TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  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.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  PAL4-07 
   
   
   
   
   
   
   
  The Root of Chaos 
   
  A One-Round D&D LIVING GREYHAWK®  
  Theocracy of the Pale Regional Adventure 
  Version 1.1 
  by Joe Streeper 
  Editors: Donovan Hicks and Derek Schubert; Playtesters: David Reuterskiold, Ron Levy, Brian Moseley, Derek 
  Schubert, and Jason Clark. 
   
   
  An ancient forest beckons with its eerie glow.  Creatures lurk in the verdant canopy above, waiting for an unfortunate 
  soul to pass by.  Around each bend and from behind each fallen log, eyes peer through the mist.  And below, the roots 
  hold fast in their tangled tapestry.  An adventure for Average Party Level (APL) 4 through 12. 
  
  PAL 4-07 The Root of Chaos 
   
  Page 1 
  Introduction 
  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 and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and record-keeping 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. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  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 judge) 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 judge can bar the use of 
  even core rulebooks 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 
  bold italics. 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. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet.  The judge 
  should complete the top of the form and list his name 
  and RPGA number.  The players should each list their 
  name and RPGA number.  After the form is filled out it 
  should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  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, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above 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. 
  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 sidebar 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 of this type, and animals 
  with 
  different 
  CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character has the Mounted 
  
  PAL 4-07 The Root of Chaos 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  Combat feat, he may bring a single warhorse, light or 
  heavy, with him in the adventure and it will not 
  count 
  toward 
  the 
  APL 
  calculation. 
  3. 
  Sum the results of 1 and 2, and 
  divide by the number of 
  characters 
  playing 
  in 
  the 
  adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six 
  PCs, add one to that average. 
  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 and gold a 
  PC may gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character will receive only one-half of the 
  experience points for the adventure.  Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well.  This simulates 
  the fact that either the PC was not challenged as much as 
  normal or relied on help by higher-level characters to 
  reach the objectives. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are two 
  things that the group 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 move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep
   
   
   
   
  This is a standard one-round 
  Regional adventure, set in the 
  Theocracy 
  of 
  the 
  Pale.  
  Characters 
  native 
  to 
  the 
  Theocracy of the Pale pay one 
  Time Unit per round, all others 
  pay two Time Units per round. 
   
  Adventurer’s 
  Standard 
  Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp 
  per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Characters that fail to pay at least 
  Standard Upkeep will retain 
  temporary ability damage until 
  the next adventure, must buy 
  new spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  The Phostwood is a dense and tangled forest that glows 
  eerily at night with the dying Phost trees that litter the 
  woods.  This is a haunted place with abundant dangers 
  lurking within its shadowy realms.  It is also a 
  battleground for forces of Iuz, the Pale, and various 
  bandit groups.  The native elves, known as the 
  Phostaldaron, are fierce defenders of these lands.  They 
  have a long history of battles with humanoids who dwell 
  in the forest.  The biggest threat to the elves is ogres, who 
  can be found in great numbers. 
   
  There are currently ten tribes of Phostaldaron elves.  
  One of these tribes is the Istari, a group of sylvan elves 
  that value deep lore and arcane knowledge.  Another of 
  these tribes is the Angwi, a group of ancient wild elves 
  
  PAL 4-07 The Root of Chaos 
   
  Page 3 
  (grugach) who revere the snake as a spiritual force.  From 
  this latter tribe comes Hrek’sha, a chaotic sorcerer. 
   
  Hrek’sha has always had a compulsive curiosity 
  about the wonders of the Phostwood.  For many years he 
  sought answers to the riddles of the Dark Plague (the 
  corrupting force of the Phostwood), the mysteries of fey 
  creatures, and ways of invoking his inborn magical 
  powers.  When he learned of the Floracon being given to 
  the Phostaldaron several years ago, his interest was 
  piqued. 
   
  The Floracon is a strange alien artifact discovered by 
  adventurers as they faced a forgotten invading species of 
  spacefaring plant creatures known as the rex aartuk.  
  Although the threat of the rex aartuk has now passed, the 
  Floracon remains a mystery. When rediscovered in CY 
  592, it was given first to the Istari tribe, since the 
  adventurers who found it had some contacts with them.  
  Word of this strange item spread to the other tribes, and 
  it quickly became a potential source of conflict.  With the 
  Phostaldaron already facing so many other problems, the 
  great elven leader Calion stepped in to decree that the 
  Floracon would stay with a tribe for a period of one year 
  before passing to another.  A year after the Istari received 
  the item, it passed to the Angwi tribe where Hrek’sha 
  quickly stole it and disappeared. 
   
  The Floracon is an odd book made up of transparent 
  flexible pages.  Understanding these pages defy any 
  conventional logic.  It was eventually discovered that to 
  comprehend the contents, multiple pages must be 
  combined together in layers and viewed simultaneously.  
  Although it was first believed to mainly contain 
  information about the rex aartuk, some of the elven 
  scholars found that it contained additional information 
  on a variety of topics.  Furthermore, when pages of the 
  Floracon were combined, and certain incantations uttered, 
  great power was released. 
   
  Once Hrek’sha began to read the Floracon, he 
  discovered it contained information about a place known 
  as the Far Realm.  This alien plane of existence is so 
  remote that to begin to understand it requires the 
  bending of one’s mind toward insanity. 
   
  Using the power of the Floracon, Hrek’sha set about 
  to gain access to the Far Realm.  He knew of several 
  places in the Phostwood where the boundaries between 
  the planes were unusual.  One of these locations was a 
  hidden gateway to the Faerie Realm.  Approximately two 
  months ago Hrek’sha took the Floracon into the Faerie 
  Realm and warped this realm to his own desires. 
   
  Hrek’sha entered the Faerie Realm and invoked the 
  devastating power of the Floracon.  This act forced a planar 
  conjunction with the Far Realm.  Fey creatures were 
  tossed into the insane depths of the Far Realm, while the 
  Far Realm creatures invaded the Faerie Realm.  
  Fortunately, the conjunction affected only a limited area 
  in the Faerie Realm, sparing it complete destruction – as 
  it turns out the two worlds are vastly incompatible and 
  the effects could only spread so far.  However, the portal 
  back to the Phostwood was now effectively inaccessible, 
  and to move beyond the planar conjunction would kill 
  anyone trying. 
   
  Once in the Far Realm, Hrek’sha succumbed to the 
  insanity of the place.  He took on the aspects of alien 
  creatures 
  and 
  his 
  mind 
  was 
  stretched 
  beyond 
  understanding.  However, he was confined to the limited 
  area of the planar convergence, and he wanted to be able 
  to either move fully into the Far Realm, or to return to 
  the Phostwood and pursue his crazed obsessions as he 
  saw fit.  But to escape he needed a power beyond his own 
  capability. 
   
  Using the Floracon, he enticed an elder creature of 
  immense power.  Such creatures exist in the Far Realm, 
  transcending normal thought or comprehension.  This 
  particular one resembles a tree of such immense size that 
  it spans many layers of the Far Realm all at once.  This 
  creature is mostly uncaring of anything that happens 
  around it, for it spends its time lost in thought.  Hrek’sha 
  now has the power to jolt this creature in such a way as to 
  blast him out of this area and back into the Phostwood.  
  He has little thought or care anymore for the elves, for he 
  has transcended them and now believes himself to be a 
  new type of enlightened creature.  Hrek’sha’s sense of 
  time has been greatly skewed while on the Far Realm.  
  He has no idea how long he’s been there.  He is not sure 
  when the best time would be for him to force the elder 
  creature to open the gate, but as soon as he senses the 
  arrival of invaders from the Phostwood he will 
  immediately proceed with his plan. 
   
  Meanwhile the elder creature’s presence near the 
  planar gate has influenced the Phostwood as its power 
  seeps through the boundary.  The creature has subtle but 
  nearly deific powers in the Far Realm.  As its power 
  passes through to the Prime Material plane, it is greatly 
  diminished.  It still permeates a vast area with its 
  “pseudonatural” essence.  This essence manifests itself in 
  certain plants and creatures, which take on aspects of the 
  Far Realm and somehow connect themselves to the 
  being.  The creature is mostly unknowing and uncaring 
  in his own realm, but the portions of him that enter the 
  Phostwood manage to wake up some dormant part of his 
  being and try to comprehend, influence, and ultimately 
  destroy anything in his path. 
  Adventure Summary 
  The adventure begins with an invitation from Silverleaf, 
  an elven bard, who invites the party to visit the Istari 
  tribe in the Phostwood.  Upon entering the woods, the 
  party may have hostile encounters or get lost if they are 
  not skilled in surviving in a natural habitat.  Along the 
  way they will be attacked by a hunting band of ogres. 
   
  Just before reaching Stag Falls, home of the Istari, 
  the party comes across a satyr, who speaks with the party 
  for a while.  The party then heads to the village where 
  
  PAL 4-07 The Root of Chaos 
   
  Page 4 
  they speak with Curu’nole, tribal elder.  The party learns 
  of some strange events that have been occurring. 
   
  The party can investigate a dryad’s grove and another 
  swampy location where trees have been reported as being 
  eerie.  The party will be attacked by some of the nearby 
  creatures that have been taken over by forces of the Far 
  Realm. 
   
  The party learns that to find the source of the Far 
  Realm power, they must interact with one of the strange 
  trees.  When they do so, they gain some essence of the 
  Far Realm, which guides them to a planar portal and 
  inflicts strange temporary effects. 
   
  The party enters the portal to the Far Realm.  Once 
  there, they discover a chaotic multilayered realm where 
  reality is distorted.  Amongst this backdrop dwells 
  Hrek’sha, who realizes he must act now if he is to use the 
  Floracon to escape his self-inflicted entrapment on this 
  plane.  He performs a quick ritual that sets into motion 
  the power to eject parts of the Far Realm (including 
  nearby creatures like the PCs) back to the Phostwood.  
  Once this is done, he attacks the PCs for intruding on his 
  affairs. 
   
  Once battle is complete, the Far Realm erupts and 
  ejects everyone back to the Phostwood.  Brought along 
  with it is an elder Far Realms being.  This tree-like 
  creature is only manifested by its roots that stretch up 
  from a rip in the planar fabric.  The creature is massive 
  and powerful—much beyond the PCs’ power.  Dealing 
  with it will have to wait for another day. 
   
  The party may also decide they want to deal with an 
  ogre problem.  If so, they can spend some extra time 
  attacking the Olungar tribe of ogres.  This battle is very 
  tough, but the Istari will be very grateful should the PCs 
  take on the challenge. 
  Preparation for Play 
  The DM should be familiar with the “Wilderness 
  Adventures” section of the Dungeon Master’s Guide (DMG), 
  beginning on page 86.  The terrains of interest are “forest” 
  and “marsh.”  These sections cover the effects of 
  undergrowth and water upon movement and skill 
  checks.  There is also a section on getting lost, which is a 
  possibility in the dense Phostwood. 
   
  Background information on the Phostaldaron, the 
  elves of the Phostwood, is available on the Pale website.  
  It would serve the DM well to be familiar with the tribal 
  structures of the sylvan and grugach tribes and their 
  enemies. 
   
  Another helpful resource in this adventure is section 
  on the Far Realm in the Manual of the Planes found on 
  page 211. The Far Realm also also described with the 
  Alienist prestige class located in Tome and Blood or 
  Complete Arcane. 
   
  The DM should also be familiar with the fire-
  dominant trait and the major positive-dominant trait as 
  detailed in the planar travel section of the DMG pgs. 148-
  149, as well as the insanity spell, just in case the PCs are a 
  little too adventurous when in the Far Realm. 
  Introduction 
  The adventure begins in Wintershiven, where Silverleaf, 
  a Phostwood elf, has sought out the adventurers and 
  encourages them to travel to the Phostwood to re-visit 
  the Istari. 
  Silverleaf: Male elf Brd10 (Cha 19; AL CG; Bluff +17, 
  Diplomacy +17, Gather Information +10, Knowledge 
  (local-NMR) +12, Knowledge (nature) +8, Sense 
  Motive +15). 
  You are in Wintershiven.  It is early autumn, and the 
  weather has not yet turned to the bitter cold so 
  common in the months to come. You recently 
  received a letter addressed to you to meet someone 
  named “Silverleaf” in a nearby home just outside the 
  city. 
  An elven PC who played PAL 2-01 Drawing from Life may 
  have already encountered Silverleaf. 
  Upon arrival you’ve met some other adventurers 
  who apparently also were asked to come here.  The 
  house is small and well kept, with touches of elven 
  craftsmanship throughout.  Once inside the living 
  room of this quaint home, you are greeted by a 
  middle-aged elf with long flowing hair. 
   
  “Friends, may the roots of the earth permeate 
  your soul.  I welcome you to my humble home and 
  thank you for coming to meet with me.” 
  Silverleaf offers everyone tea. 
  “It has been quite some time since the Phostaldaron 
  has encountered friends from the Pale.  I sense the 
  goodness in each of your spirits.  How would you 
  feel about visiting the Istari this time of year?” 
  Silverleaf’s motives are generally sincere.  He knows that 
  keeping good relations with powerful adventurers from 
  the Pale can only help the Istari and the rest of the 
  Phostaldaron.  He believes that noble people interacting 
  with his tribe will help them face the many perils that 
  lurk in the Phostwood.  He also prefers adventurers to 
  official church personnel, since most adventurers bring a 
  sense of individuality with them, and often don’t have 
  strong political ties that might prove uncomfortable to 
  the Phostaldaron. 
   
  Silverleaf has also done his homework.  Prior to the 
  adventure, he discreetly asked around about the 
  adventurers.  He already knows a few things about each 
  PC, especially anything that is common knowledge.  
  Furthermore, he made a donation to a nearby church of 
  Pholtus that provided him the services of a deacon to cast 
  
  PAL 4-07 The Root of Chaos 
   
  Page 5 
  detect good and detect evil.  (The PCs will not be aware of 
  this.)  Silverleaf is especially friendly to PCs that detect as 
  good.  He also shares a kinship with elves and half-elves.  
  If for some reason a PC radiates evil, Silverleaf tries to 
  figure out why.  If the PC has a known plausible 
  explanation, such as a cursed item, he lets it go.  (Note 
  that possession of an item that radiates evil is a crime in 
  the Pale.  As of autumn 2004, the penalties are described 
  in “Pale Regional Rules”, available online.) However, in 
  the unlikely event that the PC has some unexplainable 
  source of evil, he does not invite the PC to his house, and 
  does not invite them along on the adventure.  In that 
  case, the DM should make it clear to the rest of the party 
  that it is up to them to seek out this missing individual 
  for their journey.  If they do not do so, the evil-radiating 
  PC does not come along for this adventure. 
   
  Here are some pieces of information that Silverleaf 
  may share in the course of conversation with the PCs.  (If 
  the PCs don’t have any questions, feel free to send them 
  on their way.) 
  • 
  The Istari are sylvan elves.  The tribe has been at Stag 
  Falls for a short while.  (Short is relative here, 
  though; they’ve been there 85 years.) 
  • 
  Silverleaf provides “directions” to Stag Falls.  He 
  does this by providing all manner of natural guides, 
  including game trails, rock formations, species of 
  trees, the smell of a particular creek, groves with a 
  type of bird in it.  PCs with some ability in 
  Knowledge (nature) (DC 10) will have no problem 
  understanding him.  Others may have trouble 
  following along. 
  • 
  If the PCs ask what they might expect in the 
  Phostwood, Silverleaf is honest in explaining that it 
  is very dangerous, especially to those who are 
  unfamiliar with the outdoor environment.  Many 
  hostile creatures can be found there including ogres, 
  human bandits, grugach (wild elves), orcs, goblins, 
  and assorted creatures tainted by the corrupting 
  nature of the area. 
  • 
  The corrupting nature of the Phostwood is caused by 
  an ancient blight.  Among other effects, it kills the 
  Phost trees, causing them to emit an eerie glow. 
  • 
  Once the party agrees to go, Silverleaf will send a 
  message to Curu’nole, the elder tribal leader of the 
  Istari, to expect them.  (He will use animal messenger 
  to do so.) 
  • 
  Silverleaf will not travel with the PCs. 
  What Silverleaf doesn’t share are these: 
  • 
  He occasionally corresponds with Curu’nole.  He 
  recently sensed some fear in the words of the tribal 
  elder as to some additional threats to their local area. 
  • 
  Silverleaf has no idea about any connection with the 
  Floracon and any new disturbances in the Phostwood. 
   He has seen and studied the book, but is not aware 
  that the Angwi have lost it, nor does he realize the 
  power of the item. 
  Hiring a Tracker 
  If the party lacks a member with nature skills, they may 
  wish to seek hired help.  The DM should not suggest this 
  course 
  of 
  action, 
  unless 
  the 
  players 
  are 
  very 
  inexperienced.  Should the party seek out the help of a 
  guide, one can be found fairly easily. To hire her requires 
  a Diplomacy check to determine the going rate for the 
  adventure: DC 5 – 1000 gp, DC 10 – 500 gp, DC 15 – 250 
  gp, DC 20 – 200 gp, DC 25 – 100 gp, DC 30 – free. 
  Xanaphia Nightbreeze: Female half-elf Exp6 (hp 17; 
  AC 14 (leather armor, Dex), touch 12, flat-footed 12; 
  Handle Animal +1, Heal +8, Hide +7, Knowledge 
  (geography) +8, Knowledge (nature) +14, Move 
  Silently +8, Profession (guide) +8, Survival +16; Animal 
  Affinity, Self Sufficient, Track). 
  Xanaphia will not engage in combat. 
  Travel Down the Yol 
  The party may depart for the Phostwood at their 
  convenience.  Silverleaf wishes them well on their 
  journey.  If there is unlimited play time, the party can 
  interact in the town of Spiral with some Rhennee barge 
  folk, who are available to take them down the Yol River. 
  Anatole: 
  Male 
  human 
  (Rhennee) 
  Rog3/Ftr3/Darkhagard1 (Knowledge [local-NMR] +5, 
  Knowledge [geography] +5, Profession [boater] +8, 
  Survival +4, Use Rope +7) 
  Pharia: Female human (Rhennee) Sor6/Vetha2 (Age 
  51; Cha 18; Knowledge [local-NMR] +8) 
  Otherwise, if time is an issue, just read the following: 
  You make your way west from the holy city of 
  Wintershiven and catch a barge in the town of Spiral 
  that is headed down the Yol River.  The Rhennee 
  captain is able to accommodate you and all your 
  belongings with ease, since it appears that he has 
  just unloaded a large shipment of goods. 
   
  The cool breeze bites at you while on board the 
  barge.  The land has not quite frozen over yet, but 
  the first patches of snow cling to the shadows upon 
  the shoreline. The barge makes its way down the Yol 
  River. 
   
  On the first day, the barge passes by Castle 
  Egremont on your left.  The captain steers well clear 
  of the massive structure, one of the Pale’s Brilliant 
  Castles, since he does not wish to cause any alarm to 
  the troops standing watch on the parapets.  The 
  Prelatal Army has amassed an obvious presence 
  here, with the troops spilling out well beyond the 
  confines of the castle.  Nearby, you camp on the 
  shoreline with Castle Egremont in the distance, 
  
  PAL 4-07 The Root of Chaos 
   
  Page 6 
  shedding its glorious glow to light the surrounding 
  countryside. 
   
  One more day of travel takes you past the village 
  of Coldriver, and by nightfall you reach the looming 
  forest glowing to the west.  This glow is nothing like 
  the Brilliant Castles blessed by Pholtus, but rather 
  the notorious green haze of the dying phost trees.  
  You camp for the evening on a quiet shoreline, while 
  the foreboding woods await you. 
  In the morning, the Rhennee continue down the Yol, 
  making their way to the Nyr Dyv.  The PCs have been 
  deposited in the correct location to begin their journey. 
  The Phostwood 
  Once the characters enter the Phostwood, they can make 
  their way to Stag Falls.  A party with good nature skills 
  will do well here.  Those that lack these skills may find 
  themselves getting lost or fighting extra encounters.  
  Note that while these extra encounters do provide xp, 
  they will likely cause the party to exceed the xp limit for 
  the scenario, thus making them fruitless.  These 
  encounters are certainly best avoided if the party has the 
  skill to do so.  Also note that most of the creatures 
  encountered do not have significant loot.  Any loot 
  acquired in these encounters will be removed by local 
  tithes to the Church. 
  The Phostwood – a land of ancient trees and untold 
  dangers.  The forest is densely packed with oak, 
  spruce, yew, hornwood, pine, and phost trees, each 
  competing for sunlight and casting dark shadows 
  upon those below.  The canopy stretches high above 
  you, perhaps some 100 feet or more.  Large trunks 
  meet the floor with firm roots grasping the soil.  
  Smaller trees, shrubs, and countless rocks covered 
  with moss are found throughout.  There are no large 
  trails, but many smaller trails wind through the 
  undergrowth. 
   
  A cool mist blows about, causing the needles 
  and leaves to shiver.  Patches of snow are easy to 
  come by, sometimes crunching under your feet.  
  Occasionally a strange sound can be heard in the 
  distance – perhaps an animal or some other creature 
  that dwells here. 
  If PCs want to attempt to track things as they travel, the 
  DM is free to consult the encounter tables for possible 
  creatures that would leave occasional tracks, using 
  appropriate DCs from the Track skill.  The ground is 
  considered to be “firm.” 
   
  At night the forest sheds an eerie glow in most 
  places due to the phost trees.  Phost trees are similar to 
  oaks, except their bark is quite shaggy and leaves are 
  twice as broad as they are long.  The wood of the phost 
  gives off a soft glow when it has been dead a year or so.  
  This radiance is sufficient to light a 5-foot radius around a 
  branch or rotting phostwood trunk.  Rough handling or 
  exposure to dampness hastens the rotting process, so that 
  the wood will crumble away in a few months. 
   
  It will take 4 days to travel to Stag Falls, about 30 
  miles away by a direct route.  Should a PC happen to have 
  the “Knowledge of Curu’nole” from PAL1-05 Alliance 
  Reborn, then the trip will only take 2 days. 
   
  The location of Stag Falls is purposely not shown on 
  any large-scale map.  This is because no known 
  cartographers have been able to map the Phostwood.  
  Those who dwell in the Phostwood know how to get 
  around by natural landmarks on the ground, but maps 
  have never been found to be particularly useful in this 
  terrain.  Additionally, the zones of influence of the 
  various elves, ogres, and others do not have fixed 
  boundaries.  Each has areas that they hunt in and 
  consider their own, but these zones vary and often 
  overlap. 
  Getting lost 
  Each day the party has a chance of getting lost in the 
  Phostwood.  These rules replace those listed in the DMG. 
   Each day the person who is leading the party must make 
  a Survival check (DC 15).  Failure indicates that they have 
  gotten lost and make no progress, essentially extending 
  their travel time by another day. 
  If the party gets lost, they will most likely be completely 
  unaware of their “lost” status.  The DM should merely just 
  continue counting days. 
  Surviving 
  Additionally, each day the party must make another 
  Survival check (DC 13) to avoid encountering hostile 
  creatures.  Failure indicates a hostile encounter occurs 
  (DM determines the time, night or day as appropriate) 
  according to the following table.  (Each creature can be 
  found in the Monster Manual, or Dungeon Master’s Guide.) 
  The DM should feel free to come up with an appropriate 
  forest setting for the creatures, with the provision that 
  none of these encounters will be well-planned, such as an 
  ambush.  Rather these just happen randomly without any 
  advanced coordination or preparation. 
  APL 4 and APL 6 (EL varies) 
  d%  
  Encounter 
  01-04 
  Treant (not hostile at APL 4) 
  05-15 
  Wolf (8) 
  16-20 
  Gnoll Rgr5 (see DMG pg. 121) 
  21-28 
  Dire wolf (3) 
  29-36 
  Owlbear (2) 
  37-41 
  Ghast (3) 
  42-46 
  Wraith 
  47-52 
  Werewolf (2) and 2 wolves 
  53-58 
  Displacer beast (2) 
  59-61 
  Bulette 
  62-64 
  Wyvern 
  65-79 
  Ogre (3) 
  80-83 
  Phantom fungus 
  
  PAL 4-07 The Root of Chaos 
   
  Page 7 
  84-90 
  Monstrous spider, huge 
  91-100 
  Elf (wild) Ftr4 (2) (see DMG pg. 117) 
   
  APL 8 and APL 10 (EL varies) 
  d%  
  Encounter 
  01-04 
  Treant (2) 
  05-15 
  Hell hound, Nessian warhound 
  16-20 
  Gnoll Rgr5 (4) (see DMG pg. 121) 
  21-28 
  Dire bear (2) 
  29-36 
  Owlbear (8), or Purple worm (APL 12) 
  37-41 
  Spectre (2) 
  42-46 
  Wraith (5), or Dread wraith (APL 12) 
  47-52 
  Tendriculos, or Monstrous spider, colossal 
   
   
  (APL 12) 
  53-58 
  Displacer beast (8), or Displacer beast, 
   
   
  pack lord (APL 12) 
  59-61 
  Bulette (2), or Roper (APL 12) 
  62-64 
  Wyvern (4), or Troll Hunter (2) (APL 12) 
  65-79 
  Ogre (11) 
  80-83 
  Beholder, gauth (3), or Beholder (APL 12) 
  84-90 
  Monstrous spider, gargantuan, or 
    
   
  Monstrous spider, colossal (APL 12) 
  91-100 
  Elf (wild) Bbn6 (4) (see DMG pg. 113) 
  APL 12 (EL varies) 
  As APL 8 and APL 10 except the number of creatures 
  encountered is doubled, or as specifically listed for APL 
  12. 
  A word on Survival skills 
  Only one person should be making the check to 
  determine the party’s outcome.  A person may “take 10” 
  on Survival checks, but may not “take 20.”  Only one 
  person may be allowed to attempt to use “aid another” in 
  these cases; more people do not help in making decisions 
  that affect Survival.  A person may not “take 10” on any 
  “aid another” check. 
  Extra time 
  For time beyond each additional 6 days that the party 
  spends trying to make their way to Stag Falls, the 
  scenario will cost 1 extra TU.  For example, a party with 
  someone who is good at Survival will avoid all the extra 
  encounters and take only 4 days.  A party that gets lost a 
  couple days might take 5-10 days but still not need to pay 
  any extra TUs.  However, taking 11-16 days to arrive will 
  cost 1 extra TU, taking 17-22 days will cost 2 extra TUs, 
  etc. 
  Encounter One: The Hunt 
  This encounter occurs in an area of dense forest.  (See 
  DMG pg. 87 for more information about this type of 
  environment.)  The trail is a mere 5 feet in width and 
  bends around massive trees, large rocks, and fallen trees.  
  The trail allows normal movement.  The first 5 feet off 
  the trail is considered to be light undergrowth.  Light 
  undergrowth costs 2 squares of movement to move into, 
  provides concealment, and increases the DC of Tumble 
  and Move Silently checks by 2 because the leaves and 
  branches get in the way.  Beyond 5 feet from the trail is 
  heavy undergrowth, which costs 4 squares of movement 
  to move into and provides concealment with a 30% miss 
  chance (instead of the usual 20%).  It increases the DC of 
  Tumble and Move Silently checks by 5.  Heavy 
  undergrowth is easy to hide in, granting a +5 
  circumstance bonus on Hide checks. 
  Creatures: When the PCs are about halfway to Stag Falls, 
  a hunting band of ogres crosses the trail used by the PCs. 
   (If the party is not leaving tracks somehow, this 
  encounter does not occur.)  They track them for about 15 
  minutes before catching up with the party and engaging 
  them from the rear.    The ogres are aware of the PCs.  The 
  encounter distance is 2d6x10 feet.  The ogres move as 
  silently as they can, but are moving normally (-5 penalty) 
  and in noisy terrain (-2 penalty).  However, the 
  background noise of the forest makes Listen checks more 
  difficult, increasing the DC of the check by 2 per 10 feet.  
  (The dense forest does not allow Spot checks to avoid 
  surprise.)  Any PC who hears the ogres approaching may 
  act in the surprise round. 
  The snap of branches is heard from behind you.  A 
  hulking figure moves very quickly across the 
  undergrowth, occasionally staring at the ground as 
  he travels.  Behind him are four more similar 
  creatures armed with massive clubs and wearing 
  thick animal furs.  They move toward you panting 
  with steamy breath and dripping drool. 
  APL 4 (EL 7) 
  Hoagret: Male ogre Rgr4; hp 63; see Appendix One. 
  Ogres (4): hp 29 each; see Monster Manual page 199. 
  APL 6 (EL 9) 
  Hoagret: Male ogre Rgr4; hp 63; see Appendix One. 
  Ogre Bbn2 (2): hp 52 each; see Appendix One. 
  Ogre Rgr2 (2): hp 48 each; see Appendix One. 
  APL 8 (EL 11) 
  Hoagret: Male ogre Rgr4; hp 63; see Appendix One. 
  Ogre Bbn4 (2): hp 79 each; see Appendix One. 
  Ogre Rgr4 (2): hp 71 each; see Appendix One. 
  Wolf Animal Companion (2): hp 13 each; see Monster 
  Manual page 283. 
  APL 10 (EL 13) 
  Hoagret: Male ogre Rgr4; hp 63; see Appendix One. 
  Ogre Bbn6 (2): hp 100 each; see Appendix One. 
  Ogre Rgr6 (2): hp 88 each; see Appendix One. 
  Advanced Wolf Animal Companion (2): hp 26 each, 
  see Appendix One. 
  
  PAL 4-07 The Root of Chaos 
   
  Page 8 
  APL 12 (EL 15) 
  Hoagret: Male ogre Rgr4; hp 63; see Appendix One. 
  Ogre Bbn8 (2): hp 121 each; see Appendix One. 
  Ogre Rgr8 (2): hp 105 each; see Appendix One. 
  Wolverine Animal Companion (2): hp 28 each; see 
  Monster Manual page 283. 
  Tactics: At higher APLs, the ogres with ranger levels cast 
  longstrider, resist energy (fire), and barkskin 5 minutes before 
  engaging the PCs, if they have those spells available.  
  Hoagret does not engage the PCs unless he has absolutely 
  no other choice.  Instead he observes the PCs for 1 round 
  and then retreats into the woods.  The attacking ogres are 
  skilled combatants, but they hate elves and attack them 
  over other humanoids when they can. 
  Development:  Hoagret retreats quickly at first, and 
  then moves at half speed to cover his tracks.  The DC to 
  Track him is 19.  If he realizes that the PCs are hot on his 
  trail, he drinks the potion of invisibility and does his best to 
  get away.  He retreats to the ogre camp (see Encounter 
  Nine) to report the contact with the PCs.  If he makes it 
  back to the ogre camp, they go to a “medium” alert level. 
   
  Upon defeat, any members of the ogre hunting party 
  that remain alive are uncooperative. 
  Treasure: Defeat the ogres and loot them. 
  APL 4: L: 105 gp; C: 0 gp; M: +1 Large chain shirt (113 gp), 
  potion of invisibility (25 gp), potion of lesser vigor (4 gp). 
  APL 6: L: 287 gp; C: 0 gp; M: +1 Large hide armor (2) (98 gp 
  each), +1 Large greatclub (2) (193 gp each), +1 Large chain 
  shirt (113 gp), potion of invisibility (25 gp), potion of lesser 
  vigor (4 gp). 
  APL 8: L: 330 gp; C: 0 gp; M: +1 Large hide armor (2) (98 gp 
  each), +1 Large greatclub (2) (193 gp each), ring of protection 
  +1 (2) (167 gp each), +1 Large scimitar (2) (194 gp each), +1 
  Large chain shirt (3) (113 gp each), potion of invisibility (25 
  gp), potion of lesser vigor (4 gp). 
  APL 10: L: 330 gp; C: 0 gp; M: +1 Large hide armor (2) (98 
  gp each), +1 Large greatclub (2) (193 gp each), ring of 
  protection +2 (2) (667 gp each), +1 Large scimitar (2) (194 gp 
  each), +1 Large chain shirt (113 gp), +2 Large chain shirt (2) 
  (363 gp each), potion of invisibility (25 gp), potion of lesser 
  vigor (4 gp). 
  APL 12: L: 330 gp; C: 0 gp; M: +2 Large hide armor (2) (348 
  gp each), +1 Large greatclub (2) (193 gp each), ring of 
  protection +2 (2) (667 gp each), +1 Large scimitar (2) (194 gp 
  each), +1 Large chain shirt (113 gp), +2 Large chain shirt (2) 
  (363 gp each), potion of invisibility (25 gp), periapt of Wisdom 
  +2 (2) (333 gp each), potion of lesser vigor (4 gp). 
  Encounter Two: Raucher 
  A hint of smoke crosses your path.  The faint smell is 
  being carried by a light breeze from the north. 
  Creatures: About 6 miles from the Istari settlement of 
  Stag Falls, the party encounters a satyr, named Raucher.  
  He is about 100 yards off the trail, and he lounges on a 
  fallen log smoking tobacco in a pipe.  A nearby grig 
  (sprite) has spotted the PCs coming and warned the satyr 
  that some people are coming but they don’t look too 
  dangerous.  Thus the satyr merely goes about his own 
  business (smoking) and waits for whoever it is to come by 
  if they feel like it.  The grig disappears into the forest 
  before the PCs arrive. 
  All APLs 
  Raucher, Satyr: hp 22; see Monster Manual page 219. 
  Raucher has much paler skin than do the satyrs of 
  sunnier or more cheerful forests, and smoking so much 
  has made his teeth brown. Feel free to make up other 
  details about his appearance to tie him to the creepy 
  Phostwood. 
   
  Raucher lives elsewhere, but enjoys coming to this 
  spot to smoke.  He is happy to share his tobacco with 
  anyone who is friendly. 
   
  Raucher enjoys riddles and tempts the PCs with two. 
   The first one is just for fun to get the characters warmed 
  up.  PCs that answer the second one on the first try get a 
  reward. 
  The first riddle he provides is this: 
  Everything I say to you is a lie.  Am I telling the 
  truth?   
  The correct answer is “no.”  He will be pleased for anyone 
  who ponders it and correctly figures it out. 
   
  For the next one, he asks that each character think 
  about it individually and provide him the answer by 
  whispering it to him.  If he senses any PCs trying to 
  collaborate on the answer, he becomes displeased and 
  rewards no one.  The riddle is this: 
  I fly from tiny places, 
  to vast heights and to basses. 
  I can be made by only one, 
  but made by more can too be fun. 
  The power to make you cry, 
  the will to make you try, 
  with chaos and with order, 
  transcending every border. 
  The correct answer is “music.”  Also acceptable is “a song.” 
   For any character that provides the correct answer, he 
  offers them Raucher’s recorder, an item that will turn 
  people invisible if the correct tune is played.  Only players 
  who correctly answer the riddle will be taught the special 
  music and have access to this item on the AR.  Raucher 
  will, of course, want to be paid for his instrument.  For 
  the sake of simplicity, the DM may wish to tell players 
  that the players who answered the riddle correctly may 
  decide if they want to purchase the item when they 
  obtain their AR.  Additionally, the item will not function 
  
  PAL 4-07 The Root of Chaos 
   
  Page 9 
  for the duration of this scenario due to being overplayed 
  when teaching the tune to the PCs.  (This too is done for 
  simplicity.) 
   
  After interacting with the PCs for a while, Raucher 
  tells the PCs that they are not far from the Istari, and they 
  should be able to reach Stag Falls in little time. 
  Encounter Three: The Istari 
  The PCs travel to Stag Falls and interact with the Istari.  
  Here they will learn a great deal of information from 
  Curu’nole. 
  Stag Falls (hamlet): Nonstandard, AL N; Population 300 
  adults; 100 gp limit; Assets 1500 gp; Isolated (100% elf – 
  90% sylvan, 5% gray, 3% half-elf, 2% high). 
   
  Authority figures: Curu’nole, male elf Exp9/Wiz6 
  (village elder); Calion, male elf (high-level Phostaldaron 
  figure, typically not present). 
   
  Important characters: Silaqui, female elf Wiz11; 
  Quarion, male elf Ftr13; Alquorien, male elf Ftr7; Celian, 
  male elf Clr11 (Corellon Larethian); Himolias, male elf 
  Clr7 (Rillifane Rallathil); Xiloscient, male elf Wiz3/Ftr3; 
  Silverleaf, male elf Brd10 (typically not present). 
  During this adventure, the PCs may need magical healing 
  of various kinds.  If the PCs are on good terms with the 
  Istari, the clerics can provide a limited amount of free 
  healing (DM’s discretion).  Additionally, if any PCs die 
  while fighting for a cause that is beneficial to the 
  Phostaldaron, the cleric Celian freely casts raise dead, as 
  long as the PCs provide the material components.  
  Furthermore, if any PCs are suffering from insanity or 
  have been petrified, the Istari are willing to cast heal or 
  stone to flesh as needed. 
   
  The Istari live in harmony with their surroundings. 
  Their home, Stag Falls, is idyllic, with ancient trees 
  growing densely together and a nearby creek that 
  cascades over steep rocks.  Natural gardens and pools dot 
  the landscape. 
   
  When the PCs get within one mile of Stag Falls, they 
  are intercepted by a small Istari patrol and asked what 
  their intentions are. 
  Himo: Male elf Ftr3/Rgr2 (Diplomacy +4, Sense 
  Motive +2). 
  Elven Warrior (8): Male elf Ftr2. 
  Assuming the party makes at least reasonable effort to be 
  friendly, the patrol escorts the PCs to Stag Falls.  For the 
  sake of convenience, the DM may wish to have the party 
  arrive in the late afternoon, so they have time to interact 
  with the Istari, but they will likely wish to head out again 
  in the morning. 
  You are escorted to Stag Falls, home of the Istari 
  tribe.  Here the sylvan elves live in harmony with 
  their natural surroundings.  Ancient trees grow 
  densely together, while a nearby creek cascades over 
  steep rocks, making pools among the natural 
  gardens. 
   
  The elves greet you with a friendly curiosity.  
  Eventually you are taken to meet Curu’nole, the 
  aged and wise leader of the Istari. 
  Curu’nole is expecting the PCs after receiving an animal 
  messenger from Silverleaf.  Visitors from the Pale are not 
  common to the Istari.  As such, Curu’nole takes interest 
  in them and engages them in conversation.  The rest of 
  the elves go about their own business, unless the PCs 
  specifically seek out a particular person.  Here are some 
  items that Curu’nole will share with the party: 
  • 
  He is pleased that brave visitors from the Pale have 
  come to visit.  He supports good relations with the 
  Theocracy of the Pale, so long as they are respectful 
  of the forest, and an ally against their enemies. 
  • 
  He tells the party about the power of the elves.  They 
  have war bands that move throughout the 
  Phostwood protecting it from foul creatures such as 
  ogres, evil invaders from the lands of Iuz, and 
  bandits that use the forest as a hideout.  Typically 
  they avoid major confrontations, however, as they 
  cannot afford casualties; the elves have a much 
  slower life cycle than do their enemies and each elf 
  lost is significant.  (What Curu’nole is not willing to 
  share is that the elves are not nearly as strong as he 
  has said.  He wishes it to be known that the 
  Phostaldaron have strength so that their enemies 
  fear them.  In reality, their numbers are very low.) 
  • 
  If the PCs are interested, they may buy some elven 
  lightblades or thinblades or extra-strong composite 
  longbows from the Istari.  (See the AR.) 
  • 
  The Phostwood suffers from the Dark Plague. This is 
  an ancient curse that has gripped the area with its 
  corrupting influence for thousands of years.  The 
  Dark Plague can affect the trees, eventually killing 
  them.  Once they die, the same corrupting influence 
  causes them to emit an eerie glow. 
  • 
  Some elven elders, including Curu’nole himself, 
  know of ancient magic brought from the Faerie 
  Kingdom of Celene that helps keep the Dark Plague 
  at bay.  (The details of this magic are a secret.) 
  • 
  Recently some returning patrols have reported 
  strange occurrences.  Certain areas of the forest are 
  taking on eerie characteristics.  Some elves report 
  that they feel as if the trees are watching them, but 
  they can’t explain it.  One of these creepy areas is a 
  bog where rumors speak of a tree that can take one’s 
  soul.  (Curu’nole has no idea what this is, but he can 
  describe how to find the area.) 
  • 
  He is concerned about another area, a glade, which 
  has been reported to have a similar creepy feel to it.  
  
  PAL 4-07 The Root of Chaos 
   
  Page 10 
  Curu’nole explains that he knows about a secretive 
  dryad that lives in the area and is concerned for her 
  safety.  He doesn’t wish her to be common 
  knowledge among the Istari.  He asks that if the 
  party wishes to investigate the glade that they be 
  discreet about it, and to let him know if they learn 
  anything. 
  • 
  The ogres of the Phostwood are the sworn enemies 
  of the elves.  Any slain ogre is a blessing from 
  Corellon Larethian. 
  • 
  If the PCs mention that they were attacked by ogres, 
  Curu’nole asks to see any evidence (bodies or 
  equipment) they have from that encounter.  He can 
  identify the evidence as being from the Olungar 
  tribe of ogres, located about 2 days away.  They are a 
  massive band of horrid creatures.  The Istari would 
  like to destroy them, but they fear attacking such a 
  powerful group might cause too many elven 
  casualties.  For now they can only defend their home 
  and 
  keep 
  the 
  ogres 
  away 
  through 
  their 
  overwhelming defensive tactics.  Perhaps someday, 
  the elves will be able to kill them or drive them 
  away. 
  • 
  If the PCs show interest in taking on the Olungar 
  tribe, Curu’nole suggests that it will be extremely 
  dangerous.  The characters will certainly be taking a 
  big risk in such an assault.  (Curu’nole tells any party 
  lower than APL 8 that attacking the ogres will surely 
  be futile.) 
  • 
  However, if they do choose to go fight the Olungar 
  ogres, they will have the extreme gratitude of the 
  Istari people.  He tells them where the ogres are 
  located, but he is not willing to risk elven lives in the 
  assault.  From experience with this ogre tribe, he 
  tells the PCs that the ogres are likely to respond in 
  two ways, depending upon the threat they face.  If 
  they are faced with a large force, the entire tribe 
  fights back.  If they are faced with a small force, they 
  assume that the attackers are very powerful, and thus 
  scatter the less powerful ogres, while the most 
  powerful ones stay to engage the attackers. 
  Development: The PCs may choose where to go next.  
  For the bog, go to Encounter Four.  For the dryad’s glade, 
  go to Encounter Five. 
  Encounter Four: The Bog 
  This area of the forest is a swamp, covering over 20 acres 
  with massive twisting trees, thick vines, and murky water 
  1 to 3 feet in depth.  Eight small islands are interspersed 
  throughout.  The Tree of Eyes stands on one of these 
  islands. 
   
  Surrounding the island is approximately 65% 
  shallow bog and 35% deep bog.  See DMG pg. 88 for the 
  effects of this type of terrain.  The island is covered with 
  heavy overgrowth – see DMG pg. 87. 
  Creatures: When the PCs approach the island with the 
  Tree of Eyes, creatures attack from their hiding places. 
  APL 4 (EL 5) 
  Pseudonatural Vine Horror: hp 42; see Appendix 
  One. 
  APL 6 (EL 7) 
  Darktentacles: hp 67; see Appendix One. 
  APL 8 (EL 9) 
  Pseudonatural Darktentacles: hp 67; see Appendix 
  One. 
  APL 10 (EL 11) 
  Pseudonatural Darktentacles: hp 67; see Appendix 
  One. 
  Pseudonatural Treant: hp 66; see Appendix One. 
  APL 12 (EL 13) 
  Advanced Pseudonatural Darktentacles: hp 127; see 
  Appendix One. 
  Advanced Pseudonatural Treant: hp 115; see 
  Appendix One. 
  Development: When the PCs have defeated the 
  creatures and approach the island, go to Encounter Six. 
  Treasure: The darktentacles has a few weapons. 
  APL 4: L: 0 gp; C: 0 gp; M: 0 gp 
  APL 6: L: 9 gp; C: 0 gp; M: 0 gp 
  APL 8: L: 9 gp; C: 0 gp; M: 0 gp 
  APL 10: L: 9 gp; C: 0 gp; M: 0 gp 
  APL 12: L: 9 gp; C: 0 gp; M: 0 gp 
  Encounter Five: The Glade 
  The forest opens into a peaceful glade.  Short grass 
  meanders over the area and butterflies dance among 
  red and white flowers.  Several huge oak trees rise 
  up near the middle of the clearing. 
  Here dwells the dryad Trymina.  If the PCs call out to her 
  or otherwise make her feel at ease, she comes out from 
  hiding. 
  A female figure of elven build emerges from behind 
  an oaken trunk.  She wears an earth-toned cloak 
  interwoven with oak leaves.  Her face is hidden 
  underneath a hood.  Her mystic voice has the sound 
  of wind blowing across leaves.  “Greetings travelers.  
  Welcome to my home.” 
  
  PAL 4-07 The Root of Chaos 
   
  Page 11 
  All APLs 
  Trymina, Dryad: hp 13; see Monster Manual page 90. 
  Fifty years ago, she and the wild elf Hrek’sha fell in love.  
  Their relationship lasted nearly a year before they broke 
  up, for Hrek’sha wanted to wander more than Trymina 
  could tolerate.  Their relationship ended bitterly, but over 
  the years they occasionally had contact with each other.  
  When Hrek’sha would visit her, the exchange was always 
  a bit cold between them, but there were never any truly 
  hard feelings. 
   
  Trymina’s glade contains an elder oak tree, with a 
  trunk some 10 feet in diameter.  She gets few outside 
  visitors.  An occasional elf, fey, or ogre wanders by, but 
  her company is typically only birds, rabbits, squirrels, and 
  deer.  In her glade, there is very little influence of the 
  Dark Plague (the ancient effect that kills the Phostwood 
  trees and causes them to glow).  She manages to keep the 
  plague at bay through a ritual she performs that involves 
  spreading sap from a particular branch of her oak tree. 
   
  Tragically, the effects of the Far Realm have spread 
  into her host tree, transforming her into a pseudonatural 
  creature.  She once had an incomparable natural beauty.  
  Now her skin has a gruesome purplish sheen.  Her hair, 
  which once flowed like beautiful green leaves, now 
  contains coarse strands of vines with sharp thorns.  Her 
  once beautiful facial features have changed into a more 
  feral look, including slit-like eyes of a snake. She can 
  even change herself into a grotesque mass of horrid 
  tentacles and vines if she wishes, but she has only done 
  this once and it terrified her.  She is horrified by her 
  appearance, and typically does not reveal herself to 
  anyone.   
   
  If the PCs do talk her into showing herself, the 
  following may be read: 
  Trymina bashfully pulls back the hood of her cloak.  
  Her face has a wild and twisted beauty.  Her skin 
  looks like burnished wood but has a strange purple 
  sheen to it.  Her hair is made of coarse vines 
  accented by sharp thorns.  She looks at you intently 
  with snake-like eyes. 
  A little more than two months ago, Hrek’sha stopped by 
  the glade and spoke with Trymina.  He was more excited 
  than normal and he spoke of traveling to the lands of 
  Faerie where said he would seek to invoke magical 
  powers unlike any others he had ever experienced.  He 
  showed her the strange book with transparent pages (the 
  Floracon) and said he found hidden meanings among its 
  pages.  He then left and she has not seen him since. 
   
  Shortly afterward, the Far Realm began manifesting 
  itself in the Phostwood.  Certain animals became 
  pseudonatural, and some of the trees transformed into 
  horrid nightmares.  Trymina did everything she could to 
  fight the influence of the Far Realm.  She eventually tried 
  to heal one ailing trees with drops of her own blood, but 
  this only served to infect her with the same ailment.  She 
  is sure this is the doing of Hrek’sha, for she has visions 
  that she recognizes in the pages of the Floracon she 
  viewed.  She curses his name for the foul plague he has 
  spread to her beloved grove and the forest beyond. 
  Furthermore, Trymina knows the following: 
  • 
  If the characters want to go to where the Faerie 
  Realm is, it won’t be easy.  It is magically hidden and 
  normally only appears to fey creatures (although 
  some elves have been known to be able to find it 
  too), and only at midnight on specific dates where 
  the stars are in the correct positions. 
  • 
  All the conditions for entering the Faerie Realm are 
  occurring right now and will be for one more day or 
  so. 
  • 
  She is a fey creature, and thus is capable of finding 
  the place, but she can’t leave her glade.  (If she leaves, 
  she will die.) 
  • 
  Ever since she was transformed into a pseudonatural 
  creature, she can feel a pull of the strange place.  She 
  believes that any creature affected by the place will 
  be able to find it. 
  • 
  She knows of several trees that been taken over by 
  the powers at work.  If one were to interact with one 
  of these trees it would likely affect them, and be able 
  to lead them to the source of the power. 
  She begs the PCs to exact vengeance upon Hrek’sha for 
  corrupting her and the forest around them.  She hates her 
  horrible appearance and hates the transformation of the 
  trees. 
   
  Development: If the PCs have not yet gone to the 
  bog and want to go now, go to Encounter Four.  If they 
  have been to the bog already but need to return to it to 
  attune a PC to the Far Realm, go to Encounter Six, 
  Encounter Six: Tree Hugging 
  Located upon one of the islands in the bog is the Tree of 
  Eyes.  This entity is a twisted giant oak that has been 
  distorted the powers of the Far Realm.  There are several 
  of these trees located in the Phostwood.  If the PCs 
  destroy this tree for some reason, the dryad can direct the 
  PCs to another one, so they can continue to the next 
  encounter. 
  A huge oak tree dominates this raised portion of 
  ground among the bog.  The tree has a bizarre alien 
  appearance. The bark is stretched tightly as if made 
  of thick rubber.  Limbs dangle in a haphazard 
  fashion and resemble tentacles more than branches. 
   The surface of the branches is pocked with strange 
  suckers.  Worst of all, over a hundred eyes of all 
  shapes and sizes are set among the branches.  Some 
  of these eyes watch you intently while others stare 
  off in other directions. 
  
  PAL 4-07 The Root of Chaos 
   
  Page 12 
  Tree of Eyes: 5 ft. thick; hardness 10; hp 250; AC 5; 
  Break DC 50. 
  If the Tree of Eyes is attacked, it has no way to defend 
  itself.  All of the eyes open widely and look around in 
  horror.  Blood and ooze spew from the trunk and 
  branches when the tree takes damage. 
   
  The tree is not a creature, but it is infused with the 
  dread powers of the Far Realm. It radiates strong magic 
  (Divination and Transmutation) and overwhelming 
  chaos (as a 19-HD chaotic outsider.) 
   
  Upon approaching within 10 ft. of this tree, the PC 
  must make a Fortitude save (DC 14+APL) or gain two 
  negative levels.  Every two minutes (cumulative) spent 
  within 10 ft. of the tree requires a new save to avoid 
  gaining an additional two negative levels.  Assuming the 
  subject survives, it regains lost levels after one (1) hour.  
  Usually negative levels have a chance of permanently 
  draining the victim’s levels, but the negative levels from 
  this effect don’t last long enough to do so. 
   
  In order to proceed to the next encounter, one PC 
  must embrace the tree.  (If multiple PCs simultaneously 
  embrace the tree, the effects occur to only one of them, 
  determined randomly.) Upon doing so, he is wrapped in 
  hideous tentacles that completely cover him.  The horrid 
  and twisted forces of the Far Realm flow through his 
  body.  The PC may attempt a Will save (DC 20+APL) to 
  resist the effects.  (The PC may choose to fail this saving 
  throw.)  Upon failing this save, the PC gains The 
  Ravening, a nightmarish yet temporary curse that will 
  lead him to the hidden gate to the Far Realm. 
  When you touch the alien tree, the branches wrap 
  themselves tightly around you.  The eyes all open 
  and stare at you intently.  Then suddenly you feel 
  your skin being punctured by something in the 
  branches.  And it punctures you again and again 
  until the pain is nearly unbearable. 
   
  The pain is replaced by wild thoughts careening 
  through your mind: hideous tentacled creatures 
  flying through space, storms of fire and ice blended 
  together, a bright sun melting rocks, a river of some 
  viscous brown material flowing around in a never-
  ending circle, and things so bizarre as to defy a way 
  to describe them. 
   
  Eventually you are released from the alien grip.  
  Your body is mostly unharmed, but something in 
  your mind has snapped.  You just don’t feel right.  
  And something seems to be calling you.  You feel as 
  if you need to go “home”, but “home” is somehow 
  this land of nightmares you just saw in your visions. 
  Development: After a PC has succumbed to The 
  Ravening and the party is ready to find the Far Realm, go 
  to Encounter Seven. 
  Encounter Seven: Far Realm 
  The PC who has contracted The Ravening is unerringly 
  drawn to the hidden location of the Far Realms gate.  
  Although the PCs won’t likely know this, the gate 
  appears only under the following conditions: 
  • 
  At midnight 
  • 
  Not within three days of a full moon 
  • 
  During a three-day-long celestial convergence that 
  occurs randomly every 11-20 days 
  • 
  In the presence of a fey creature or someone who has 
  The Ravening. 
  Fortunately for the PCs, the time-related conditions 
  occur on the first day that a PC contracts The Ravening 
  and continue for another two days. 
   
  The gate to the Far Realms is magically hidden in the 
  Phostwood.  Once a gate to the Faerie Realm, it now has 
  been subverted by the Far Realm.  Short of divine 
  intervention, there is no way to find or gain access to the 
  gate unless the conditions listed above have been met.  
  Furthermore, the gate is obscured by immunities that 
  make its discovery essentially impossible.  Within 3 miles 
  of the gate, all Divination magic is dispelled and does not 
  function.  Within 1 mile of the gate, all Conjuration and 
  Transmutation magic is automatically dispelled and does 
  not function.  The magics are also such that creatures 
  unwittingly turn away from the area without realizing it. 
   
  Under the correct conditions, however, the gate 
  does reveal itself, although it may not be immediately 
  obvious.  The gate lies in an open glade, 300 ft. in 
  diameter.  A huge oak tree stands at the center of the 
  glade. 
  A massive glade opens up before you.  It seems 
  totally out of place in this dense forest. Grasses sway 
  as dim waves of energy warp the area.  Wait a 
  minute; that’s not grass, those are tentacles writhing 
  about! 
   
  In the middle of the clearing is another massive 
  tree with a strange appearance. 
  In the time when this glade led to the Faerie Realm, one 
  would walk across the glade, touch the tree, and be 
  shunted to the Faerie Realm.  Now the procedure is 
  much the same, except the tall grasses are writhing 
  tentacles and upon touching the tree, one is violently 
  engulfed by tentacles and thrust into the Far Realm, or at 
  least some perverted manifestation of it. 
  When you touch the tree, tentacles emerge all 
  around you and pull you down.  Energy flows 
  through you, dimming your eyesight.  When you are 
  able to see again, the landscape around you is very 
  different from the place you once were. 
  
  PAL 4-07 The Root of Chaos 
   
  Page 13 
  The gate leads to a place where the Far Realm has 
  blended with the Faerie Realm to make a horrible and 
  bizarre place that allows a means of connection to the Far 
  Realm.  The Far Realm is so distant and inaccessible to 
  the Prime Material Plane that it took a special 
  convergence to create a pathway.  Just as there was no 
  easy way back to the Prime Material Plane from the 
  Faerie Realm, there is no easy way back from this 
  manifestation of the Far Realm.  Fortunately, events that 
  take place in this encounter are likely to bring everyone 
  back, for better or worse. 
   
  Once the PC has entered the Far Realm, he begins 
  on Layer B (see below).  The map in the Appendix is 
  useful to understand this realm. 
  Far Realm Traits 
  • 
  No gravity: Entities of the Far Realm float in a 
  bizarre soup of material and creatures.  To move 
  requires only thought.  A creature may move in any 
  direction the same amount as they could move 
  normally on the material plane. 
  • 
  Movement between layers: Although in many 
  parts of the Far Realm one can traverse layers by 
  merely willing oneself, in this area it requires a bit of 
  extra mental effort.  Upon moving to another layer, a 
  creature is also shifted up to 100 ft. laterally from 
  where they expect to.  To move “up” a layer requires a 
  Wisdom check as a standard action (DC 15 the first 
  time, less 1 on each subsequent try, to a minimum 
  DC 10).  Any other willing creatures in contact with 
  someone moving between layers may choose to 
  ready an action to move along with them.  To move 
  “down” a layer is more difficult and much more 
  dangerous.  To do so requires a Wisdom check (DC 
  20, a standard action) and requires a nonnative of the 
  Far Realm to succeed on a Will save (DC 20) or 
  become insane (as per the insanity spell.)  However, 
  the DM should inform any PC who wishes to go 
  “down” that their mind begins to stretch and pull 
  with bizarre thoughts and images, before the PC 
  actually makes the Wisdom check.  The PC may 
  reconsider after hearing that. 
  • 
  Insanity: Any creature who has gone insane is in 
  big trouble.  If the result of their confusion is to 
  “attack caster” then they attempt to attack any nearby 
  Far Realms creature if available; if none are available, 
  then they do nothing.  If the result is “flee from 
  caster” then they will attempt to move either up or 
  down a layer, determined randomly.  Eventually the 
  creature will travel onto a layer that is hostile 
  enough to kill them, unless they are helped by allies. 
  • 
  Flowing time: A minute in the Far Realm equals no 
  time on the Material Plane.  The Far Realm is outside 
  time, existing both before and after time’s reign, if 
  words like “before” and “after” have any meaning 
  there. 
  • 
  Self-Contained Size: There are infinite layers in the 
  Far Realm.  However, the layers encountered in this 
  scenario are both finite and are self-contained.  In 
  particular, each edge of a layer connects with its 
  opposite edge. 
  • 
  Highly morphic: The layers continually evaporate, 
  divide, spawn, and breathe at the behest of the alien 
  entities that drift through them.  For the purposes of 
  this scenario, no significant changes occur other 
  than as noted. 
  • 
  Sporadic 
  Elemental 
  and 
  Energy 
  Traits: 
  Conditions are always in a state of flux in the Far 
  Realm, and it’s entirely possible that a given layer 
  could burst aflame as it gains the fire-dominant trait. 
   Usually changes in the elemental and energy traits 
  of a layer are seen far off, moving from layer to layer 
  as a storm moves across the face of a normal world.  
  Natives are subject to the ever-changing conditions, 
  but they know to flee or take shelter when they 
  sense a storm coming. For the purposes of this 
  scenario, no sporadic traits of significance occur in 
  the short amount of time that the PCs are here. 
  • 
  No alignment trait: The Far Realm has nothing to 
  do with morals or ethics. 
  • 
  Impeded and altered magic: Divination and 
  Illusion spells are impeded in this alien realm. To 
  cast a spell from the Divination or Illusion school, 
  the caster must make a Spellcraft check (DC 15+ 
  spell level).  Additionally, all spells have a minor 
  variant trait to them, such that their appearance is 
  altered in some way.  This has no significant game 
  effect, but the DM should describe each spell as 
  having something slightly different than what 
  would normally happen.  For example, a lightning bolt 
  might conjure shocker lizards to function, or a 
  freedom of movement spell might coat the recipient in 
  a strange purple grease. 
  • 
  Impeded visibility: Each layer has a haze of alien 
  soup floating within it, limiting visibility to 200 ft. 
  • 
  Isolated layers: No spell has a line of effect to 
  another layer, and no unaccompanied objects may 
  pass through to another layer. 
  The Far Realm in this area consists of layers with varying 
  thickness. There is no gravity, but one may move in any 
  direction at his Speed of fastest movement (swim, walk, 
  fly, climb, or burrow).  The edges of each most of these 
  layers are finite.  In fact they have a wrapping space such 
  that if one moves in a direction, they will find themselves 
  coming back to where they already were, similar to 
  traversing the surface of a sphere.  The DM can treat the 
  layer as a square area where if someone leaves one edge of 
  the square, they appear on the opposite edge.  This also 
  has the effect of a baffling mirror-effect in places where 
  one can see far enough. 
  
  PAL 4-07 The Root of Chaos 
   
  Page 14 
   
  It is also possible to see above or below into the next 
  layer.  Each adjacent layer appears as a translucent layer 
  of parchment in which the next layer can be seen as a 
  hazy blur.  It is not possible to see farther than one layer.  
  Each layer above or below is of a proportionally smaller 
  or bigger size: objects above appear to be huge (since they 
  take up a larger portion of a smaller space), while objects 
  below appear very small. 
   
  Although each layer has its own unique features, 
  there is one common feature to all of them: the elder 
  creature of chaos.  This being resembles a massive tree so 
  huge that it permeates all the layers.  Since it pierces 
  multiple layers, it may not be obvious what the whole 
  creature looks like unless one can visualize how each part 
  connects together.  The lowest layers contain its 
  tentacled roots, stretching into the limitless space of a 
  hellish realm of a fiery inferno.  The middle layers 
  contain its massive trunk, which is where the PCs will 
  likely see it.  In the top layers are the creature’s “leaves,” 
  although these areas are extremely dangerous to venture 
  into, given the risk of exploding in a burst of positive 
  energy. 
   
  The elder being is effectively immune to any 
  physical or magical effect while in the Far Realm. Its 
  mind, if you could even say it has a mind, is completely 
  alien, distant, and unaware of the presence of creatures 
  around it.  It has no idea that the Floracon has the power 
  to yank it to the Prime Material Plane and transform it 
  into the Tree of Chaos. 
  Layer A 
   
   
   
   
   
  Size: 3,240 ft. x 3,240 ft.; height: 540 ft. 
  When the PCs enter the Far Realm, they begin in the 
  layer above this one. 
   
  This is a layer of intense heat.  Flames burst 
  throughout, and spurts of magma erupt from unknown 
  origins.  This area is so hostile to most creatures that 
  unless one has a strong resistance or immunity to fire, 
  they are quickly immolated and consumed.  Individuals 
  take 3d10 points of fire damage every round.  For more 
  information on the “fire-dominant” trait see DMG pg. 148. 
   The massive roots of the elder creature extend 
  throughout this layer, bathing in the intense heat. 
   
  Below this layer is an even more hostile layer 
  (infinite), where there are not only the fire-dominant 
  effects as above, but also an unbreathable sulfuric 
  atmosphere and hellish hurricane-force winds.  Suffice to 
  say that it is likely that anyone who manages to get to this 
  level is killed and swept away into the distant reaches of 
  the Far Realm. 
  Layer B 
   
   
   
   
   
  Size: 1,080 ft. by 1,080 ft.; height: 180 ft. 
  This is the layer that the PCs enter upon. 
  You are in a freakish dreamland.  You float in a soup 
  of thick air that blocks sight beyond a bowshot or so. 
   A gentle breeze blows all manner of leaves about in 
  random directions.  Upon closer inspection, not all 
  of those are leaves.  Some look like worms, some 
  look like drops of slime, some look like missing 
  remnants of insects still trying to crawl.  And this 
  air you are breathing—maybe it’s not air after all. 
   
  A huge cylinder floats nearby.  It is very hard to 
  guess how big anything is here, but it has to be at 
  least 50 feet in diameter.  The cylinder appears to be 
  wrapped in bark; perhaps this is a portion of a tree 
  of some kind.  It rises above you to a great height 
  before piercing a transparent barrier, like a ceiling.  
  Looking up through the haze, you can see beyond 
  this barrier to another area filled with similarly 
  strange sights including a school of massive fish 
  swimming around. 
   
  Below you is another transparent barrier – a 
  floor.  Beyond it you can see some hellish nightmare 
  of lava and fire.  The cylindrical tree-like object also 
  pierces this barrier, stretching into countless 
  smaller strands that don’t appear to be harmed by 
  the fire. 
   
  Many strange objects and creatures float about 
  in the medium, but none seem to pay any particular 
  attention to you.  Among all this chaos swim four 
  gargantuan ladybug insects.  
  Creatures: When the Far Realm merged with the Faerie 
  Realm, a number of creatures were affected.  Most have 
  moved on, but some ladybugs were enlarged to a massive 
  size.  They are not aggressive unless attacked or provoked 
  by the powers of the Floracon (see below). 
  All APLs (EL 17) 
  Titanic Ladybug (4): hp 312 each; see Appendix One. 
  Layer C 
   
   
   
   
   
  Size: 360 ft x 360 ft.; height: 60 ft. 
  This layer has huge schools of fish the size of tuna 
  (varying lengths from 1 ft. to 5 ft.) that chase after 
  animated reddish leaves that swim about like butterflies.  
  A fierce-looking primitive shark swims about the center 
  tree trunk but peacefully grazes on worms that crawl 
  about.  Hrek’sha, who appears 3 times larger than normal, 
  and his allies can be seen in the layer above. 
   
  When the PCs first enter this layer, Hrek’sha takes 
  notice and invokes the ritual of the Floracon that will 
  ultimately cause the Chaos Tree—along with everything 
  else on these layers—to manifest on the Material Plane. 
  Layer D 
   
   
   
   
   
  Size 120 ft. x 120 ft.; height: 20 ft. 
  
  PAL 4-07 The Root of Chaos 
   
  Page 15 
  Wispy energy currents blow across this layer.  They have 
  no significant effect on creatures here. 
   
  Hrek’sha is at the center of the layer, standing next 
  to the Floracon (on a pedestal) and near the trunk of the 
  elder creature.  When this layer is entered, PCs begin at a 
  randomly determined edge of the map, not in a location 
  they might try to position themselves into.  Also 
  remember the following about traversing layers: 
  • 
  It is a standard action. 
  • 
  It gets easier with successive tries. 
  • 
  It may be done as a group if others use the ready 
  action to go along with the primary person who 
  moves through. 
  These factors are important, since this encounter can be 
  very dangerous if a PC is stuck facing Hrek’sha alone 
  while other PCs below are having trouble penetrating the 
  barrier.  The DM should use his judgment in explaining 
  the mechanics of movement, rather than have players 
  struggle just because they don’t understand how it all 
  works. 
  An elf with wild red hair, scaly skin, and darting 
  purple eyes stands next to the giant tree trunk in the 
  center of this area.  He is waving his hands wildly 
  over a book sitting upon a pedestal.  You recognize 
  the book as the Floracon, now glowing brightly.  
  Several other large alien creatures slither about. 
  Creatures: Hrek’sha and his protectors are found here.  
  He can sense opening of the gate to this dimension and 
  thus is expecting trouble very soon. Upon seeing the PCs 
  enter the layer below, he makes his way over to the 
  Floracon and invokes a ritual that will bring the Tree of 
  Chaos into the Phostwood, and everything nearby with 
  it. The Floracon only needs one more worthy soul to be 
  sucked into it before the ritual is complete. 
   
  Additionally, Hrek’sha has summoned great powers 
  from the Floracon to make him immune to the 
  petrification of his pets. 
   
  The combat at all APLs includes creatures with 
  petrification attacks.  The DM is encouraged to describe 
  the transformation of any creature into stone as being 
  twisted into some hideous form with tentacles and extra 
  eyes.  This has no game effect, but anyone who fails their 
  Constitution check to be revived (and thus dies) can be 
  described as having died from the horrible alien shock to 
  their system.  Characters who are successfully revived 
  have no lasting effect, and any hideous features disappear 
  immediately. 
  APL 4 (EL7) 
  Hrek’sha (APL 4): Male pseudonatural wild elf Sor4; 
  hp 24; see Appendix One. 
  Pseudonatural Cockatrice (2): hp 27 each; see 
  Appendix One. 
  APL 6 (EL 9) 
  Hrek’sha (APL 6): Male pseudonatural wild elf Sor6; 
  hp 36; see Appendix One. 
  Pseudonatural Basilisk (2): hp 45 each; see Appendix 
  One. 
  APL 8 (EL 11) 
  Hrek’sha (APL 8): Male wild elf Sor6/Alienist3; hp 58; 
  see Appendix One. 
  Pseudonatural Advanced Basilisk (2): hp 67 each; 
  see Appendix One. 
  APL 10 (EL 13) 
  Hrek’sha (APL 10): Male wild elf Sor6/Alienist6; hp 
  79; see Appendix One. 
  Pseudonatural Advanced Basilisk: hp 67; see 
  Appendix One. 
  Pseudonatural Gorgon: hp 85; see Appendix One. 
  APL 12 (EL 15) 
  Hrek’sha (APL 12): Male wild elf Sor6/Alienist8; hp 
  108; see Appendix One. 
  Pseudonatural Advanced Basilisk: hp 115; see 
  Appendix One. 
  Pseudonatural Advanced Gorgon: hp 138; see 
  Appendix One. 
  Tactics: When the PCs first enter Layer C, Hrek’sha (on 
  Layer D) immediately makes his way to the Floracon and 
  invokes its power, effectively a standard action.  The PCs 
  will likely notice him above them.  He then proceeds to 
  cast any appropriate buffing spells upon himself and 
  maybe even some summoning spells.  If the PCs do not 
  come up to face him, he makes their life difficult by using 
  the power of the Floracon to cause the titanic ladybugs on 
  Layer B to become enraged and move onto Layer C to 
  attack anything in sight.  He can enrage one titanic 
  ladybug per round.  He only does this if the PCs do not 
  come up to his level and fight him.  The titanic ladybugs 
  will not come up any farther than Level C. 
  Treasure: Hrek’sha has some items on him that may be 
  recovered. 
  APL 4: L: 26 gp; C: 0 gp; M: cloak of Charisma +2 (333 gp), 
  bracers of armor +2 (333 gp). 
  APL 6: L: 26 gp; C: 0 gp; M: cloak of Charisma +2 (333 gp), 
  amulet of health +2 (333 gp), bracers of armor +2 (333 gp). 
  APL 8: L: 26 gp; C: 0 gp; M: cloak of Charisma +2 (333 gp), 
  amulet of health +2 (333 gp), ring of protection +2 (667 gp). 
  APL 10: L: 55 gp; C: 0 gp; M: cloak of Charisma +4 (1333 
  gp), amulet of health +2 (333 gp), gloves of Dexterity +2 (333 
  gp), ring of protection +2 (667 gp), potion of cure serious 
  wounds (63 gp), potion of remove curse (63 gp). 
  
  PAL 4-07 The Root of Chaos 
   
  Page 16 
  APL 12: L: 55 gp; C: 0 gp; M: cloak of Charisma +4 (1333 
  gp), amulet of health +4 (1333 gp), gloves of Dexterity +4 
  (1333 gp), ring of protection +2 (667 gp), potion of cure serious 
  wounds (2) (126 gp), potion of remove curse (63 gp). 
  Development: Once the power of the Floracon is 
  invoked, there is no turning back.  An eruption of energy 
  is swelling within the area that will occur in 3 minutes’ 
  time.  This eruption throws everything in this realm back 
  to the Phostwood.  See Encounter Eight when this 
  occurs. 
  Layer E 
   
   
   
   
   
  Size 40 ft. x 40 ft.; height: 5 ft. 
  A creature observing this layer from below will recognize 
  its trait with a successful Knowledge (the Planes) check 
  (DC 20). 
  This layer is alight with radiant energy.  It has the “major 
  positive-dominant” trait as described on DMG pg. 149.  
  Among other effects, this area grants fast healing 5 as an 
  extraordinary ability and can blind a creature.  If one 
  stays on this layer too long, however, they may be killed 
  in an explosion of wild energy. 
  Above this layer is an even more intense layer (infinite) 
  that is fully a part of the Far Realm.  In addition to the 
  major positive-dominant trait, it also requires an 
  immediate Will save (DC 20) or the creature will go 
  insane (as the insanity spell.) Should this happen, it is 
  likely that the PC will linger here too long and explode.  
  If a PC somehow survives here long enough, he must 
  make a new Will save every hour or go insane. 
  Encounter Eight: Floracon 
  The Floracon floats upon a pedestal near the elder 
  creature.  If Hrek’sha reaches 0 hp (or even if he is 
  staggered or knocked unconscious from nonlethal 
  damage) his soul is visibly sucked into the book.  His soul 
  is destroyed in the process, for he has tampered with 
  powers that he surely should have left alone. 
  Hrek’sha mutters an otherworldly wail.  His skin 
  erupts in boils as his body slumps into the 
  surrounding medium.  A flash of light jumps from 
  his body to the Floracon, which emits a steady 
  humming sound and glows ever brighter now. 
  Hrek’sha also started a 3-minute countdown when he 
  became aware of the PCs in the level below him.  This 
  countdown is irreversible. 
   
  Once the time is up, the elder creature thrashes 
  about with epic power, thrusting portions of this realm 
  back into the Phostwood, including the PCs, whatever is 
  left of Hrek’sha’s equipment, the Floracon, bits of alien 
  material, and parts of itself, particularly its roots. 
  After a moment, the vibrations of the Floracon seem 
  to be having an effect upon the massive tree.  The 
  trunk emits waves of powerful energy, pushing 
  everything around like leaves in a hurricane.  With a 
  massive eruption, the bark explodes with percussive 
  violence.  Time, space, and reality are being torn 
  apart.  You are thrown back in the massive burst and 
  then all goes black. 
   
  (pause) 
   
  When you finally awake, you are lying on the 
  ground.  Stars shine through a gap in the trees.  The 
  glow around you is the familiar glow of the 
  Phostwood, which seems so much more comfortable 
  now that you have experienced the alien realm you 
  were just ejected from. 
  The PCs can regroup.  They can eventually find 
  Hrek’sha’s equipment, bits of alien material, a few small 
  pseudonatural creatures scurrying about, and the 
  Floracon.  The Floracon continues to hum and vibrate as if 
  brought to life.  It sheds light as a daylight spell. 
   
  Additionally, a disturbing sight is left in the 
  aftermath.  The elder creature has managed to partially 
  penetrate the Prime Material plane in the location of the 
  blasted glade. 
  The glade where you entered the alien realm is now 
  a blasted waste.  At the center is no longer the 
  massive oak tree that once stood here.  In its place is 
  a crater writhing with massive tree roots that spring 
  from a black rip in space.  The roots densely fill this 
  hole, stretching outward in all directions before 
  penetrating the soil.  You can see the roots slowly 
  wriggling and burrowing underfoot. 
  The elder creature fills a planar gate that has been ripped 
  open between the Far Realm and the Prime Material 
  plane.  He is burrowing his roots into the soil and gaining 
  a permanent foothold in this realm.  His goals are alien 
  and unknown. 
   
  The elder creature is virtually immune to attack.  He 
  cannot be banished by any known magic, or significantly 
  harmed.  Any damage he incurs quickly heals back.  If the 
  area is excavated, the portal always remains at ground 
  level.  No amount of chopping or digging is of any use.  
  The portal cannot be closed within the bounds of this 
  adventure.  The adventurers will have to seek out a 
  solution to this new problem some other time. 
  Encounter Nine (Optional): 
  Ogre Camp 
  If the PCs express interest in taking on the Olungar 
  ogres, they may do so if time permits.  Not only will this 
  take extra play time, but it will also cost 1 TU (2 TUs for 
  out-of-region PCs) in preparation for the assault.  All 
  groups should be warned that this fight is very risky.  For 
  APL 4 and APL 6, this fight is a suicide mission.  
  Fortunately, the PCs can prepare a coordinated plan to 
  
  PAL 4-07 The Root of Chaos 
   
  Page 17 
  attack.  The DM should try to obtain the largest battle 
  mat possible for this encounter. 
   
  The ogre tribe is led by one of the ogre mages, whose 
  name is Margrat.  He is not particularly special, other 
  than he is much smarter than average ogres. 
   
  See the map in the Appendix.  The DM is expected 
  to be creative in how to run this encounter.  There are 
  only general guidelines as to how the ogres react to 
  actions taken by the PCs. 
   
  The tribe consists of the ogre mage leader (Margrat, a 
  standard ogre mage), another ogre mage, some skilled 
  ogre melee combatants, a large contingent of regular 
  ogres, and, at higher APLs, a bugbear sorcerer and an 
  awakened dire bear.  The latter creature was awakened by 
  an ogre druid who left the tribe long ago in disgust over 
  the destructive practices of the tribe.  The bear decided to 
  stick around with the ogres, quite content to live among 
  them and help protect them. 
   
  The camp consists of a huge clearing of the forest.  
  The ogres have chopped down all the trees and removed 
  all traces of plant growth in a circular pattern.  They 
  regularly burn down any grasses that grow, not worrying 
  very much about what catches fire around them.  In the 
  center of the clearing, they have left behind some large 
  tree trunks, stripped of all branches, which prop up a 
  massive tent structure made of jute netting.  This mostly 
  serves to provide them shade, but also keeps aerial spies 
  from looking in on them very carefully.  The center trunk 
  not only supports the tallest portion of the tenting, but 
  also is topped by a watchtower, accessible by a wooden 
  ladder.  Surrounding the tent are 3 small platforms about 
  4 ft. in height, with a wooden palisade wall providing 
  cover for anyone inside. 
   
  The ogres have simple defenses.  They are not smart 
  enough to be organized into a powerful fighting force as a 
  group, but they do rely on their strength and ferocity to 
  carry them through.  To communicate, most patrols have 
  a horn with them, and all ogres on watch carry a horn. 
   
  They have two basic responses to threats: 
  • 
  First, if they detect a large force, say 25 or more elves 
  or similar creatures, they respond with an all-out 
  defense using every ogre to attack as aggressively as 
  possible.  All the ogres know that the signal for this 
  response is one long horn blast. 
  • 
  Second, and the more likely relevant one for the 
  PCs, is if they detect a small force.  In that case, they 
  assume that the attackers must be very powerful (or 
  very stupid), so ordinary ogres evacuate to avoid 
  being slaughtered.  Only the most powerful are left 
  behind to defend the camp.  All the ogres know that 
  the signal for this response is two short horn blasts. 
  Additionally, the ogres have three basic levels of 
  alertness: low, medium, and high. 
  Low alert 
  This is the normal state for the Olungar tribe.  Under this 
  state, they have a single ogre in the central watchtower 
  and a roving patrol of 6 standard ogres that circles the 
  surrounding forest in a random pattern, typically staying 
  within 1 mile of the camp. 
  Medium alert 
  This is a state the Olungars have when something 
  different or unusual makes them uneasy.  If Hoagret 
  from Encounter One escaped, this is the alert level the 
  tribe will be on.  Under this state, they have 2 ogres in the 
  central watchtower, one more at each outer post, and a 
  roving patrol of 6 standard ogres that circles the 
  surrounding forest in a random pattern, typically staying 
  within 1 mile of the camp. 
  High alert 
  If the tribe feels threatened by a likely attack, this is the 
  state they will be in.  If any potentially hostile creature is 
  spotted within a mile of the camp, or if something odd 
  spooks them, they go to high alert.  They station 2 ogres 
  in the main tower and 2 ogres at each outer post, and two 
  roving patrols circle the surrounding forest in a random 
  pattern, staying within 1 mile of the camp and reporting 
  back to camp regularly. 
  All APLs 
  Ogre (40): hp 29 each; see Monster M page 199. Non-
  combatant. 
  APL 4, APL 6 and APL 8 (EL 12) 
  Ogre (8): hp 29 each; see Monster Manual page 199. 
  Ogre Mage (2): hp 37 each; see Monster Manual page 
  200. 
  Ogre Bbn2 (2): hp 52 each; see Appendix One. 
  Ogre Rgr2 (2): hp 48 each; see Appendix One. 
  APL 10 (EL 14) 
  Ogre (8): hp 29 each; see Monster Manual page 199. 
  Ogre Mage (2): hp 37 each; see Monster Manual page 
  200. 
  Pretty Boy (APL 10): Male bugbear Sor10; hp 51; see 
  Appendix One. 
  Ogre Bbn4 (2): hp 79; see Monster Manual page 199. 
  Chuggy, Awakened Dire Bear: hp 147; see Appendix 
  One. 
  APL 12 (EL 16) 
  Ogre Bbn4 (8): hp 79 each; see Appendix One. 
  Ogre Mage (2): hp 37 each; see Monster Manual page 
  200. 
  
  PAL 4-07 The Root of Chaos 
   
  Page 18 
  Pretty Boy (APL 12): Male bugbear Sor12; hp 58; see 
  Appendix One. 
  Vorggorr: Male ogre Clr9; hp 79, See Appendix One. 
  Chuggy, Awakened Anarchic Dire Bear: hp 147; see 
  Appendix One. 
  Note that at APL 12, Vorggorr uses 3 spell slots and his 
  metamagic rod of lesser extend to cast spikes on 3 greatclubs 
  every day.  This allows him and 2 of the ogre barbarians 
  to always have these special weapons available for use, 
  making them much more effective in melee. 
  Treasure: Defeating the Olungar tribe yields the 
  following treasure: 
  APL 4-8: L: 304 gp; C: 0 gp; M: +1 Large hide armor (2) (97 
  gp each), +1 Large greatclub (2) (192 gp each). 
  APL 10: L: 107 gp; C: 0 gp; M: +2 mithral chain shirt (425 
  gp), +1 cold iron morningstar (276 gp), cloak of resistance +2 
  (333 gp), potion of cure moderate wounds (25 gp), potion of 
  invisibility (25 gp), potion of levitation (25 gp), potion of lesser 
  restoration (25 gp), scroll of protection from good (5) (10 gp), 
  wand of flaming sphere (375 gp), +2 Large chain shirt barding 
  (with armor spikes) (383 gp), amulet of mighty fists +1 (500 
  gp), potion of cure serious wounds (63 gp), +1 Large hide armor 
  (2) (97 gp each), ring of protection +1 (2) (167 gp each), +1 
  Large greatclub (2) (192 gp each). 
  APL 12: L: 113 gp; C: 0 gp; M: +1 Large hide armor (8) (97 
  gp each), ring of protection +1 (8) (167 gp each), +1 Large 
  greatclub (9) (192 gp each), +2 mithral chain shirt (425 gp), 
  +1 cold iron morningstar (276 gp), cloak of resistance +3 (750 
  gp), potion of cure moderate wounds (25 gp), potion of 
  invisibility (25 gp), potion of levitation (25 gp), potion of lesser 
  restoration (25 gp), potion of lesser vigor (4 gp), scroll of 
  protection from good (5) (10 gp), wand of flaming sphere (375 
  gp), wand of fireball (5th) (938 gp), +2 Large full plate armor 
  (596 gp), ring of protection +2 (667 gp), amulet of natural 
  armor +2 (667 gp), lesser metamagic rod of Extend (250 gp), 
  +2 Large chain shirt barding (with armor spikes) (383 gp), 
  amulet of mighty fists +2 (2,000 gp), potion of cure serious 
  wounds (63 gp). 
  Conclusion 
  The PCs can take possession of the Floracon for a time.  
  However, eventually it is confiscated by the church 
  officials of the Theocracy of the Pale for safekeeping. 
   
  If the PCs have suffered any calamities that the Istari 
  spellcasters can help with, they gladly cast spells on the 
  PCs’ behalf, but the PCs must provide any costly material 
  components. 
   
  Curu’nole is very pleased with the PCs that aided in 
  dealing with the problems associated with the Far 
  Realms, the Floracon, and Hrek’sha. 
   
  If the PCs have battled the Olungar tribe, the Istari 
  offer the PCs even more gratitude. 
   
  An Istari war party honors the PCs by escorting 
  them safely back to the Theocracy of the Pale. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  The Phostwood 
  Defeat hostile creatures 
   
  APL4 150 xp per encounter 
   
  APL6 150 xp per encounter 
   
  APL8 180 xp per encounter 
   
  APL10 180 xp per encounter 
   
  APL12 240 xp per encounter 
  Encounter One: The Hunt 
  Defeat hostile creatures 
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
  Encounter Four: The Bog 
  Defeat hostile creatures 
   
  APL4 150 xp 
   
  APL6 210 xp 
   
  APL8 270 xp 
   
  APL10 330 xp 
   
  APL12 390 xp 
  Encounter Seven: Far Realm 
  Defeat Hrek’sha and pseudonatural creatures 
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
  Discretionary roleplaying Award 
  The DM may award up to this amount of xp for good 
  roleplaying: 
  
  PAL 4-07 The Root of Chaos 
   
  Page 19 
   
  APL4 105 xp 
   
  APL6 150 xp 
   
  APL8 195 xp 
   
  APL10 240 xp 
   
  APL12 285 xp 
  Total possible experience: 
   
  Varies 
  Maximum available experience: 
  The xp is capped by the following amounts: 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1125 xp 
   
  APL10 1350 xp 
   
  APL12 1575 xp 
  Additional possible experience with Optional 
  Encounter 
  Playing the optional encounter requires the expenditure 
  of 1 TU for Pale PCs and 2 TUs for non-Pale PCs.  The 
  rewards for this encounter are in addition to the 
  previously listed rewards. 
  Encounter Nine (Optional): Ogre Camp 
  Defeat the Olungar tribe: 
   
  APL4 338 xp 
   
  APL6 450 xp 
   
  APL8 563 xp 
   
  APL10 675 xp 
   
  APL12 788 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter One: The Hunt 
  APL 4: L: 105 gp; C: 0 gp; M: +1 Large chain shirt (113 gp), 
  potion of invisibility (25 gp), potion of lesser vigor (4 gp). 
  APL 6: L: 287 gp; C: 0 gp; M: +1 Large hide armor (2) (98 gp 
  each), +1 Large greatclub (2) (193 gp each), +1 Large chain 
  shirt (113 gp), potion of invisibility (25 gp), potion of lesser 
  vigor (4 gp) 
  APL 8: L: 330 gp; C: 0 gp; M: +1 Large hide armor (2) (98 gp 
  each), +1 Large greatclub (2) (193 gp each), ring of protection 
  +1 (2) (167 gp each), +1 Large scimitar (2) (194 gp each), +1 
  Large chain shirt (3) (113 gp each), potion of invisibility (25 
  gp), potion of lesser vigor (4 gp). 
  APL 10: L: 330 gp; C: 0 gp; M: +1 Large hide armor (2) (98 
  gp each), +1 Large greatclub (2) (193 gp each), ring of 
  protection +2 (2) (667 gp each), +1 Large scimitar (2) (194 gp 
  each), +1 Large chain shirt (113 gp), +2 Large chain shirt (2) 
  (363 gp each), potion of invisibility (25 gp), potion of lesser 
  vigor (4 gp). 
  APL 12: L: 330 gp; C: 0 gp; M: +2 Large hide armor (2) (348 
  gp each), +1 Large greatclub (2) (193 gp each), ring of 
  protection +2 (2) (667 gp each), +1 Large scimitar (2) (194 gp 
  each), +1 Large chain shirt (113 gp), +2 Large chain shirt (2) 
  (363 gp each), potion of invisibility (25 gp), periapt of Wisdom 
  +2 (2) (333 gp each), potion of lesser vigor (4 gp). 
  
  PAL 4-07 The Root of Chaos 
   
  Page 20 
  Encounter Four: The Bog 
  APL 4: L: 0 gp; C: 0 gp; M: 0 gp 
  APL 6: L: 9 gp; C: 0 gp; M: 0 gp 
  APL 8: L: 9 gp; C: 0 gp; M: 0 gp 
  APL 10: L: 9 gp; C: 0 gp; M: 0 gp 
  APL 12: L: 9 gp; C: 0 gp; M: 0 gp 
  Encounter Seven: Far Realm 
  APL 4: L: 26 gp; C: 0 gp; M: cloak of Charisma +2 (333 gp), 
  bracers of armor +2 (333 gp). 
  APL 6: L: 26 gp; C: 0 gp; M: cloak of Charisma +2 (333 gp), 
  amulet of health +2 (333 gp), bracers of armor +2 (333 gp). 
  APL 8: L: 26 gp; C: 0 gp; M: cloak of Charisma +2 (333 gp), 
  amulet of health +2 (333 gp), ring of protection +2 (667 gp). 
  APL 10: L: 55 gp; C: 0 gp; M: cloak of Charisma +4 (1333 
  gp), amulet of health +2 (333 gp), gloves of Dexterity +2 (333 
  gp), ring of protection +2 (667 gp), potion of cure serious 
  wounds (63 gp), potion of remove curse (63 gp). 
  APL 12: L: 55 gp; C: 0 gp; M: cloak of Charisma +4 (1333 
  gp), amulet of health +4 (1333 gp), gloves of Dexterity +4 
  (1333 gp), ring of protection +2 (667 gp), potion of cure serious 
  wounds (2) (126 gp), potion of remove curse (63 gp). 
  Encounter Nine (Optional): Ogre Camp 
  APL 4-8: L: 304 gp; C: 0 gp; M: +1 Large hide armor (2) (97 
  gp each), +1 Large greatclub (2) (192 gp each). 
  APL 10: L: 107 gp; C: 0 gp; M: +2 mithral chain shirt (425 
  gp), +1 cold iron morningstar (276 gp), cloak of resistance +2 
  (333 gp), potion of cure moderate wounds (25 gp), potion of 
  invisibility (25 gp), potion of levitation (25 gp), potion of lesser 
  restoration (25 gp), scroll of protection from good (5) (10 gp), 
  wand of flaming sphere (375 gp), +2 Large chain shirt barding 
  (with armor spikes) (383 gp), amulet of mighty fists +1 (500 
  gp), potion of cure serious wounds (63 gp), +1 Large hide armor 
  (2) (97 gp each), ring of protection +1 (2) (167 gp each), +1 
  Large greatclub (2) (192 gp each). 
  APL 12: L: 113 gp; C: 0 gp; M: +1 Large hide armor (8) (97 
  gp each), ring of protection +1 (8) (167 gp each), +1 Large 
  greatclub (9) (192 gp each), +2 mithral chain shirt (425 gp), 
  +1 cold iron morningstar (276 gp), cloak of resistance +3 (750 
  gp), potion of cure moderate wounds (25 gp), potion of 
  invisibility (25 gp), potion of levitation (25 gp), potion of lesser 
  restoration (25 gp), potion of lesser vigor (4 gp), scroll of 
  protection from good (5) (10 gp), wand of flaming sphere (375 
  gp), wand of fireball (5th) (938 gp), +2 Large full plate armor 
  (596 gp), ring of protection +2 (667 gp), amulet of natural 
  armor +2 (667 gp), lesser metamagic rod of Extend (250 gp), 
  +2 Large chain shirt barding (with armor spikes) (383 gp), 
  amulet of mighty fists +2 (2,000 gp), potion of cure serious 
  wounds (63 gp). 
  Maximum Possible Treasure 
  The total treasure available at each APL has not been 
  calculated.  The totals easily surpass the following 
  treasure caps: 
  APL 4: 650 gp 
  APL 6: 900 gp 
  APL 8: 1,300 gp 
  APL 10: 2,300 gp 
  APL 12: 3,300 gp 
  Additional Possible Treasure with Optional 
  Encounter 
  Playing the optional encounter requires the expenditure 
  of 1 TU for all PCs.  The rewards for this encounter are in 
  addition to the previously listed rewards. 
  APL 4: 325 gp 
  APL 6: 450 gp 
  APL 8: 650 gp 
  APL 10: 1,150 gp 
  APL 12: 1,650 gp 
  Special 
  Favor of the Istari:  For taking on the extremely risky 
  task of attacking the Olungar tribe of ogres, the Istari 
  elves grant you Regional access to the items on the list 
  marked with a double asterisk (**). 
  Lost in the Phost:  Your lack of wilderness skills has 
  caused you to get lost for ____ extra TUs. 
  The Floracon:  You have retrieved The Floracon, now 
  known to be a potent artifact of alien power.  The Church 
  of the One True Path has taken the item, but has 
  indicated that it will likely seek your help dealing with it 
  in the future. 
  Alienist prestige class: You qualify for the special 
  requirement to take the alienist prestige class.  Note that 
  taking levels in the prestige class incurs the enmity of the 
  Pale Arcanist Guild. 
  Phostwood souvenir: This small branch from a fallen 
  phost tree glows dimly in a 5-ft. radius.  The branch rots 
  away after one year.  Cost: 1 gp.  Weight: 2 lb.  Expires one 
  year from the date on the AR it is purchased on. 
  Raucher’s Recorder: This small masterwork instrument 
  is made of finely sculpted hornwood and bears sylvan 
  runes upon its length.  Once per day, upon playing the 
  correct 
  tune 
  with 
  a 
  successful 
  Perform 
  (wind 
  instruments) check (DC 12) the performer is affected by 
  an invisibility spell (CL 13th).  Once per week, upon 
  playing the correct tune with a successful Perform (wind 
  instruments) check (DC 17) the performer may cast mass 
  invisibility.  A failed Perform check still expends the use.  
  
  PAL 4-07 The Root of Chaos 
   
  Page 21 
  In addition to the +2 circumstance bonus granted for its 
  masterwork quality, this fine instrument grants its owner 
  a +2 enhancement bonus on any Perform checks made 
  while playing it. 
   
  Strong illusion; CL 13th; Craft Wondrous Item, 
  invisibility, mass invisibility; Price 12,000 gp. 
  Ribbon Dagger: A ribbon dagger is a light exotic 
  weapon crafted from alchemically treated kaorti resin.  It 
  consists of a resin handle to which is affixed a 1-foot-long 
  flexible strip of resin.  This ribbon of resin is razor-sharp 
  and deals 1d4 points of damage on a hit with a critical 
  multiplier of x4.  The ribbon can wrap around objects 
  with ease; disarm attacks made with a ribbon dagger gain 
  a +2 bonus.  Cost: 50 gp.  Weight: 1 lb. 
  Potion of Lesser Vigor (Complete Divine) 
   
  Faint conjuration; CL 1st; Brew Potion, lesser vigor 
  (Complete Divine); Price 50 gp. 
  Items for the Adventure Record 
  Item Access 
  A * indicates items only available from the optional 
  encounter.  A ** indicates items available from the Istari 
  for successfully completing the optional encounter. 
  APL 4 and 6: 
  • 
  Masterwork elven lightblade (Adventure; Complete 
  Warrior; 350 gp) 
  • 
  Masterwork elven thinblade (Adventure; Complete 
  Warrior; 400 gp) 
  • 
  Masterwork composite longbow (+5 Str bonus) 
  (Adventure; 900 gp) 
  • 
  potion of lesser vigor (Adventure; see AR; 50 gp; 
  maximum 2 per PC) 
  • 
  Phostwood souvenir (Adventure; see AR; 1 gp) 
  • 
  Raucher’s recorder (Adventure; see AR; 12,000 gp) 
  • 
  bracers of armor +2 (Adventure; DMG; 4,000 gp) 
  APL 8 (all of APLs 4-6 plus the following): 
  • 
  ring of protection +2 (Adventure; DMG; 8,000 gp) 
  • 
  ** boots of tracklessness (Regional; A&EG; 33,500 gp) 
  • 
  ** winged boots (Regional; DMG; 16,000 gp) 
  • 
  ** Elf Edge (Regional; Savage Species; 18,315 gp) 
  • 
  ** Heward’s handy haversack (Regional; DMG; 2,000 
  gp) 
  • 
  ** Larethian Protector (Regional; A&EG; 50,375 gp) 
  APL 10 (all of APLs 4-8 plus the following): 
  • 
  cloak of Charisma +4 (Adventure; DMG; 16,000 gp) 
  • 
  Masterwork Medium ribbon dagger (Adventure; 
  Fiend Folio (“kaorti”); 350 gp) 
  • 
  * +2 mithral chain shirt (Adventure; DMG; 5,100 gp) 
  • 
  * cloak of resistance +2 (Adventure; DMG; 4,000 gp) 
  • 
  * wand of flaming sphere (Adventure; DMG; 4,500 gp) 
  • 
  * +2 Large chain shirt barding (with armor spikes) 
  (Adventure; DMG; 4,550 gp) 
  • 
  * amulet of mighty fists +1 (Adventure; DMG; 6,000 gp) 
  APL 12 (all of APLs 4-10 plus the following): 
  • 
  amulet of health +4 (Adventure; DMG; 16,000 gp) 
  • 
  gloves of Dexterity +4 (Adventure; DMG; 16,000 gp) 
  • 
  * cloak of resistance +3 (Adventure; DMG; 9,000 gp) 
  • 
  * wand of fireball (5th) (Adventure; DMG; 11,250 gp) 
  • 
  * lesser metamagic rod of Extend(Adventure; DMG; 
  3,000 gp) 
  • 
  * amulet of mighty fists +2 (Adventure; DMG; 24,000 
  gp) 
  Special Adventure Record 
  One PC per table gets the additional special AR. [The 
  TU/xp/gp sections should be crossed out on this special 
  AR.] 
  The Ravening 
  You have experienced the dread forces of the Far Realm.  
  Your mind and body have been warped by unimaginable 
  alien powers.  The effects course their way through you 
  progressively in phases before eventually dying out.  
  Once a new phase begins, the effects of the previous 
  phase end. 
  At the beginning of every scenario played (except the 
  very first scenario after receiving The Ravening), the PC 
  must show this AR to the DM.  The PC rolls a d6 and 
  consults the table below.  Due to the chaotic nature of the 
  effect, no roll for The Ravening may be rerolled or 
  modified in any way. 
  1 The Ravening is suppressed for this scenario. 
  2-4 The Ravening effect continues in its current phase. 
  5 The Ravening effect continues in its current phase and 
  a major manifestation occurs for this scenario only. 
  6 The Ravening immediately progresses to the next 
  phase. 
  The phases are as follows: 
  
  PAL 4-07 The Root of Chaos 
   
  Page 22 
  Phase 1 
  This phase begins on the first scenario played after 
  acquiring The Ravening. 
  Fear of heights (Ex): Whenever you are within 10 ft. of 
  a 10 ft. drop (or higher) you become frightened.  Should 
  you ever fall or become airborne, you become panicked as 
  long as you remain airborne and for 1d6 rounds 
  thereafter. 
  Earth Mastery (Ex): You gain a +1 bonus on attack and 
  damage rolls if both you and your foe are touching the 
  ground. If an opponent is airborne or waterborne, you 
  take a –4 penalty on attack and damage rolls. 
  Phase 2 
  Began on AR # _____  DM initial ____ 
  Fear of reptiles (Ex): You become shaken whenever you 
  are within sight of a reptile, and remain shaken for 1d6 
  minutes thereafter. 
  Poison vulnerability (Ex): You suffer a -2 penalty to 
  saves against poison. 
  Phase 3 
  Began on AR # _____  DM initial ____ 
  Horrid dreams haunt you, causing you to need an extra 2 
  hours of rest beyond what you would normally require. 
  You also fear bright sunlight. 
  Light Sensitivity (Ex): You are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Phase 4 
  Began on AR # _____  DM initial ____ 
  Your tongue forks like that of a snake, and your voice gets 
  a distinct hissing quality to it.  You occasionally flick your 
  tongue out of your mouth to smell the air, which causes 
  all Diplomacy skill checks with sighted creatures to incur 
  a -4 penalty. 
  Scent (Ex): You gain the scent special ability, as in the 
  DMG pg. 298. 
  Phase 5 (End) 
  Ended on AR # _____  DM initial ____ 
  The Ravening ends. 
   
  Major manifestation 
  If a major manifestation occurs, the effect below occurs 
  for the duration of the current scenario.  Once the 
  scenario ends, the major manifestation effect goes away.  
  The player rolls a d6 and consults the following table: 
  1 Your arms are replaced by tentacles.  You are no longer 
  proficient with any weapons, any spells with somatic 
  components require a Concentration check (DC 15), you 
  have a +8 bonus to grapple checks, and a +8 bonus to 
  Swim checks. 
  2 Your ears transform into tree leaves.  You are deaf. 
  3 Your eyes become black as coal.  You are blinded.  
  However, you can somehow sense objects around you. 
   
  Blindsense (Ex): Using nonvisual senses that rely 
  upon alien insight, you notice things you cannot see. You 
  usually do not need to make Spot or Listen checks to 
  pinpoint the location of a creature within 60 ft., provided 
  that you have line of effect to that creature. Any 
  opponent you cannot see still has total concealment 
  against you, and you still have the normal miss chance 
  when attacking foes that have concealment. Your lack of 
  sight still affects your movement. You are denied your 
  Dexterity bonus to Armor Class against attacks from 
  creatures you cannot see. 
  4 +4 insight bonus to Wisdom. 
  5 -2 penalty to Dexterity but amazing clarity of vision. (+6 
  Spot) 
  6 SR 10.  You cannot lower this effect voluntarily. 
  If the player has a special “Fist of Emirikol” d20 (a special 
  reward from the RPGA), he may choose instead to roll 
  that die and consult the special table as provided by the 
  Pale Triad.  This is not related to the Fist of Emirikol 
  magic item.  A standard d20 may not be substituted for 
  the Fist of Emirikol. 
  
  PAL 4-07 The Root of Chaos 
   
  Page 23 
  Appendix One – Encounter One
  APL 4  
   
   
   
   
  Hoagret: Male ogre Rgr4; CR 7; Large giant; HD 
  4d8+12 plus 4d8+12 plus 3; hp 63; Init -1; Spd 40 ft.; AC 
  19 (-1 size, +5 natural, +5 +1 chain shirt), touch 9, flat-
  footed 19; Base Atk +7; Grp +16; Atk +12 melee 
  (2d6+5/19-20, masterwork longsword), or +6 ranged 
  (1d8+5, javelin); Full Atk +10/+5 melee (2d6+5/19-20, 
  masterwork longsword) and +10 melee (1d6+2/x4, 
  masterwork light pick), or +6 ranged (1d6+5, javelin); 
  Space/Reach 10 ft./10 ft.; SA —; SQ darkvision 60 ft., 
  favored enemy elves +2, low-light vision, Wild 
  Empathy +2, Animal Companion; AL CE; SV Fort +11, 
  Ref +5, Will +3; Str 21, Dex 10, Con 16, Int 8, Wis 12, 
  Cha 7. 
   
  Skills and Feats: Climb +8, Heal +3, Knowledge 
  (nature) +1, Listen +6, Spot +6, Survival +14; Diehard, 
  Endurance (B), Self-Sufficient, Toughness, Track (B), 
  Two-Weapon Fighting (B). 
   
  Language: Giant only. 
   
  Ranger Spells Prepared (1; base DC = 11 + spell level): 
  1st—longstrider. 
   
  Possessions: +1 Large chain shirt, masterwork Large 
  longsword (2), masterwork Large light pick, Large 
  javelin (4), Large greatclub, Large dagger, potion of 
  invisibility, potion of lesser vigor, spell component pouch, 
  fish hook (5), flint and steel, backpack, tent, antitoxin. 
  APL 6  
   
   
   
   
   
  Hoagret: Male ogre Rgr4; CR 7; Large giant; HD 
  4d8+12 plus 4d8+12 plus 3; hp 63; Init -1; Spd 40 ft.; AC 
  19 (-1 size, +5 natural, +5 +1 chain shirt), touch 9, flat-
  footed 19; Base Atk +7; Grp +16; Atk +12 melee 
  (2d6+5/19-20, masterwork longsword), or +6 ranged 
  (1d8+5, javelin); Full Atk +10/+5 melee (2d6+5/19-20, 
  masterwork longsword) and +10 melee (1d6+2/x4, 
  masterwork light pick), or +6 ranged (1d6+5, javelin); 
  Space/Reach 10 ft./10 ft.; SA —; SQ darkvision 60 ft., 
  favored enemy elves +2, low-light vision, Wild 
  Empathy +2, Animal Companion; AL CE; SV Fort +11, 
  Ref +5, Will +3; Str 21, Dex 10, Con 16, Int 8, Wis 12, 
  Cha 7. 
   
  Skills and Feats: Climb +8, Heal +3, Knowledge 
  (nature) +1, Listen +6, Spot +6, Survival +14; Diehard, 
  Endurance (B), Self-Sufficient, Toughness, Track (B), 
  Two-Weapon Fighting (B). 
   
  Language: Giant only. 
   
  Ranger Spells Prepared (1; base DC = 11 + spell level): 
  1st—longstrider. 
   
  Possessions: +1 Large chain shirt, masterwork Large 
  longsword (2), masterwork Large light pick, Large 
  javelin (4), Large greatclub, Large dagger, potion of 
  invisibility, potion of lesser vigor, spell component pouch, 
  fish hook (5), flint and steel, backpack, tent, antitoxin. 
  Ogre Bbn2: CR 5; Large Giant; HD 4d8+15 plus 
  2d12+6; hp 52; Init +0; Spd 40 ft.; AC 18, touch 9, flat-
  footed 18; BAB/Grp +5/+17; Atk/Full Atk +14 melee 
  (2d8+13, +1 Large greatclub) or +4 ranged (1d8+8, Large 
  javelin); Space/Reach 10 ft./10 ft.; SA rage 1/day; SQ 
  Darkvision 60 ft., low-light vision, uncanny dodge; AL 
  CE; SV Fort +10, Ref +1, Will +1; Str 26, Dex 11, Con 
  17, Int 8, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +13, Hide -6, Jump +17, 
  Listen +6, Spot +2; Power Attack, Toughness, Weapon 
  Focus (greatclub). 
   
  Language: Giant only. 
   
  Rage (Ex): When the Ogre Bbn2 rages, his 
  statistics change as follows for up to 8 rounds – hp 64; 
  AC 16, touch 7, flat-footed 16; Grp +19; Atk/Full Atk 
  +16 melee (2d8+16, +1 Large greatclub) or +4 ranged 
  (1d8+10, Large javelin); SV Fort +12, Will +3; Str 30; 
  Con 21; Climb +15, Jump +19. 
   
  Possessions: +1 Large hide armor, +1 Large greatclub. 
  Ogre Rgr2: CR 5; Large Giant; HD 4d8+15 plus 2d8+6; 
  hp 48; Init -1; Spd 40 ft.; AC 18, touch 10, flat-footed 18; 
  BAB/Grp +5/+16; Atk +13 melee (2d6+7/19-20, 
  masterwork longsword), or +5 ranged (1d8+7, javelin); 
  Full Atk +11/+6 melee (2d6+7/19-20, masterwork 
  longsword) and +10 melee (1d6+3/x4, masterwork 
  light pick), or +5 ranged (1d6+7, javelin); Space/Reach 
  10 ft./10 ft.; SA —; SQ darkvision 60 ft., favored enemy 
  elves +2, low-light vision, Wild Empathy +0; AL CE; SV 
  Fort +10, Ref +5, Will +2; Str 24, Dex 13, Con 17, Int 9, 
  Wis 12, Cha 6.  
   
  Skills and Feats: Climb +12, Knowledge (nature) +3, 
  Listen +4, Spot +3, Survival +6; Diehard, Endurance (B), 
  Toughness, Track (B), Two-Weapon Fighting (B), 
  Weapon Focus (longsword). 
   
  Language: Giant only. 
   
  Possessions: Masterwork Large studded leather 
  armor, masterwork Large longsword (2), masterwork 
  Large light pick, Large javelin (4), Large greatclub. 
  APL 8  
   
   
   
   
   
  Hoagret: Male ogre Rgr4; CR 7; Large giant; HD 
  4d8+12 plus 4d8+12 plus 3; hp 63; Init -1; Spd 40 ft.; AC 
  19 (-1 size, +5 natural, +5 +1 chain shirt), touch 9, flat-
  footed 19; Base Atk +7; Grp +16; Atk +12 melee 
  (2d6+5/19-20, masterwork longsword), or +6 ranged 
  (1d8+5, javelin); Full Atk +10/+5 melee (2d6+5/19-20, 
  masterwork longsword) and +10 melee (1d6+2/x4, 
  masterwork light pick), or +6 ranged (1d6+5, javelin); 
  
  PAL 4-07 The Root of Chaos 
   
  Page 24 
  Space/Reach 10 ft./10 ft.; SA —; SQ darkvision 60 ft., 
  favored enemy elves +2, low-light vision, Wild 
  Empathy +2, Animal Companion; AL CE; SV Fort +11, 
  Ref +5, Will +3; Str 21, Dex 10, Con 16, Int 8, Wis 12, 
  Cha 7. 
   
  Skills and Feats: Climb +8, Heal +3, Knowledge 
  (nature) +1, Listen +6, Spot +6, Survival +14; Diehard, 
  Endurance (B), Self-Sufficient, Toughness, Track (B), 
  Two-Weapon Fighting (B). 
   
  Language: Giant only. 
   
  Ranger Spells Prepared (1; base DC = 11 + spell level): 
  1st—longstrider. 
   
  Possessions: +1 Large chain shirt, masterwork Large 
  longsword (2), masterwork Large light pick, Large 
  javelin (4), Large greatclub, Large dagger, potion of 
  invisibility, potion of lesser vigor, spell component pouch, 
  fish hook (5), flint and steel, backpack, tent, antitoxin. 
  Ogre Bbn4: CR 7; Large Giant; HD 4d8+19 plus 
  4d12+16; hp 79; Init +0; Spd 40 ft.; AC 19, touch 10, 
  flat-footed 19; BAB/Grp +7/+19; Atk +16 melee 
  (2d8+13, +1 Large greatclub) or +6 ranged (1d8+8, Large 
  javelin); Full Atk +16/+11 melee (2d8+13, +1 Large 
  greatclub) or +6 ranged (1d8+8, Large javelin); 
  Space/Reach 10 ft./10 ft.; SA Rage 2/day; SQ 
  Darkvision 60 ft., low-light vision, trap sense +1, 
  uncanny dodge; AL CE; SV Fort +12, Ref +2, Will +2; 
  Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4.  
   
  Skills and Feats: Climb +13, Hide -6, Jump +17, 
  Listen +6, Spot +2; Power Attack, Toughness, Weapon 
  Focus (greatclub). 
   
  Language: Giant only. 
   
  Rage (Ex): When the Ogre Bbn4 rages, his 
  statistics change as follows for up to 9 rounds – hp 95; 
  AC 17, touch 8, flat-footed 17; Grp +21; Atk/Full Atk 
  +18 melee (2d8+16, +1 Large greatclub) or +6 ranged 
  (1d8+10, Large javelin); SV Fort +14, Will +4; Str 30; 
  Con 22; Climb +15, Jump +19. 
   
  Possessions: +1 Large hide armor, +1 Large greatclub, 
  ring of protection +1, Large javelin (4), Large club, sack. 
  Ogre Rgr4: CR 7; Large Giant; HD 4d8+19 plus 
  4d8+16; hp 71; Init +0; Spd 40 ft.; AC 19, touch 9, flat-
  footed 19; BAB/Grp +7/+18; Atk +15 melee (1d8+8/18-
  20, +1 Large scimitar) or +7 ranged (2d6+7, masterwork 
  Large composite longbow [+7 Str bonus]); Full Atk 
  +13/+8 melee (1d8+8/18-20, +1 Large scimitar) and +12 
  melee (1d6+3/18-20, masterwork Large kukri) or +7/+2 
  ranged (2d6+7, masterwork Large composite longbow 
  [+7 Str bonus]); Space/Reach 10 ft./10 ft.; SA —; SQ 
  darkvision 60 ft., favored enemy elves +2, low-light 
  vision, Wild Empathy +2, Animal Companion; AL CE; 
  SV Fort +12, Ref +5, Will +3; Str 24, Dex 11, Con 18, Int 
  8, Wis 12, Cha 7. 
   
  Skills and Feats: Climb +12, Knowledge (nature) +3, 
  Listen +5, Spot +4, Survival +6; Diehard, Endurance (B), 
  Toughness, Track (B), Two-Weapon Fighting (B), 
  Weapon Focus (scimitar). 
   
  Language: Giant only. 
   
  Possessions: +1 Large chain shirt, +1 Large scimitar, 
  masterwork Large kukri, masterwork Large composite 
  longbow (+7 Str bonus), Large sickle, spell component 
  pouch, backpack. 
  APL 10  
   
   
   
   
  Hoagret: Male ogre Rgr4; CR 7; Large giant; HD 
  4d8+12 plus 4d8+12 plus 3; hp 63; Init -1; Spd 40 ft.; AC 
  19 (-1 size, +5 natural, +5 +1 chain shirt), touch 9, flat-
  footed 19; Base Atk +7; Grp +16; Atk +12 melee 
  (2d6+5/19-20, masterwork longsword), or +6 ranged 
  (1d8+5, javelin); Full Atk +10/+5 melee (2d6+5/19-20, 
  masterwork longsword) and +10 melee (1d6+2/x4, 
  masterwork light pick), or +6 ranged (1d6+5, javelin); 
  Space/Reach 10 ft./10 ft.; SA —; SQ darkvision 60 ft., 
  favored enemy elves +2, low-light vision, Wild 
  Empathy +2, Animal Companion; AL CE; SV Fort +11, 
  Ref +5, Will +3; Str 21, Dex 10, Con 16, Int 8, Wis 12, 
  Cha 7. 
   
  Skills and Feats: Climb +8, Heal +3, Knowledge 
  (nature) +1, Listen +6, Spot +6, Survival +14; Diehard, 
  Endurance (B), Self-Sufficient, Toughness, Track (B), 
  Two-Weapon Fighting (B). 
   
  Language: Giant only. 
   
  Ranger Spells Prepared (1; base DC = 11 + spell level): 
  1st—longstrider. 
   
  Possessions: +1 Large chain shirt, masterwork Large 
  longsword (2), masterwork Large light pick, Large 
  javelin (4), Large greatclub, Large dagger, potion of 
  invisibility, potion of lesser vigor, spell component pouch, 
  fish hook (5), flint and steel, backpack, tent, antitoxin. 
  Ogre Bbn6: CR 9; Large Giant; HD 4d8+19 plus 
  6d12+24; hp 100; Init +0; Spd 40 ft.; AC 20, touch 11, 
  flat-footed 20; BAB/Grp +9/+21; Atk +18 melee 
  (2d8+13, +1 Large greatclub) or +8 ranged (1d8+8, Large 
  javelin); Full Atk +18/13 melee (2d8+13, +1 Large 
  greatclub) or +8 ranged (1d8+8, Large javelin); 
  Space/Reach 10 ft./10 ft.; SA Rage 2/day; SQ 
  Darkvision 60 ft., low-light vision, trap sense +2, 
  improved uncanny dodge; AL CE; SV Fort +13, Ref +3, 
  Will +3; Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4.  
   
  Skills and Feats: Climb +15, Hide -6, Jump +19, 
  Listen +8, Spot +2; Power Attack, Cleave, Toughness, 
  Weapon Focus (greatclub). 
   
  Language: Giant only. 
   
  Rage (Ex): When the Ogre Bbn6 rages, his 
  statistics change as follows for up to 9 rounds – hp 120; 
  AC 18, touch 9, flat-footed 18; Grp +23; Atk +20 melee 
  
  PAL 4-07 The Root of Chaos 
   
  Page 25 
  (2d8+16, +1 Large greatclub) or +8 ranged (1d8+10, Large 
  javelin); Full Atk +20/15 melee (2d8+16, +1 Large 
  greatclub) or +8 ranged (1d8+10, Large javelin); SV Fort 
  +15, Will +5; Str 30; Con 22; Climb +19, Jump +21. 
   
  Possessions: +1 Large hide armor, +1 Large greatclub, 
  ring of protection +2, Large javelin (4), Large club, sack. 
  Ogre Rgr6: CR 9; Large Giant; HD 4d8+19 plus 
  6d8+24; hp 88; Init +0; Spd 40 ft.; AC 20, touch 9, flat-
  footed 20; BAB/Grp +9/+20; Atk +17 melee (1d8+8/18-
  20, +1 Large scimitar) or +9 ranged (2d6+7, masterwork 
  Large composite longbow [+7 Str bonus]); Full Atk 
  +15/+10 melee (1d8+8/18-20, +1 Large scimitar) and 
  +15/+10 melee (1d6+3/18-20, masterwork Large kukri) 
  or +9/+4 ranged (2d6+7, masterwork Large composite 
  longbow [+7 Str bonus]); Space/Reach 10 ft./10 ft.; SA 
  —; SQ darkvision 60 ft., favored enemy elves +4, 
  favored enemy humans +2, low-light vision, Wild 
  Empathy +4, Animal Companion; AL CE; SV Fort +13, 
  Ref +6, Will +4; Str 24, Dex 11, Con 18, Int 8, Wis 12, 
  Cha 7. 
   
  Skills and Feats: Climb +14, Knowledge (nature) +5, 
  Listen +7, Spot +6, Survival +8; Diehard, Endurance (B), 
  Improved Two-Weapon Fighting (B), Toughness, 
  Track (B), Two-Weapon Fighting, Weapon Focus 
  (kukri), Weapon Focus (scimitar). 
   
  Language: Giant only. 
   
  Ranger Spells Prepared (2; base DC = 11 + spell level): 
  1st—longstrider, resist energy. When the Ogre Rgr6 has 
  prepared for battle, he has cast both spells and his 
  statistics change as follows: Spd 50 ft.; SQ Fire 
  resistance 10. 
   
  Possessions: +2 Large chain shirt, +1 Large scimitar, 
  masterwork Large kukri, masterwork Large composite 
  longbow (+7 Str bonus), Large sickle, spell component 
  pouch, backpack. 
  Advanced Wolf Animal Companion: CR —; 
  Medium animal; HD 4d8+8; hp 26; Init +2; Spd 50 ft.; 
  AC 17, touch 13, flat-footed 14; BAB/Grp +3/+5; 
  Atk/Full Atk +5 melee (1d6+3, bite); SA trip; SQ share 
  spells, evasion, low-light vision, scent; AL N; SV Fort 
  +6, Ref +6, Will +1; Str 14, Dex 16, Con 15, Int 2, Wis 
  12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +4, Move Silently 
  +4, Spot +4, Survival +1 (+5 when tracking by scent); 
  Track (B), Weapon Focus (bite). 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+2 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity.  If the attempt fails, the 
  opponent may not react to trip the wolf. 
  APL 12  
   
   
   
   
  Hoagret: Male ogre Rgr4; CR 7; Large giant; HD 
  4d8+12 plus 4d8+12 plus 3; hp 63; Init -1; Spd 40 ft.; AC 
  19 (-1 size, +5 natural, +5 +1 chain shirt), touch 9, flat-
  footed 19; Base Atk +7; Grp +16; Atk +12 melee 
  (2d6+5/19-20, masterwork longsword), or +6 ranged 
  (1d8+5, javelin); Full Atk +10/+5 melee (2d6+5/19-20, 
  masterwork longsword) and +10 melee (1d6+2/x4, 
  masterwork light pick), or +6 ranged (1d6+5, javelin); 
  Space/Reach 10 ft./10 ft.; SA —; SQ darkvision 60 ft., 
  favored enemy elves +2, low-light vision, Wild 
  Empathy +2, Animal Companion; AL CE; SV Fort +11, 
  Ref +5, Will +3; Str 21, Dex 10, Con 16, Int 8, Wis 12, 
  Cha 7. 
   
  Skills and Feats: Climb +8, Heal +3, Knowledge 
  (nature) +1, Listen +6, Spot +6, Survival +14; Diehard, 
  Endurance (B), Self-Sufficient, Toughness, Track (B), 
  Two-Weapon Fighting (B). 
   
  Language: Giant only. 
   
  Ranger Spells Prepared (1; base DC = 11 + spell level): 
  1st—longstrider. 
   
  Possessions: +1 Large chain shirt, masterwork Large 
  longsword (2), masterwork Large light pick, Large 
  javelin (4), Large greatclub, Large dagger, potion of 
  invisibility, potion of lesser vigor, spell component pouch, 
  fish hook (5), flint and steel, backpack, tent, antitoxin. 
  Ogre Bbn8: CR 11; Large Giant; HD 4d8+19 plus 
  8d12+32; hp 121; Init +1; Spd 40 ft.; AC 22, touch 12, 
  flat-footed 21; BAB/Grp +11/+23; Atk +20 melee 
  (2d8+13, +1 Large greatclub) or +11 ranged (1d8+8, Large 
  javelin); Full Atk +20/+15/+10 melee (2d8+13, +1 Large 
  greatclub) or +11 ranged (1d8+8, Large javelin); 
  Space/Reach 10 ft./10 ft.; SA Rage 3/day; SQ DR 1/-, 
  Darkvision 60 ft., low-light vision, trap sense +2, 
  improved uncanny dodge; AL CE; SV Fort +14, Ref +4, 
  Will +3; Str 26, Dex 12, Con 18, Int 8, Wis 10, Cha 4.  
   
  Skills and Feats: Climb +15, Hide -5, Jump +20, 
  Listen +9, Spot +2; Power Attack, Cleave, Improved 
  Overrun, Toughness, Weapon Focus (greatclub). 
   
  Language: Giant only. 
   
  Rage (Ex): When the Ogre Bbn8 rages, his 
  statistics change as follows for up to 9 rounds – hp 128; 
  AC 20, touch 10, flat-footed 19; Grp +25; Atk +22 melee 
  (2d8+16, +1 Large greatclub) or +11 ranged (1d8+10, 
  Large javelin); Full Atk +22/+17/+12 melee (2d8+16, +1 
  Large greatclub) or +11 ranged (1d8+10, Large javelin); 
  SV Fort +16, Will +5; Str 30; Con 22; Climb +19, Jump 
  +21. 
   
  Possessions: +2 Large hide armor, +1 Large greatclub, 
  ring of protection +2, Large javelin (4), Large club, sack. 
  Ogre Rgr8: CR 11; Large Giant; HD 4d8+19 plus 
  8d8+32; hp 105; Init +0; Spd 40 ft.; AC 21, touch 10, 
  flat-footed 20; BAB/Grp +11/+22; Atk +19 melee 
  (1d8+8/15-20, +1 Large scimitar) or +12 ranged (2d6+7, 
  masterwork Large composite longbow [+7 Str bonus]); 
  Full Atk +17/+12/+7 melee (1d8+8/15-20, +1 Large 
  scimitar) and +17/+12 melee (1d6+3/18-20, masterwork 
  
  PAL 4-07 The Root of Chaos 
   
  Page 26 
  Large kukri) or +12/+7/+2 ranged (2d6+7, masterwork 
  Large composite longbow [+7 Str bonus]); Space/Reach 
  10 ft./10 ft.; SA —; SQ darkvision 60 ft., favored enemy 
  elves +4, favored enemy humans +2, low-light vision, 
  Wild Empathy +6, Animal Companion, Woodland 
  Stride, Swift Tracker; AL CE; SV Fort +14, Ref +8, Will 
  +5; Str 24, Dex 12, Con 18, Int 8, Wis 14, Cha 7. 
   
  Skills and Feats: Climb +16, Knowledge (nature) +7, 
  Listen +10, Spot +9, Survival +11; Diehard, Endurance 
  (B), Improved Critical (scimitar), Improved Two-
  Weapon Fighting (B), Toughness, Track (B), Two-
  Weapon Fighting (B), Weapon Focus (kukri), Weapon 
  Focus (scimitar). 
   
  Language: Giant only. 
   
  Ranger Spells Prepared (2/1; base DC = 12 + spell 
  level): 1st—longstrider, resist energy; 2nd—barkskin. 
  When the Ogre Rgr8 has prepared for battle, he has 
  cast all three spells and his statistics change as follows: 
  Spd 50 ft.; AC 23, touch 10, flat-footed 22; SA Fire 
  resistance 10. 
   
  Possessions: +2 Large chain shirt, +1 Large scimitar, 
  masterwork Large kukri, masterwork Large composite 
  longbow (+7 Str bonus), Large sickle, periapt of Wisdom 
  +2, spell component pouch, backpack. 
  
  PAL 4-07 The Root of Chaos 
   
  Page 27 
  Appendix One – Encounter Four
  APL 4  
   
   
   
   
   
  Pseudonatural Vine Horror: CR 5; Medium 
  Outsider (Aquatic); HD 5d8+20; hp 42; Init +0; Spd 30 
  ft., swim 30 ft.; AC 18 (+8 natural), touch 10, flat-footed 
  18; BAB/Grp +3/+7; Atk +7 melee (1d6+4, slam); Full 
  Atk +7 melee (1d6+4, 2 slams); SA Animate Vines, True 
  Strike; SQ Half damage from piercing and slashing, 
  malleability, plant traits, electricity and acid resistance 
  5, DR 5/magic, SR 15, Alternate Form; AL NE; SV Fort 
  +8, Ref +1, Will +2; Str 18, Dex 10, Con 19, Int 9, Wis 
  13, Cha 10.  
   
  Skills and Feats: Hide +15*, Listen +3, Spot +3, 
  Swim +16; Alertness, Blind-Fight. 
   
  Animate Vines (Sp): A vine horror can use this 
  ability to animate any single vine or similar kind of 
  plant life within 90 ft.  An animated vine fights as an 
  assassin vine in all respects (see the Monster Manual).  
  An animated vine loses its ability to fight if the vine 
  horror that animated it is incapacitated or moves out of 
  range. 
   
  True Strike (Su): Once per day, a pseudonatural 
  vine horror can make a normal attack with a +20 
  insight bonus on a single attack roll.  On this attack, 
  the creature is not affected by the miss chance that 
  applies when attacking a concealed target. 
   
  Alternate Form (Su): At will, a pseudonatural 
  vine horror can take the form of a grotesque tentacled 
  mass or another appropriately gruesome form 
  determined by the Dungeon Master.  But all its 
  abilities 
  remain 
  unchanged 
  despite 
  the 
  alien 
  appearance.  Changing shape is a standard action.  
  Other creatures receive a -1 morale penalty on their 
  attack rolls against pseudonatural creatures in this 
  alternate form. 
   
  Malleability (Ex): Because of a vine horror’s 
  unusual body structure, it can compress its body 
  enough to squeeze through a 1-inch-wide crack.  
  Cracks and similar openings that are 1 inch or more in 
  width do not slow the vine horror at all. 
   
  Plant Traits (Ex): A vine horror is immune to 
  poison, sleep, paralysis, stunning, and polymorphing.  It 
  is not subject to critical hits or mind-affecting effects.  
  A vine horror also has low-light vision. 
   
  Skills: Vine Horrors have a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard and can always choose to take 10 on Swim 
  checks, even if distracted or endangered.  *Vine 
  Horrors have a +15 racial bonus on Hide checks in 
  swamps or other areas with noticeable concentrations 
  of algae. 
  APL 6  
   
   
   
   
   
  Darktentacles: CR 7; Large Aberration; HD 9d8+27; 
  hp 67; Init +2; Spd 5 ft., swim 20 ft.; AC 18, touch 11, 
  flat-footed 16; BAB/Grp +6/+30*; Atk +9 melee (1d4+4, 
  slam) or +9 melee (2d6+4/19-20, Large longsword) or 
  +9 melee (1d8+4/19-20, longsword) or +9 melee 
  (1d6+4/19-20, shortsword); Full Atk +9 melee (1d4+4, 
  12 slams) or +7/2 melee (2d6+4/19-20, Large 
  longsword) and +7 melee (1d8+2/19-20, 3 longswords) 
  and +7 melee (1d6+2/19-20, 3 shortswords) and +7 
  melee (1d4+4, 5 slams); Space/Reach 10 ft./15 ft.; SA 
  Constrict 2d6+6, improved grab, spell-like abilities; SQ 
  Darkvision 60 ft., enhanced multiweapon fighting, 
  tentacle regeneration, tremorsense, weapon use; AL 
  CE; SV Fort +6, Ref +5, Will +7; Str 19, Dex 15, Con 17, 
  Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Concentration +11, Hide +14, 
  Listen +6, Move Silently +14, Spot +6; Combat 
  Reflexes, Multidexterity, Multiweapon Fighting. 
   
  Constrict (Ex): With a successful grapple check, a 
  darktentacles can crush a grabbed opponent, dealing 
  2d6+6 points of bludgeoning damage. 
   
  Improved Grab (Ex): If a darktentacles hits an 
  opponent that is at least one size category smaller than 
  itself with a slam attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity.  If it gets a hold, it 
  can also constrict in the same round.  Thereafter, the 
  darktentacles has the option to conduct the grapple 
  normally, or simply use its tentacle to hold an 
  opponent (-20 penalty on grapple check, but the 
  darktentacles is not considered grappled).  In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals slam and 
  constrict damage. 
   
  Spell-like Abilities: 5/day – hold monster; 3/day – 
  charm monster; 1/day – wall of force.  Caster level 10th; 
  save DC 11 + spell level. 
   
  Enhanced Multiweapon Fighting (Ex): This 
  ability lessens the penalty for off-hand weapon use by 2 
  for both primary and off hands.  Combined with the 
  Multidexterity and Multiweapon fighting feats, this 
  ability effectively negates all attack penalties for using 
  one or more light off-hand weapons. 
   
  Tentacle Regeneration (Ex): Foes can attack the 
  tentacles of a darktentacles, but only when those 
  appendages are actually holding an opponent.  A 
  tentacle has an AC of 19 (touch 12) and can withstand 
  20 points of damage.  The loss of a tentacle does not 
  harm the creature (that is, the damage does not apply 
  against its hit point total), and it regrows the limb 
  within a day. 
  
  PAL 4-07 The Root of Chaos 
   
  Page 28 
   
  Tremorsense 
  (Ex): 
  A 
  darktentacles 
  can 
  automatically sense the location of anything within 60 
  ft. that is in contact with the ground. 
   
  Weapon Use (Ex): A darktentacles of Large size 
  can wield a melee weapon of up to Huge size in each 
  tentacle.  It is proficient with all simple and martial 
  melee weapons. 
   
  Skills: A darktentacles receives a +4 racial bonus 
  on Hide checks. 
   
  *A darktentacles has a +16 racial bonus on grapple 
  checks. 
   
  Possessions: Large longsword, longsword (3), 
  shortsword (3). 
  APL 8  
   
   
   
   
   
  Pseudonatural Darktentacles: CR 8; Large Outsider; 
  HD 9d8+27; hp 67; Init +2; Spd 5 ft., swim 20 ft.; AC 18, 
  touch 11, flat-footed 16; BAB/Grp +6/+30*; Atk +9 
  melee (1d4+4, slam) or +9 melee (2d6+4/19-20, Large 
  longsword) or +9 melee (1d8+4/19-20, longsword) or 
  +9 melee (1d6+4/19-20, shortsword); Full Atk +9 melee 
  (1d4+4, 12 slams) or +7/2 melee (2d6+4/19-20, Large 
  longsword) and +7 melee (1d8+2/19-20, 3 longswords) 
  and +7 melee (1d6+2/19-20, 3 shortswords) and +7 
  melee (1d4+4, 5 slams); Space/Reach 10 ft./15 ft.; SA 
  True Strike, Constrict 2d6+6, improved grab, spell-like 
  abilities; SQ Electricity and acid resistance 10, DR 
  5/magic, SR 19, Alternate Form, Darkvision 60 ft., 
  enhanced multiweapon fighting, tentacle regeneration, 
  tremorsense, weapon use; AL CE; SV Fort +6, Ref +5, 
  Will +7; Str 19, Dex 15, Con 17, Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Concentration +11, Hide +14, 
  Listen +6, Move Silently +14, Spot +6; Combat 
  Reflexes, Multidexterity, Multiweapon Fighting. 
   
  True Strike (Su): Once per day, a pseudonatural 
  darktentacles can make a normal attack with a +20 
  insight bonus on a single attack roll.  On this attack, 
  the creature is not affected by the miss chance that 
  applies when attacking a concealed target. 
   
  Alternate Form (Su): At will, a pseudonatural 
  darktentacles can take the form of a grotesque 
  tentacled mass or another appropriately gruesome 
  form determined by the Dungeon Master.  But all its 
  abilities 
  remain 
  unchanged 
  despite 
  the 
  alien 
  appearance.  Changing shape is a standard action.  
  Other creatures receive a -1 morale penalty on their 
  attack rolls against pseudonatural creatures in this 
  alternate form. 
   
  Constrict (Ex): With a successful grapple check, a 
  darktentacles can crush a grabbed opponent, dealing 
  2d6+6 points of bludgeoning damage. 
   
  Improved Grab (Ex): If a darktentacles hits an 
  opponent that is at least one size category smaller than 
  itself with a slam attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity.  If it gets a hold, it 
  can also constrict in the same round.  Thereafter, the 
  darktentacles has the option to conduct the grapple 
  normally, or simply use its tentacle to hold an 
  opponent (-20 penalty on grapple check, but the 
  darktentacles is not considered grappled).  In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals slam and 
  constrict damage. 
   
  Spell-like Abilities: 5/day – hold monster; 3/day – 
  charm monster; 1/day – wall of force.  Caster level 10th; 
  save DC 11 + spell level. 
   
  Enhanced Multiweapon Fighting (Ex): This 
  ability lessens the penalty for off-hand weapon use by 2 
  for both primary and off hands.  Combined with the 
  Multidexterity and Multiweapon fighting feats, this 
  ability effectively negates all attack penalties for using 
  one or more light off-hand weapons. 
   
  Tentacle Regeneration (Ex): Foes can attack the 
  tentacles of a darktentacles, but only when those 
  appendages are actually holding an opponent.  A 
  tentacle has an AC of 19 (touch 12) and can withstand 
  20 points of damage.  The loss of a tentacle does not 
  harm the creature (that is, the damage does not apply 
  against its hit point total), and it regrows the limb 
  within a day. 
   
  Tremorsense 
  (Ex): 
  A 
  darktentacles 
  can 
  automatically sense the location of anything within 60 
  ft. that is in contact with the ground. 
   
  Weapon Use (Ex): A darktentacles of Large size 
  can wield a melee weapon of up to Huge size in each 
  tentacle.  It is proficient with all simple and martial 
  melee weapons. 
   
  Skills: A darktentacles receives a +4 racial bonus 
  on Hide checks. 
   
  *A darktentacles has a +16 racial bonus on grapple 
  checks. 
   
  Possessions: Large longsword, longsword (3), 
  shortsword (3). 
  APL 10  
   
   
   
   
  Pseudonatural Darktentacles: CR 8; Large Outsider; 
  HD 9d8+27; hp 67; Init +2; Spd 5 ft., swim 20 ft.; AC 18, 
  touch 11, flat-footed 16; BAB/Grp +6/+30*; Atk +9 
  melee (1d4+4, slam) or +9 melee (2d6+4/19-20, Large 
  longsword) or +9 melee (1d8+4/19-20, longsword) or 
  +9 melee (1d6+4/19-20, shortsword); Full Atk +9 melee 
  (1d4+4, 12 slams) or +7/2 melee (2d6+4/19-20, Large 
  longsword) and +7 melee (1d8+2/19-20, 3 longswords) 
  and +7 melee (1d6+2/19-20, 3 shortswords) and +7 
  melee (1d4+4, 5 slams); Space/Reach 10 ft./15 ft.; SA 
  True Strike, Constrict 2d6+6, improved grab, spell-like 
  abilities; SQ Electricity and acid resistance 10, DR 
  
  PAL 4-07 The Root of Chaos 
   
  Page 29 
  5/magic, SR 19, Alternate Form, Darkvision 60 ft., 
  enhanced multiweapon fighting, tentacle regeneration, 
  tremorsense, weapon use; AL CE; SV Fort +6, Ref +5, 
  Will +7; Str 19, Dex 15, Con 17, Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Concentration +11, Hide +14, 
  Listen +6, Move Silently +14, Spot +6; Combat 
  Reflexes, Multidexterity, Multiweapon Fighting. 
   
  True Strike (Su): Once per day, a pseudonatural 
  darktentacles can make a normal attack with a +20 
  insight bonus on a single attack roll.  On this attack, 
  the creature is not affected by the miss chance that 
  applies when attacking a concealed target. 
   
  Alternate Form (Su): At will, a pseudonatural 
  darktentacles can take the form of a grotesque 
  tentacled mass or another appropriately gruesome 
  form determined by the Dungeon Master.  But all its 
  abilities 
  remain 
  unchanged 
  despite 
  the 
  alien 
  appearance.  Changing shape is a standard action.  
  Other creatures receive a -1 morale penalty on their 
  attack rolls against pseudonatural creatures in this 
  alternate form. 
   
  Constrict (Ex): With a successful grapple check, a 
  darktentacles can crush a grabbed opponent, dealing 
  2d6+6 points of bludgeoning damage. 
   
  Improved Grab (Ex): If a darktentacles hits an 
  opponent that is at least one size category smaller than 
  itself with a slam attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity.  If it gets a hold, it 
  can also constrict in the same round.  Thereafter, the 
  darktentacles has the option to conduct the grapple 
  normally, or simply use its tentacle to hold an 
  opponent   (–20 penalty on grapple check, but the 
  darktentacles is not considered grappled).  In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals slam and 
  constrict damage. 
   
  Spell-like Abilities: 5/day – hold monster; 3/day – 
  charm monster; 1/day – wall of force.  Caster level 10th; 
  save DC 11 + spell level. 
   
  Enhanced Multiweapon Fighting (Ex): This 
  ability lessens the penalty for off-hand weapon use by 2 
  for both primary and off hands.  Combined with the 
  Multidexterity and Multiweapon fighting feats, this 
  ability effectively negates all attack penalties for using 
  one or more light off-hand weapons. 
   
  Tentacle Regeneration (Ex): Foes can attack the 
  tentacles of a darktentacles, but only when those 
  appendages are actually holding an opponent.  A 
  tentacle has an AC of 19 (touch 12) and can withstand 
  20 points of damage.  The loss of a tentacle does not 
  harm the creature (that is, the damage does not apply 
  against its hit point total), and it regrows the limb 
  within a day. 
   
  Tremorsense 
  (Ex): 
  A 
  darktentacles 
  can 
  automatically sense the location of anything within 60 
  ft. that is in contact with the ground. 
   
  Weapon Use (Ex): A darktentacles of Large size 
  can wield a melee weapon of up to Huge size in each 
  tentacle.  It is proficient with all simple and martial 
  melee weapons. 
   
  Skills: A darktentacles receives a +4 racial bonus 
  on Hide checks. 
   
  *A darktentacles has a +16 racial bonus on grapple 
  checks. 
   
  Possessions: Large longsword, longsword (3), 
  shortsword (3). 
  Pseudonatural Treant: CR 9; Huge Outsider; HD 
  7d8+35; hp 66; Init -1; Spd 30 ft.; AC 20, touch 7, flat-
  footed 20; BAB/Grp +5/+22; Atk +12 melee (2d6+9, 
  slam); Full Atk +12 melee (2d6+9, 2 slams); 
  Space/Reach 15 ft./15 ft.; SA True Strike, Animate trees, 
  double damage against objects, trample 2d6+13; SQ 
  Electricity and acid resistance 5, DR 5/magic and DR 
  10/slashing, SR 17, Alternate form, low-light vision, 
  plant traits, vulnerability to fire; AL CN; SV Fort +10, 
  Ref +1, Will +7; Str 29, Dex 8, Con 21, Int 12, Wis 16, 
  Cha 12.  
   
  Skills and Feats: Diplomacy +3, Hide –9*, 
  Intimidate +6, Knowledge (nature) +6, Listen +8, Sense 
  Motive +8, Spot +8, Survival +8 (+10 aboveground); 
  Improved Sunder, Iron Will, Power Attack. 
   
  True Strike (Su): Once per day, a pseudonatural 
  treant can make a normal attack with a +20 insight 
  bonus on a single attack roll.  On this attack, the 
  creature is not affected by the miss chance that applies 
  when attacking a concealed target. 
   
  Alternate Form (Su): At will, a pseudonatural 
  treant can take the form of a grotesque tentacled mass 
  or another appropriately gruesome form determined 
  by the Dungeon Master.  But all its abilities remain 
  unchanged despite the alien appearance.  Changing 
  shape is a standard action.  Other creatures receive a -1 
  morale 
  penalty 
  on 
  their 
  attack 
  rolls 
  against 
  pseudonatural creatures in this alternate form. 
   
  Animate Trees (Sp): A treant can animate trees 
  within 180 feet at will, controlling up to two trees at a 
  time. It takes 1 full round for a normal tree to uproot 
  itself. Thereafter it moves at a speed of 10 feet and 
  fights as a treant in all respects. Animated trees lose 
  their ability to move if the treant that animated them is 
  incapacitated or moves out of range. The ability is 
  otherwise similar to liveoak (caster level 12th). 
  Animated trees have the same vulnerability to fire that 
  a treant has. 
   
  Double Damage against Objects (Ex): A treant 
  or animated tree that makes a full attack against an 
  object or structure deals double damage. 
  
  PAL 4-07 The Root of Chaos 
   
  Page 30 
   
  Trample (Ex): Reflex DC 22 half. The save DC is 
  Strength-based. 
   
  Skills: *Treants have a +16 racial bonus on Hide 
  checks made in forested areas. 
  APL 12  
   
   
   
   
  Pseudonatural Advanced Darktentacles: CR 11; 
  Large Outsider; HD 17d8+51; hp 127; Init +3; Spd 5 ft., 
  swim 20 ft.; AC 20, touch 12, flat-footed 17; BAB/Grp 
  +12/+37*; Atk +16 melee (1d4+4, slam) or +16 melee 
  (2d6+4/19-20, Large longsword) or +16 melee 
  (1d8+4/19-20, longsword) or +16 melee (1d6+4/19-20, 
  shortsword); Full Atk +16 melee (1d4+4, 12 slams) or 
  +14/+9/+4 melee (2d6+4/19-20, Large longsword) and 
  +14 melee (1d8+2/19-20, 3 longswords) and +14 melee 
  (1d6+2/19-20, 3 shortswords) and +14 melee (1d4+4, 5 
  slams); Space/Reach 10 ft./15 ft.; SA True Strike, 
  Constrict 2d6+7, improved grab, spell-like abilities; SQ 
  Electricity and acid resistance 15, DR 10/magic, SR 25, 
  Alternate 
  Form, 
  Darkvision 
  60 
  ft., 
  enhanced 
  multiweapon 
  fighting, 
  tentacle 
  regeneration, 
  tremorsense, weapon use; AL CE; SV Fort +11, Ref +8, 
  Will +8; Str 20, Dex 16, Con 17, Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Concentration +11, Hide +26, 
  Listen +6, Move Silently +22, Spot +18; Combat 
  Expertise, 
  Combat 
  Reflexes, 
  Improved 
  Disarm, 
  Improved 
  Natural 
  Armor, 
  Multidexterity, 
  Multiweapon Fighting. 
   
  True Strike (Su): Once per day, a pseudonatural 
  darktentacles can make a normal attack with a +20 
  insight bonus on a single attack roll.  On this attack, 
  the creature is not affected by the miss chance that 
  applies when attacking a concealed target. 
   
  Alternate Form (Su): At will, a pseudonatural 
  darktentacles can take the form of a grotesque 
  tentacled mass or another appropriately gruesome 
  form determined by the Dungeon Master.  But all its 
  abilities 
  remain 
  unchanged 
  despite 
  the 
  alien 
  appearance.  Changing shape is a standard action.  
  Other creatures receive a -1 morale penalty on their 
  attack rolls against pseudonatural creatures in this 
  alternate form. 
   
  Constrict (Ex): With a successful grapple check, a 
  darktentacles can crush a grabbed opponent, dealing 
  2d6+7 points of bludgeoning damage. 
   
  Improved Grab (Ex): If a darktentacles hits an 
  opponent that is at least one size category smaller than 
  itself with a slam attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity.  If it gets a hold, it 
  can also constrict in the same round.  Thereafter, the 
  darktentacles has the option to conduct the grapple 
  normally, or simply use its tentacle to hold an 
  opponent (-20 penalty on grapple check, but the 
  darktentacles is not considered grappled).  In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals slam and 
  constrict damage. 
   
  Spell-like Abilities: 5/day – hold monster; 3/day – 
  charm monster; 1/day – wall of force.  Caster level 10th; 
  save DC 11 + spell level. 
   
  Enhanced Multiweapon Fighting (Ex): This 
  ability lessens the penalty for off-hand weapon use by 2 
  for both primary and off hands.  Combined with the 
  Multidexterity and Multiweapon fighting feats, this 
  ability effectively negates all attack penalties for using 
  one or more light off-hand weapons. 
   
  Tentacle Regeneration (Ex): Foes can attack the 
  tentacles of a darktentacles, but only when those 
  appendages are actually holding an opponent.  A 
  tentacle has an AC of 20 (touch 12) and can withstand 
  20 points of damage.  The loss of a tentacle does not 
  harm the creature (that is, the damage does not apply 
  against its hit point total), and it regrows the limb 
  within a day. 
   
  Tremorsense 
  (Ex): 
  A 
  darktentacles 
  can 
  automatically sense the location of anything within 60 
  ft. that is in contact with the ground. 
   
  Weapon Use (Ex): A darktentacles of Large size 
  can wield a melee weapon of up to Huge size in each 
  tentacle.  It is proficient with all simple and martial 
  melee weapons. 
   
  Skills: A darktentacles receives a +4 racial bonus 
  on Hide checks. 
   
  *A darktentacles has a +16 racial bonus on grapple 
  checks. 
   
  Possessions: Large longsword, longsword (3), 
  shortsword (3). 
  Pseudonatural Advanced Treant: CR 11; Huge 
  Outsider; HD 12d8+72; hp 126; Init -1; Spd 30 ft.; AC 
  20, touch 7, flat-footed 20; BAB/Grp +9/+26; Atk +16 
  melee (2d6+10, slam); Full Atk +16 melee (2d6+10, 2 
  slams); Space/Reach 15 ft./15 ft.; SA True Strike, 
  Animate trees, double damage against objects, trample 
  2d6+15; SQ Electricity and acid resistance 15, DR 
  10/magic and DR 10/slashing, SR 22, Alternate form, 
  low-light vision, plant traits, vulnerability to fire; AL 
  CN; SV Fort +14, Ref +3, Will +9; Str 30, Dex 8, Con 22, 
  Int 12, Wis 16, Cha 12. 
   
  Skills and Feats: Diplomacy +5, Hide –8*, 
  Intimidate +13, Knowledge (nature) +6, Listen +10, 
  Sense Motive +8, Spot +11, Survival +8 (+10 
  aboveground); Awesome Blow, Improved Bull Rush, 
  Improved Sunder, Iron Will, Power Attack. 
   
  True Strike (Su): Once per day, a pseudonatural 
  treant can make a normal attack with a +20 insight 
  bonus on a single attack roll.  On this attack, the 
  
  PAL 4-07 The Root of Chaos 
   
  Page 31 
  creature is not affected by the miss chance that applies 
  when attacking a concealed target. 
   
  Alternate Form (Su): At will, a pseudonatural 
  treant can take the form of a grotesque tentacled mass 
  or another appropriately gruesome form determined 
  by the Dungeon Master.  But all its abilities remain 
  unchanged despite the alien appearance.  Changing 
  shape is a standard action.  Other creatures receive a -1 
  morale 
  penalty 
  on 
  their 
  attack 
  rolls 
  against 
  pseudonatural creatures in this alternate form. 
   
  Animate Trees (Sp): A treant can animate trees 
  within 180 feet at will, controlling up to two trees at a 
  time. It takes 1 full round for a normal tree to uproot 
  itself. Thereafter it moves at a speed of 10 feet and 
  fights as a treant in all respects. Animated trees lose 
  their ability to move if the treant that animated them is 
  incapacitated or moves out of range. The ability is 
  otherwise similar to liveoak (caster level 12th). 
  Animated trees have the same vulnerability to fire that 
  a treant has. 
   
  Double Damage against Objects (Ex): A treant 
  or animated tree that makes a full attack against an 
  object or structure deals double damage. 
   
  Trample (Ex): Reflex DC 26 half. The save DC is 
  Strength-based. 
   
  Skills: *Treants have a +16 racial bonus on Hide 
  checks made in forested areas. 
  
  PAL 4-07 The Root of Chaos 
   
  Page 32 
  Appendix One – Encounter Seven
  all APLs 
   
   
   
   
   
  Titanic Ladybug: CR 13; Gargantuan Vermin; HD 
  25d8+200; hp 312; Init +0; Spd 30 ft.; AC 26 (-4 size, +20 
  natural), touch 6, flat-footed 26; BAB/Grp +18/+45; 
  Atk/Full Atk +29 melee (3d8+22, bite); Space/Reach 20 
  ft./15 ft.; SA Trample; SQ Darkvision 60 ft., vermin 
  traits; AL N; SV Fort +22, Ref +8, Will +8; Str 40, Dex 
  10, Con 27, Int -, Wis 10, Cha 7. 
   
  Skills and Feats: —. 
   
  Trample (Ex): As a standard action during its turn 
  each round, a titanic ladybug can trample Huge or 
  smaller opponents.  This attack deals 3d8+22 points of 
  bludgeoning damage.  A trampled opponent can 
  attempt either an attack of opportunity at a –4 penalty 
  or a Reflex save (DC 37) for half damage. 
  APL 4  
   
   
   
   
   
  Hrek’sha (APL 4): Male pseudonatural wild elf Sor4; 
  CR 5; Medium outsider; HD 4d4+8 plus 3 (toad 
  familiar); hp 24; Init +3; Spd 30 ft.; AC 15, touch 13, 
  flat-footed 12; BAB/Grp +2/+2; Atk/Full Atk +3 melee 
  (1d8, masterwork morningstar) or +5 ranged (1d10/19-
  20, heavy crossbow) or +6 ranged touch (by spell, ray); 
  SA True Strike; SQ Familiar (toad), Electricity and acid 
  resistance 5, DR 5/magic, SR 14, Alternate form; AL 
  CE; SV Fort +3, Ref +4, Will +4; Str 10, Dex 16, Con 14, 
  Int 8, Wis 10, Cha 19. 
   
  Skills and Feats: Concentration +3, Knowledge 
  (arcana) +4, Spellcraft +2; Alertness (when familiar is 
  within arm’s reach), Eschew Materials, Weapon Focus 
  (ray). 
   
  Language: Common, Elven. 
   
  Sorcerer Spells Known (6/7/4; base DC = 14 + spell 
  level): 0—dancing lights, detect magic, ghost sound, ray of 
  frost, resistance, touch of fatigue; 1st—magic missile, ray of 
  enfeeblement, shield; 2nd—scorching ray. 
   
  Possessions: Cloak of Charisma +2, bracers of armor +2, 
  masterwork morningstar, dagger, toad familiar. 
   
  Physical Description: A wild-looking elf with darting 
  beady purple eyes, scaly flaking skin, and red hair. 
   
  True Strike (Su): Once per day, Hrek’sha can 
  make a normal attack with a +20 insight bonus on a 
  single attack roll.  On this attack, he is not affected by 
  the miss chance that applies when attacking a 
  concealed target. 
   
  Alternate Form (Su): At will, Hrek’sha can take 
  the form of a grotesque tentacled mass or another 
  appropriately gruesome form determined by the 
  Dungeon Master.  But all his abilities remain 
  unchanged despite the alien appearance.  Changing 
  shape is a standard action.  Other creatures receive a –1 
  morale 
  penalty 
  on 
  their 
  attack 
  rolls 
  against 
  pseudonatural creatures in this alternate form. 
   
   
  Pseudonatural Cockatrice: CR 4; Small Outsider; 
  HD 5d10; hp 27; Init +3; Spd 20 ft., fly 60 ft. (poor); AC 
  14, touch 14, flat-footed 11; BAB/Grp +5/-1; Atk/Full 
  Atk +9 melee (1d4-2 plus petrification, bite); SA True 
  Strike, Petrification; SQ Electricity and Acid Resistance 
  5, DR 5/magic, SR 15, Alternate Form, darkvision 60 ft., 
  low-light vision; AL N; SV Fort +4, Ref +7, Will +2; Str 
  6, Dex 17, Con 11, Int 3, Wis 13, Cha 9.  
   
  Skills and Feats: Listen +7, Spot +7; Alertness, 
  Dodge, Weapon Finesse. 
   
  Petrification (Su): Creatures hit by a cockatrice’s 
  bite attack must succeed on a DC 12 Fortitude save or 
  instantly turn to stone.  The save is Constitution based. 
   
  True Strike (Su): Once per day, a pseudonatural 
  cockatrice can make a normal attack with a +20 insight 
  bonus on a single attack roll.  On this attack, the 
  creature is not affected by the miss chance that applies 
  when attacking a concealed target. 
   
  Alternate Form (Su): At will, a pseudonatural 
  cockatrice can take the form of a grotesque tentacled 
  mass or another appropriately gruesome form 
  determined by the Dungeon Master.  But all its 
  abilities 
  remain 
  unchanged 
  despite 
  the 
  alien 
  appearance.  Changing shape is a standard action.  
  Other creatures receive a –1 morale penalty on their 
  attack rolls against pseudonatural creatures in this 
  alternate form. 
   
  APL 6  
   
   
   
   
   
  Hrek’sha (APL 6): Male pseudonatural wild elf Sor6; 
  CR 7; Medium Outsider; HD 6d4+18 plus 3 (toad 
  familiar); hp 36; Init +3; Spd 30 ft.; AC 15, touch 13, 
  flat-footed 12; BAB/Grp +3/+3; Atk/Full Atk +4 melee 
  (1d8, masterwork morningstar) or +6 ranged (1d10/19-
  20, heavy crossbow) or +7 ranged touch (by spell, ray); 
  SA True Strike; SQ Familiar (toad), Electricity and acid 
  resistance 5, DR 5/magic, SR 16, Alternate form; AL 
  CE; SV Fort +4, Ref +5, Will +5; Str 10, Dex 16, Con 16, 
  Int 8, Wis 10, Cha 19. 
   
  Skills and Feats: Concentration +5, Knowledge 
  (arcana) +4, Spellcraft +1; Alertness (when familiar is 
  within arm’s reach), Empower Spell, Eschew Materials, 
  Weapon Focus (ray). 
   
  Languages: Common, Elven. 
  
  PAL 4-07 The Root of Chaos 
   
  Page 33 
   
  Sorcerer Spells Known (6/7/6/4; base DC = 14 + spell 
  level): 0—resistance, dancing lights, daze, ray of frost, detect 
  magic, touch of fatigue, ghost sound; 1st—mage armor, 
  magic missile, ray of enfeeblement, shield; 2nd—mirror 
  image, scorching ray; 3rd—fireball. 
   
  Possessions: Cloak of Charisma +2, amulet of health +2, 
  bracers of armor +2, masterwork morningstar, dagger, 
  toad familiar. 
   
  Physical Description: A wild-looking elf with darting 
  beady purple eyes, scaly flaking skin, and red hair. 
   
  True Strike (Su): Once per day, Hrek’sha can 
  make a normal attack with a +20 insight bonus on a 
  single attack roll.  On this attack, he is not affected by 
  the miss chance that applies when attacking a 
  concealed target. 
   
  Alternate Form (Su): At will, Hrek’sha can take 
  the form of a grotesque tentacled mass or another 
  appropriately gruesome form determined by the 
  Dungeon Master.  But all his abilities remain 
  unchanged despite the alien appearance.  Changing 
  shape is a standard action.  Other creatures receive a –1 
  morale 
  penalty 
  on 
  their 
  attack 
  rolls 
  against 
  pseudonatural creatures in this alternate form. 
   
  Pseudonatural Basilisk: CR 6; Medium Outsider; 
  HD 6d10+12; hp 45; Init -1; Spd 20 ft.; AC 16, touch 9, 
  flat-footed 16; BAB/Grp +6/+8; Atk +8 melee (1d8+3, 
  bite); Full Atk +8 melee (1d8+3, bite); SA True Strike, 
  Petrifying gaze; SQ Electricity and acid resistance 5, 
  DR 5/magic, SR 16, Alternate Form, Darkvision 60 ft., 
  low-light vision; AL N; SV Fort +9, Ref +4, Will +3; Str 
  15, Dex 8, Con 15, Int 3, Wis 12, Cha 11.  
   
  Skills and Feats: Hide +0*, Listen +7, Spot +7; 
  Alertness, Blind-Fight, Great Fortitude. 
   
  Petrifying Gaze (Su): Turn to stone permanently; 
  range 30 ft.; Fortitude DC 13 negates.  The save DC is 
  Charisma-based. 
   
  True Strike (Su): Once per day, a pseudonatural 
  basilisk can make a normal attack with a +20 insight 
  bonus on a single attack roll.  On this attack, the 
  creature is not affected by the miss chance that applies 
  when attacking a concealed target. 
   
  Alternate Form (Su): At will, a pseudonatural 
  basilisk can take the form of a grotesque tentacled mass 
  or another appropriately gruesome form determined 
  by the Dungeon Master.  But all its abilities remain 
  unchanged despite the alien appearance.  Changing 
  shape is a standard action.  Other creatures receive a –1 
  morale 
  penalty 
  on 
  their 
  attack 
  rolls 
  against 
  pseudonatural creatures in this alternate form. 
   
  Skills: *The basilisk’s dull coloration and its 
  ability to remain motionless for long periods of time 
  grant it a +4 racial bonus on Hide checks in natural 
  settings. 
  APL 8  
   
   
   
   
   
  Hrek’sha (APL 8): Male wild elf Sor6/Alienist3; CR 9; 
  Medium Humanoid (elf); HD 9d4+27 plus 3 (toad 
  familiar); hp 58; Init +3; Spd 30 ft.; AC 19*, touch 15, 
  flat-footed 16*; BAB/Grp +4/+4; Atk/Full Atk +5 melee 
  (1d8, masterwork morningstar) or +7 ranged (1d10/19-
  20, heavy crossbow) or +8 ranged touch (by spell, ray); 
  SA Summon alien; SQ Familiar (toad), Alien blessing; 
  AL CE; SV Fort +7, Ref +7, Will +8; Str 10, Dex 16, Con 
  16, Int 12, Wis 8, Cha 20. 
   
  Skills and Feats: Concentration +9, Knowledge 
  (arcana) +9, Knowledge (the planes) +9, Listen +4, 
  Spellcraft +12; Alertness (when familiar is within arm’s 
  reach), Augment Summoning, Empower Spell (B), 
  Eschew Materials, Spell Focus (Conjuration), Weapon 
  Focus (ray). 
   
  Languages: Elven, Common, Sylvan. 
   
  Sorcerer Spells Known (6/8/7/7/5; base DC = 15 + 
  spell level, Conjuration base DC = 16 + spell level): 0—
  dancing lights, daze, detect magic, ghost sound, mage hand, 
  ray of frost, resistance, touch of fatigue; 1st—mage armor, 
  magic missile, protection from law, ray of enfeeblement, 
  shield; 2nd—glitterdust, mirror image, scorching ray, see 
  invisibility; 3rd—dispel magic, fireball, summon monster 
  III; 4th—enervation, ice storm. 
   
  *Hrek’sha always has mage armor cast.  This +4 
  armor bonus is included in his stat block.  The DM 
  should assume he has cast this as a 1st-level spell and 
  deduct one (or more depending on circumstances) 
  from his available daily spell allotment. 
   
  Possessions: Cloak of Charisma +2, Amulet of health +2, 
  ring of protection +2, masterwork morningstar, dagger, 
  toad familiar. 
   
  Physical Description: A wild-looking elf with darting 
  beady purple eyes, scaly flaking skin, and red hair. 
   
  Summon Alien (Sp): When an alienist casts any 
  summon monster spell, he summons a “pseudonatural” 
  version of a creature chosen from the appropriate list 
  of the Player’s Handbook.  This adds the pseudonatural 
  template to the summoned creature.  If the selected 
  creature would normally be celestial or fiendish, the 
  pseudonatural template replaces that template. 
   
  Alien Blessing: An alienist applies a +1 insight 
  bonus to all saving throws, but he permanently loses 2 
  points of Wisdom.  (This is already included in this stat 
  block.) 
   
  Pseudonatural Advanced Basilisk: CR 7; Medium 
  Outsider; HD 9d10+18; hp 67; Init -1; Spd 20 ft.; AC 16, 
  touch 9, flat-footed 16; BAB/Grp +9/+11; Atk +11 
  
  PAL 4-07 The Root of Chaos 
   
  Page 34 
  melee (1d8+3, bite); Full Atk +11 melee (1d8+3, bite); 
  SA True Strike, Petrifying gaze; SQ Electricity and acid 
  resistance 10, DR 5/magic, SR 19, Alternate Form, 
  Darkvision 60 ft., low-light vision; AL N; SV Fort +10, 
  Ref +5, Will +6; Str 15, Dex 8, Con 15, Int 3, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Hide +0*, Listen +8, Spot +9; 
  Alertness, Blind-Fight, Great Fortitude, Iron Will. 
   
  Petrifying Gaze (Su): Turn to stone permanently; 
  range 30 ft.; Fortitude DC 15 negates.  The save DC is 
  Charisma-based. 
   
  True Strike (Su): Once per day, a pseudonatural 
  basilisk can make a normal attack with a +20 insight 
  bonus on a single attack roll.  On this attack, the 
  creature is not affected by the miss chance that applies 
  when attacking a concealed target. 
   
  Alternate Form (Su): At will, a pseudonatural 
  basilisk can take the form of a grotesque tentacled mass 
  or another appropriately gruesome form determined 
  by the Dungeon Master.  But all its abilities remain 
  unchanged despite the alien appearance.  Changing 
  shape is a standard action.  Other creatures receive a –1 
  morale 
  penalty 
  on 
  their 
  attack 
  rolls 
  against 
  pseudonatural creatures in this alternate form. 
   
  Skills: *The basilisk’s dull coloration and its 
  ability to remain motionless for long periods of time 
  grant it a +4 racial bonus on Hide checks in natural 
  settings. 
  APL 10  
   
   
   
   
  Hrek’sha (APL 10): Male wild elf Sor6/Alienist6; CR 
  12; Medium Humanoid (elf); HD 12d4+36 plus 3 
  (pseudonatural toad familiar) plus 3 (mad certainty); hp 
  79; Init +4; Spd 30 ft.; AC 20*, touch 16, flat-footed 16*; 
  BAB/Grp +6/+6; Atk +7 melee (1d8, masterwork 
  morningstar) or +9 ranged (1d10/19-20, heavy 
  crossbow) or +11 ranged touch (by spell, ray); Full Atk 
  +7/+2 melee (1d8, masterwork morningstar) or +10 
  ranged (1d10/19-20, heavy crossbow) or +11 ranged 
  touch (by spell, ray); SA Summon alien; SQ Familiar 
  (toad), Alien blessing, mad certainty, pseudonatural 
  familiar, extra summoning; AL CE; SV Fort +8, Ref +9, 
  Will +10; Str 10, Dex 18, Con 16, Int 12, Wis 8, Cha 23. 
   
  Skills and Feats: Concentration +14, Knowledge 
  (arcana) +9, Knowledge (the planes) +9, Listen +9, 
  Spellcraft +12; Alertness (when familiar is within arm’s 
  reach), Augment Summoning, Empower Spell (B), 
  Eschew Materials, Spell Focus (Conjuration), Spell 
  Focus (Evocation), Weapon Focus (ray). 
   
  Languages: Elven, Common, Sylvan. 
   
  Sorcerer Spells Known (6/8/8/7/7/6/4 plus Extra 
  Summoning; base DC = 16 + spell level, Evocation and 
  Conjuration base DC = 17 + spell level): 0—dancing 
  lights, daze, detect magic, ghost sound, mage hand, ray of frost, 
  resistance, touch of fatigue; 1st—mage armor, magic missile, 
  protection from law, ray of enfeeblement, shield; 2nd—detect 
  thoughts, glitterdust, mirror image, scorching ray, see 
  invisibility; 3rd—dispel magic, displacement, fireball, 
  suggestion; 4th—enervation, Evard’s black tentacles, ice 
  storm; 5th—cone of cold, summon monster V; 6th—globe of 
  invulnerability. 
   
  *Hrek’sha always has mage armor cast.  This +4 
  armor bonus is included in his stat block.  The DM 
  should assume he has cast this as a first level spell and 
  deduct one (or more depending on circumstances) 
  from his available daily spell allotment. 
   
  Possessions: Cloak of Charisma +4, amulet of health +2, 
  gloves of Dexterity +2, ring of protection +2, potion of cure 
  serious wounds, potion of remove curse, masterwork 
  morningstar, masterwork ribbon dagger (see Appendix 
  Three), dagger, pseudonatural toad familiar. 
   
  Physical Description: A wild-looking elf with darting 
  beady purple eyes, scaly flaking skin, and red hair. 
   
  Summon Alien (Sp): When an alienist casts any 
  summon monster spell, he summons a “pseudonatural” 
  version of a creature chosen from the appropriate list 
  of the Player’s Handbook.  This adds the pseudonatural 
  template to the summoned creature.  If the selected 
  creature would normally be celestial or fiendish, the 
  pseudonatural template replaces that template. 
   
  Alien Blessing: An alienist applies a +1 insight 
  bonus to all saving throws, but he permanently loses 2 
  points of Wisdom.  (This is already included in this stat 
  block.) 
   
  Mad Certainty: Hrek’sha’s mad certainty in the 
  power of entities beyond the reach of normal space and 
  time lend him an unnatural fortitude: he gains an 
  additional 3 hit points as though from the Toughness 
  feat.  However, constantly dwelling on such beings is 
  mentally corrosive, and his mind has begun to fracture. 
   He has a phobia against birds, suffering a -2 penalty to 
  saving throws, attack rolls, and Charisma-based skill 
  and ability checks in regard to these creatures.  Birds 
  gain a +2 morale modifier to AC and saving throws 
  against Hrek’sha.  Beings that share attributes with or 
  those that resemble birds also trigger the phobia. 
   
  Extra Summoning: From 6th level on, the alienist 
  gains on extra spell slot at his highest level.  This slot 
  can only be used for a summon monster spell.  As the 
  alienist becomes able to learn higher-level spells, the 
  extra slot migrates up to the new highest level. 
   
  Pseudonatural Advanced Basilisk: CR 7; Medium 
  Outsider; HD 9d10+18; hp 67; Init -1; Spd 20 ft.; AC 16, 
  touch 9, flat-footed 16; BAB/Grp +9/+11; Atk +11 
  melee (1d8+3, bite); Full Atk +11 melee (1d8+3, bite); 
  SA True Strike, Petrifying gaze; SQ Electricity and acid 
  resistance 10, DR 5/magic, SR 19, Alternate Form, 
  
  PAL 4-07 The Root of Chaos 
   
  Page 35 
  Darkvision 60 ft., low-light vision; AL N; SV Fort +10, 
  Ref +5, Will +6; Str 15, Dex 8, Con 15, Int 3, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Hide +0*, Listen +8, Spot +9; 
  Alertness, Blind-Fight, Great Fortitude, Iron Will. 
   
  Petrifying Gaze (Su): Turn to stone permanently; 
  range 30 ft.; Fortitude DC 15 negates.  The save DC is 
  Charisma-based. 
   
  True Strike (Su): Once per day, a pseudonatural 
  basilisk can make a normal attack with a +20 insight 
  bonus on a single attack roll.  On this attack, the 
  creature is not affected by the miss chance that applies 
  when attacking a concealed target. 
   
  Alternate Form (Su): At will, a pseudonatural 
  basilisk can take the form of a grotesque tentacled mass 
  or another appropriately gruesome form determined 
  by the Dungeon Master.  But all its abilities remain 
  unchanged despite the alien appearance.  Changing 
  shape is a standard action.  Other creatures receive a -1 
  morale 
  penalty 
  on 
  their 
  attack 
  rolls 
  against 
  pseudonatural creatures in this alternate form. 
   
  Skills: *The basilisk’s dull coloration and its 
  ability to remain motionless for long periods of time 
  grant it a +4 racial bonus on Hide checks in natural 
  settings. 
   
  Pseudonatural Gorgon: CR 9; Large Outsider; HD 
  8d10+40; hp 85; Init +4; Spd 30 ft.; AC 20, touch 9, flat-
  footed 20; BAB/Grp +8/+17; Atk/Full Atk +12 melee 
  (1d8+7, gore); Space/Reach 10 ft./5 ft.; SA True Strike, 
  Breath weapon, trample 1d8+7; SQ Electricity and acid 
  resistance 10, DR 5/magic, SR 18, Alternate Form, 
  Darkvision 60 ft., low-light vision, scent; AL N; SV Fort 
  +11, Ref +6, Will +5; Str 21, Dex 10, Con 21, Int 3, Wis 
  12, Cha 9. 
   
  Skills and Feats: Listen +9, Spot +8; Alertness, 
  Improved Initiative, Iron Will. 
   
  Breath Weapon (Su): 60-foot cone, once every 
  1d4 rounds (but no more than five times per day), turn 
  to stone permanently, Fortitude DC 19 negates.  The 
  save DC is Constitution based. 
   
  Trample (Ex): Reflex DC 19 half.  The save DC is 
  Strength-based. 
   
  True Strike (Su): Once per day, a pseudonatural 
  gorgon can make a normal attack with a +20 insight 
  bonus on a single attack roll.  On this attack, the 
  creature is not affected by the miss chance that applies 
  when attacking a concealed target. 
   
  Alternate Form (Su): At will, a pseudonatural 
  gorgon can take the form of a grotesque tentacled mass 
  or another appropriately gruesome form determined 
  by the Dungeon Master.  But all its abilities remain 
  unchanged despite the alien appearance.  Changing 
  shape is a standard action.  Other creatures receive a -1 
  morale 
  penalty 
  on 
  their 
  attack 
  rolls 
  against 
  pseudonatural creatures in this alternate form. 
  APL 12  
   
   
   
   
  Hrek’sha (APL 12): Male wild elf Sor6/Alienist8; CR 
  14; Medium Humanoid (elf); HD 14d4+56 plus 3 
  (pseudonatural toad familiar) plus 3 (mad certainty) 
  plus 3 (insane certainty); hp 108; Init +5; Spd 30 ft.; AC 
  21*, touch 17, flat-footed 16*; BAB/Grp +7/+7; Atk +8 
  melee (1d8, masterwork morningstar) or +11 ranged 
  (1d10/19-20, heavy crossbow) or +12 ranged touch (by 
  spell, ray); Full Atk +8/+3 melee (1d8, masterwork 
  morningstar) or +11 ranged (1d10/19-20, heavy 
  crossbow) or +12 ranged touch (by spell, ray); SA 
  Summon alien; SQ Familiar (toad), Alien blessing, mad 
  certainty, pseudonatural familiar, extra summoning, 
  insane certainty; AL CE; SV Fort +9, Ref +10, Will +11; 
  Str 10, Dex 20, Con 18, Int 12, Wis 8, Cha 23. 
   
  Skills and Feats: Concentration +17, Knowledge 
  (arcana) +10, Knowledge (the planes) +10, Listen +9, 
  Spellcraft +14; Alertness (when familiar is within arm’s 
  reach), Augment Summoning, Empower Spell (B), 
  Eschew Materials, Spell Focus (Conjuration), Spell 
  Focus (Evocation), Weapon Focus (ray), Widen Spell 
  (B). 
   
  Languages: Elven, Common, Sylvan. 
   
  Sorcerer Spells Known (6/8/8/7/7/7/6/3 plus 
  Extra Summoning; base DC = 16 + spell level, 
  Conjuration and Evocation base DC = 17 + spell level; 
  Caster Level 14th): 0—dancing lights, daze, detect magic, 
  ghost sound, mage hand, ray of frost, resistance, touch of 
  fatigue; 1st—mage armor, magic missile, protection from 
  law, ray of enfeeblement, shield; 2nd—detect thoughts, 
  glitterdust, mirror image, scorching ray, see invisibility; 
  3rd—displacement, fireball, lightning bolt, suggestion; 
  4th—dimension door, enervation, Evard’s black tentacles, ice 
  storm; 5th—cone of cold, dominate person, wall of force; 
  6th—greater dispel magic, globe of invulnerability; 7th—
  summon monster VII. 
   
  * Hrek’sha always has mage armor cast.  This +4 
  armor bonus is included in his stat block.  The DM 
  should assume he has cast this as a first level spell and 
  deduct one (or more depending on circumstances) 
  from his available daily spell allotment. 
   
  Possessions: Cloak of Charisma +4, amulet of health +4, 
  gloves of Dexterity +4, ring of protection +2, potion of cure 
  serious wounds (2), potion of remove curse, masterwork 
  morningstar, masterwork ribbon dagger (see Appendix 
  Three), dagger, pseudonatural toad familiar. 
   
  Physical Description: A wild-looking elf with darting 
  beady purple eyes, scaly flaking skin, and red hair. 
   
  Summon Alien (Sp): When an alienist casts any 
  summon monster spell, he summons a “pseudonatural” 
  version of a creature chosen from the appropriate list 
  
  PAL 4-07 The Root of Chaos 
   
  Page 36 
  of the Player’s Handbook.  This adds the pseudonatural 
  template to the summoned creature.  If the selected 
  creature would normally be celestial or fiendish, the 
  pseudonatural template replaces that template. 
   
  Alien Blessing: An alienist applies a +1 insight 
  bonus to all saving throws, but he permanently loses 2 
  points of Wisdom.  (This is already included in this stat 
  block.) 
   
  Mad Certainty: Hrek’sha’s mad certainty in the 
  power of entities beyond the reach of normal space and 
  time lend him an unnatural fortitude: he gains an 
  additional 3 hit points as though from the Toughness 
  feat.  However, constantly dwelling on such beings is 
  mentally corrosive, and his mind has begun to fracture. 
   He has a phobia against birds, suffering a -2 penalty (-6 
  with Insane Certainty) to saving throws, attack rolls, 
  and Charisma-based skill and ability checks in regard 
  to these creatures.  Birds gain a +2 morale modifier (+6 
  with Insane Certainty) to AC and saving throws 
  against Hrek’sha.  Beings that share attributes with or 
  those that resemble birds also trigger the phobia. 
   
  Extra Summoning: From 6th level on, the 
  alienist gains on extra spell slot at his highest level.  
  This slot can only be used for a summon monster spell.  
  As the alienist becomes able to learn higher-level 
  spells, the extra slot migrates up to the new highest 
  level. 
   
  Insane Certainty: Hrek’sha’s mad certainty has 
  crystallized into a truly chilling mania.  He gains an 
  additional 3 hit points as though from the Toughness 
  feat, but his phobia likewise intensifies.  All penalties 
  and bonuses listed under Mad Certainty increase to -
  6/+6. 
   
   
  Pseudonatural Advanced Basilisk: CR 10; Large 
  Outsider; HD 12d10+60; hp 115; Init -2; Spd 20 ft.; AC 
  17, touch 7, flat-footed 17; BAB/Grp +12/+23; Atk +18 
  melee (3d6+10, bite); Full Atk +18 melee (3d6+10, bite); 
  Space/Reach 10 ft./5 ft.; SA True Strike, Petrifying gaze; 
  SQ Electricity and acid resistance 15, DR 10/magic, SR 
  22, Alternate Form, Darkvision 60 ft., low-light vision; 
  AL N; SV Fort +15, Ref +6, Will +7; Str 24, Dex 6, Con 
  20, Int 3, Wis 12, Cha 11.  
   
  Skills and Feats: Hide +0*, Listen +10, Spot +10; 
  Alertness, Blind-Fight, Great Fortitude, Improved 
  Natural Attack, Iron Will. 
   
  Petrifying Gaze (Su): Turn to stone permanently; 
  range 30 ft.; Fortitude DC 16 negates.  The save DC is 
  Charisma-based. 
   
  True Strike (Su): Once per day, a pseudonatural 
  basilisk can make a normal attack with a +20 insight 
  bonus on a single attack roll.  On this attack, the 
  creature is not affected by the miss chance that applies 
  when attacking a concealed target. 
   
  Alternate Form (Su): At will, a pseudonatural 
  basilisk can take the form of a grotesque tentacled mass 
  or another appropriately gruesome form determined 
  by the Dungeon Master.  But all its abilities remain 
  unchanged despite the alien appearance.  Changing 
  shape is a standard action.  Other creatures receive a -1 
  morale 
  penalty 
  on 
  their 
  attack 
  rolls 
  against 
  pseudonatural creatures in this alternate form. 
   
  Skills: *The basilisk’s dull coloration and its 
  ability to remain motionless for long periods of time 
  grant it a +4 racial bonus on Hide checks in natural 
  settings. 
   
  Pseudonatural Advanced Gorgon: CR 10; Large 
  Outsider; HD 12d10+72; hp 138; Init +4; Spd 30 ft.; AC 
  20, touch 9, flat-footed 20; BAB/Grp +12/+22; Atk/Full 
  Atk +17 melee (2d6+9, gore); Space/Reach 10 ft./5 ft.; 
  SA True Strike, Breath weapon, trample 1d8+9; SQ 
  Electricity and acid resistance 15, DR 10/magic, SR 22, 
  Alternate Form, Darkvision 60 ft., low-light vision, scent; 
  AL N; SV Fort +14, Ref +10, Will +7; Str 22, Dex 10, 
  Con 22, Int 3, Wis 12, Cha 9. 
   
  Skills and Feats: Listen +10, Spot +11; Alertness, 
  Improved Initiative, Improved Natural Attack, Iron 
  Will, Lightning Reflexes. 
   
  Breath Weapon (Su): 60-foot cone, once every 
  1d4 rounds (but no more than five times per day), turn 
  to stone permanently, Fortitude DC 22 negates.  The 
  save DC is Constitution based. 
   
  Trample (Ex): Reflex DC 22 half.  The save DC is 
  Strength based. 
   
  True Strike (Su): Once per day, a pseudonatural 
  gorgon can make a normal attack with a +20 insight 
  bonus on a single attack roll.  On this attack, the 
  creature is not affected by the miss chance that applies 
  when attacking a concealed target. 
   
  Alternate Form (Su): At will, a pseudonatural 
  gorgon can take the form of a grotesque tentacled mass 
  or another appropriately gruesome form determined 
  by the Dungeon Master.  But all its abilities remain 
  unchanged despite the alien appearance.  Changing 
  shape is a standard action.  Other creatures receive a -1 
  morale 
  penalty 
  on 
  their 
  attack 
  rolls 
  against 
  pseudonatural creatures in this alternate form. 
   
  
  PAL 4-07 The Root of Chaos 
   
  Page 37 
  Appendix One – Encounter Nine
  APL 4-8 
   
   
   
   
   
  Ogre Bbn2: CR 5; Large Giant; HD 4d8+15 plus 
  2d12+6; hp 52; Init +0; Spd 40 ft.; AC 18, touch 9, flat-
  footed 18; BAB/Grp +5/+17; Atk/Full Atk +14 melee 
  (2d8+13, +1 Large greatclub) or +4 ranged (1d8+8, Large 
  javelin); Space/Reach 10 ft./10 ft.; SA rage 1/day; SQ 
  Darkvision 60 ft., low-light vision, uncanny dodge; AL 
  CE; SV Fort +10, Ref +1, Will +1; Str 26, Dex 11, Con 
  17, Int 8, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +13, Hide -6, Jump +17, 
  Listen +6, Spot +2; Power Attack, Toughness, Weapon 
  Focus (greatclub). 
   
  Language: Giant only. 
   
  Possessions: +1 Large hide armor, +1 Large greatclub. 
   
  Rage (Ex): When the Ogre Bbn2 rages, his 
  statistics change as follows for up to 8 rounds – hp 64; 
  AC 16, touch 7, flat-footed 16; Grp +19; Atk/Full Atk 
  +16 melee (2d8+16, +1 greatclub) or +4 ranged (1d8+10, 
  javelin); SV Fort +12, Will +3; Str 30; Con 21; Climb 
  +15, Jump +19. 
   
  Ogre Rgr2: CR 5; Large Giant; HD 4d8+15 plus 2d8+6; 
  hp 48; Init –+1; Spd 40 ft.; AC 18, touch 10, flat-footed 
  18; BAB/Grp +5/+16; Atk +13 melee (2d6+7/19-20, 
  masterwork Large longsword) or +5 ranged (1d8+7, 
  Large javelin); Full Atk +11/+6 melee (2d6+7/19-20, 
  masterwork 
  Large 
  longsword) 
  and 
  +10 
  melee 
  (1d6+3/x4, masterwork Large light pick), or +5 ranged 
  (1d6+7, Large javelin); Space/Reach 10 ft./10 ft.; SA —; 
  SQ darkvision 60 ft., favored enemy elves +2, low-light 
  vision, Wild Empathy +0; AL CE; SV Fort +10, Ref +5, 
  Will +2; Str 24, Dex 13, Con 17, Int 9, Wis 12, Cha 6.  
   
  Skills and Feats: Climb +12, Knowledge (nature) +3, 
  Listen +4, Spot +3, Survival +6; Diehard, Endurance (B), 
  Toughness, Track (B), Two-Weapon Fighting (B), 
  Weapon Focus (longsword). 
   
  Language: Giant only. 
   
  Possessions: Masterwork Large studded leather 
  armor, masterwork Large longsword (2), masterwork 
  Large light pick, Large javelin (4), Large greatclub. 
  APL 10  
   
   
   
   
  Chuggy, Awakened Dire Bear: CR 8; Large Magical 
  Beast (augmented animal); HD 14d10+56 plus 14 
  (improved toughness); hp 147; Init +1; Spd 40 ft.; AC 
  23, touch 10, flat-footed 22; BAB/Grp +10/+24; Atk +21 
  melee (2d4+11, claw) or +20 melee (2d8+6, bite); Full 
  Atk +21 melee (2d4+11, 2 claws) and +15 melee (2d8+6, 
  bite); Space/Reach 10 ft./5 ft.; SA Improved Grab; SQ 
  Low-light vision, scent; AL CN; SV Fort +13, Ref +10, 
  Will +5; Str 31, Dex 13, Con 19, Int 10, Wis 12, Cha 11. 
   
  Skills and Feats: Listen +15, Speak Language 
  (Common), Speak Language (Elven), Spot +15, Swim 
  +16; Alertness, Endurance, Run, Improved Toughness 
  (see Appendix Four), Weapon Focus (claw). 
   
  Languages: Common, Elven, Giant. 
   
  Possessions: +2 Large chain shirt barding (with armor 
  spikes), amulet of mighty fists +1, potion of cure serious 
  wounds. 
   
  Improved Grab (Ex): To use this ability, a dire 
  bear must hit with a claw attack.  It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. 
   
  Pretty Boy (APL 10): Male bugbear Sor10; CR 10; 
  Medium humanoid (goblinoid); HD 3d8+3 plus 
  10d4+10; hp 51; Init +1; Spd 30 ft.; AC 17, touch 11, 
  flat-footed 16; BAB/Grp +7/+8; Atk +9 melee (1d8+2, +1 
  cold iron morningstar); Full Atk +9/4 melee (1d8+2, +1 
  cold iron morningstar); SQ Darkvision 60 ft., scent; AL 
  CE; SV Fort +7, Ref +9, Will +12; Str 13, Dex 12, Con 
  13, Int 10, Wis 14, Cha 15.  
   
  Skills and Feats: Bluff +6, Climb +3, Concentration 
  +3, Hide +5, Knowledge (arcana) +4, Listen +4, Move 
  Silently +6 (includes +4 racial bonus), Search +2, Speak 
  Language (Giant), Speak Language (Elven), Spellcraft 
  +4, Spot +4; Enlarge Spell, Eschew Materials, Practiced 
  Spellcaster (see Appendix Four), Silent Spell, Still 
  Spell. 
   
  Languages: Common, Elven, Goblin, Giant. 
   
  Sorcerer Spells Known (6/7/7/6/5/3; base DC = 12 
  + spell level, caster level 13th): 0—arcane mark, detect 
  magic, detect poison, light, mage hand, open/close, ray of frost, 
  read magic, touch of fatigue; 1st—burning hands, chill touch, 
  magic missile, ray of enfeeblement, shield; 2nd—blur, 
  glitterdust, see invisibility, blur, scorching ray; 3rd—dispel 
  magic, fireball, haste; 4th—greater invisibility, ice storm; 
  5th—hold monster. Arcane spell failure 10%. 
   
  Possessions: +2 mithral chain shirt, +1 cold iron 
  morningstar, cloak of resistance +2, potion of cure moderate 
  wounds, potion of invisibility, potion of levitation, potion of 
  lesser restoration, scroll of protection from good (5), wand of 
  flaming sphere. 
  APL 12  
   
   
   
   
  Pretty Boy (APL 12): Male bugbear Sor12; CR 12; 
  Medium humanoid (goblinoid); HD 3d8+3 plus 
  12d4+12; hp 58; Init +1; Spd 30 ft.; AC 17, touch 11, 
  flat-footed 16; BAB/Grp +8/+9; Atk +10 melee (1d8+2, 
  
  PAL 4-07 The Root of Chaos 
   
  Page 38 
  +1 cold iron morningstar); Full Atk +10/+5 melee (1d8+2, 
  +1 cold iron morningstar); SQ Darkvision 60 ft., scent; AL 
  CE; SV Fort +9, Ref +11, Will +14; Str 13, Dex 12, Con 
  13, Int 10, Wis 14, Cha 16. 
   
  Skills and Feats: Bluff +7, Climb +3, Concentration 
  +5, Hide +5, Knowledge (arcana) +4, Listen +4, Move 
  Silently +6 (includes +4 racial bonus), Search +2, Spot 
  +4, Spellcraft +4, Speak Language (Giant), Speak 
  Language (Elven); Enlarge Spell, Eschew Materials, 
  Practiced Spellcaster (see Appendix Four), Silent Spell, 
  Still Spell, Widen Spell. 
   
  Languages: Common, Elven, Goblin, Giant. 
   
  Sorcerer Spells Known (6/7/7/7/6/5/3; base DC = 
  13 + spell level, caster level 15th): 0—arcane mark, detect 
  magic, detect poison, light, mage hand, open/close, ray of frost, 
  read magic, touch of fatigue; 1st—burning hands, chill touch, 
  magic missile, ray of enfeeblement, shield; 2nd—blur, eagle’s 
  splendor, glitterdust, scorching ray, see invisibility; 3rd—
  dispel magic, fireball, haste, slow; 4th—lesser globe of 
  invulnerability, greater invisibility, ice storm; 5th—cloudkill, 
  hold monster; 6th—Bigby’s forceful hand. Arcane spell 
  failure 10%. 
   
  Possessions: +2 mithral chain shirt, +1 cold iron 
  morningstar, cloak of resistance +3, potion of cure moderate 
  wounds, potion of invisibility, potion of levitation, potion of 
  lesser restoration, potion of lesser vigor, scroll of protection 
  from good (5), wand of flaming sphere, wand of fireball (5th). 
   
  Vorggorr, male Ogre, Clr9 (Vaprak): CR 10; Large 
  Giant; HD 4d8+8 plus 9d8+18; hp 84; Init +0; Spd 30 ft.; 
  AC 28, touch 11, flat-footed 28; BAB/Grp +9/+18; Atk 
  +16 melee (2d8+17/19-20, masterwork greatclub with 
  spikes) or +15 melee (2d8+8, +1 greatclub); Full Atk 
  +16/+11 melee (2d8+17/19-20, masterwork greatclub 
  with spikes) or +15/+10 melee (2d8+8, +1 greatclub); 
  Space/Reach 10 ft./10 ft.]; SA Turn Undead; SQ 
  Darkvision 60 ft., low-light vision; AL CE; SV Fort +12, 
  Ref +6, Will +10; Str 20, Dex 11, Con 15, Int 8, Wis 16, 
  Cha 8. 
   
  Skills and Feats: Climb +3, Concentration +6, Heal 
  +4, Listen +2, Spellcraft +3, Spot +2; Craft Arms and 
  Armor, Lightning Reflexes, Power Attack, Practiced 
  Spellcaster (see Appendix Four), Spell Penetration. 
   
  Language: Giant only. 
   
  Cleric Spells Prepared (6/5+1/5+1/4+1/ 2+1/1+1; 
  base DC = 13 + spell level; caster level 13th): 0—create 
  water, cure minor wounds (3), detect magic, guidance; 1st—
  protection from good*, cure light wounds, deathwatch, detect 
  good, divine favor, entropic shield; 2nd—spiritual weapon*, 
  aid, cure moderate wounds, resist energy (2), silence; 3rd—
  magic vestment*, spikes (3), prayer; 4th—unholy blight*, 
  dimensional anchor, freedom of movement; 5th—flame 
  strike*, spell resistance. 
   
  *Domain spell. Domains: Evil (casts evil spells at +1 
  caster level); War (Martial Weapon Proficiency 
  [greatclub], Weapon Focus [greatclub]). 
   
  Possessions: +2 Large full plate armor, +1 Large 
  greatclub, masterwork Large greatclub, ring of protection 
  +2, amulet of natural armor +2, wooden holy symbol (3), 
  lesser metamagic rod of extend. 
   
  Ogre Bbn4: CR 7; Large Giant; HD 4d8+19 plus 
  4d12+16; hp 79; Init +0; Spd 40 ft.; AC 19, touch 10, 
  flat-footed 19; BAB/Grp +7/+19; Atk +17 melee 
  (2d8+22/19-20*, Large greatclub with spikes*) or +16 
  melee (2d8+13, +1 Large greatclub) or +6 ranged (1d8+8, 
  Large javelin); Full Atk +17/+12 melee (2d8+22/19-20*, 
  Large greatclub with spikes*) or +16/+11 melee (2d8+13, 
  +1 Large greatclub) or +6 ranged (1d8+8, Large javelin); 
  Space/Reach 10 ft./10 ft.; SA Rage 2/day; SQ 
  Darkvision 60 ft., low-light vision, trap sense +1, 
  uncanny dodge; AL CE; SV Fort +12, Ref +2, Will +2; 
  Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4.  
   
  Skills and Feats: Climb +13, Hide -6, Jump +17, 
  Listen +6, Spot +2; Power Attack, Toughness, Weapon 
  Focus (greatclub). 
   
  Language: Giant only. 
   
  Possessions: +1 Large hide armor, Large greatclub, +1 
  Large greatclub, ring of protection +1, Large javelin (4), 
  Large club, sack. 
   
  *Only 2 of these creatures have greatclubs with 
  spikes cast upon them.  The rest typically use a +1 Large 
  greatclub.  See Appendix Four for information about the 
  spell spikes. 
   
  Rage (Ex): When the Ogre Bbn4 rages, his 
  statistics change as follows for up to 9 rounds – hp 95; 
  AC 17, touch 8, flat-footed 17; Grp +21; Atk +19 melee 
  (2d8+25/19-20*, Large greatclub with spikes*) or +18 
  melee (2d8+16, +1 Large greatclub) or +6 ranged (1d8+10, 
  Large javelin); Full Atk +19/+14 melee (2d8+25/19-20*, 
  Large greatclub with spikes*) or +18/+13 melee (2d8+16, 
  +1 Large greatclub) or +6 ranged (1d8+10, Large javelin); 
  SV Fort +14, Will +4; Str 30; Con 22; Climb +15, Jump 
  +19. 
   
   
  Chuggy, Awakened Anarchic Dire Bear: CR 10; 
  Large Magical Beast (augmented animal); HD 
  14d10+56 plus 14 (improved toughness); hp 147; Init 
  +1; Spd 40 ft.; AC 23, touch 10, flat-footed 22; BAB/Grp 
  +10/+24; Atk +22 melee (2d4+12, claw) or +21 melee 
  (2d8+7, bite); Full Atk +21 melee (2d4+12, 2 claws) and 
  +16 melee (2d8+7, bite); Space/Reach 10 ft./5 ft.; SA 
  Improved Grab, Smite Law; SQ Darkvision 60 ft., acid, 
  cold, electricity, fire, and sonic resistance 5, immune to 
  polymorphing and petrification, fast healing 5, DR 
  5/magic, Low-light vision, scent; AL CN; SV Fort +13, 
  
  PAL 4-07 The Root of Chaos 
   
  Page 39 
  Ref +10, Will +5; Str 31, Dex 13, Con 19, Int 10, Wis 12, 
  Cha 11. 
   
  Skills and Feats: Listen +15, Speak Language 
  (Common), Speak Language (Elven), Spot +15, Swim 
  +16; Alertness, Endurance, Run, Improved Toughness 
  (see Appendix Four), Weapon Focus (claw). 
   
  Languages: Common, Elven, Giant. 
   
  Possessions: +2 Large chain shirt barding (with armor 
  spikes), amulet of mighty fists +2, potion of cure serious 
  wounds. 
   
  Improved Grab (Ex): To use this ability, a dire 
  bear must hit with a claw attack.  It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. 
   
  Smite Law (Su): Once per day, Chuggy can make 
  a normal attack to deal +14 damage against a lawful 
  opponent. 
   
   
   
   
  
  PAL 4-07 The Root of Chaos 
   
  Page 40 
  Appendix Two - New Monsters 
  Darktentacles, from the Monster Manual II: 
   
   
  
  PAL 4-07 The Root of Chaos 
   
  Page 41 
  Vine Horror, from the Fiend Folio: 
   
  
  PAL 4-07 The Root of Chaos 
   
  Page 42 
  Appendix Three - New Items 
  Raucher’s Recorder: This small masterwork instrument is made of finely sculpted hornwood and bears sylvan runes 
  upon its length.  Once per day, upon playing the correct tune with a successful Perform (wind instruments) check (DC 
  14), the performer is affected by an invisibility spell (CL 13th).  Once per week, upon playing the correct tune with a 
  successful Perform (wind instruments) check (DC 19), the performer may cast mass invisibility.  A failed Perform check 
  still expends the use.  In addition to the +2 circumstance bonus granted for its masterwork quality, this fine instrument 
  grants its owner a +2 enhancement bonus on any Perform checks made while playing it. 
   
  Strong illusion; CL 16th; Craft Wondrous Item, Perform (5 ranks), invisibility, mass invisibility; Price 13,500 gp. 
   
  This item is from the Fiend Folio, under Kaorti: 
   
  Ribbon Dagger: A ribbon dagger is a light exotic weapon crafted from alchemically treated kaorti resin.  It consists 
  of a resin handle to which is affixed a 1-foot-long flexible strip of resin.  This ribbon of resin is razor sharp and deals 1d4 
  points of damage on a hit with a critical multiplier of x4.  The ribbon can wrap around objects with ease; disarm attacks 
  made with a ribbon dagger gain a +2 bonus. 
   
  Cost: 50 gp.  Weight: 1 lb. 
   
  The spell is from Complete Divine: 
   
  Potion of Lesser Vigor 
   
  Faint conjuration; CL 1st; Brew Potion, lesser vigor; Price 50 gp. 
   
  This item is from Savage Species: 
   
  Elf Edge: This +1 longsword has a special affinity for those of elven blood.  In the hands of someone who has elven 
  blood, it grants the wielder a +4 enhancement bonus to Dexterity. 
   
  Moderate transmutation; CL 6th; Craft Arms and Armor, cat’s grace; Price 18,315 gp. 
   
  
  PAL 4-07 The Root of Chaos 
   
  Page 43 
  Appendix Four – Builder Book Items 
  New Feats:  
  Improved Toughness [General] (Complete Warrior) 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2 
   
  Benefit: You gain a number of hit points equal to your current Hit Dice.  Each time you gain a HD (such as by 
  gaining a level), you gain 1 additional hit point.  If you lose a HD (such as by losing a level), you lose 1 hp point 
  permanently. 
   
  Practiced Spellcaster [General] (Complete Divine) 
  Choose a spellcasting class that you possess.  Your spells cast from that class are more powerful. 
   
  Prerequisite: Spellcraft 4 ranks 
   
  Benefit: Your caster level for the chosen spellcasting class increases by +4.  This can’t increase your caster level 
  beyond your HD.  However, even if you can’t benefit from the full bonus immediately, if you later gain noncaster-level 
  HD you may be able to apply the rest of the bonus. 
   
  For example, a human 5th-level cleri/3rd-level fighter who selects this feat would increase his cleric caster level 
  from 5th to 8th (since he has 8 HD).  If he later gained a fighter level, he would gain the remainder of the bonus and his 
  cleric caster level would become 9th (since he now has 9 HD). 
   
  A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which 
  class gains the effect. 
   
  This does not affect your spells per day or spells known.  It only increases your caster level, which would help you 
  penetrate SR and increase the duration and other effects of your spells. 
   
  New Spells: 
  Brambles (Complete Divine) 
  Transmutation 
  Level: Cleric 2, druid 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Wooden weapon touched 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
  Small magical thorns or spikes protrude from the surface of a wooden weapon, such as a club, greatclub, nunchaku, or 
  quarterstaff.  For the duration of the spell, the weapon deals both piercing and bludgeoning damage.  It gains a +1 
  enhancement bonus on its attacks and deals an additional +1 point of damage per caster level (maximum +10).  This 
  spell only works on melee weapons with wooden striking surfaces.  For instance, it does not work on a bow, an arrow, or 
  a metal mace. 
   
  
  PAL 4-07 The Root of Chaos 
   
  Page 44 
  Spikes (Complete Divine) 
  Transmutation 
  Level: Cleric 3, druid 3 
  Components: V,S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Wooden weapon touched 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: No 
  As brambles, except that the affected weapon gains a +2 enhancement bonus on its attacks, and its threat range is 
  doubled. 
   
  Lesser Vigor (Complete Divine) 
  Conjuration (Healing) 
  Level: Cleric 1, druid 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 rounds + 1 round/level (max 15 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  With a touch of your hand, you boost the subject’s life energy, granting him or her the fast healing ability for the 
  duration of the spell.  The subject heals 1 hit point per round of such damage until the spell ends and is automatically 
  stabilized if he or she begins dying from hit point loss during that time.  Lesser vigor does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. 
   
  The effects of multiple vigor spells do not stack; only the highest-level effect applies.  Applying a second vigor spell 
  of equal level extends the first spells duration by the full duration of the second spell. 
   
  New Prestige Class: 
  Alienist  (Complete Arcane) 
  Alienists deal with powers and entities from terrifyingly remote reaches of space and time. For them, magical power is 
  the triumph of the mind over the rude boundaries of dimension, distance, and often, sanity. With knowledge and 
  determination, they pierce the barrier at the edge of time itself. In the Far Realm, outside time, Herculean minds drift, 
  absorbed in contemplations of madness. Unspeakable beings whisper terrifying secrets to those who dare 
  communication. These secrets were not meant for mortals, but the alienist plunges into abysses of chaos and entropy 
  that would blast a weaker mind. An alienist's mad certainty is sometimes strong enough to sway others to believe in her 
  own 
  future 
  transcendence. 
  Alienists might, on rare occasions, gather in secluded groups to enact some obscure ritual, but more often they are 
  encountered singly. NPC alienists sometimes haunt libraries or specialty bookshops in large cities, skulking and 
  mumbling among stacks of rare (and dangerous) volumes. 
  Adaptation: The inclusion of the alienist in your campaign world, as printed here, requires that you make some basic 
  assumptions about the cosmology of your campaign: Places far worse than Hell exist in the multiverse, and even 
  demons have more in common with characters than the entities that exist outside what is known, a mere glimpse of 
  which 
  can 
  drive 
  the 
  sanity 
  from 
  someone's 
  mind. 
  If you prefer that demons and devils retain their top seat in the hierarchy of evil, you can adjust this prestige class so 
  that the alienist has congress with demons instead of the nebulous entities of the Far Realm. 
   
  Hit Die: d4. 
  Requirements 
  To qualify to become an alienist, a character must fulfill all the following criteria. 
  
  PAL 4-07 The Root of Chaos 
   
  Page 45 
  Alignment: Any nonlawful. 
  Skills: Knowledge (the planes) 8 ranks. 
  Feat: Augment Summoning. 
  Spells: Able to cast at least one summoning spell of 3rd level or higher. 
  Special: Must have made peaceful contact with an alienist or a pseudonatural creature. 
  Class Skills 
  The alienist's class skills (and the key ability for each skill) are Concentration (Con), Gather Information (Cha), 
  Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis). See 
  Chapter 4 of the Player's Handbook for skill descriptions. 
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  All the following are class features of the alienist prestige class. 
  Weapon and Armor Proficiency: Alienists gain no proficiency with any weapon or armor. 
  Spells per Day/Spells Known: At each level, the alienist gains new spells per day (and spells known, if applicable) as if 
  she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does 
  not, however, gain any other benefit a character of that class would have gained (improved chance of turning or 
  destroying undead, metamagic or item creation feats, and so on). If she had more than one spellcasting class before 
  becoming an alienist, she must decide to which class to add each level for the purpose of determining spells per day and 
  spells known. 
  Familiar Abilities: Levels of alienist stack with levels of any class that provide access to a familiar. Add levels from this 
  class and the class that granted access to the familiar together and refer to the table on page 53 of the Player's Handbook 
  to determine the familiar's natural armor, Intelligence, and special abilities. If a character had levels in multiple classes 
  that grant access to a familiar before becoming an alienist, she must decide to which class to add each level for the 
  purpose of determining the abilities of her familiar. This ability does not grant an alienist a familiar if she does not 
  already have one. 
  Summon Alien: Whenever an alienist would use any summon monster spell to summon a celestial or fiendish 
  creature, she instead summons a "pseudonatural" version of that creature. For example, by casting summon monster IV, 
  she could summon a pseudonatural dire wolf. This adds the pseudonatural template to the summoned creature.  An 
  alienist gives up the ability to summon nonpseudonatural creatures with a summon monster spell. For instance, the 
  alienist described above couldn't summon a mephit or howler with summon monster IV. 
  Alien Blessing (Ex): An alienist of 2nd level and higher gains a +1 insight bonus on all saving throws, but she 
  permanently loses 2 points of Wisdom. 
  Metamagic Secret: An alienist listens to the secret voices whispering from beyond time's end, and profits thereby. At 
  3rd and 7th level, she can choose any metamagic feat as a bonus feat. 
  Mad Certainty (Ex): At 4th level and above, an alienist's mad certainty in the power of entities beyond the reach of 
  normal space and time lend her an unnatural fortitude, granting her an additional 3 hit points. However, constantly 
  dwelling on such beings is mentally corrosive, and the alienist's mind begins to fracture. She takes a –4 penalty on all 
  Bluff, Diplomacy, and Handle Animal checks made to influence nonpseudonatural creatures. 
  Pseudonatural Familiar: Beginning at 5th level, an alienist's familiar, if any, gains the pseudonatural template in 
  addition to the powers and abilities normal for a familiar of the appropriate level. This does not replace the familiar-the 
  original slowly takes on pseudonatural aspects, which become fully active at this point. From this point on, newly 
  summoned familiars already possess the pseudonatural template. If an alienist has no familiar, this ability has no effect. 
  Extra Summoning: From 6th level on, an alienist gains one extra spell slot at her highest spell level. This slot can be 
  used only for a summon monster spell. As an alienist becomes able to learn higher-level spells, the extra slot migrates up 
  to the new highest level. 
  Insane Certainty (Ex): Beginning at 8th level, an alienist's mad certainty crystallizes into a truly chilling mania. She 
  gains an additional 3 hit points, but her mental faculties continue to fracture. Her penalty on Bluff, Diplomacy, and 
  Handle Animal checks made to influence nonpseudonatural creatures increases to –10. 
  
  PAL 4-07 The Root of Chaos 
   
  Page 46 
  Timeless Body (Ex): At 9th level and higher, an alienist learns the secret of perpetual youth. She no longer takes ability 
  penalties for aging and cannot be magically aged (see Table 6-5: Aging Effects on page 109 of the Player's Handbook). 
  Any penalties she might have already taken, however, remain in place. Bonuses still accrue, but an alienist is stolen away 
  by horrible entities when her time is up, and she is never seen again. 
  Alien Transcendence (Su): Beginning at 10th level, an alienist, through long association with alien entities and 
  intense study of insane secrets, transcends her mortal form and becomes an alien creature. Her type changes to 
  "outsider." Additionally, an alienist gains damage reduction 10/magic and resistance to electricity 10. 
  Upon achieving transcendence, an alienist's appearance undergoes a minor physical change, usually growing a small 
  tentacle or other strange growth, such as an extra appendage, organ, eye, or enigmatic lump. An alienist can hide this 
  abnormality in a robe or hood, but the alien growth is not under the alienist's control and sometimes moves, twitches, 
  opens, or otherwise animates of its own accord. This applies a -4 penalty on Disguise checks made to conceal an alienist's 
  nature. 
  Anyone who shares an alienist's predilection for study of the Far Realms immediately recognizes her transcendent 
  nature, and she gains a +2 circumstance modifier on all Charisma-based skill and ability checks when interacting with 
  such beings. She gains a +2 circumstance modifier on Intimidate checks against all other creatures to whom she reveals 
  her abnormal nature. 
  Table: THE ALIENIST 
  Lvl 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  Spells per Day/Spells Known 
  1st 
  +0 
  +0 
  +0 
  +2 
  Familiar abilities, summon alien 
  +1 level of existing spellcasting class 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Alien blessing 
  +1 level of existing spellcasting class 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Metamagic secret 
  +1 level of existing spellcasting class 
  4th 
  +2 
  +1 
  +1 
  +4 
  Mad certainty 
  +1 level of existing spellcasting class 
  5th 
  +2 
  +1 
  +1 
  +4 
  Pseudonatural familiar 
  +1 level of existing spellcasting class 
  6th 
  +3 
  +2 
  +2 
  +5 
  Extra summoning 
  +1 level of existing spellcasting class 
  7th 
  +3 
  +2 
  +2 
  +5 
  Metamagic secret 
  +1 level of existing spellcasting class 
  8th 
  +4 
  +2 
  +2 
  +6 
  Insane certainty 
  +1 level of existing spellcasting class 
  9th 
  +4 
  +3 
  +3 
  +6 
  Timeless body 
  +1 level of existing spellcasting class 
  10th 
  +5 
  +3 
  +3 
  +7 
  Alien transcendance 
  +1 level of existing spellcasting class 
   
   
  Pseudonatural Creature 
  Past the timeless eons that lie between the stars, pseudonatural creatures dwell beyond the planes as we know them, 
  nestled in far realms of insanity. When summoned to the Material Plane they often take on the form and abilities of 
  familiar creatures, though they are more gruesome in appearance than their earthly counterparts. Alternatively, they 
  might appear in a manner more consistent with their origins, manifesting as masses of writhing tentacles or other even 
  more terrible forms. 
  Creating a Pseudonatural Creature 
  "Pseudonatural" is an acquired template that can be added to any corporeal creature (referred to hereafter as the base 
  creature). A pseudonatural creature uses all the base creature's statistics and abilities except as noted here. Even though 
  the creature's type changes, do not recalculate Hit Dice, base attack bonus, or skill points. 
  Size and Type: The creature's type changes to outsider. Size is unchanged. 
  Special Attacks: A pseudonatural creature retains all the special attacks of the base creature and also gains the 
  following attack. 
  True Strike (Su): Once per day, the creature can make a normal attack with a +20 insight bonus on a single attack roll. 
  In addition, the creature can attack a concealed target without suffering a miss chance with this attack. 
  
  PAL 4-07 The Root of Chaos 
   
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  Special Qualities: A pseudonatural creature retains all the special qualities of the base creature and also gains the 
  following. 
  Resistance (Ex): A pseudonatural creature has resistance to acid and electricity based on the base creature's Hit Dice 
  (see the table below). 
  Damage Reduction (Ex): A pseudonatural creature gains damage reduction based on the base creature's Hit Dice (see 
  the table below). 
  Spell Resistance (Ex): A pseudonatural creature gains spell resistance equal to 10 + the base creature's HD (maximum 
  25). 
  Hit Dice  Electricity, Acid Resistance  
  Damage Reduction 
  1-3  
   
  5 
   
   
   
  - 
  4-7  
   
  5 
   
   
   
  5/magic 
  8-11  
  10 
   
   
   
  5/magic 
  12+  
   
  15 
   
   
   
  10/magic 
   
  Alternate Form (Su): As a standard action, a pseudonatural creature can take the form of a grotesque, tentacled mass 
  (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, its abilities remain 
  unchanged. Other creatures receive a –1 morale penalty on their attack rolls against pseudonatural creatures in this 
  alternate form. 
  Abilities: Same as the base creature, but Intelligence is at least 3. 
  Environment: Any land and underground. 
  Challenge Rating: Up to 3 HD, as base creature; 4 HD to 11 HD, as base creature +1; 12+ HD, as base creature +2. 
   
  
  PAL 4-07 The Root of Chaos 
   
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  Appendix – Maps 
  The Far Realm 
   
  
  PAL 4-07 The Root of Chaos 
   
  Page 49 
  Ogre Camp 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Theocracy of the Pale/594/Normal Scenarios/PAL4-07 - The Root of Chaos (APL 4-12)/PAL4-07 - The Root of Chaos.pdf