who has the “Favor of the 
  Barony of Woodwych” (Returned Mail); 
  • 
  +2 for any successful Intimidate check.  
  This can only be obtained once.  Further 
  attempts to intimidate or to add on to a 
  previous intimidate check will result in a 
  new modifier of –10 to the roll.  PCs may 
  aid another in the initial check; 
  • 
  +4 for respectfully presenting Adrean’s 
  body, covered up.  Head exposed is okay; 
  • 
  +4 for mentioning “Boland Thipp” or 
  having Parvis present alive; 
  • 
  +4 for having successfully decrypted 
  Parvis’ journal in “Area E, Parvis’ Room — 
  9:00 pm” and presenting it to Hingred; 
  • 
  –4 for each player who has the “Disfavor 
  of the Barony of Woodwych” (Returned 
  Mail); 
  • 
  –4 for presenting Adrean’s body in a cruel 
  or disrespectful manner or allowing it to be 
  seen completely uncovered. 
  • 
  –1 for each half-orc present; 
  • 
  –1 for each act of boorishness, such as 
  vulgarity, 
  belching, 
  passing 
  gas, 
  or 
  otherwise acting in an anti-social manner; 
  • 
  –10 for each act of intimidation that fails; 
  • 
  Hingred Vortossen counts as both a noble 
  and a government agent loyal to the king 
  for the purposes of any other special 
  modifiers, such as the bonuses afforded a 
  Swaggering Dilettante, Oerth Theater 
  performer, member of the Royal Guard, 
  etc. 
   
  The target Diplomacy check DC is 18 + APL. 
   
  Failure: End of  Scenario 
   
  If the party fails the Diplomacy check, Hingred 
  keeps Adrean’s body (if it was presented) to verify 
  its identity later, but he cannot allow the party to 
  speak with Verin on the matter.  The scenario is 
  over for the party.  Despite the failure of the party 
  to see Verin, the truth about Adrean’s death does 
  come out, now that new evidence is at hand, and 
  Boland 
  Thipp 
  is 
  eventually 
  arrested.  
  Unfortunately, though, the PCs do not receive the 
  reward.  Proceed to the Conclusion.   
   
  Dealing with Saboteur PCs 
   
  If, however, the party fails the Diplomacy 
  check 
  but 
  would 
  have 
  succeeded 
  at 
  the 
  Diplomacy check were it not for certain PCs 
  accruing penalties for boorishness, disrespectful 
  treatment of Adrean’s corpse, or attempts at 
  intimidation—all to the objection of the other 
  PCs—then those PCs who sabotaged the group 
  are ejected from the keep, and the scenario ends 
  for them.  The rest of the party is permitted to 
  meet with Verin.  Proceed to the next section, 
  “Success: Visit with Verin.” 
   
  Beyond the Wisteria Tree 
   
  Page 36 
  
   
  Success: Visit with Verin 
   
  If the PCs succeeded in the Diplomacy check 
  with Hingred, read or paraphrase the following: 
   
   
  “At long last the Duchess’ chamberlain 
  states after some contemplation, ‘Very well, I 
  am convinced.  I will notify Her Grace at once.  
  Please wait here.’  He then excuses himself 
  and passes through the heavy door flanked by 
  liveried guards, closing it behind him.” 
   
  [If Adrean’s corpse was presented to Hingred] 
   
  “Two minutes later, three servants enter 
  the chamber.  They gently pick up the corpse 
  and carry it back through the guarded door. 
   
  “About 20 minutes after that, a stately 
  woman of middle age wearing an elaborate 
  gown and steepled headdress enters.  Her face 
  is somewhat grim but resolute.” 
   
  [PCs who have met her before recognize this 
  woman as Verin Talnith, the Duchess of 
  Woodwych.  For each PC who has the “Favor of 
  the Barony of Woodwych,” she nods respectfully 
  toward them in greeting, addressing them by 
  name.] 
   
  “’I am told you have discovered what 
  happened to my dear son, Adrean.  For that, I 
  am extremely grateful.  While I have yet to fully 
  take in all this information, I wanted to thank 
  you kindly for putting my wounded heart at 
  ease.  My investigators will be sure ferret out 
  all who were involved, and my treasurer is 
  compiling a reward for you as we speak.  
  Please accept it as my gratitude.” 
   
   
  At this point, the PCs may roleplay as much as 
  they desire.  Verin does not wish to chitchat too 
  long, however, as her raw emotions are still near 
  the fore. If any PC disrespects Verin or makes 
  cruel remarks about Adrean or his corpse—even if 
  they think they’re being cute or funny—the 
  Duchess leaves in a silent, dignified manner.  She 
  then instructs her treasurer to withhold that 
  individual PC’s reward, and no amount of 
  backpedaling or apologizing changes her or the 
  treasurer’s mind.   
   
  If everything goes smoothly, however, Verin 
  eventually states: 
   
   
  “’Now if you will excuse me, I need to be 
  alone.  I shall send my treasurer in.  Thank you 
  again for everything you have done, and I bid 
  you good day.’  With that, she smiles 
  graciously and departs, the train of her gown 
  gliding behind her.” 
   
  [2 minutes later] 
   
  “A short while later, a stern-looking man 
  with a short beard enters the chamber, holding 
  individual bags of gold.  He hands them out 
  almost with sadness as if the gold clinking 
  within them was begging to stay.” 
   
  The Reward 
   
  For providing enough proof regarding the 
  cause of death of Adrean (i.e., having made the 
  Diplomacy check to get to see Verin), each 
  party member receives: 
   
  APL 2:  150 gp 
    
  APL 4:  200 gp 
   
  APL 6:  250 gp 
   
  APL 8:  300 gp 
   
   
  For bringing Adrean’s body to the City of 
  Woodwych, each party member receives: 
   
  All APLs:  25 gp more 
   
   
  For providing evidence implicating Boland 
  Thipp, including bringing Parvis as a prisoner, 
  each party member receives: 
   
  All APLs:  25 gp more 
   
   
  Total Reward Possible: 
   
  APL 2:  200 gp 
    
  APL 4:  250 gp 
   
  APL 6:  300 gp 
   
  APL 8:  350 gp 
   
   
  After the party receives their reward, they are 
  politely escorted out.  Proceed to Conclusion. 
   
  Conclusion 
   
  “A few weeks have passed since the 
  events surrounding the farmhouse occurred. 
   
  Word spread quickly throughout the Duchy 
  that Boland Thipp, the head of a merchant 
  house in Swan Bore with connections to the 
  Scarlet Brotherhood, was arrested for hiring an 
  assassin to kill Adrean Talnith back in 589.  
  Apparently, Adrean had an idea to build a new 
  city on the Duntide, which the merchant feared 
  would cause greater scrutiny to fall upon his 
  smuggling operation from Nessermouth.  His 
  villainy has now ended once and for all, 
  though. 
   
  Sadly, resurrection spells have failed to 
  revive the slain Adrean, his soul seemingly 
  unwilling to return.  Having buried her son in 
  The City of Woodwych, the Duchess is quite 
  dispirited but ultimately relieved at being able 
  to close this painful chapter in her life. 
  Beyond the Wisteria Tree 
   
  Page 37 
  
   
   
  The Briar Toad Inn is enjoying prosperity 
  from all the attention it garnered surrounding 
  the events of last week.  While the temporal 
  portal is now closed, curiosity seekers come to 
  see the place nevertheless, hoping to maybe 
  catch a glimpse of what lies beyond the 
  wisteria tree.” 
   
  The End 
   
   
  Experience Point Summary 
   
  To award experience for this adventure, add 
  up the values for the objectives accomplished.  
  Then assign the experience awarded.  Award the 
  total value to each character. 
   
  In the Time Loop:  Attack of the Sentries 
  Defeating the stream wisps or sentries: 
   
  APL 2 
  120 XP 
   
  APL 4 
  180 XP 
   
  APL 6 
  240 XP 
   
  APL 8 
  300 XP 
   
  In the Time Loop: Helping Shandry 
   
  Succeeded in the Diplomacy check 
  that brings Shandry out of her state of 
  shock before the end of the time loop 
  and prevented her from getting killed by 
  the flames thereafter. 
   
  APL 2 
  20 XP 
   
  APL 4 
  30 XP 
   
  APL 6 
  43 XP 
   
  APL 8 
  58 XP 
   
   
  In the Time Loop: Overcoming the Fire  
  Surviving the obstacle that is the burning 
  farmhouse in order to complete Lahara’s 
  ritual: 
   
  APL 2 
  120 XP 
   
  APL 4 
  150 XP 
   
  APL 6 
  210 XP 
   
  APL 8 
  270 XP 
   
  Encounter Four: Back in the Present 
  Defeating or capturing Parvis: 
   
  APL 2 
  120 XP 
   
  APL 4 
  210 XP 
   
  APL 6 
  270 XP 
   
  APL 8 
  330 XP 
   
  Encounter Five: Visiting the Duchess 
  Handed 
  over 
  incriminating 
  evidence 
  against Boland Thipp, including Parvis 
  himself, to either Hingred or Verin: 
   
  APL 2 
  30 XP 
   
  APL 4 
  45 XP 
   
  APL 6 
  50 XP 
   
  APL 8 
  50 XP 
   
  Made the Diplomacy check, gaining 
  audience with Verin Talnith: 
   
  APL 2 
  40 XP 
   
  APL 4 
  60 XP 
   
  APL 6 
  87 XP 
   
  APL 8 
  117 XP 
   
  Total Possible Experience 
  Remained in character, behaved in a 
  manner 
  befitting 
  alignment, 
  and 
  otherwise added to the enjoyment of 
  others through roleplaying: 
   
  APL 2 
  450 XP 
   
  APL 4 
  675 XP 
   
  APL 6 
  900 XP 
   
  APL 8 
  1,125 XP 
   
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  Beyond the Wisteria Tree 
   
  Page 38 
  
   
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  Treasure Key: 
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Encounter Four:  Back in the Present 
   
  APL 2: L: 192.5 gp; C: 7.5 gp; M: 1,000 gp 
   
  APL 4: L: 192.5 gp; C: 832.5 gp; M: 1,075 gp 
   
  APL 6: L: 39.5 gp; C: 732.5 gp; M: 2,228gp 
   
  APL 8: L: 39.5 gp; C: 132.5 gp; M: 5,228 gp 
   
  Encounter Five: Visiting the Duchess 
  APL 2: L: 0 gp; C: 1200 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 1500 gp; M: 0 gp 
  APL 6: L: 0 gp; C: 1800 gp; M: 0 gp 
  APL 8: L: 0 gp; C: 2100 gp; M: 0 gp 
   
  Total Possible Treasure 
  APL 2: 2400 gp 
  APL 4: 3600 gp 
  APL 6: 4800 gp 
  APL 8: 7500 gp 
   
  Note that this is the total possible treasure for the 
  party.  The amount listed on the AR is correct and 
  is the above totals divided by six (6). 
   
  Special 
  • 
  Continual Flame.  For rescuing her, 
  Lahara Hestri, a cleric of Cyndor, has 
  offered to enchant the following item 
  owned by the character with a continual 
  flame 
  spell 
  at 
  caster 
  level 
  12:  
  _________________________.  This item 
  must be chosen at the end of the 
  scenario, and the PC must pay 50 gp for 
  the material component.  Frequency: 
  Adventure. 
  • 
  Magic Item Access and Upgrade.  Kalia, a 
  master 
  weaver 
  from 
  Mowbrenn, 
  is 
  delighted to have her sister back and 
  offers to put the PCs in contact with a 
  colleague of hers who crafts magical 
  cloaks, unlocking access to purchase a 
  cloak of resistance +2 and a cloak of 
  resistance +3. Furthermore, her contact 
  can 
  upgrade 
  an 
  existing 
  cloak 
  of 
  resistance from +1 to +2 or from +2 to +3, 
  provided the PC pays the difference in 
  cost.  Frequency:  Regional. 
  • 
  Luddy’s Hat of Disguise  (1,800 gp).  The 
  chubby, little gnome who crafted this 
  magic hat, which appears as an off-white 
  linen cap normally, set the command word 
  to “butter pat” in homage to his love of the 
  fatty staple.  It otherwise acts as a normal 
  hat of disguise.  (Faint illusion; CL 1st; 
  Craft Wondrous Item, disguise self; Price 
  1,800 gp).  Frequency: Adventure. 
  • 
  Divine Scroll of Invisibility (150 gp). The 
  assassin at the heart of this mystery was a 
  cleric whose domains included Trickery.  
  As such, he possessed a divine scroll of 
  invisibility.  (Faint illusion; CL 3rd; Scribe 
  Scroll, invisibility; Price 150 gp; Cost 75 gp 
  + 6 XP).  Frequency: Adventure. 
  • 
  Sickle +1 of Venom (8,306 gp). This is a 
  black +1 sickle, the pommel of which is 
  crafted into a skull.  It allows the wielder to 
  use a poison effect (as per the spell, save 
  DC 14) upon a creature struck by the 
  blade once per day. The wielder can 
  decide to use the power after he has 
  struck. Doing so is a free action, but the 
  poison effect must be invoked in the same 
  round that the sickle strikes. (Faint 
  necromancy; CL 5th; Craft Magic Arms 
  and Armor, poison; Price 8,306 gp; Cost 
  4,306 gp + 320 XP).  Frequency: 
  Adventure. 
   
   
  Beyond the Wisteria Tree 
   
  Page 39 
  
   
  APPENDIX 1: Stats and Equipment of Parvis Thander 
   
  APL 2 (EL 4) 
  Parvis Thander, male human Clr-3/Rog-1: CR 4; 
  Medium-sized Humanoid (5 ft. 8 in. tall); HD 
  3d8+1d6+8; hp 29; Init +7 (+3 Dex, +4 Improved 
  Initiative); Spd 30 ft.; AC 15 (+3 Dex, +2 armor); 
  Atks +6 melee (1d6, MW sickle) or +2 melee 
  (1d6§, sap) or +5 ranged (1d6/crit x3, short bow); 
  SA Rog sneak attack 1d6, clr death touch, clr 
  spells, spontaneous inflict spells; SQ Clr spells; AL 
  NE; SV Fort +5, Ref +6, Wil +4. 
   
   
  Str 10, Dex 17, Con 14, Int 14, Wis 12, Cha 8. 
   
  Skills: Bluff¹ +6, Disguise¹ +6, Hide¹ +10, 
  Knowledge (arcana) +3, Knowledge (religion) +5, 
  Listen¹ +5, Move Silently¹ +7, Open Lock +7, 
  Search¹ +6, Sense Motive¹ +5, Spellcraft +4, Spot¹ 
  +5, Tumble +7; Feats: Improved Initiative, Quick 
  Draw, Weapon Finesse (sickle). 
   
  SA: Death Touch—A granted power of the 
  death domain and usable once per day, a death 
  touch is a spell-like ability that is a death effect.  
  You must succeed at a melee touch attack against 
  a living creature.  When you touch, roll 3d6.  If the 
  total at least equals the creature’s current hit 
  points, it dies.  Sneak Attack—1d6. 
   
  Equipment: masterwork sickle, rapier, dagger, 
  shortbow, 20 arrows, sap, silver pendant of a skull 
  and scythe (unholy symbol of Nerull), disguise kit, 
  an encrypted journal, a book entitled Debauched:  
  Secrets of the Bawdy House, other mundane 
  traveling supplies, divine scroll of silence, divine 
  scroll of cure light wounds, divine scroll of shield of 
  faith, Luddy’s hat of disguise, and 7 gold, 5 silver. 
   
  Cleric Spells Prepared (Dom: Trickery and Death): 
   
  0th  cure minor wounds, detect magic, light, 
  resistance. 
   
  1st  cure light wounds, doom, entropic shield, 
  cause fear (domain). 
   
  2nd  silence, invisibility (domain). 
   
  APL 4 (EL 7) 
  Parvis Thander, male human Clr-3/Rog-3/Asn-
  1: CR 7; Medium-sized Humanoid (5 ft. 8 in. tall); 
  HD 3d8+4d6+14; hp 47; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 15 or 16(+3 
  Dex, +2 armor, +1 Dodge if dodging that 
  opponent); Atks +8 melee (1d6, MW sickle) or +4 
  melee (1d6§, sap) or +7 ranged (1d6/crit x3, short 
  bow); SA Death attack (DC 14), rog sneak attack 
  3d6, clr spells, spontaneous inflict spells; SQ Clr 
  spells, rog uncanny dodge, rog evasion; AL NE; 
  SV Fort +6, Ref +9, Wil +5. 
   
   
  Str 10, Dex 17, Con 14, Int 14, Wis 12, Cha 8. 
   
  Skills: Bluff¹ +9, Disguise¹ +9, Hide¹ +13, 
  Knowledge (arcana) +3, Knowledge (religion) +5, 
  Listen¹ +6, Move Silently¹ +13, Open Lock +10, 
  Search¹ +7, Sense Motive¹ +8, Spellcraft +4, Spot¹ 
  +7, 
  Tumble 
  +11; 
  Feats: 
  Dodge, 
  Improved 
  Initiative, Quick Draw, Weapon Finesse (sickle). 
   
  SA: Death touch—A granted power of the 
  death domain and usable once per day, a death 
  touch is a spell-like ability that is a death effect.  
  You must succeed at a melee touch attack against 
  a living creature.  When you touch, roll 3d6.  If the 
  total at least equals the creature’s current hit 
  points, it dies.  Death Attack—An assassin ability, 
  if you study your victim for 3 rounds, attack that 
  target within another 3 rounds, then make a sneak 
  attack with a melee weapon that successfully 
  deals damage, you can paralyze or kill the target if 
  they fail a Fortitude save (DC 14); Sneak Attack—
  3d6.  Uncanny Dodge—Retains Dexterity bonus to 
  AC even if flat-footed or unable to see opponent; 
  Evasion (Ex)—On a successful Reflex save 
  against a magical attack,  takes no damage. 
   
  Equipment: masterwork sickle, rapier, dagger, 
  shortbow, 20 arrows, sap, silver pendant of a skull 
  and scythe (unholy symbol of Nerull), disguise kit, 
  an encrypted journal, a book entitled Debauched:  
  Secrets of the Bawdy House, other mundane 
  traveling supplies, divine scroll of silence, divine 
  scroll of invisibility, divine scroll of cure light 
  wounds, divine scroll of shield of faith, Luddy’s hat 
  of disguise, and 80 pp, 32 gp, 5 sp. 
   
  Cleric Spells Prepared (Dom: Trickery and Death): 
   
  0th  cure minor wounds, detect magic, light, 
  resistance 
   
  1st  cure light wounds, doom, entropic shield, 
  cause fear (domain) 
   
  2nd  silence, invisibility (domain) 
   
  Assassin Spells Prepared: 
   
  1st  obscuring mist 
   
  APL 6 (EL 9) 
  Parvis Thander, male human Clr-3/Rog-5/Asn-
  1: CR 9; Medium-sized Humanoid (5 ft. 8 in. tall); 
  HD 3d8+6d6+18; hp 59; Init +8 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 16 or 17 (+4 
  Dex, +2 armor, +1 Dodge if dodging that 
  Beyond the Wisteria Tree 
   
  Page 40 
  
   
  opponent); Atks +10 melee (1d6+1, sickle +1) or 
  +5 melee (1d6§, sap) or +9 ranged (1d6/crit x3, 
  short bow); SA Death attack (DC 14), rog sneak 
  attack 4d6, clr spells, spontaneous inflict spells; 
  SQ Clr spells, rog uncanny dodge, rog evasion; AL 
  NE; SV Fort +6, Ref +11, Wil +5. 
   
   
  Str 10, Dex 18, Con 14, Int 14, Wis 12, Cha 8. 
   
  Skills: Bluff +11, Decipher Script +3, Disguise 
  +11, Forgery +5, Hide +16, Knowledge (arcana) 
  +3, Knowledge (religion) +5, Listen +8, Move 
  Silently +16, Open Lock +11, Search +8, Sense 
  Motive +10, Spellcraft +4, Spot +9, Tumble +14; 
  Feats: Dodge, Flick of the Wrist*, Improved 
  Initiative, Quick Draw, Weapon Finesse (sickle). 
  *See appendix for description of Flick of the Wrist 
   
  SA: Death touch—A granted power of the 
  death domain and usable once per day, a death 
  touch is a spell-like ability that is a death effect.  
  You must succeed at a melee touch attack against 
  a living creature.  When you touch, roll 3d6.  If the 
  total at least equals the creature’s current hit 
  points, it dies.  Death Attack—An assassin ability, 
  if you study your victim for 3 rounds, attack that 
  target within another 3 rounds, then make a sneak 
  attack with a melee weapon that successfully 
  deals damage, you can paralyze or kill the target if 
  they fail a Fortitude save (DC 14); Sneak Attack—
  4d6.  Uncanny Dodge—Retains Dexterity bonus to 
  AC even if flat-footed or unable to see opponent; 
  Evasion—On a successful Reflex save against a 
  magical attack,  takes no damage. 
   
  Equipment: rapier, dagger, shortbow, 20 
  arrows, sap, silver pendant of a skull and scythe 
  (unholy symbol of Nerull), disguise kit, an 
  encrypted journal, a book entitled Debauched:  
  Secrets of the Bawdy House, other mundane 
  traveling supplies, sickle +1, divine scroll of 
  invisibility, divine scroll of silence, divine scroll of 
  cure light wounds, divine scroll of shield of faith, 
  Luddy’s hat of disguise, and 70 pp, 32 gp, 5 sp.   
   
  Cleric Spells Prepared (Dom: Trickery and Death): 
   
  0th  cure minor wounds, detect magic, light, 
  resistance 
   
  1st  cure light wounds, doom, entropic shield, 
  cause fear (domain) 
   
  2nd  silence, invisibility (domain) 
   
  Assassin Spells Prepared: 
   
  1st  obscuring mist 
   
  APL 8 (EL 11) 
  Parvis Thander, male human Clr-3/Rog-7/Asn-
  1: CR 11; Medium-sized Humanoid (5 ft. 8 in. tall); 
  HD 3d8+8d6+22; hp 71; Init +8 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 16 or 17 (+4 
  Dex, +2 armor, +1 Dodge if dodging that 
  opponent); Atks +12/+7 melee (1d6+1, sickle of 
  venom) or +7/+2 melee (1d6§, sap) or +11/+6 
  ranged (1d6/crit x3, short bow); SA Death attack 
  (DC 14), poison spell via sickle, rog sneak attack 
  5d6, clr spells, spontaneous inflict spells; SQ Clr 
  spells, rog uncanny dodge, rog evasion; AL NE; 
  SV Fort +7, Ref +12, Wil +6. 
   
   
  Str 10, Dex 18, Con 14, Int 14, Wis 12, Cha 8. 
   
  Skills: Bluff +13, Decipher Script +3, Disguise 
  +13, Escape Artist +7, Forgery +8, Hide +18, 
  Knowledge (arcana) +3, Knowledge (religion) +5, 
  Listen +10, Move Silently +18, Open Lock +11, 
  Search +11, Sense Motive +12, Spellcraft +4, 
  Spot +10, Tumble +14; Feats: Dodge, Flick of the 
  Wrist*, Improved Initiative, Quick Draw, Weapon 
  Finesse (Sickle). 
  *See appendix for description of Flick of the Wrist 
   
  Death touch—A granted power of the death 
  domain and usable once per day, a death touch is 
  a spell-like ability that is a death effect.  You must 
  succeed at a melee touch attack against a living 
  creature.  When you touch, roll 3d6.  If the total at 
  least equals the creature’s current hit points, it 
  dies.  Death Attack—An assassin ability, if you 
  study your victim for 3 rounds, attack that target 
  within another 3 rounds, then make a sneak attack 
  with a melee weapon that successfully deals 
  damage, you can paralyze or kill the target if they 
  fail a Fortitude save (DC 14); Sneak Attack—5d6.  
  Uncanny Dodge— Retains Dexterity bonus to AC 
  even if flat-footed or unable to see opponent; can 
  no longer be flanked, except by a level 11 rogue; 
  Evasion—On a successful Reflex save against a 
  magical attack, takes no damage. 
   
  Equipment: rapier, dagger, shortbow, 20 
  arrows, sap, silver pendant of a skull and scythe 
  (unholy symbol of Nerull), disguise kit, an 
  encrypted journal, a book entitled Debauched:  
  Secrets of the Bawdy House, other mundane 
  traveling supplies, sickle +1 of venom, divine scroll 
  of invisibility, divine scroll of silence, divine scroll 
  of cure light wounds, divine scroll of shield of faith, 
  Luddy’s hat of disguise, and 132 gp, 5 sp. 
   
  Cleric Spells Prepared (Dom: Trickery and Death): 
   
  0th  cure minor wounds, detect magic, light, 
  resistance 
   
  1st  cure light wounds, doom, entropic shield, 
  cause fear (domain) 
   
  2nd  silence, invisibility (domain) 
   
  Assassin Spells Prepared: 
  Beyond the Wisteria Tree 
   
  Page 41 
  
   
   
  1st  obscuring mist 
  Beyond the Wisteria Tree 
   
  Page 42 
  
   
   
  APPENDIX 2:  Default Room Descriptions of the Farmhouse 
  (To be followed by time-specific descriptions as listed in the text) 
   
  Area A 
  Exterior 
  “The architecture of this two-story building suggests it is a farmhouse.  Numerous 
  windows grace its walls, and a large chimney comprises the northeast corner.  A 
  few small steps lead to a heavy front door.” 
  Area B 
  Dining Hall 
  “The three large tables in this space suggest it is a dining hall.  Four windows grace 
  the walls, and a heavy door to the outside is on the west wall.  A staircase leads up 
  to the second floor, and the kitchen is clearly visible to the north.” 
  Area C 
  Kitchen 
   
  “A large fireplace and cooking pit command attention in this otherwise modest 
  kitchen.  Shelves, utensils, cooking pots, and more are sprawled about.  A large 
  preparation table in the center holds more supplies.  A curtain partially drawn grants 
  access to a storage room in the back.  Foodstuffs, extra kegs of mead, hanging 
  meat can be found here.” 
  Area D 
  Upstairs’ Hall 
   
  “A wide hallway runs the length of the farmhouse, doors on each side.  Two old 
  chairs with fraying upholstery rest against the wall in what appears to be a sitting 
  area.” 
  Area E 
  Parvis’ Room 
   
  “Two simple beds on pallets of straw lie against the west wall beneath a closed 
  window.  A small table acts as a nightstand between them and supports a candle, 
  washbasin, and pitcher of water.  A chamber pot, armoire, and a series of coat pegs 
  comprise the rest of the furnishings.” 
  Area F 
  Lahara & 
  Jinelle’s Room 
   
  “Two simple beds on pallets of straw lie against the west wall beneath a closed 
  window.  A small table acts as a nightstand between them and supports a candle, 
  washbasin, and pitcher of water.  A book is also resting on the table.  A chamber 
  pot, armoire, and a series of coat pegs comprise the rest of the furnishings.” 
   
  [If Shandry has yet to be broken out of her stupor] 
   
  “A young girl, maybe 7 or 8 years old is clutching her knees and rocking back 
  and forth under the nightstand.” 
  Area G 
  Adrean’s Room 
   
  “Two simple beds on pallets of straw lie against the west wall beneath a closed 
  window.  A small table acts as a nightstand between them and supports a candle, 
  washbasin, and pitcher of water.  A chamber pot, armoire, and a series of coat pegs 
  comprise the rest of the furnishings.  A closed backpack is resting on one of the 
  beds, and an elaborate traveling cloak is hung on one of the pegs.” 
  Area H 
  Renadra’s Room 
   
  “A large bed on a pallet of straw lies against the northwest corner beneath 
  closed windows.  A table nearby acts as a nightstand and supports a candle, 
  washbasin, and pitcher of water.  A chamber pot, armoire, and a series of coat pegs 
  comprise the rest of the furnishings.  This appears to be a permanently lived-in 
  room, and various clothes and other mundane belongings are about.” 
  Area I 
  Mina & Nello’s 
  Room 
   
  “Two simple beds on pallets of straw lie against the east wall beneath a closed 
  window.  A small table acts as a nightstand between them and supports a candle, 
  washbasin, and pitcher of water.  A chamber pot, armoire, and a series of coat pegs 
  comprise the rest of the furnishings.  This appears to be a permanently lived-in 
  room of children, and various clothes, toys, and other mundane belongings are 
  about.” 
   
  Beyond the Wisteria Tree 
   
  Page 43 
  
   
  APPENDIX 3: Cyndor and Nerull 
   
   
  Cyndor 
  (Keeper of Infinity, the Illimitable One), LN lesser god of Time, Infinity, and Continuity 
   
   
  Cyndor (SIN-dohr) has three duties: meditate upon how manipulating time-space alters the universe, 
  record the actions of every creature on Oerth in his Personal Libram, and guard the time-stream from 
  powerful beings that might alter it to their advantage.  This Oeridian god endorses the concepts of 
  predestination, although his prospective differs from that of Istus or even his sometime ally (and superior) 
  Lendor.  He is shown as a towering man-form with no features and blocklike limbs of terrible strength, 
  representing the unknowable and inevitable advance of time.  His symbol is a rounded hourglass of black 
  and white set on its side, much like the symbol for infinity. 
   
   
  Time is not a static thing, but rather something liquid that stretches from the forgotten past to the 
  present and into the distant future.  Events of the past cause events in the present, which have 
  consequences that last far beyond the lifetimes of their progenitors.  There is no need to worry about the 
  choices one makes in life, for all actions are determined and your fate is set based upon those choices.  
  Augury is useful only as a moral balm to allow realization and acceptance of one’s place in the stream of 
  life. 
   
  Clerics of Cyndor converge near sites of pending importance or disruption in the time-flow.  They 
  study old lore to plot the course of history and learn the future, and many work as advisors or seers.  
  They debunk charlatan fortune-tellers and other false prophets.  They travel with people whom they 
  perceive will have interesting futures. 
   
  Domains Law, Protection Travel; Weapons sling. 
   
   
  Nerull 
  (The Reaper, Foe of all Good, Hater of Life, Bringer of Darkness), NE greater god of Death, 
  Darkness, Murder, and the Underworld. 
   
   
  Nerull (NEH-rul) is an ancient Flan god; few anywhere do not know and fear his name.  He is a rust-
  red skeletal being with thick, blackish-green hair, a cowl and cloak of rusty black, and eyes, teeth, and 
  nails the color of poisonous verdigris.  His sablewood staff Lifecutter forms a scythelike blade of red force 
  that slays anyone it touches.  Fiends answer his call out of fear rather than loyalty, for he hates all life and 
  is not above destroying servants out of displeasure or spite.  His symbol is a skull and scythe.  Of all 
  other divine beings, the only one he tolerates is Incabulos, whose gifts send many to his realm. 
   
   
  All are equal in Nerull’s cold realm.  Every living thing is an affront to the Reaper, and every death 
  brings a dark spark of joy to his long-dead heart.  Those who pray to Nerull to appease him only attract 
  his attention and their own doom.  Those who kill in his name shall be rewarded. 
   
   
  Clerics of Nerull are secretive and solitary, as few sane people would tolerate their presence.  Except 
  in the most evil lands, no organized church of Nerull exists.  Nerull’s clerics commit murder as offerings to 
  their god; when their actions are discovered, they flee their hiding places and move far away to carry out 
  their evil deeds, appearing innocent while occasionally killing wayfarers on their long journey. 
   
  Domains Death, Evil, Trickery; Weapons scythe (m), dagger, quarterstaff, sickle. 
  Beyond the Wisteria Tree 
   
  Page 44 
  
   
  APPENDIX 4:  NPC Descriptions 
   
   
  Adrean 
  “a stout human lad” 
  This is a stout human lad of Oeridian descent just entering manhood.  
  He possesses an air of good breeding and refinement, tempered with 
  youthful exuberance.  Thick hair of sable brown falls to just above his 
  shoulders in a pageboy style.  One of his bushy eyebrows seems 
  perpetually arched, giving his otherwise rounded face some interest.  
  [When not in bed] He wears a long, red tunic that reaches to his thighs 
  and is belted at the waist.  It is well tailored, as are his breeches of a 
  lighter hue of red.  Indeed, these are the expensive clothes of 
  someone of wealth or station.  At his side is a short sword and dagger. 
  Jinelle 
  “a young half-elf woman”  
  Straight, dark blonde hair crowns this young half-elf woman’s slight 
  frame.  It reaches to her mid-back and moves easily at little 
  provocation.  Her human side appears to be of Suel descent, while her 
  elvish features create an even more angular look.  Eyes of ice blue 
  and lightly tinted lips are quite striking against her porcelain skin.  
  [When not in bed] She wears a simple dress of pale green with yellow 
  trim.  A delicate silver chain is around her neck, bearing a citrine 
  pendant.  A dagger is at her side. 
  Lahara 
  “an elderly woman” 
  Lines of wisdom wrinkle this elderly, charismatic woman’s visage.  Her 
  jowly jaw line and waddle undulate a bit as she moves.  [When not in 
  bed] She wears a simple yet attractive hat up into which her grey hair 
  has been gathered.  Her cotehardie gown has a high collar and fits her 
  well, the angel sleeves draping prettily.  A dagger is at her side. 
  Mina 
  “a chubby teen girl”  
  A chubby teen girl, she has a sweet countenance and a shy 
  demeanor. She keeps her long brown hair pulled up into a pony tail.  
  [When not in bed] She wears a frumpy brown dress with a few small 
  and worn out shoes. 
  Nello 
  “a gangly teen boy”  
  Having entered that awkward stage of life, this gangly teen boy is all 
  arms and legs.  A high-rising upper lip exposes his gums and crooked 
  teeth, which are accompanied by his bad complexion.  [When not in 
  bed] He wears a boy’s tunic and breeches that are both too small for 
  his height, as well as worn out shoes. 
  Parvis (out of disguise) 
  “a pale human male with a 
  bulbous nose and matted, short 
  black hair” 
  This pale human male is rather unattractive with a bulbous nose and 
  matted, short black hair.  He is wearing blackened leather armor and 
  carries a dagger, rapier, a sickle, and short bow. 
  “Quial” (Parvis disguised) 
  “an elven man with decorative 
  facial tattoos”  
   
  Decorative tattoos about his face are the most obvious characteristic 
  of this somewhat unattractive elf.   He has long brown hair with a slight 
  wave into which has been woven a large eagle feather.  He wears 
  leather armor and carries a dagger,  
  Renadra 
  “A middle-aged woman with 
  fiery red hair” 
  Pulled up into a wide bun, the fiery red hair on this middle-aged 
  woman screams for attention.  She has a plump figure, which she 
  carries well, and freckles dot her fair skin. [When not in bed] She is 
  wearing an apron 
  Shandry 
  “A young girl of about 7 or 8” 
  This girl of about 7 or 8 years in age has light brown hair, parted in the 
  center, and braided down each side.  She wears a simple blue linen 
  dress with an embroidered flower on the bodice. 
  Beyond the Wisteria Tree 
   
  Page 45 
  
   
  APPENDIX 5: NPC Matrix - Where They Are and When 
   
   
  ADREAN 
  JINELLE 
  LAHARA 
  MINA & NELLO 
  8:00 
  Area B (Dining Hall), talking 
  with Parvis 
  Area B (Dining Hall), eating 
  with Lahara 
  Area B (Dining Hall), eating 
  with Jinelle 
  Area B (Dining Hall), 
  serving guests 
  9:00 
  Area B (Dining Hall), talking 
  with Jinelle 
  Area B (Dining Hall), talking 
  with Adrean 
  Area B (Dining Hall), 
  leaving and going Area F 
  (her room) 
  Area B (Dining Hall), 
  serving guests 
  10:00 
  Area G (his room having a 
  tryst with Jinelle) 
  Area G (Adrean’s room 
  having a tryst with Adrean) 
  Area F (her room), sleeping 
  Area I (their room), sleeping 
  11:00 
  Area G (his room), sleeping 
  as Jinelle sneaks out 
  Area G (Adrean’s room), 
  leaving and going to Area F 
  (her own room) 
  Area F (her room), sleeping 
  Area I (their room), sleeping 
  12:00 
  Area G (his room), sleeping 
  Area F (her room), sleeping 
  Area F (her room), sleeping 
  Area I (their room), sleeping 
  1:00 
  Area G (his room), 
  awakened as Parvis enters; 
  fights with Parvis silently 
  and is killed 
  Area F (her room), sleeping 
  Area F (her room), sleeping 
  Area I (their room), sleeping 
  2:00 
  Area G (his room), dead 
  Area F (her room), 
  unconscious while Lahara 
  incants her spell 
  Area F (her room), 
  incanting the temporal spell 
  and falling unconscious 
  Area I (their room), sleeping 
   
   
   
  PARVIS 
  “QUIAL” 
  RENADRA 
   
  8:00 
  � 
  Area B (Dining Hall), talking 
  with Adrean 
  Area B (Dining Hall), letting 
  out the cat to Area A 
  (Exterior) and serving 
  guests 
   
  9:00 
  Area E (his room), reading 
  incriminating evidence 
  � 
  Area B (Dining Hall), 
  serving guests 
   
  10:00 
  Area E (his room), reading 
  a book 
  � 
  Area B - (Dining Hall), 
  letting in the cat from Area 
  A (Exterior) and going to 
  Area H (her room) 
   
  11:00 
  Area E (his room), reading 
  a book 
  � 
  Area H (her room), sleeping 
   
  12:00 
  Area E (his room), praying 
  to Nerull 
  � 
  Area H (her room), sleeping 
   
  1:00 
  Area E (his room), using his 
  hat of disguise to change 
  into “Quial” and then… � 
  Area E (his room), casting 
  silence and then going to 
  Area G (Adrean’s Room) to 
  kill Adrean 
  Area H (her room), getting 
  annoyed by the thumping in 
  Area G (Adrean’s room) 
   
  2:00 
  � 
  Area B (Dining Hall), exiting 
  to Area A (Exterior) as he 
  tosses his last alchemist’s 
  fire inside 
  Area H (her room), sleeping 
   
   
   
  Beyond the Wisteria Tree 
   
  Page 46 
  
   
  Appendix 6: New Rules, Items, and Monsters 
   
  New Feats 
  Flick of the Wrist: 
  With a single motion, you can draw a light weapon 
  and make a devastating attack. 
   
  Prerequisite: Dex 17+, Quick Draw 
   
  Benefit:  If you draw a light weapon and make 
  a melee attack with it in the same round, you catch 
  your opponent flat-footed (for the purpose of this 
  attack only).  This feat works only once per 
  combat. 
   
  Source:  Song and Silence, p. 39. 
   
   
  New Magic Items 
  Medium Sickle of Venom: 
  This is a black, medium-sized +1 sickle, the 
  pommel of which is crafted into a skull.  It allows 
  the wielder to use a poison effect (as per the spell, 
  save DC 14) upon a creature struck by the blade 
  once per day.  The wielder can decide to use the 
  power after he has struck.  Doing so is a free 
  action, but the poison effect must be invoked in 
  the same round that the sickle strikes. 
   
  Faint necromancy; CL 5th; Craft Magic Arms 
  and Armor, poison; Price 8,306 gp; Cost 4,306 gp 
  + 320 XP. 
  Frequency: Adventure. 
   
  Luddy’s Hat of Disguise: 
  The chubby, little gnome who crafted this magic 
  hat, which appears as an off-white linen cap 
  normally, set the command word to “butter pat” in 
  homage to his love of the fatty staple.  It otherwise 
  acts as a normal hat of disguise.  (Faint illusion; 
  CL 1st; Craft Wondrous Item, disguise self; Price 
  1,800 gp).  Frequency: Adventure. 
   
   
  New Monsters: 
  See following page: 
   
   
  Beyond the Wisteria Tree 
   
  Page 47 
  
   
  Stream Wisp 
  Small Elemental (Lawful, Time) 
  Hit Dice: 2d8+2 (11 hp) 
  Initiative: +3 
  Speed: Fly 50 ft. (perfect) (10 squares) 
  Armor Class: 14 (+3 Dex, +1 Size), touch 14, flat-
  footed 11 
  Base Attack/Grapple: +1/–3 
  Attack: Tendril +5 melee touch (1d3 temporal) 
  Full Attack: Tendril +5 melee touch (1d3 
  temporal) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Temporal damage 
  Special Qualities: Blindsight, damage reduction 
  5/bludgeoning or spells or elemental effects, 
  elemental traits, lawful traits, time traits 
  Saves: Fort +1, Ref +6, Will +0 
  Abilities: Str 10, Dex 16, Con 12, Int —, Wis 10, 
  Cha 14 
  Skills: — 
  Feats: Weapon Finesse 
  Environment: Raw time-streams 
  Organization: Solitary or gang (2–4) 
  Challenge Rating: 1 
  Treasure: None 
  Alignment: Always Lawful Neutral 
  Advancement: 3–6 HD (Small) 
  Level Adjustment: — 
   
  A whining nimbus of pale blue light approximately 
  1 foot in diameter floats in the air.  Scintillating 
  rays emanate from it an additional 12 inches in all 
  directions. 
    
  Stream wisps are mindless creatures that exist 
  only in the raw time-stream and other places of 
  alternate phase.  Scholars disagree as to how 
  stream wisps came to be, although most believe 
  they are the creation of one of the gods of time, 
  most likely Cyndor.  Regardless of their origins, 
  the motives of wisps are indisputable: to expel any 
  and all who venture into alternate phases or the 
  raw time-stream itself. 
   A stream wisp appears as a floating nimbus of 
  pale blue light approximately 1 foot in diameter.  It 
  emits scintillating rays to a distance of 12 inches, 
  making its total space about 3 feet in diameter.  
  They 
  are 
  composed 
  of 
  temporal 
  energy, 
  constantly emitting a hum. 
   
  COMBAT 
  Patrolling continuously, stream wisps assault 
  anything not of their ilk in an attempt to purge it 
  from their realms.  When first engaging in combat, 
  they always attack the nearest creature they 
  sense, lashing out with a tendril of temporal 
  energy (see below) until that creature is dead (not 
  just unconscious), thus purged from the alternate 
  phase.   
   While mindless, they still instinctually utilize 
  attacks of opportunity, but do not otherwise 
  engage in more sophisticated tactics, such as 
  disarming, sundering, intentionally flanking, or 
  coups de grace.  Unconscious creatures are still 
  attacked as normal, however, until dead.  Then the 
  stream wisp turns its attention to the next closest 
  foe. 
   Unattended objects not belonging in the 
  alternate phase are also attacked but only after all 
  other animated and living targets are purged from 
  the area. 
   Temporal Damage (Su): Any creature hit by a 
  stream wisp’s tendril attack has a portion of its 
  essence purged from the alternate phase.  
  Anyone killed by temporal damage is returned to 
  the time and place where they originally entered 
  the alternate phase, their corpse seemingly 
  undamaged but still very dead.  Temporal damage 
  can be healed normally in or out of the alternate 
  phase.  Unattended objects brought to 0 hps from 
  temporal damage are likewise returned whence 
  they came. 
   Blindsight (Ex): Using sensitivity to vibrations, 
  stream wisps maneuver and fight as well as a 
  sighted creature.  Invisibility, darkness, and most 
  kinds of concealment are irrelevant. 
   Damage Reduction (Ex):  The first 5 points of 
  damage from piercing or slashing weapons are 
  negated due to the time wisp’s unique physiology. 
   Bludgeoning weapons affect it normally. 
   Elemental Traits:  Darkvision out to 60 ft.; 
  immunity to poison, sleep effects, paralysis and 
  stunning; not subject to critical hits or flanking; 
  cannot be raised. 
   Lawful Traits: A creature with the lawful 
  subtype overcomes damage reduction as if its 
  natural weapons and any weapons it wields were 
  lawful-aligned. 
   Time Traits: A creature with the time subtype 
  can only exist in the raw time-stream and alternate 
  phases, such as time loops.  They can never be 
  conjured, called, dismissed, or banished and are 
  immune to both slow and haste spells. 
   
  Beyond the Wisteria Tree 
   
  Page 48 
  
   
  Stream Sentry 
  Small Elemental (Lawful, Time) 
  Hit Dice: 7d8+14 (44 hp) 
  Initiative: +7 
  Speed: Fly 80 ft. (perfect) (16 squares) 
  Armor Class: 19 (+4 Dex, +3 Natural, +1 Dodge 
  (haste), +1 Size), touch 16, flat-footed 14 
  Base Attack/Grapple: +5/+1 
  Attack: Tendril +11 melee touch (1d6 temporal) 
  Full Attack: 3 tendrils +11 melee touch (1d6 
  temporal) 
  Space/Reach: 5 ft./10 ft. 
  Special Attacks: Temporal damage 
  Special Qualities: Blindsight, haste, damage 
  reduction 10/bludgeoning or spells or elemental 
  effects, elemental traits, lawful traits, time traits 
  Saves: Fort +4, Ref +10, Will +2 
  Abilities: Str 10, Dex 18, Con 14, Int —, Wis 10, 
  Cha 14 
  Skills: — 
  Feats: Combat ReflexesB, Improved Initiative, 
  Weapon Finesse, Weapon Focus (Tendril) 
  Environment: Raw time-streams 
  Organization: Gang (2–7) 
  Challenge Rating: 5 
  Treasure: None 
  Alignment: Always Lawful Neutral 
  Advancement: 8–21 HD (Small) 
  Level Adjustment: — 
   
  A whining nimbus of pale blue light approximately 
  1 foot in diameter floats in the air.  Scintillating 
  purplish rays swirl about from it in all directions.  
  Most of the tendrils are about 2 feet in length, 
  although a few rogue ones seem to writhe about in 
  excess of 10 feet. 
    
  Stream sentries are mindless creatures that exist 
  only in the raw time-stream and other places of 
  alternate phase.  They are more powerful 
  manifestations of stream wisps (q.v.) and always 
  travel in groups. 
   A stream sentry appears as a floating nimbus of 
  pale blue light approximately 1 foot in diameter.  It 
  emits writing rays of purple to a distance of 2 feet 
  to 10 feet.  The longer tendrils give the creature 
  reach, which it deftly utilizes with its Combat 
  Reflexes.  These tendrils cannot be severed.   
   Sentries are composed of temporal energy, 
  constantly emitting a hum. 
   
  COMBAT 
  Patrolling continuously, stream sentries assault 
  anything not of their ilk in an attempt to purge it 
  from their realms.  When first engaging in combat, 
  they always attack the nearest creature they 
  sense, lashing out with a tendril of temporal 
  energy (see below) until that creature is dead (not 
  just unconscious), thus purged from the alternate 
  phase.   
   While mindless, they still instinctually utilize 
  attacks of opportunity and try to flank foes when 
  possible.  Unless they charge, they always close 
  to with 5 feet of an opponent, so they can take 
  attacks of opportunity against those who try to 
  leave their 10 foot reach, but do not otherwise 
  engage in more sophisticated tactics, such as 
  disarming, 
  sundering, 
  or 
  coups 
  de 
  grace.  
  Unconscious creatures are still attacked as 
  normal, however, until dead.  Then the stream 
  sentries turn their attention to the next closest foe. 
   Unattended objects not belonging in the 
  alternate phase are also attacked but only after all 
  other animated and living targets are purged from 
  the area. 
   Temporal Damage (Su): Any creature hit by a 
  stream sentry’s tendril attack has a portion of its 
  essence purged from the alternate phase.  This 
  attack overcomes damage reduction of any type.  
  Anyone killed by temporal damage is returned to 
  the time and place where they originally entered 
  the alternate phase, their corpse seemingly 
  undamaged but still very dead.  Temporal damage 
  can be healed normally in or out of the alternate 
  phase.  Unattended objects brought to 0 hps from 
  temporal damage are likewise returned whence 
  they came. 
   Blindsight (Ex): Using sensitivity to vibrations, 
  stream sentries maneuver and fight as well as a 
  sighted creature.  Invisibility, darkness, and most 
  kinds of concealment are irrelevant. 
   Haste (Ex):  Being an entity of time, a stream 
  sentry is always under the effect of a special kind 
  of haste effect that grants a +1 bonus on attack 
  rolls and a +1 dodge bonus to AC and Reflex 
  saves.  Additionally, when making a full attack 
  action, a stream sentry may make one extra tendril 
  attack, as already reflected in the Full Attack entry. 
   Damage Reduction (Ex):  The first 10 points of 
  damage from piercing or slashing weapons are 
  negated 
  due 
  to 
  the 
  time 
  sentry’s 
  unique 
  physiology.  Bludgeoning weapons affect it 
  normally. 
   Elemental Traits:  Darkvision out to 60 ft.; 
  immunity to poison, sleep effects, paralysis and 
  stunning; not subject to critical hits or flanking. 
   Time Traits: A creature with the time subtype 
  can never be conjured, called, dismissed, or 
  banished and are immune to both slow and haste 
  spells. 
  Beyond the Wisteria Tree 
   
  Page 49 
  
   
  Beyond the Wisteria Tree 
   
  Page 50 
  APPENDIX 7: Farmhouse Exterior (Area A) - Judge’s Map 
  Beyond the Wisteria Tree 
   
  Page 50 
  
   
  APPENDIX 8: Farmhouse Downstairs - Player’s Map 
  Beyond the Wisteria Tree 
   
  Page 51 
  
   
  Beyond the Wisteria Tree 
   
  Page 52 
  APPENDIX 9: Farmhouse Downstairs - Judge’s Map 
  Beyond the Wisteria Tree 
   
  Page 52 
  
   
  Beyond the Wisteria Tree 
   
  Page 53 
  APPENDIX 10: Farmhouse Upstairs - Player’s Map 
  Beyond the Wisteria Tree 
   
  Page 53 
  
   
  APPENDIX 11: Farmhouse Upstairs - Judge’s Map 
   
  Beyond the Wisteria Tree 
   
  Page 54 
  
   
  APPENDIX 12: Back in the Present: 
  Where PCs and NPCs appear after the time loop ends 
   
   
  Beyond the Wisteria Tree 
   
  Page 55 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Nyrond/NYR3-06 - Beyond the Wisteria Tree.pdf