TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
   
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  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
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  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
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  TSS5-05 
   
   
   
   
   
   
   
  Midsummer Nightmare 
   
  A One-Round D&D LIVING GREYHAWK
  ® 
  Splintered Suns Meta-Regional Adventure 
  Version 0.1 
   
  by Pieter Sleijpen and Simone van de Stadt 
   
  Circle Reviewer: Paul Looby 
  Playtesters: Eric Jimmink, Erno Sombroek, Floris Kraak, Karin Westerbeek, Krishna Simonse, Vincent van der Bijl 
   
   
  There are not many reasons for a celebration in Sunndi, but the Hollow Highlanders are not about to let the outside 
  world disrupt their traditions. When it is time for the Clanmoot, it is time for a Clanmoot, especially since one is only 
  held once every 5 years. Still, in dangerous times, one needs skilled guardians and who better to select then 
  adventurers? A scenario for APL 8 to 14. 
   
  This is an adapted version of the Sunndi Special “A Midsummer Nightmare”. People who played that special cannot play 
  this scenario. It is closely related to the events described in TSS4-04 Crossfire, but they can easily be played 
  independently of one another. 
   
  
  TSS5-05 Midsummer Nightmare 
   
  Page 2 
  RPGA Sanctioned PLAY 
  Most likely you ordered this adventure as part of an RPGA 
  even from the RPGA website, or you received it from your 
  senior gamemaster. To play this adventure as part of the 
  Living Greyhawk™ campaign—a worldwide, ongoing D&D 
  campaign set in the Greyhawk setting—you must sanction 
  it as part of an RPGA event. This event could be as elaborate 
  as a big convention, or as simple as a group of friends 
  meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  Herald-Level gamemaster. The person who sanctions the 
  event is called the senior gamemaster, and is in charge of 
  making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back to 
  the RPGA in a timely manner. The person who runs the 
  game is called the table Dungeon Master (or usually just 
  DM). Sometimes (and almost all the time in the cases of 
  home events) the senior gamemaster is also the table DM. 
  You don’t have to be a Herald-Level GM to run this 
  adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your Living Greyhawk 
  character. Second player and DMs gain rewards for 
  sanctioned RPGA play if they are members of the 
  Dungeons & Dragons Rewards program. Playing this 
  adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play on 
  December 31, 2006.  
   
  To learn more about the Living Greyhawk character 
  creation and development, RPGA event sanctioning, and 
  Dungeons & Dragons Rewards, visit the RPGA website at 
  www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop reading 
  now. The rest of the information in this adventure is for the 
  DM only. If you read farther than this section, you’ll know 
  too much about its challenges, which kills the fun. Also, if 
  you’re playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point makes you 
  ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated form 
  in the adventure text. Full information on NPCs and 
  monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of an 
  RPGA-sanctioned event, complete and turn in this sheet to 
  your senior GM directly after play. You’ll also find a Living 
  Greyhawk Adventure Record (AR).  
   
  LIVING GREYHAWK  
  Levels of Play 
  Because players bring their own characters to Living 
  Greyhawk 
  games, 
  this 
  adventure’s 
  challenges 
  are 
  proportionate to the modified average character level of the 
  PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for combat 
  (most likely dogs trained for war), other than those 
  brought by virtue of a class ability (such as animal 
  companions, familiars paladin’s mounts) or the 
  warhorse of a character with the Mounted Combat 
  feat, use the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round 
  up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  # 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 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 3 
   
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher or 
  lower than the APL at which this adventure is being played, 
  that character receives only one-half of the experience 
  points and gold for the adventure. This simulates the fact 
  that either the PC was not challenged as much as normal or 
  relied on help by higher-level characters to reach the 
  objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may not 
  play the adventure. 
   
  Living Greyhawk adventures are designed for APL 2 
  and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances of 
  success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  Time Units and Upkeep 
  This is a standard one-round Meta-Regional adventure, set 
  in the Splintered Suns.  Characters native to the Splintered 
  Suns pay one Time Unit per round, all others pay two Time 
  Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer other 
  in-game penalties (or possibly gain in-game benefits) as 
  may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 Survival 
  check, the character will heal temporary ability damage as if 
  he or she paid for Standard Upkeep, may refill spell 
  component pouches and healer’s kits, and may restock up 
  to 20 arrows or bolts if the character has at least four ranks 
  in Craft (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep can be 
  found in the “Lifestyle and Upkeep” section of Chapter 3 of 
  the LIVING GREYHAWK Campaign Sourcebook. 
   
  Adventure Background 
  The Hollow Highlands are only nominal part of Sunndi, 
  and unlike the regular counties it lacks a count. Instead, 
  various independent clans and families of various races 
  (mostly dwur, gnomes and halflings), who mind their own 
  business and who prefer to be left alone by the outside 
  world, inhabit the region. Unfortunately, the outside world 
  did not care, and it did intrude into their lives often 
  enough. For the clans to remain independent, they had to 
  unite, or at least form one united front towards the often 
  hostile outside world. Instead of electing for a single figure 
  of power, the clans decided to elect a council that would 
  deal with external relations and strife between the various 
  clans, leaving each clan to their own when dealing with 
  internal affairs. The chairman of this council is also became 
  the official representative of the Hollow Highlands at the 
  Congress of Lords in Sunndi, a nation they joined because 
  of shared ideals and a need for strong allies. 
   
  The council is only a representation of the major clans 
  the region, and its political power is not very big. In general 
  it limits itself to the day-to-day operations of the Burrowers, 
  and keeping an eye out for the Hollow Highland’s interests 
  at the Congress of Lords in Pitchfield, capitol of Sunndi. 
  The real power lies with the clan elders who come together 
  once every 5 years to elect new representatives on the 
  Council (including a new chairman), to discuss long-term 
  policies and to deal with inter-clan conflicts that the 
  involved clans could not solve themselves. The clans also 
  use this meeting as an excuse for a 3 day long celebration 
  during which they compete against one another in various 
  games, visit many merchants at the fair and get roaring 
  drunk at the many drinking tents. To the locals the event is 
  simply known as the Clanmoot. 
   
  Midsummer of the year 595 CY happens to be the date 
  for the next Clanmoot. When King Hazendel learned of 
  this event, he decided that it was a good moment for the 
  clan elders and representatives of Ahlissa to sit around a 
  table and to discuss the current problems between Ahlissa 
  and Sunndi in regard to the Calling Mines in the northern 
  parts of the Hollow Highlands. It is a rather convenient 
  moment for such a discussion since all the important 
  people are together anyway. Master Thandarthos, the 
  current chairman of the Council, agreed and invitations 
  were made, sent and accepted. While it is not yet public 
  knowledge, King Hazendel, Lord Ambassador Gregern of 
  the House of Naelax (the ambassador of Ahlissa in Sunndi) 
  and His Eminence, Master of Coins Zamasken (Seneschal 
  of the Calling Mines) are coming to the Clanmoot to 
  discuss the future of the Calling Mines. 
   
  When so many people come together, security 
  becomes an important matter, and as normal, the Sunndian 
  authorities direct their attentions to adventurers to solve 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 4 
  any potential problem and rightly so. The threat to the 
  Clanmoot is of a much more insidious kind than raging 
  mobs or sneaking assassins. One of the many prisoners that 
  escaped from the Calling Mines during the rebellion last 
  year is the dwur wizard Garran. Like many, Garran heard 
  the Voices in the Calling Mines and they drove him utterly 
  insane. Once free, he decided that nobody should endure 
  prisons, so he joined the fanatic Highlanders to help them 
  in their quest to free all the prisoners in the Calling Mines. 
  Considered too fanatic even by Trithereonite standards (as 
  a god of retribution his followers do believe in proper 
  punishment) he was kicked out soon after he had joined. 
  He fled under the Hollow Highlands to obsessively 
  continue with his task to free all prisoners in the Calling 
  Mines.  
   
  Due to his magic, he learned of the planned meeting 
  and he decided to act. Realizing that murdering the 
  Ahlissan representatives in an open attack would not be 
  very effective, he decided on a subtler ploy. The Voices of 
  the Calling Mines had raised his interest in Conjuration 
  spells, and he decided to summon a few otherworldly 
  fiends (of much more alien nature then mere demons) with 
  the abilities to possess creatures. He placed these fiends in 
  small statuettes since without such an anchor they would 
  quickly return to the hell they came from. He gave the 
  fiends the order to possess key people at the meeting, and 
  to let it fail without killing anybody present.  
   
  Getting the fiends close to the right people proved to 
  be very difficult, so when the prospector Fankaer and his 
  son Kalil arrived on his doorstep, he grabbed his chance. By 
  using Kalil as a hostage, he forced Fankaer to take the 
  statuettes into the village, and to make sure they were 
  placed close to people at least attending the meeting. Not 
  knowing what the statuettes would do, but only caring 
  about the fate of his only son and desperately believing the 
  dwur’s promise that nobody would be harmed, Fankaer 
  placed the statuettes close to his brother who would serve 
  the clan elders at the important meeting. 
   
  While the summoning went according to plan, the 
  binding left to be desired. Due to Garran’s insanity, he gave 
  the fiends enough wiggle room to have some fun and 
  fiends being fiends that is exactly what they are planning to 
  do. It is that small error that might cause his plans to fail 
  when powerful heroes are preparing the halls of Nonzfyr 
  for the coming meeting… 
   
  Running the Scenario 
  TSS5-05 Midsummer Nightmare is set in the Hollow 
  Highlands in the north-western parts of Sunndi. More 
  information 
  on 
  Sunndi 
  can 
  be 
  found 
  at 
  http://www.sunndi.org, of special import are the parts of 
  “counties 
  and 
  nobles” 
  (http://www.sunndi.org/sunndi/counties.html) and the 
  laws of Sunndi (http://www.sunndi.org/policies/law.html). 
  The web-site also contains a detailed map of region.  
   
  The DM has to take a few things into account while 
  running this scenario: 
  � As the adventure is set in the Hollow Highlands 
  of Sunndi, any member of a meta-game 
  organization with benefits specific for these 
  regions apply. Make sure you and your players 
  aware of this. The most prominent meta-
  organization is the Sunndian organization of the 
  Burrowers: the militia of the Hollow Highlands. 
  � While the Hollow Highlands are part of Sunndi, 
  they are only nominally bound to the laws and 
  traditions of the rest of the kingdom. Each clan 
  rules supreme in its own territory, and, while in 
  general the clans loosely follow Sunndian law, the 
  details can be very different. For example, the 
  Hollow Highlanders tend to react much more 
  aggressively to strange creatures and events then 
  those in central Sunndi. Half-orcs and Ahlissans 
  are received coolly, and some clans treat them 
  even with downright hostility. During the 
  Clanmoot, there is a rule against violence, but 
  half-orcs and Ahlissans should feel much less 
  welcome then in the rest of Sunndi and only a 
  fool would openly flaunt any allegiance to the 
  Knight Protectors of the Great Kingdom or an 
  organization with similar goals. On the other 
  hand, the Clans are much more forgiving for 
  people defending themselves then is usual in the 
  more civilized parts of Sunndi. 
  � In the unlikely event that a PC commits a crime, 
  try to resolve it at the table, preferably after the 
  game. If a player does not agree with the 
  punishment, you still note any fines and/or TU 
  costs down on the AR. You and the player then 
  send a mail to the Sunndi Triad (poc@sunndi.org) 
  telling exactly what happened. The Triad can then 
  confirm the punishment, or apply some changes. 
  In the latter case, the Sunndi Triad can mail a 
  corrective AR. The most likely punishment is 
  either a fine or banishment from the Hollow 
  Highlands.  
   
  Adventure Summary  
  TSS5-05 Midsummer Nightmare starts as an open-ended 
  mystery. In this part the PCs are relatively free to wander 
  around.  Once the PCs learn about Gerram’s plans and are 
  asked/ordered to trace down this renegade insane wizard, it 
  ends in a traditional dungeon crawl.   
   
  
  TSS5-05 Midsummer Nightmare 
   
  Page 5 
  Introduction: The gnome Orlam “Shrieker” Blackrock 
  contacts the PCs, expressing the wish to hire the PCs to 
  become part of security at the coming Clanmoot. If they 
  accept, he informs them to arrive a couple of days before 
  Midsummer to be better able to help with their tasks. 
   
  Encounter 1 [Arrival]: The PCs arrive at Nonzfyr, where 
  they are assigned to their task as protectors of the Clanmoot 
  itself. They hear that much more important guests are 
  going to attend then originally planned. After any 
  questions might be answered, they get the time to explore 
  the area and to set-up security. 
   
  Encounter 2 [Strange Events]: While setting up security 
  for the Clanmoot, the PCs come across some strange events 
  and behavior from a couple of servants. If they do their job 
  correctly, they start to investigate these. 
   
  Encounter 3 [Exorcisms]: Following a trail of strange 
  events and behavior, the PCs end up at locating three 
  possessed servants. After defeating the hosts, the fiends flee 
  back to the item in Fankaer’s possession, their anchor to 
  this world.  
   
  Encounter 4 [Confrontations]: Chasing the fiends, the PCs 
  barge into Fenkaer’s quarters, where the fiends finally 
  materialize and confront the PCs in a final desperate 
  attempt to complete their orders.  
   
  Encounter 5 [An Unwilling Villain]: Once the fiends are 
  defeated, the PCs learn who smuggled these creatures into 
  Nonzfyr, but instead of coming across a vile villain, they 
  learn that the poor gnome Fenkaer is as much a victim as 
  those possessed. Garran has his family imprisoned, and 
  forced him to help. He begs the PCs to rescue his family, 
  and the PCs’ employers also want to arrest Garran 
  (preferably alive).  
   
  Encounter 6 [Journey into the Deep]: With Fenkaer’s help 
  and divinations, the PCs learn the location of Garran’s lair, 
  which is far below Nonzfyr in the Underoerth. The journey 
  is difficult due to the terrain, but uneventful. 
   
  Encounter 7 [Guardians]: The Underoerth is a dangerous 
  place, and even Garran is not insane enough not to leave 
  any guardians at the entrance to his lair. 
   
  Encounter 8 [Lair of the Mad Wizard]: This section 
  contains the description of Garren’s lair, luckily for the PCs 
  mostly devoid of danger. 
   
  Encounter 9 [Madness Confronted]: The PCs finally 
  manage to find Garren in his lair, but he is not going to 
  surrender to those that do not share his vision and he far 
  from helpless. 
   
  Conclusion: With Garren captured or dead, and Fankaer’s 
  family freed the threat to the Clanmoot has ended. The 
  clanelders and Hazendel are grateful, but all is not over. 
  What about those that committed unforgivable crimes? 
  How will these be judged?  
   
  Introduction 
  The adventure starts in Pitchfield, capitol of Sunndi, where 
  the PCs are likely to enjoy some free time after their last 
  adventure, or where they are looking for a job either 
  directly in the war in the south or indirectly due to the 
  drain the war has on the work force in the rest of Sunndi.  
   
  With the war raging in the south, adventurers from all 
  over the Flanaess can be found in Pitchfield, capital of 
  Sunndi. The need is great, and even Ahlissans are, albeit 
  coolly and with distrust, welcomed.  
   
  Every adventurer looking for a job in Pitchfield pays a 
  visit to the Broken Manacles. Its owner, Vella Ironbeard, 
  apparently has excellent connections and a fine nose for 
  the right job for the right person. When asking her about a 
  potential job, she immediately directed you to a corner on 
  the balcony overlooking the common room where a noniz 
  (gnome), small even for his kind, was sitting behind a table 
  covered with papers. He wears a carefully trimmed goatee 
  and is clad in a fine suit of brown leather, intricately 
  stitched with leave patterns in green, gold, and red. There 
  are several other people standing in front of the table, 
  most of which have the distinct look of adventurers. 
   
  When you approach the make-shift desk, you hear the 
  noniz introducing himself to those present. He has a 
  rather shrill voice that reminds you somewhat of a knife 
  scratching a porcelain plate. “I am Orlamm Blackrock of 
  the Nonzfyr clan from the Hollow Highlands. 
   
  “As some of you might know, once every 5 years the 
  clans of the Hollow Highlands come together at Nonzfyr. 
  The elders use the Clanmoot to discuss clan policies while 
  the rest just uses it as an excuse to have fun. I am in charge 
  of security, and I am looking for guards that are not 
  affiliated with the clans. We might show a united front to 
  the outside world, but the clans do bicker among one 
  another and unaligned guards can be of great help. 
   
  “We are looking for guards at the festival grounds, but 
  just as important are guards for the Clanmoot itself. Many 
  important people are visiting the valley, including the 
  ambassador of Ahlissa, and we do not want an incident like 
  at Bren or the Ahlissan embassy in Pitchfield last year. Not 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 6 
  that we are expecting anything like that, we don’t let 
  ourselves being manipulated like those Nemoudian 
  Hounds nor are we as close to a hellhole like the Hestmark 
  Highlands. Still, where several hundred people come 
  together problems are bound to surface and we want to be 
  certain no assassin or raider can penetrate the meeting 
  hall.  
   
  “Are you Interested?”  
   
  Orlamm gladly answers any questions the PCs might have. 
  In return he has a few questions for the PCs as well. He is 
  curious about their lives, what kind of heroics they have 
  committed in the past as well where their loyalties lie.  
   
  As long as the PCs act within reason there should be 
  no problem. He is especially curious about the opinion 
  people have about the Ahlissans and the current peace 
  between said nation and Sunndi. Any person openly 
  expressing contempt towards Ahlissa, this alliance (or 
  Orlamm and/or Sunndi) is asked whether or not that 
  character can behave – either requiring a DC 25 Diplomacy 
  (when speaking the truth) or Bluff (when lying) check to 
  convince him to hire that adventurer anyway. A fellow 
  adventurer can make the check by taking responsibility for 
  said character, facing the same punishment if any crime is 
  committed by the character he is vouching for. Note that 
  Orlamm is going to warn any such person that disrupting 
  the meeting is considered treason, which at best is 
  punishable by banishment and more likely by death. If the 
  check fails, the adventure is ended for that character, but 
  that is what you get when you openly aggravate a potential 
  employer. The player is allowed to replace the booted 
  character. Also remember that a table only has to have 4 
  players at the start of an adventure, and if the rest of the 
  group wants to they can proceed when only 3 players are 
  left. 
   
  In case a PC mentions he is from Ahlissa, Orlamm 
  seems to contemplate that fact and then just shrugs. The 
  meeting is going to be visited by important Ahlissans and 
  their bodyguards, and having Ahlissans in the service of the 
  clans might be a boon in averting any trouble. If anything, 
  he is more worried about Trithereonite fanatics since the 
  meeting is in the best interests of Ahlissa.  
   
  Below follow a few of the likely questions the PCs 
  might have for Orlamm: 
   
  Q: When?  
  A: “The festival takes place during the three days 
  proceeding midsummer in one month.” 
   
  Q: Where?  
  A: “As usual it is set in the village of Nonzfyr in the 
  northern Hollow Highlands close to Rieuwood.” 
   
  Q: How long?  
  A: “The festival itself consists of three days, but since 
  guests are likely to arrive early and we need guards both 
  before the events start and afterward, it probably costs you 
  2 weeks.” 
   
  Q: How much?  
  “It depends on your skills, and where you are going to be 
  stationed. In your case probably [APL 8: 250 gp; APL 10: 
  300 gp; APL 12: 500 gp; APL 14: 700 gp].” 
   
  Q: What kind of work?  
  A: “The exact nature of the work depends on your skill. 
  The more experienced adventurers will be stationed at the 
  meeting halls where the Council Elders will hold their 
  discussions. They have to set up the security measures of 
  the halls and we are hoping to hire some powerful 
  spellcasters and warriors. We do not want any assassin to 
  have any opportunity to strike. The less experienced are 
  going to work on the festival ground itself, dealing with 
  angry merchants, pickpockets and the like.” 
   
  Q: Who is visiting this Clanmoot? 
  A: “Representatives of the more important clans of the 
  Hollow Highlands, and this year the Ahlissans are also 
  present. Master Thandarthos, the nominal leader of the 
  Hollow Highlands, has invited them to discuss the future 
  of the Calling Mines and the influx of criminals from that 
  region after the uprising last year. The Ahlissan diplomats 
  take a small unit of soldiers with them as bodyguards, and 
  those are going to be stationed at the festival terrain. I am 
  sure that Thandarthos knows what he is doing, but their 
  presence is certainly going to add some spice to the 
  festival. I just hope there are not going to be any deaths, 
  but that is also why I am trying to hire you.” 
   
  Q: What kind of festivities?  
  A: “Good question. Here,” and he hands over a parchment 
  (give Player’s Handout 1 to the players) “The schedule of 
  the festivities. Obviously we also have one for the clan 
  meetings, but those assigned to guard these get that 
  schedule when they arrive in Nonzfyr. Such information 
  is secret, and while I trust you, you never know whether or 
  not your pockets are picked.” 
   
  Q: Can we join in on the festivities?  
  A: “You can visit the market, and you can certainly enjoy 
  the many bards that will be there to entertain the guests. 
  Only clan members of Hollow Highland Clans are allowed 
  to join the many competitions, and then only those that 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 7 
  have been specifically selected by their clan elders. 
  Besides, we prefer our guards to remain neutral.” 
   
  Q: What about betting? “ 
  A: “Like I said, guards should not get themselves into a 
  spot where they have a stake in the matters. Then again, 
  betting is allowed and since you hardly can influence the 
  games, I doubt that many people would object when you 
  do place a bet on the side.” 
   
  � Orlamm ‘Shrieker’ Blackrock: Male gnome Pal10 (Bluff 
  +11, Diplomacy +19, Intimidate +12, Sense Motive +10; 
  LG). 
   
  Appearance: A small for a gnome (2 feet 10 inches), 
  Orlamm makes up for that with his shrieking voice. He has 
  a dark tan colored skin and blue-greenish eyes. His hair is 
  reddish blond. He has a carefully trimmed goatee and wears 
  a fine suit of brown leather intricately stitched with leave 
  patterns in green, gold and red.   
   
  Personality: In the clan of Nonzfyr, he is known for his 
  voice and his short temper. He has a way to get people to do 
  what he wants (they don’t want to hear his voice for very 
  long and they don’t want to get him mad, because then his 
  voice gets even worse), and that is why he has been placed 
  in the position of recruiting people for the security of the 
  terrain. He is an expert in leadership in his own personal 
  way. 
   
  Development: Unless the PCs are particularly rude, or 
  show a real hostility towards the Hollow Highlands or 
  Ahlissa, they should do fine. Orlamm needs a large group of 
  guards, and he cannot afford to be too picky. He warns 
  Ahlissans to keep their heritage to themselves while 
  working for the good of their nation. If they protest, 
  Orlamm just shrugs, and states that it is their own health 
  and goods they are risking. He cannot guarantee that none 
  of the visitors is going to make them the center of their 
  attention if their heritage is known. It is not that the clans 
  are going to kill them, just that some of their jokes might 
  be a bit less good natured then normal. Only in an extreme 
  case does Orlamm refuse to hire somebody, in which case 
  the adventure is over. 
   
  If the PCs accept the job, he gratefully shakes their 
  hand, notes down their name and profession, and hands 
  them a piece of paper with the wax-seal of the Nonzfyr clan 
  and offers them a drink. He looks forward to meeting them 
  again within a month. In between the PCs might be going 
  on other adventures (which does not mean such an 
  adventure actually has to played out now), and they 
  certainly have time enough to buy necessary supplies. 
  Remember that Pitchfield has a gp limit of 3000 gp and 
  unless the PC has access to a particular item in Pitchfield 
  itself (as opposed to more generic access in the region) they 
  cannot buy any item before this scenario more expensive 
  then this limit. 
   
  Encounter 1: 
  Arrival 
  Once the PCs have prepared their spells, items and have 
  introduced themselves to their fellow players, proceed with 
  the following. 
   
  A month has passed since you met the gnome Orlamm, 
  and the last couple of days you have been traveling to 
  Nonzfyr in the Hollow Highlands. The trip through dry 
  rocky hills, small dusty trails and winding snake-like 
  canyons under the relentless burning gaze of Pelor was far 
  from comfortable. When you passed a watch-post manned 
  by a unit of Burrowers, who thoroughly checked your 
  papers and equipment, you realized that you were finally 
  getting near to your destination. You knew that a nice pint 
  of cool ale or glass of frosted wine and a comfortable bed 
  awaited you that evening.  
   
  So when the trail crossed a ridge and past between 
  two large boulders, the sight of Nonzfyr did not come as a 
  surprise. The noniz of Nonzfyr, like most noniz in the 
  Flanaesse, live below ground. The valley is clearly being 
  prepared for the coming festivities with many noniz, 
  hobniz and dwur working on building tents, stalls and a 
  huge stage. Deeper down into the valley you note more 
  tents being erected in a grassy pasture right next to the 
  river. A high steep ridge at the northern side of the valley 
  provides an excellent view on the valley below. Even from 
  this distance you note guards posted on it. The valley is 
  almost perfect for the festivities: it is wide, flat and rock 
  free with steep slopes that function almost as walls. You 
  came by the only open road, but you are certain many 
  secret paths, both above and under the ground provide 
  ample of opportunities to flee the area in case of an 
  emergency. 
   
  In any event, you quickly walk down the trail into the 
  valley, passing another guard-post, not yet manned. Once 
  down, you are quickly intercepted by a noniz youth who 
  brings you to the tent district for the guards, directly 
  across the river south of the festival ground. Before you 
  can settle, you are directed to the big tent west of the 
  guard camp from where Orlamm is leading security, and 
  which also functions as the mess hall. After a quick lunch, 
  you and apparently several others, are called together 
  under a huge hollow willow growing next to the river, 
  which Orlamm uses as a comfortable office. 
   
  When Orlamm sees you approach, he rises, a smile on 
  his face and offering his hand in welcome.  
  
  TSS5-05 Midsummer Nightmare 
   
  Page 8 
   
  “Ah, I have been expecting you. How was the trip?”  
   
  Orlamm starts with some polite chit chat, enquiring about 
  the health of the PCs, their family and that sort of thing. He 
  also offers them something to drink. Once everybody has 
  settled and pleasantries have been exchanged, he starts 
  discussing business. Impatient PCs, who show their 
  discontent with these affairs, are ignored. Orlamm has no 
  love for the impolite, and there is no reason to be hasty. If 
  the whole group is impatient, the group visibly irritates 
  him, but he does cut his pleasantries short. 
   
  “Right, lets start, shall we?”  
   
  Before you can answer the question, Orlamm 
  continues: “Before we proceed, I need your word that you 
  are going to keep the things mentioned in the following 
  conversation secret until relieved of that word by me, my 
  replacement officer, Master Thandarathos or the king 
  himself or when the Clanmoot is over.” 
   
  At this point Orlamm is not willing to answer any 
  questions, but this request should alert the PCs that 
  something special is going on during this Clanmoot. 
  Orlamm can guarantee the PCs that nothing going to be 
  discussed that will strain any other loyalties the PCs might 
  have and neither should it trouble their conscience. If the 
  PCs refuse, Orlamm is clearly disappointed, and he sends 
  them away. The adventure is over for these PCs. If the PCs 
  do make the promise, Orlamm reacts relieved, and 
  proceeds. 
   
  “Good. I know that for those who want to do evil, giving 
  ones word means little, but it is more to alert you to the 
  fact that what we are about to discuss is top secret. 
  Breaking your word will be treated as treachery to the 
  throne of Sunndi, and we all know what the punishment 
  for that is, don’t we? 
   
  “In any event, the reason we are so worried about 
  treachery is that King Hazendel is going to visit the 
  meeting in person. Out of respect for the clans, he lets us 
  handle security and we really do not want to disappoint 
  him. Obviously, the fact that he is going to visit the 
  Clanmoot is going to be kept secret as long as possible, 
  because we do not want to give our many enemies 
  additional temptations to send in their assassins. 
   
  “So why do we tell this you? Well, that is very simple, 
  you belong to the more powerful adventurers we hired 
  and as such we have selected you as the guards for the 
  actual meeting halls below in Nonzfyr. These halls are 
  known as Starkholm. Since I have my hands full outside, 
  you are truly in charge of security inside. A group of 
  nineteen trustworthy Burrowers have been assigned to 
  you. You can always talk with me in case you need help of 
  any kind. We will reimburse you for any costly material 
  components in case you want to set up magical defenses, 
  but it is best to discuss those with me beforehand. We do 
  not have unlimited resources available.” 
   
  “Your quarters are below as well. Lieutenant Ovrid, 
  the commanding officer of the Burrowers, is going to give 
  you a tour. He does NOT know Hazendel is coming. Keep 
  it that way. The meeting halls are outside the actual 
  burrows, and I presume you want to strictly limit who and 
  who cannot enter them. Do you have any questions?” 
   
  The PCs are likely to have several questions for Orlamm. 
  Below follow some of the more likely questions and their 
  answer: 
   
   
  Q: Who is going to attend?  
  A: “I will provide you with a list of the names of the clan 
  elders that are to attend the meetings in Starkholm. The 
  Ahlissans are represented by His Lordship, Sir Gregern of 
  the House of Naelax, ambassador of Ahlissa and His 
  Eminence, Zamasken of Zilchus, Master of Coins of the 
  Calling Mines.  
   
  “King Hazendel will be attended by an old friend, 
  Daergon, if I remember correctly. I will also provide you 
  with a list of the servants and cooks, as well as the 
  Burrowers assigned to you. They don’t know about 
  Hazendel’s visit either.” 
   
  Q: Starkholm? 
  A:  “Oh sorry, that is the name of a special area below 
  Nonzfyr. It is used for highly sensative meetings, and it is 
  has the same size as a mansion on the surface. The living 
  quarters are arranged around a special cavern, which is 
  used for the meeting. This cavern has some extra 
  protection against magical scying and interplanar travel, 
  (permanent 
  Mordenkainen’s 
  private 
  sanctum 
  and 
  dimensional anchor, if the PCs ask). It is a keep within the 
  village so to speak and it has been designed to form a last 
  line of defense in case of an attack. We never needed to 
  use it that way though.” 
   
  Q: What exactly are we allowed to do?  
  A: “What ever you think is necessary… within reason of 
  course. The servants will want to visit the Festival outside, 
  but they do understand any need for passwords and 
  searches when they return. They are also willing to be 
  interviewed so as to provide you with information in case a 
  doppelganger or assassin in disguise might try to replace 
  them. The same holds true for the Burrowers assigned to 
  you. When dealing with the clan elders we expect some 
  diplomacy from your side, but you can search and question 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 9 
  them as well. The Ahlissans and King Hazendel are more 
  problematic. Hopefully they both understand the need for 
  security and they will not make your life too difficult.” 
   
  Q: Can we arrest people?  
  A: “You can detain people, but in that case, or in case of any 
  real trouble, you should immediately alert me. I am 
  responsible ultimately, and while I trust you to behave, I at 
  the least want to know what is going on.”  
   
  Q: Can we strip search people?  
  A: “If you have reason to believe people are trying to 
  smuggle weapons, poison or other illegal materials into 
  the complex, yes. Let’s get one thing straight though: if I 
  hear that you abused the trust I am placing in you, you will 
  be dismissed without pay and if you broke any law you will 
  be persecuted.” 
   
  Q: Can we get a map of the place?  
  A: “We don’t have a map of Starkholm, but you can explore 
  it thoroughly shortly. The guests have not arrived yet, so 
  you do not have to worry about disturbing peoples’ 
  privacy.” 
   
  Q: When do the first guests arrive?  
  A: “The first clan elders are going to arrive in 2 days, the 
  last probably 2 days later. The Ahlissans arrive in 5 days, a 
  day after the start of the Clanmoot. The first day contains a 
  memorial service to those who lost their life in the 
  Greyhawk Wars and we think their presence might cause a 
  bit too much anguish and trouble. King Hazendel will be 
  present at the memorial service.” 
   
  Q: I’m Ahlissan – why have you chosen me to guard your 
  king? 
  A: “You won’t just be guarding the king. There are 
  ambassadors from Ahlissa here also and we want to ensure 
  they are not harmed while under our protection. You are 
  here as a gesture of good faith towards your ambassador.  
   
  “And don’t worry – we would not see our king or our 
  elders guarded by Ahlissans alone. There are other eyes to 
  watch them…and you.” 
   
  Orlamm won’t elaborate any farther on this last cryptic 
  statement.  
   
  Development: Once the PCs have asked all they want 
  to know for the moment, Orlamm reminds them that the 
  characters can always contact him for help, even in the 
  middle of the night. He then hands them three scrolls, one 
  containing a list of the servants and soldiers, the other 
  contains a list of the names of the clan elders and the third 
  contains the schedule of the Clanmoot.  
   
  Give Player’s Handout 2, 3 and 5 to the PCs.  
   
  He then calls for Lieutenant Ovrid, a sturdy looking 
  dwur with braided black hair and studded leather armor in 
  the uniform of the Burrowers (for more information on 
  him, see Appendix 6). After introductions have been made, 
  Ovrid guides the PCs to their quarters and gives them a 
  tour of Starkholm.  
   
  Give the players Player’s Handout 4, which contains 
  the map of Starkholm.  
   
  Once their tour is complete, they can set up security.  
  Give them all the freedom to discuss this, but keep in mind 
  that while making arrangements, they might stumble upon 
  Gerram’s plot. Also remember that you might run this 
  adventure in a time sensitive environment, so you should 
  not spend too much time on the actual discussions without 
  proceeding with events described in Encounter 2. 
   
  Information on the more important NPCs can be 
  found in Appendix 6. Improvise with the NPCs not 
  mentioned in that Appendix. Make sure that the PCs do 
  not realize when they are talking with somebody 
  important, or just with a minor character. 
   
  Encounter 2:  
  Strange Events 
  Gerram has sent in his fiends, who are trying to infiltrate 
  the meeting in the hope that it will fail. The fiends used are 
  not known for their self-restraint, and combined with their 
  weird behaviour, chances are that the PCs learn of their 
  presence. They probably first realize something odd is 
  going on, but eventually they should learn of the 
  possession after which they hopefully can counteract it.  
   
  To help run this part of the scenario, the chapter has 
  been divided into three sections. “What happened before” 
  describes events before the PCs arrive. “What is going to 
  happen” includes some of the things the PCs are going to 
  note when preparing security for the meeting and what is 
  going to happen in the days after the PCs arrival unless the 
  PCs intervene at some point. Without such interference 
  the meeting will fail. The fate of nations lies in the PCs’ 
  hands.  
   
  What happened before 
  Gerram summoned three fiends and bound them to three 
  crudely carved stone statuettes. Normally
  1 a fiend who 
  possesses somebody leaves his own body behind, 
  unconscious and helpless, but in this case the statuettes are 
  the fiends’ body. While it gave Gerram greater control (and 
                                              
   
  1 More information on fiendish possessions can be found in 
  the Book of Vile Darkness. 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 10 
  less risk of being possessed himself), it does limit the ease 
  with which he can get the fiends to the right person. 
  Especially since due to unique nature of the summoning, 
  the victims need to be unconscious or sleeping at the time 
  of possession. It proved to be difficult to get the fiends at 
  the meeting and to the right person.  
   
  When Fankaer, a prospector of sorts, together with his 
  son Kalil, accidentally blundered into Gerram’s lair while 
  looking for valuable gems, Gerram saw an opportunity. 
  Fankaer himself might not work at Starkholm, and is 
  unlikely to be allowed to enter, he at least knows people 
  who do work there. What is more, he can easily reach these 
  people while they are sleeping or unconscious. So he kept 
  Kalil as a hostage, and send Fankaer back to the surface 
  together with three statuettes and orders to make sure they 
  would be placed next to a sleeping or unconscious servant 
  that would come in Starkholm during the meeting. 
   
  Once back in Nonzfyr, Fankaer waited for a couple of 
  days until he was absolutely sure who would be working as 
  a servant at Starkholm. One of the people selected was 
  Ertik, his younger brother. While relations between Ertik 
  and Fankaer were strained, it was not too difficult for 
  Fankaer to get Ertik to accept one the statuettes as a gift. 
  Once Ertik was possessed, it was not too difficult to get 
  Kaleena (Ertik’s wife) and Tallik (Ertik’s best friend) 
  possessed as well. From that point it was a matter of 
  patiently waiting for the Clanmoot to start. Luckily for the 
  PCs that is exactly what the fiends’ lack: patience. 
   
  What is going to happen 
  The goal of the fiends is to possess two of the more 
  important clan elders and the Ahlissan ambassador. Since 
  these are not yet present for 2 to 5 days, there is still a lot of 
  free time to pass. 
   
  At the moment the PCs arrive, Ertik, Kaleena and 
  Tallik are already possessed by the fiends. Under most 
  circumstances the three fiends remain in deep hiding. If 
  somebody wants to detect them by magic (such as with 
  detect evil) the caster needs to make a caster level check 
  against the Hide skill of the fiend modified by its 
  Intelligence modifier. The DC for this check is 12 + APL (it 
  is a bit lower on purpose to give the PCs a fair chance). 
  While in hiding, the fiends cannot control their victims in 
  any way, nor can they bestow their gift or curse. 
   
  Below follows a list of things that happen on specific 
  days. The PCs might change some of these events as 
  detailed below as well. 
   
  Spread over all days 
  • Provide the PCs with Handout 6 if they succeed in a DC 
  10 Gather Information check. Below the rumors are 
  detailed that need a bit more explanation: 
   
  Rumor: “They say that ‘Tame’ Helda is tame, but do you 
  know what I heard the other day? Last week when 
  Daraena was away to arrange things for the Clanmoot, 
  ‘tame’ Helda got so drunk that she went table dancing in 
  front of the other servants. It is said that Tallik guided her 
  back to her bedroom and Helda doesn’t seem to remember 
  anything anymore of that night.” 
   
  DM’s Information: This rumor is quite true as anybody 
  in the sole tavern of Nonzfyr (“The Growling Badger”) can 
  confirm. Helda is not the only person who cannot 
  remember much of the night, but in her case it is due to too 
  much alcohol. Tallik remembers going to the tavern, but he 
  does not remember leaving it, let alone leaving together 
  with Helda. His behaviour was a bit odd, since normally he 
  does not drink much and he is certainly not the type of guy 
  that has an easy time with women.   
   
  Rumor: “Did you know that Zenstera is a witch? It’s true, I 
  saw her the other day staring at the stars and mumbling to 
  her self. There was a circle of some kind around her and 
  she upended some liquid in the circle. Isn’t that weird?” 
   
  DM’s Information: Zenstera is not a witch. It was a 
  ritual in honor of Celestian. She is an amateur astrologist, 
  and she is a bit ashamed of her hobby. The Burrowers are 
  not too respectful of dreamers. 
   
  Rumor: “I don’t trust that Penelreen guy. Last evening I 
  sitting next to him at dinner and when I came back in to 
  my room, my belt pouch was empty. Just the day before, I 
  had received my pay from Danaera: 4 sp! And just one 
  dinner sitting next to that halfling and my pouch is empty. 
  I am sure he pick pocketed me!” 
   
  DM’s Information: There was a hole in this man’s 
  pocket, and he simply lost it. There are no thieves amongst 
  anybody working at Starkholm. 
   
  Rumor: “The other night I woke up and you know who I 
  saw creeping through the hall? Sergeant Hanard. He was 
  heading towards the entrance. What do you think he was 
  up to?”  
   
  DM’s Information: Hanard has a lover amongst the 
  Burrowers stationed outside the Clanmoot. Her name is 
  Linara, but she is from a rival clan, and he prefers to keep 
  the relation a secret. Linara can vouch for him.  
   
  Rumor: “I don’t like all those soldiers around here. There’s 
  no peace and quiet around here. And they disturb the 
  ambiance here. The day before yesterday I saw Daraena in 
  an argument with that Sergeant Flanara. One of the 
  soldiers had become sick and Flanara said she didn’t trust 
  Danaera to heal the soldier and that she better check on 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 11 
  the food coming from the kitchen. I have never seen such 
  an angry look on Daraena’s face.” 
   
  DM’s Information: The soldier, Penelreen, has indeed 
  been sick for a day, apparently a mild form of food 
  poisoning (though Penelreen hardly considers it ‘mild’ – he 
  has been vomiting for half a day). It is a bit strange since he 
  was the only soldier getting ill, either he has a weak 
  stomach or he has been poisoned. Only Kalleena and 
  Hester could have added the poison. Kalleena denies 
  having done anything of the sort, and since she was 
  dominated at the time, she is not lying as far as most 
  Divination spells are concerned. Hester remembers that 
  Kalleena acted a bit odd, almost distracted, for a short while 
  during the meal, even giggling at the moment. Since Ertik 
  was just leaving, Hester assumed Ertik has been telling her 
  a joke of sorts. Ertik doesn’t remember the incident, but 
  that is not too surprising.  
   
  Rumor: “They say that Norja was a former prisoner of the 
  Calling Mines. I don’t think it is very smart to put her on 
  duty at this clanmoot with the Ahlissans coming and all 
  that.” 
   
  DM’s Information: While the rumor is true, Norja is 
  insulted if asked about her trustworthiness. She might not 
  like the Ahlissans, but that does not mean that she is going 
  to forsake her duty. 
   
  Rumor: “Did you hear that story of Lieutenant Ovrid and 
  that Ahlissan he killed? As the story goes his wife once got 
  caught in Ahlissa for no apparent reason and they threw 
  her in to the Calling Mines. Ovrid went on a rescue 
  mission, but came too late. His wife had already died from 
  some sort of madness. Ovrid himself went so mad with 
  rage that he slaughtered his way out of those mines 
  through every Ahllissan guard that stood in his way.”  
   
  DM’s Information: Actually, Orvid once discovered an 
  Ahlissan spy somewhere in the underground of the Hollow 
  Highlands. Instead of killing the spy, he handed him over 
  to Sunndian authorities. 
   
  Rumor: Ertik and Kaleena are a married couple. Up until a 
  couple of days ago their relationship was rather strained. 
  Now Ertik and Kaleena are acting like a newly wed couple. 
  Highly irritating and a bit weird considering they 
  constantly fought in the months before. 
   
   
  DM’s Information: The fiends possessing Erik and 
  Kaleena prefer to stay close together and are subtly 
  manipulating the two to act as they do. They don’t see 
  anything wrong with their behaviour: they just realized 
  how much they meant for each other recently. 
   
  • Questioning any specific NPC. Some of the more 
  important NPCs are detailed in Appendix 6. Improvise if 
  the PCs speak with somebody not on that list, but keep the 
  time in mind. The PCs should not realize who is important 
  and who is not. Feel free to interject any of the rumours 
  mentioned in Players Handout 6. 
   
  • Gathering Information about Ertik, Kaleena and/or 
  Tallik. Preferably the PCs learn these facts through role-
  playing: 
   
  DC 10: - Ertik has a brother, called Fankaer. Relations are 
  very cool between the two. 
   
   
  - Ertik and Tallik are very good friends, and they 
  do a lot together. 
   
   
  - Kaleena cannot have children, which pains her 
  to no end. 
   
  DC 15: - Ertik, Kaleena, and Tallik spend a lot more time 
  together then normal. 
   
   
  - Ertik has a habit to fiddle with his moustache 
  when not moving around, and he tends to be 
  moving around a lot. 
   
  DC 20:  - Ertik and Fankaer have had a fight over Fankaer’s 
  son and the fact that Kaleena interfered too much 
  with how Fankaer raised him. The two have not 
  been talking much since that time. 
   
  DC 25: - Recently Ertik and Fankaer seemed to have 
  reconciled whatever differences there were 
  between the two. They are at least on much 
  friendlier times then before. 
   
   
   
  • Gathering Information about Fankaer. Preferably the PCs 
  learn these facts through role-playing: 
   
  DC 10: - Fankaer is a greedy recluse, a prospector who 
  spends more time wandering the Underoerth 
  then on the surface. His wife died in childbirth, 
  and he has a son, Kalil, that joins him on his trips. 
  Any member of the Nonzfyr clan can point out 
  where he lives. 
   
   
  - Ertik is his brother. 
   
   
  - He has no friends. 
   
  DC 15: - Fankaer recently returned from a trip into the 
  Underoerth. He has been especially withdrawn 
  since that time and has hardly spoken with 
  anybody. 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 12 
   
  DC 20: - The only person with whom he has spoken was 
  his brother Ertik. Apparently, he wanted to 
  reconcile their differences, because since that time 
  the two have been a lot friendlier to one another. 
   
  DC 25: - Kalil was with Fankaer during his last trip. 
  People have not seen him since, which is kind of 
  weird, since the young man likes to spend his time 
  among his fellow gnomes when in the village. 
  Fankaer adored his son, and those who noticed he 
  is missing, really doubt Fankaer murdered him. 
   
  • Searching the Starkholm: There is nothing special to be 
  found, but the PCs do not know that of course. 
   
  Day 0 
  • PCs arrive late in the afternoon. 
  • PCs get a tour of Starkholm. They can discuss security, but 
  they are expected to relax a bit to recover from the trip. 
  Starkholm is filled with noniz, including many not 
  mentioned on the list, cleaning up the place and readying 
  the guest quarters. Things are too busy right now to speak 
  with anybody for longer then a few minutes. 
   
  Day 1 
  • Most of the work in Starkholm is done. From now on only 
  those on the security list are allowed in the compound. The 
  PCs can talk with these people all they want though when 
  these conversations keep them from their work too long, 
  they certainly start complaining. 
  • Last supplies are delivered. The PCs can help unloading 
  the wagons. There is no contraband to be found, and while 
  the teamsters might be impolite and swearing a lot, they are 
  trustworthy. 
  • The keeper of Starkholm, Daraena, wants the PCs advice 
  on whom to assign to the Ambassador. Three of her 
  servants, namely Ertik, Kaleena and Tallik, are a bit too 
  eager for the job in her mind. Not that she suspects any foul 
  play, but noniz being noniz, she is afraid they have 
  prepared some kind of practical joke and she has no idea 
  how big a sense of humour the ambassador has. 
  • Tallik complains about having a splitting headache to the 
  PC most likely to heal him (probably a cleric or druid). If 
  the PCs treat him nicely, he wants to take them into 
  confidence, but he then stares blankly into the distance for 
  a millisecond, and then merrily leaves the PCs, together 
  with Kaleena and Ertik, who just passed by. He does not 
  remember what happens from the moment his behaviour 
  suddenly changes. At this moment the fiend is not hiding, 
  and can be readily be detected as normal. 
   
  Day 2 
  • First elders arrive. 
  • Kaleena and Ertik discover a corpse of one of the dogs in 
  one of the storage rooms. The dog was killed with a quick 
  stroke by a kitchen knife and then viciously slaughtered. 
  There is a LOT of blood. Kaleena did it together with Ertik, 
  but prestidigitation is such a useful spell for cleaning 
  oneself. Of course, since many noniz can cast the spell as a 
  racial ability, finding the killer or even the knife is going to 
  be difficult. 
   
  Day 3 
  • Last elders arrive 
  • Master Thandarthos, and King Hazendel arrive late that 
  night in secret. They are teleported into Starkholm by the 
  court wizard Lanaerra. King Hazendel and Lanaerra want to 
  have a chat with the PCs about security and any strange 
  events that might have happened in the previous days. 
   
  Day 4 
  • Start of the Clanmoot and the Highland Festival. 
   
  Day 5 
  • Arrival of the Ahlissan ambassador and His Eminence, 
  Zamasken early in the morning. Captain Marizia, the 
  ambassador’s eldest daughter and head of his bodyguard, 
  wants to have a chat with the PCs about security. She 
  worries about her father, and hates it that she cannot be 
  present at Starkholm herself. She is a lot more confident if 
  one or more of the PCs have earned the ambassador’s favour 
  or that of the Ahlissan government in the past. The 
  ambassador and Zamasken immediately enter the meeting 
  without talking much with the PCs. 
   
  • If the three possessed servants have not been assigned to 
  the Ambassador, they try to sneak into his quarters, as well 
  as into the quarters of the elders, Olquann “the Axe” and 
  Arkal Grimbear. If they manage to do so without raising an 
  alarm, all three are possessed, leading to the ultimate failure 
  of the meeting. 
   
  Day 6 
  • Midsummer. 
  • Last day of the Clanmoot. 
   
  Day 7 
  • Guests of the Clanmoot leave for home. 
  • The three fiends try to kill Fankaer, but Fankaer manages 
  to escape, running directly to the PCs, begging for 
  forgiveness and their aid. The meeting failed, but at least 
  the PCs can try to stop the villain. 
   
  
  TSS5-05 Midsummer Nightmare 
   
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  Development: As a DM you have some freedom in adding 
  clues that ultimately lead to the confronting the three 
  servants. Work with the clues provided above, but feel free 
  to add or slightly change some of the rumours as long as the 
  PCs eventually guess what is going on and confront them. 
  Proceed with Encounter 3 when that happens. Feel free to 
  use Intelligence, Knowledge or any other sensible skill to 
  check to provide clues. Characters after all, might be more 
  perceptive and intelligent then the players especially when 
  you are running the event in a late-night slot of a 
  convention. 
   
  Troubleshooting: Some DMs and player might wonder 
  why the fiends don’t start hopping over to other characters 
  once the PCs are on to them. Remember though that the 
  servants do not sleep in the same rooms and that a fiend 
  takes a risk with each jump. The potential victim has a Will 
  saving throw to resist the possession, and why risk it if they 
  are already in the right position to strike? This is also the 
  main reason why they avoid even trying to possess the PCs. 
  Chances of success are slim indeed, and any strange 
  behaviour from one of them is bound to be noticed 
  immediately. By the time they realize they have been found 
  out by the PCs (see Encouner 3) it is too late. 
   
  Encounter 3:  
  Exorcisms 
  At some point during Encounter 2 the PCs are likely to 
  realize something odd is going on with the three possessed 
  victims, Ertik, Kaleena and Tallik. Recognizing the weird 
  behaviour is not the same as realizing what is going on, or 
  what to do about it.  
   
  A couple of skill checks can help the PCs realize what 
  is going on, or at least eliminate a few possibilities the PCs 
  might think of: 
   
  � A DC 15 Bardic Knowledge, Knowledge (religion) or 
  Knowledge (the Planes) points out possession as a possible 
  reason for the odd behaviour. Depending on the skill used 
  it just suggests possession in general, ghosts or fiends. 
  There is no means to differentiate between the two except 
  that in this case the detect undead spell for obvious reasons 
  does not sense anything. A successful Knowledge (the 
  Planes) check also points out that creatures with the ability 
  to possess people sometimes can hide their presence from 
  both mundane and magical detection – especially fiends 
  tend to possess such skills. 
  � A DC 20 Spellcraft check helps the PCs realize that a 
  dominate effect does not prevent a victim from 
  remembering what happened while under the spell’s effect.  
  �  A DC 16 Spellcraft effect points out that the described 
  events cannot be attributed to a charm person or similar 
  spell. These spells simply are not strong enough to force 
  persons to betray their ideals. 
  �  A DC 25 Sense Motive check on any of the three 
  possessed makes a PC realize the three are influenced by 
  some outside source and that they do not realize it. If they 
  are actually dominated at the time of such an inspection, 
  the DC becomes 10 + the Bluff skill modifier of the fiend. 
  The fiend might not know everything though, so if a 
  character has taken the time to do some extensive 
  background checks you can give the PCs a +2 to +4 
  circumstance bonus to pierce the fiend’s web of deceit. 
   
  Besides skills, the PCs might also use various spells to 
  smoke out the fiends, or at least learn what is going on: 
   
  � A simple detect magic does not reveal anything out of 
  the ordinary. The ability to possess a creature is a 
  supernatural and it simply is not registered by a spell that 
  detects spells and magic items.  
  � Spells that detect the alignment of the fiends, such as 
  detect evil, register either the alignment of the noniz or the 
  fiend, depending on who is control at the time. If the noniz 
  is in control, then a DC 12 + APL Caster Level check reveals 
  a second aura – that of the fiend. Note that the DC of the 
  check is a bit lower on purpose to give the PCs a fair 
  chance. 
  �  The PCs might decide to try garnering a reaction from 
  the fiend/undead within by bringing the possessed victim 
  into contact with items/spells that specifically target fiends 
  or evil creatures. When a fiend is not in hiding these work 
  as normal, though it must be noted that the possessed 
  victims type does *not* change to Outsider [evil]. When a 
  fiend is in hiding, it requires a Caster Level check with a 
  DC as given above for detect evil spell. 
  � Protection from evil and similar spells do NOT force a 
  fiend out of the protected creature. It does remove any 
  possibility for control for the duration of the spell, and as 
  such can be used to learn something is controlling the 
  victims if cast at the right time. Note that if a fiend is 
  actually controlling a possessed victim it might decide to 
  resist the spell. Whether or not they want to make the save 
  depends on the circumstances and how much damage a 
  successfully cast spell would do to their ploy. 
   
  It is certainly possible that the PCs lack the skills and/or 
  spells to recognize the signs for what they are. Such a lack 
  of resources can easily be overcome by asking NPCs for 
  advice. While Nonzfyr is a small village, its population is 
  greatly expended due to the festivities and it includes many 
  lesser adventurers operating outside on the festival terrain. 
  None of these characters has the time or the inclination to 
  actually face the fiends – that is what the PCs have been 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 14 
  hired for after all. They are more then willing to provide 
  advice and knowledge. In case that the players are stuck, 
  and do not consider this option try to discretely point this 
  out. 
   
  The most likely place for the PCs to go to is the local 
  shrine of Garl Glittergold, the leader of the gnomish 
  pantheon. The cleric attending the shrine is Norn 
  Greengem, a friendly elderly gnome who has some minor 
  problems with hearing. He is a 5
  th level cleric, but he is well 
  versed in religious doctrines including some knowledge on 
  the spiritual threats to his flock. He more or less knows 
  what is described above under the Knowledge (religion) 
  and Knowledge (the planes) skill. He cannot perform an 
  exorcism (see Development below), but he can acquire a 
  divine scroll of break enchantment or dispel evil in 1d3 
  days, which he sells for the normal price to the PCs. The 
  advice or any spells he can cast himself are given for free 
  except for expensive material components. 
   
  � Norn Greengem: Male gnome Clr5 – Garl Glittergold 
  (Heal +11, Knowledge (religion) +10, Knowledge (the 
  planes) +10; AL LG). 
   
  Development: Once the PCs realize what is going on, they 
  likely want to perform an exorcism, or at least speak with 
  the fiends to learn what is going on. 
   
  The fiends are arrogant, and have little to lose. Hence it 
  is impossible to browbeat them into submission. 
  Threatening them with torture only delights them, not 
  because they like pain, but simply since they can just go 
  into 
  hiding, 
  feel nothing, while those righteous 
  adventurers are torturing innocent people. On the other 
  hand, with the right kind of words they can be coaxed into 
  revealing themselves and telling a few things about their 
  goals. It only works when the NPCs are imprisoned, and 
  the PCs show they know of the fiends’ presence. A 
  successful Bluff check opposed by the fiend’s Sense Motive 
  check with a +5 circumstance modifier for the fiends (for a 
  total of +6 modifier at APL 8 and +8 at all other APLs) 
  reveals the following: 
   
  � The fiends where summoned by an immensely 
  powerful wizard who is not part of the noniz community. 
  Which is a bit of an exaggeration, but only *really* 
  powerful wizards can summon and control them of 
  course… 
  � Their goal was to make the meeting fail without killing 
  any of the council members. The fiends really detest this 
  and it is due to their complaining the PCs learn about it. 
  �  A servant of the wizard brought them to the village 
  and selected the victims. They assume he was a local since 
  he was so successful in selecting the victims. While in 
  essence true, this “servant” was forced, something the 
  fiends are not even aware of.  
  �  They can possess anybody. Smart characters should 
  realize that this is nonsense, since if that were the case they 
  would have left their victims at the time of imprisonment. 
   
  At some point the PCs probably want to help the possessed 
  victims and exorcise the fiends. There are a couple of things 
  the PCs can do: 
   
  �  Knock the possessed character unconscious or any 
  other mundane method that truly prevents the fiends from 
  fulfilling their task. In this case they leave the body, 
  preferably when they think they are unobserved, to return 
  to the statuette (see Encounter 4). Note that the fiends are 
  really loathe to leave their victims, since they are aware that 
  a second chance to possess such useful victims is very low.  
  �  Cast a successful dispel evil or similar spell on the 
  possessed characters. A DC 12 + APL caster level check is 
  required when the fiends are in hiding. Otherwise, it is 
  automatically successful. 
  � Cast a break enchantment. A DC 12 + APL caster level 
  check (minimum 25) is required when the fiends are 
  hiding. If the fiends are detected, a DC 25 caster level check 
  is required to force the fiend out of one of its victims. Note 
  this spell can effect multiple targets. 
   
  Note: Dispel magic and similar spells do not work since 
  possessing people is a supernatural ability, and those cannot 
  be dispelled.  
   
  Proceed with Encounter 4 once the fiends are 
  exorcised.  
   
  Troubleshooting: There are two likely problems you as a 
  DM are likely to face. First of all, the PCs might not realize 
  there are three fiends and only confront one or two. It is 
  unlikely this happens by accident, but the PCs could decide 
  to do so to reduce the strength of the opposition and it is 
  certainly intelligent. The fiend that is not yet confronted 
  tries to remain undetected and it does not help its 
  companions in any way. Only when the PCs destroy the 
  statuette it is bound to does it instantly appear in which 
  case it fights the PCs to the death (see Encounter 4). If all 
  three have been discovered, then all three leave at once 
  even when only one is forced out.  
   
  Secondly, the PCs put one and one together and realize 
  that Fankaer is the likely servant of this powerful wizard. 
  They then decide to confront Fankaer before performing 
  an exorcism. The information provided in Encounter 5 
  should help you make the necessary adjustments. The 
  fiends are under no obligation to help him. Only when the 
  PCs destroy the statuettes (and all three have been 
  
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  Page 15 
  imprisoned) do they confront the PCs as described in 
  Encounter 4. Though in that case there is no spirit to follow 
  to Fankaer’s quarters. Instead, the fiends suddenly appear 
  where the statuette was shattered. 
   
  Encounter 4:  
  Confrontations 
  Read out or paraphrase the following the moment the PCs 
  repel one or more of the fiends from their victims. The 
  boxed text assumes the PCs are following the incorporeal 
  fiends fleeing the scene as fast as they can (and as a group 
  together). Adjust if necessary: 
   
  A loud unwholesome screech fills the air, sounding like a 
  mix between a child being torn away from its mother and a 
  dagger scratching a piece of steel. Black-purple smoke 
  seems to ooze forth from the mouth and nostrils of the 
  noniz at your feet. For an instant the cloud seems to 
  coalesce into the vague shape of a 6 ft. high humanoid 
  creature with dagger-sized long fingers and red eyes 
  glowing like red embers hovering above the body it came 
  from. It then becomes shapeless again, flowing along the 
  ground like some kind of black ooze, at first slowly, but 
  gaining speed quickly, moving away from you all.  
   
  A PC who was watching the scene and succeeds at a DC 20 
  Spot check recognized enough of the form to recognize the 
  creature as a babau after a DC 17 Knowledge (the planes) 
  check. For every 5 points above 17 the PC remembers 
  something more about the creature, from it being a demon 
  and all it entails, to its weapon destructive slimy skin, its 
  ability for precision strikes and its vulnerability to good or 
  cold iron weapons. 
   
  In their current shape nothing can affect them, and 
  the mist flows in the direction of Fankaer’s chambers. Since 
  it is nothing more then a figment of the dark spirit fleeing 
  towards the statuette in which it is bound, it is not stopped 
  by doors, and barriers with the Force descriptor only 
  temporarily block its path. The PCs need to follow these 
  clouds immediately or they lose track of them, giving the 
  fiends time to prepare. In that case they still arrive at 
  Fankaer’s doorstep, but it requires the PCs to question 
  eyewitnesses and knocking on various doors that would 
  take roughly 1d4+1 hour. 
   
   
  Quickly chasing the black smoke siphoning through the 
  winding but well-lit corridors of Nonzfyr, you soon lose 
  track of where exactly you are. Keeping up certainly has 
  not been easy, and in a way it is a relief to see the smoke 
  ooze under the front door of one of the burrows of 
  Nonzfyr. Apparently you have reached the end of the line, 
  and the noniz scream of terror on the other side certainly 
  confirms something nasty is happening.  
   
  What do you do? 
   
  The PCs are currently standing in a 5 feet wide corridor at 
  the border of the village on the deep side of town (as the 
  noniz call the area). There are two other doors some 
  distance away belonging to other noniz families, who hold 
  little importance to current events. The door itself is made 
  out of sturdy wood, and locked with a good lock. A brass 
  nameplate on the door in Gnomish identifies the house as 
  belonging to “Fankaer, prospector”. Immediately start with 
  initiative when the PCs arrive at the door and note down 
  the actions of the fiends each round. Their first action is to 
  hide, followed by activating their see invisibility spell-like 
  ability. After that, they ready to attack anybody that enters 
  and manoeuvres into a good flanking position. Remember 
  that a hidden character that jumps forward is not invisible, 
  and hence does not automatically sneak attack a battle alert 
  character unless the character is flat-footed as well. 
   
  � Front Door: strong wood; 2 in.; AC 5; hp 20; Break DC 
  25; Open Lock DC 30. 
   
  Terrain:  The front door leads into a small 10 feet by 10 feet 
  corridor, left from which is a small room for cloaks and 
  boots. Directly after the corridor is the living room, a 30 
  feet long and 20 feet wide room with a door-opening 
  leading to a kitchen and a dining room and second door-
  opening providing access to a corridor and the sleeping 
  quarters to the other side. A closed door leads to a small 
  walk-in closet. There is a small fireplace, as well as a low 
  table, several comfortable chairs and a couch. The floor is 
  covered with a thick carpet and the walls are covered with 
  dark wood for both insulation and style. The room clearly 
  has not been cleaned for some time, and a lot of debris in 
  the form of empty bottles, tankards and less identifiable 
  stuff is scattered across the floor. It is lit by several 
  continual flames, which cast plenty of shadows in which to 
  hide. The roof is not particularly high, but medium-sized 
  creatures can stand upright. Large-sized creatures have to 
  squeeze, however. 
   
  Running or charging in the room requires a DC 10 
  Balance check just as on an uneven floor. Both the PCs and 
  the fiends can use the furniture to their advantage by for 
  example smashing them into the legs of others – treating it 
  as either a Trip attack or Bull’s Rush that do not trigger an 
  attack of opportunity, but at a -4 penalty on the attack and 
  opposed strength roll of the one using the furniture in this 
  fashion (impromptu weapon). 
   
  Creatures: At a first glance the fiends Gerram used, 
  look like ordinary babau, but in reality they come from a 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 16 
  different plane all together. All three the babau are 
  Pseudonatural and they hail from the Far Realm. Even 
  when in their Prime Material form there is something 
  wrong with them, but it is hard for most people to realize 
  what exactly. An ordinary DC 17 Knowledge (the Planes) 
  reveals them as babau, revealing their abilities according to 
  the normal rules. If the result was 30 or higher the PC 
  realize they are pseudonatural. Obviously, when they 
  assume their pseudonatural shape, Alienists instantly 
  recognize them for what they are, and others will after a DC 
  15 Knowledge (the Planes) check. In any event, their origin 
  makes them even more depraved and alien then ordinary 
  fiends. 
   
  APL 8 (EL 10) 
  � Shaldob, Blabul, and Desholk:  Pseudonatural babau; hp 
  66; See Appendix 1. 
   
  APL 10 (EL 12) 
  � Shaldob, Blabul, and Desholk:  Pseudonatural babau 
  Rog2; hp 102; See Appendix 2. 
   
  APL 12 (EL 14) 
  � Shaldob, Blabul, and Desholk:  Pseudonatural babau 
  Rog4; hp 124; See Appendix 3. 
   
  APL 14 (EL 16) 
  � Shaldob, Blabul, and Desholk:  Pseudonatural babau 
  Rog6; hp 146; See Appendix 4. 
   
  Treasure:  
  Destroying all three of the statues that bind the fiends to 
  this plane (see below): 
   
  APL 8: Loot (0 gp); Coin (0 gp); M gem of brightness 
  (10 charges, 217 gp). 
   
  APL 10: Loot (0 gp); Coin (0 gp); M gem of brightness 
  (25 charges, 542 gp). 
   
  APL 12: Loot (0 gp); Coin (0 gp); M gem of brightness 
  (35 charges, 758 gp). 
   
  APL 14: Loot (0 gp); Coin (0 gp); M gem of brightness 
  (50 charges, 1083 gp). 
   
  Detect Magic results: gem of brightness (Faint 
  Evocation). 
   
  Tactics: The strength of the babau lies in their sneak attack, 
  and they try to outflank opponents to the best of their 
  ability. At APL 10 and higher they use their Tumble skill to 
  manoeuvre around the battlefield, though if possible they 
  prefer full-round attacks.  
   
  They are chaotic, and slightly insane, and as such they 
  focus more on the living then the dead and even more on 
  those hitting them than those that might potentially 
  become a much bigger threat later on in the fight. Their 
  insanity also limits their cooperation somewhat, and they 
  might abandon a good flanking position if it has become 
  especially dangerous to one of them. They use their dispel 
  magic on people that are obviously difficult to hit without 
  any clear reason, and only active their see invisibility when 
  they realize there are invisible opponents around. 
  Remember that neither their teleportation nor their 
  summon abilities work at the moment! 
   
  Since they have no choice, they fight to the “death”. 
  During the fight they love to make sneering remarks at the 
  expense of their opponents. 
   
  Development: Each fiend that is killed turns into 
  smoke, including their equipment that seems to drain into 
  a small stone statue standing on the mantelpiece. These 
  statues are crude depictions of a warrior, a wizard and a 
  rogue and they are made out of red basalt. To permanently 
  banish the fiends from this world these statues need to be 
  smashed, which is relatively easy considering they are 
  ordinary and non-magical. Anybody that succeeds at a DC 
  20 Knowledge (arcana) or Knowledge (the Planes) realizes 
  this (if the players don’t guess themselves). When a statue is 
  destroyed, a loud wail echoes through the room and 
  shadows seem to temporarily darken and temperature 
  drops for a few moments before everything turns normal. 
  Despite the theatrics, nothing bad happens (to the PCs at 
  least). When the last statue is broken, the PCs find a clear 
  crystal in the remnants. This is a gem of brightness with the 
  amount of charges depending on the APL as is noted in the 
  treasure section. 
   
  Once the PCs have dealt with the fiends, they find 
  Fankaer curled up in a foetal position under his bed. 
  Dealing with him is discussed in Encounter 5 below.  
   
  Troubleshooting: It is certainly possible that the PCs 
  take their time chasing down the fiends and wait more then 
  a couple of hours before doing so. In that case the fiends 
  take a risk by forcing Fankaer to smuggle the statuettes into 
  the meeting halls. Fankaer’s Bluff is not too high, nor does 
  he have a particular good excuse for entering the place. If 
  thwarted, the fiends emerge from the statuettes and attack 
  the PCs present, hoping to create an opening for Fankaer to 
  enter the halls and place the statuettes in the servant 
  quarters. Once again, Fankaer’s Hide and Move Silently are 
  not too high. If a PC specifically keeps an eye on Fankaer 
  during the fight, they see him sneaking out. Otherwise a 
  DC 15 Spot check is needed. If the fiends are defeated, the 
  smoke once again seeps towards the statuettes, but they 
  hope that Fankaer has hidden them well enough by the 
  time. It is a desperate act, and unless the PCs are really 
  foolish, it should fail. If successful three other servants or 
  soldiers get possessed. Adjust as necessary, but remember 
  that Fankaer is a prospector – an expert specialized in 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 17 
  finding valuable stuff in the Hollow Highlands and the 
  caves below. Also remember he is forced to do these acts. 
  More details on Fankaer can be found in Encounter 5. 
   
  Encounter 5:  
  An Unwilling Villain 
  How exactly the PCs come across Fankaer depends a bit on 
  their actions. The most likely way is when defeating the 
  fiends in his quarters, in which case the find him curled up 
  under his bed. In that case he immediately begs for mercy 
  when he realizes he is found out and that the PCs have 
  defeated the fiends. Starting a flood of words, difficult to 
  follow due to the speed with which he is talking, he not 
  only begs for mercy and forgiveness, but also explains that 
  he was forced to do it by an evil dwur wizard, he did not 
  know it involved fiends and that they have his only son. 
  Eventually Fankaer is out of breath and he ends as a 
  sobbing heap on the floor. The only way to interrupt the 
  flow is a slap in the face, a DC 14 Intimidate or a DC 15 
  Diplomacy check. Once calmed, he is more able to answer 
  any questions and react in a coherent fashion. 
   
  If the PCs talk with Fankaer before the fiends have fled 
  into his quarters, he is not nearly as distraught as described 
  above. He does not allow the PCs to enter his home 
  immediately, only doing so after a bit of pushing, and then 
  he profoundly apologizes for the mess. A DC 10 Sense 
  Motive check shows that he is very tense and seems to be 
  either afraid or worry about something. If the result is 15 or 
  higher the PC realizes he is afraid of the PCs as well as 
  something undefined. Since the statuettes are neither 
  magical nor evil, the PCs might not discover them, but 
  when searching the place, let them make a DC 15 Sense 
  Motive check to realize the statuettes worry Fankaer. Only 
  note their presence when they succeed in this check! In 
  any event, if confronted with some evidence and after a DC 
  14 Intimidate check (note that medium-sized characters 
  gain a +4 bonus on this check) or a DC 30 Diplomacy check 
  (from indifferent to helpful – he needs to be convinced the 
  PCs can help him save his son and that they do not kill him 
  if they learn the truth) he confesses his crimes, once again 
  begging the PCs for forgiveness and help. 
   
  Remember that all Fankaer had to do was to smuggle 
  the statuettes inside and then make sure they were placed 
  next to somebody with close access to the meeting while 
  that person was sleeping. He did not know how exactly the 
  statuettes work, and the mad wizard had promised him that 
  nobody would die in the process. Also remember that the 
  wizard has his only son hostage, and unless the PCs either 
  destroyed the fiends or made a successful Diplomacy check, 
  he now thinks his son is doomed. Otherwise he is 
  convinced the PCs are the only ones able to save his son. 
   
  � Fankaer: Male gnome Exp5 (AL CN); See Appendix 6. 
   
  What can Fankaer tell about the mad dwarf who forced him 
  into smuggling the statuettes inside: 
  - 
  It is a powerful dwur wizard who lives in a lair 
  roughly 8 hours walking from here. 
  - 
  He has a man-ape-like creature with grey fur as a 
  bodyguard. The beast has some weird tentacles. 
  - 
  The wizard is quite insane, constantly talking to 
  some silent voice, and once in a while screaming 
  to stop talking.  
  - 
  His ultimate goal seemed to be to liberate all 
  prisoners in the Calling Mines and destroy it so 
  that nobody could be incarcerated in that hellhole. 
  - 
  The wizard is covered in scars around the wrists 
  and ankles, suggesting he has been a slave for 
  some time. 
  - 
  He can make a rough sketch of the cavern the 
  mad dwarf uses as his lair. 
  - 
  At APL 10 and above: The wizard was hiding 
  behind some kind of weird smoke barrier that 
  blocked people from looking into the mist, or 
  hearing anything from it, but once inside was 
  completely gone. A DC 25 Spellcraft check 
  recognizes it as a Mordekaine’s private sanctum. 
   
  Development: If they manage to either convince Fankaer 
  of their good intentions, or that they are more terrible foes 
  then the distant mad dwur, it should be relatively easy to 
  convince the poor noniz to guide them to the mad dwur’s 
  lair. Since by now Fankaer is not lying anymore, divination 
  spells in that direction do confirm this.  
   
  It is likely that the PCs now report their findings to 
  Orlamm, who seems to be shocked about the idea that a 
  mad wizard has his lair relatively nearby. While unchecked 
  the wizard forms a dangerous threat to the mission, 
  especially since he might know his plot has been thwarted. 
  Not to mention the poor noniz, a clan member even, that 
  he holds hostage might die any moment. He wants the PCs 
  to deal with the wizard immediately, though with the right 
  arguments he might wait until the PCs are properly rested 
  and prepared. He certainly offers any gear the PCs might 
  need, such as sunrods, rope, grappling hooks, pitons and 
  the like as long as he gets those unused back afterwards. If 
  the PCs insist on waiting until after the meeting, he allows 
  them to do so after a DC 25 Diplomacy check. Nothing 
  changes in the adventure, except that poor Kalil is dead by 
  that time. 
   
  Note that if PCs ask around in Nonzfyr about a mad 
  dwur, they learn after a successful DC 30 Gather 
  Information check that a dwur that fits the description was 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 18 
  recently kicked out of the Hollow Highland Liberators, � a 
  group of fanatic Hollow Highlanders and Trithereonites 
  whose goal is to chase the Ahlissans out of the Hollow 
  Highlands. He was considered to be too fanatical and there 
  are whispers he trafficked with demons. Nobody knows 
  where exactly he learned his wizardly skills. 
   
  Encounter 6:  
  Journey into the Deep 
  The boxed text below assumes the PCs arrive at Gerram’s 
  lair by foot through the maze of dark caverns and 
  abandoned mines that riddle the Hollow Highlands. Adjust 
  the text if the PCs use another method of travel, such as 
  teleporting directly into the lair (though this is somewhat 
  unlikely). 
   
  You quickly realize the name “Hollow Highlands” is quite 
  appropriate as you travel through the dark caverns and 
  abandoned mines that run beneath the hills Traversing the 
  dark caverns is far from easy and involves a lot of crawling, 
  climbing and on a couple of occasions even swimming. 
  The region above ground might be dry, but there is plenty 
  of water below. You soon realize it is a maze, and that 
  getting lost in these caverns is incredibly easy. Luckily, 
  your guide Fankaer, though silent and depressed, seems to 
  know his way around and where necessary he is also 
  helpful and resolute. 
   
  Allow the PCs to have some fun while traversing 
  Underoerth, but do not spend too much time on it. Make 
  sure you know their general party order, and which spells 
  are running at what time. After a trip of one full day, 
  assuming a speed of 20 feet, they get near to Gerram’s lair. 
  Unbeknown to Fankaer, Gerram has teamed up with two or 
  more creatures of Underoerth. Proceed with Encounter 7.
   
   
   
  Troubleshooting: At higher APLs, it is certainly 
  possible the PCs want to scry upon Gerram or Fankaer’s son 
  Kalil. At APL 8 doing so is no problem, though both 
  Gerram and Kalil get a Will save as normal. There are NO 
  light sources in Gerram’s lair. Use the descriptions 
  provided in Encounter 8 and 9 to help describe what the 
  PCs see. At APL 10 and higher Gerram has cast a 
  Mordekainen’s private sanctum on his laboratory (room 5), 
  the well (room 4) and the laboratory (room 6). On APL 12 
  the summoning room (room 7) is also included in the spell. 
  The spell prevents scrying of any kind. Scrying on Kalil is 
  still an option, and the PCs can certainly teleport into his 
  cell.  
   
  Encounter 7:  
  Guardians 
  Like the boxed texts in Encounter 7, it is assumed that the 
  PCs travel by foot through the Underoerth to get at 
  Gerram’s lair. Adjust the text if necessary, for example if the 
  PCs teleported into area 3 and trigger the guardians when 
  coming from the other direction. 
   
  You have been travelling through the unending darkness 
  of Underoerth for hours, and (most of) you quickly lost 
  the feeling of both time and direction. It must be around 
  the end of the day, when turn around a corner into a small, 
  but beautiful cave. A large part of the cave is covered by a 
  pool of crystal clear water fed by a small waterfall.  
   
  “Do not drink from the water, it is poisonous, though 
  I am not sure why. The stream that feeds it, is perfectly 
  alright.” Fankaer whispers. “We are getting near. You see 
  that waterfall, if you climb up the cliff you can crawl 
  through the river. That passage soon widens, and after 
  roughly 100 feet, there is a junction. The stream comes 
  from the left passage, and that is where the mad dwur 
  made his living quarters.” 
   
  A quick glance at the cavern wall from which the 
  waterfall flows shows that it is a slippery affair. The small 
  opening from which the waterfall flows is going to be 
  more problematic, but it should be doable. Luckily there is 
  a small outcrop that should make climbing in easier. 
   
  Climbing the wall requires a DC 20 Climb check, though 
  there are enough places to tie a rope to above. With a bit of 
  difficulty the PCs should be able to get up, else Fankaer can 
  always climb up and tie a rope up at the outcrop leading to 
  the waterfall. Medium sized and smaller characters can 
  crawl through the opening with some difficulty. Large 
  sized creatures need to make a DC 30 Escape Artist check. 
  Huge and larger creatures simply do not fit. 
   
  Fankaer does not want to proceed from here. He is not 
  nearly experienced enough to deal with the mad dwur and 
  his weird ape-like bodyguard. He is deadly afraid the wizard 
  is going to throw a fireball or a similar spell at the group, 
  which would immediately incinerate the poor noniz (or se 
  he assumes). He also points out that the PCs need him alive 
  to get back out of this maze, which is true unless one or 
  more 
  of 
  the 
  PCs 
  have 
  excellent 
  Knowledge 
  (dungeoneering) and Survival skills. PCs can convince him 
  to come with a DC 20 or 30 Diplomacy check, the standard 
  Intimidation check or by simply forcing him to go, but it 
  might not be particularly wise (the guardians below 
  certainly do not make an exception for the noniz). He does 
  not want to be tied up even if it is the only way that the PCs 
  leave him behind – if the PCs die, he is signing his own 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 19 
  death sentence. He is quite sincere about his fears, and 
  where the mad wizard has made camp. 
   
  Note: Fankaer does NOT know of the existence of the 
  guardians (see below). 
   
  Once the PCs have crawled through the opening, it is 
  another 100 feet until they arrive within line of sight of 
  area 1 on the map, roughly 30 feet from Gerram’s lair. It is 
  only a small stream, and the waterfall does not make much 
  sound. Unless the PCs have been incredibly silent, the 
  guardians at Area 1 have heard the PCs approach. In that 
  case, they have hidden themselves behind stalagmites and 
  rubble in area 1. They attack once the PCs are within 20 
  feet, or earlier when the PCs start casting spells. Allow the 
  PCs a DC [APL 8: 21; APL 10: 29; APL 12 and 14: 31] Spot 
  check to note the guardians seconds before they attack.  
   
  A map of the area can be found in Appendix 7, note 
  that the room with the waterfall is not on it. 
   
  Creatures: While wandering through the Underoerth, 
  Gerram came across a band of creatures native to the 
  region. Instead of ending up as dinner for these creatures, 
  Gerram managed to make a deal with them and since that 
  time they are guarding his lair. At APL 8 and 10 these 
  creatures are destrachan’s, sadistic blind lizard-like 
  creatures with a love to play with their prey. Their natural 
  attack includes screams, making them perfect as guardians. 
  At APL 12 and 14 these creatures are ropers, strange evil 
  creatures that look like stalagmites who ambush their pray 
  from afar with their strength draining strands. At all APLs 
  they are bored, somewhat hungry and they show no mercy 
  to the unexpected visitors. Remember that destrachan’s 
  have 100 feet blindsight, but the roper’s can only see 60 feet 
  in total darkness. 
   
  Note that they are intelligent enough to expect trouble 
  from all directions. Gerram is a powerful wizard, and they 
  do not trust him very much. 
   
  Terrain: The stream is not deep enough to hinder 
  movement at all. It does make the already uneven floor 
  surface slippery and more difficult to run over. Running or 
  charging in the region requires a DC 14 Balance check. 
  Failure by 4 or less means the character can’t run or charge, 
  but may otherwise act normally. A bigger failure results in 
  that character falling prone. Due to the slipperiness of the 
  region, and the loose rubble all Tumble checks have a +4 
  DC modifier as well.  
   
  There are several stalactites and stalagmites on the 
  plateau to the east (see the description of Area 1 in 
  Encounter 8), which are not drawn, but you can place them 
  on the map. These provide partial cover in a way similar to 
  minor trees in a forest. A creature standing in the same 
  square as a stalagmite gains a +2 bonus to Armor Class and a 
  +1 bonus on Reflex saves (these bonuses don’t stack with 
  cover bonuses from other sources). The presence of a 
  stalagmite doesn’t otherwise affect a creature’s fighting 
  space, because it’s assumed that the creature is using the 
  stone formation to its advantage when it can. 
   
  APL 8 (EL 10) 
  � Destrachan (2): hp 60 each; See Monster Manual page 49 
  and Appendix 1. 
   
  APL 10 (EL 12) 
  � Destrachan, advanced 16 HD (2): hp 120; See Appendix 
  2. 
   
  APL 12 (EL 14) 
  � Ropers (2): hp 85; See Monster Manual page 215 and 
  Appendix 3. 
   
  APL 14 (EL 16) 
  � Ropers (4): hp 85; See Monster Manual page 215 and 
  Appendix 4. 
   
  Tactics: The ropers have hidden themselves roughly 50 feet 
  away near the start of the other two corridors. They hope to 
  lure the PCs closer, so that they can use their 50 feet reach 
  with their strands to its fullest advantage. Each roper 
  focuses fully on a heavily armoured opponent, reasoning 
  that those are most likely to resist their strength drain. 
  When dealing with lightly armed opponents, they spread 
  out their attacks over separate victims. They lack the speed 
  to flee, and fight to the death. They speak Undercommon 
  and Terran, and with a proper incentive can be convinced 
  to stop attacking the PCs. This requires a DC 45 Diplomacy 
  check, which includes the -10 penalty for the rushed job. 
   
  The destrachans have hidden themselves in the same 
  region as the ropers would, and they try to get all the PCs 
  into range of their breath weapon. One starts with a breath 
  for wood, while the other tries to shatter anything metal in 
  the region. The next round both go for the lethal version of 
  their breath weapons, reasoning that if an object is not 
  destroyed in one round, it is too sturdy. They do not like to 
  use their claws, unless their breath weapon clearly does not 
  affect the opposition. Also remember that they are not 
  immune to their own breath weapons and they will try to 
  manoeuvre into a position that leaves the other out of the 
  breath weapon area of effect. If brought down to 25% or less 
  of their hit points they flee. If confronted with a silence 
  spell, the two creatures flee towards Gerram, which would 
  make that battle considerably more dangerous – especially 
  since Garram would not hesitate to dispel it. 
   
  Both types of creatures make a LOT of noise during the 
  battle to alert Gerram. Hoping that he is coming to aid 
  them, but he considers them mere bladefodder, and leaves 
  them to their own devices. Though he does prepare for the 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 20 
  coming fight, rushing out when it becomes apparent the 
  PCs defeated his guardians.  
   
  Treasure: None. 
   
  Development: Once the guardians are defeated, the PCs 
  can enter Gerram’s lair. Descriptions of the area can be 
  found in Encounter 8. 
   
  Gerram likely knows that the PCs won the battle since 
  the usual cries of victory of his guardians are absent. In that 
  case, he immediately prepares for battle, and waits for the 
  PCs in front of the pool. If the PCs wait too long, he rushes 
  out to confront the PCs before they can prepare too much. 
  When exactly this happens is up to you, and if the fight 
  with the guardians was too easy it should happen sooner 
  then when the PCs had real difficulties (and hence need 
  more time to recover).  
   
  Encounter 8:  
  Lair of the Mad Wizard 
  Gerram is convinced the voices in his head lead him to 
  these caverns, but in reality it was pure chance. The caverns 
  are perfectly suited for Gerram’s purpose: close enough for 
  the surface to reach with reasonable ease and far away 
  enough to remain undetected by those meddlesome 
  Burrowers. There is also a source of good drinking water, 
  and the natural ecology functions as a perfect alarm system 
  (see the shriekers in area 4). He had to kill the previous 
  occupants, a patch of violet fungi, but that was easily done. 
  While water is present, the other caves were dry and with a 
  little bit of work reasonably useful. Luckily, the strong Darg 
  was more then willing to lend a hand. 
   
  The main corridor is 10 feet wide, wet, slippery and 
  smooth due to the small stream flowing out of the well in 
  area 4. The corridor is roughly 15 feet high. The rooms that 
  split off this main corridor are all a lot higher, and steep 
  slopes lead up to these (roughly 10 feet wide, 10 feet up). 
  Moving into these squares costs double movement and 
  somebody running down runs the risk of falling as 
  described in the Dungeon Master Guide. 
   
  Gerram has had no time to build proper doors, and it is 
  unlikely he will do so in the future. He has used the 
  strength of Darg to great advantage by letting the render 
  roll a couple of large boulders to block off the various 
  entrances of the side caverns. Anybody with a combined 
  Strength of 20 or higher can roll these away. Two medium 
  sized characters can roll one boulder at the same time. 
  Doing so obviously makes a LOT of noise. The PCs could 
  also hack their way through these boulders. These boulder-
  doors are far from air-tight, and hardly block any sound, 
  light or a draft. They are here just to prevent surprise 
  visitors, most notably his own allies. 
   
  � Boulder door: Unworked stone; 5 ft. thick; hardness 8; 
  450 hp. 
   
  Room 1: Entrance 
  The steam flows from a big opening in the north and makes 
  a sharp turn to the west here. The floor is smooth and 
  slippery due to the water and it slopes gently up towards 
  the north. Steep banks rise up in the east leading to a small 
  plateau from where two corridors lead further into the 
  Underoerth. These banks count as a steep slope, costing 
  double squares to move up and requires a DC 16 Balance 
  check to run or charge down without falling.  
   
  Due to the running water, there are no stalagmites in 
  the corridor, though there are several small stalactites on 
  the ceiling that a flying PC might be able to use for cover. 
  The ceiling is roughly 20 feet high above the stream and 10 
  feet high above the plateau. On the higher plateau there are 
  several small stalagmites, which are not on the map. Count 
  these as small trees, providing cover for those creatures 
  standing on the same square. Like in any natural cavern 
  there are a lot of beautiful rock formations in the areas out 
  of reach of the running water. 
   
  Room 2: Guardians’ lair 
  This wide natural cavern only has a 10 feet high ceiling and 
  since the floor rises slowly towards the back the ceiling is 
  only 3 feet high in most western part of the cavern. The 
  floor is uneven, surprisingly dry and there is nothing of 
  value. Close examination of the floor reveals a 5 feet wide, 1 
  feet deep ditch leading from the back down to the main 
  corridor which seems to function as a drainage system. The 
  sides are unnaturally smooth and it seems to be crafted 
  with magic. At APL 8 and 10 it is clearly used as a nest by 
  reptilian like creatures, and PCs with the Track feat are 
  bound to recognize the tracks as belonging to the 
  destrachan’s.  
   
  Room 3: Storage Area  
  The cave behind the boulder is natural, and contains a few 
  crates and sacks with various kinds of food and some 
  general supplies. The food is of average quality, old and 
  some of it is starting to show firsts signs of rot. The supplies 
  mainly consist of simple tools, nails, rope and wood. All 
  together it is hardly worth the effort to lug it along back to 
  Nonzfyr.  
   
  Tied up in a corner also lies Kalil. Gerram forgot him, 
  or else the poor bugger would have been long dead: fed to 
  destrachans or ropers. Weirdly enough Darg has not 
  forgotten him, and the creature gave Kalil food and water at 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 21 
  irregular intervals, after having “played” a bit with his toy. 
  Kalil is not in a very good condition, and he only has a few 
  more days to live. When rescued, he is too weak to react in 
  any meaningful way. He has only 1 hit point left, and while 
  the damage is nonlethal, it can only be cured if he gets 
  enough food and water – not even a heal spell can cure it. 
  Since his fatigue state comes from his lack of food and 
  drink, it also cannot be removed before the damage is 
  removed. 
   
  Like his father Kalil is a prospector, but he is more 
  outgoing and less embittered. He is definitely grateful 
  when rescued. 
   
  � Kalil: Male gnome Exp2 (AL NG). 
   
  Room 4: The Well (EL 2) 
  The stream flows from a small pool at the northern end of 
  the cavern. Around this point the corridor becomes smaller 
  and smaller until it eventually is just a crack to small even 
  for a hobniz to crawl through. The pool itself is 2 feet deep 
  at its deepest point, while the average depth is about 1 foot. 
  The water in the pool is crystal clear and it is perfectly safe 
  to drink from. At the banks in the mud there grow several 
  mushrooms and other slimy substances of all kinds of 
  colours. A few bones can be seen sticking out of the dirt, 
  and the PCs might come to the wrong conclusion there is 
  something dangerous here. In reality, Gerram destroyed 
  the violet fungi growing in the region and as long as the 
  PCs do not start eating mushrooms at random there is no 
  threat here. Gerram did leave the 3 shriekers alone though 
  since he thought them to be a good alarm system. 
   
  Remember that at APL 10 and above this area is 
  protected by Mordenkainen’s private sanctum. The 
  shriekers can look out, but their noise is blocked. So PCs 
  outside of the area might not even realized they have 
  triggered an alarm. 
   
  � Shriekers (3): hp 11; see Monster Manual page 113. 
   
  Room 5: Camping Area 
  Gerram sleeps roughly between midnight and 8 am. 
  Otherwise he can be found in his laboratory. Note that part 
  of the entrance to this cavern has been closed off by a heap 
  of rubble that has clearly been dumped here recently. 
  Remember that at APL 10 and above this area is protected 
  by Mordenkainen’s private sanctum. 
   
  Room 6: Laboratory 
  Gerram spends most of his time in this area and you can 
  safely assume he is here when not sleeping at the time the 
  PCs arrive somewhere in his lair. Depending on the 
  circumstances, Gerram might decide to confront the PCs in 
  this area or somewhere else. See Encounter 9 for more 
  information. Remember that at APL 10 and above this area 
  is protected by Mordenkainen’s private sanctum. 
   
  The area is dominated by a large slab of stone covered 
  with all kinds of laboratory gear from all kinds of crystal 
  vials to various small brass braziers and porcelain pots and 
  crushers. Various parts of the slab are scorched or contain 
  small holes formed by acid. The northern side of the table is 
  empty of lab equipment, but is covered with parchment all 
  heaped in one big spread out pile without any rhyme or 
  reason. The parchment is covered with notes, sketches and 
  weird symbols. The readable pieces are written in Dwur, 
  and a DC 15 Knowledge (arcane) clearly shows that it are 
  notes on various of experiments mostly involving 
  Conjuration (summoning). On a cupboard on the northern 
  wall stand a few more books as well as Gerram’s spellbook. 
  The books are mostly written in Ur-Flan and Draconic and 
  they are of the kinds that give sane people nightmares. Like 
  the notes they are all in a chaotic mess and even when a 
  reader understands the languages, it is going to take a lot of 
  time to decipher. 
   
  The wooden rocking chair with its silken cushion, 
  woollen blanket and foot cushion look very homely and out 
  of place. A small box next to the chair contains pipeweed 
  and several pipes. Two torches lit with continual flame 
  spells light the room. 
   
  Treasure: 
  Looting the laboratory: 
   
  APL 8: Loot (60 gp); Coin (0 gp); Special Gerram’s 
  spellbook (125 gp), “Gerram’s Research Notes”. 
   
  APL 10: Loot (60 gp); Coin (0 gp); Special Gerram’s 
  spellbook (212 gp), “Gerram’s Research Notes”. 
   
  APL 12: Loot (60 gp); Coin (0 gp); Special Gerram’s 
  spellbook (333 gp), “Gerram’s Research Notes”. 
   
  APL 14: Loot (60 gp); Coin (0 gp); Special Gerram’s 
  spellbook (412 gp), “Gerram’s Research Notes”. 
   
  Gerram’s Research Notes: A wizard studying the mad 
  dwarf’s work for 1 TU knows how to peacefully interact 
  with creatures from the Far Realm and hence fulfill the 
  special requirements for the Alienist prestige class. Note 
  that this prestige class is considered illegal in many regions. 
  Market Value: 0 gp. 
   
  Gerram’s Spellbooks: These spellbooks contain the 
  following spells: 
   
  Book I: 1
  st�color spray, lesser orb of acid (CA), mage 
  armour, magic missile, ray of enfeeblement; 2
  nd–false life, 
  glitterdust, resist energy, web; 3
  rd–dispel magic, magic 
  circle against law, slow; 4
  th–enervation, summon monster 
  IV. Market Value: 1500 gp. 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 22 
   
  Book II: 3
  rd–fly; 4
  th–anticipate teleportation (CA), 
  dimension door; 5
  th–Mordenkainen’s private sanctum, 
  vitriolic sphere (CA).Market Value: 1050 gp 
   
  Book III: 4
  th–enervation, Otiluke’s dispelling screen 
  (CA); 5
  th–feeblemind, summon monster V, wall of force; 
  6
  th– disintegrate. Market Value: 1450 gp 
   
  Book IV: 6
  th–greater dispel magic, summon monster 
  VI; 7
  th–mass hold person. Market Value: 950 gp. 
   
  Room 7: Summoning Chamber 
  Gerram has used this area of his lair to summon the 
  creatures from the Far Realm. Like any natural cavern the 
  walls and floors are uneven, relatively smooth, wet and 
  slippery. A few stalactites and stalagmites have been 
  forcibly removed to provide some space for the huge 
  pentagram drawing on the floor. The pentagram has been 
  drawn with a mix of silver powder, charcoal and blood 
  surrounded by a circle of strange runes. It is already 
  starting to feint. Large puddles of purple wax lie at each 
  point of the pentagram. A DC 15 Knowledge (arcana) 
  recognizes it as a true summoning circle though the 
  symbols around it contain a few unknown marks on the 
  spots where the marks of the planes are placed. After 
  having recognized the symbols, the same character can 
  identify the unknown runes after a DC 30 Knowledge (the 
  planes) as belonging to the Far Realm – a plane outside the 
  regular order inhabited by insane and utterly alien entities 
  often seen as true anathemas to the Prime Material plane. 
  Characters with the Alienist prestige class, or who have 
  done research into the Far Realm before (as noted on the 
  AR) have a +10 bonus on these checks. The magic of the 
  circle is long gone, and breaching it posses no risk. There is 
  nothing of value here. 
   
  Remember that at APL 12 and above this area is 
  protected by Mordenkainen’s private sanctum. 
   
  Encounter 9:  
  Madness Confronted 
  As noted in Encounter 7 and 8, Gerram and his bodyguard 
  Darg can be found throughout his whole lair. He spends 
  most of his time in either Area 5 (when sleeping) or Area 6 
  (virtually all other time). Where he confronts the PCs is 
  highly dependent on the PCs are assaulting his home. Read 
  out aloud the following when the PCs first meet the pair 
  and adjust to take specific protective spells into account: 
   
  Before you stands a 10 feet tall muscled hunched 
  humanoid creature dragging huge clawed hands over the 
  floor. It has a grey skin, a large mouth filled with rows of 
  sharp teeth and 6 yellow glowing eyes � three above each 
  other on each is de of the face. [APL 10 and above:] Its skin 
  is covered with strange cysts and you immediately note 
  several octopi-like tentacles growing from its back that 
  move as if they have a mind of their own. 
   
  Behind this muscled monstrosity stands an average 
  sized dwur with wild dirty black hair and wide round eyes. 
  His face is pale and covered in scars that look like the 
  wounds of a whip. The scars of manacles on his wrists are 
  also easy to see. His clothing might once have been 
  expensive, but it has been torn and mended so often that 
  much of its grandeur has been lost. The dwur seems to 
  favour purple and black. There is something about his 
  composure and his gaze that gives you the shivers – the 
  dwur looks utterly and irrevocably mad. 
   
  When the dwur sees you, he cackles madly and then 
  screams: “I never will be put in prison again! I will rather 
  die!” 
   
  Creatures: The leader and brain of the pair is Gerram, an 
  insane dwur wizard. He has been a prisoner in the Calling 
  Mines for a long time, and the voices in that place have 
  driven him into insanity. During the rebellion at the mines 
  not too long ago, he escaped. For a short time he joined the 
  fanatical Trithereonites in the Highlands that are opposing 
  Ahlissa in the hope to free all prisoners in the Mines, but 
  he was kicked out for being too fanatical and that is saying 
  something. Now he is working on his own.  
   
  During his travels through the Hollow Highlands he 
  came across Darg, a grey render (at APL 10 and higher: of 
  supernatural origin). Nobody knows the thought processes 
  of a grey render, and how they select their master. Fact is 
  that Darg selected Gerram, somehow recognizing a kindred 
  spirit, and started following Gerram. At first Gerram was 
  somewhat unsettled, but soon he learned to appreciate the 
  render’s presence. 
   
  Note that knowledge of the Far Realms and the 
  creatures therein is not common among the people of 
  Greyhawk even not amongst the sage versed in planar lore. 
  Knowledge checks to recognize Darg as a half-farspawn 
  incur a -10 circumstance penalty except for alienists. 
   
  APL 8 (EL 10) 
  � Gerram: Male dwarf Wiz5/Alienist3; hp 49; See 
  Appendix 1. 
  � Darg: Male gray render; hp 125; See Monster Manual 
  page 138 and Appendix 1. 
   
  APL 10 (EL 12) 
  � Gerram: Male dwarf Wiz5/Alienist5; hp 64; See 
  Appendix 2. 
  � Darg: Male half-farspawn gray render; hp 155; See 
  Appendix 2. 
   
  
  TSS5-05 Midsummer Nightmare 
   
  Page 23 
  APL 12 (EL 14) 
  � Gerram: Male dwarf Wiz5/Alienist7; hp 88; See 
  Appendix 3. 
  � Darg: Male half-farspawn advanced 13 HD gray render; 
  hp 201; See Appendix 3. 
   
  APL 14 (EL 16) 
  � Gerram: Male dwarf Wiz5/Alienist9; hp 105; See 
  Appendix 4. 
  � Darg: Male half-farspawn advanced 16 HD gray render; 
  hp 280; See Appendix 4. 
   
  Tactics: It is difficult to predict how and when the PCs 
  arrive, so the casting of various buffing spells has not been 
  taken into account in the stat blocks in the appendices. At 
  APL 10 and above Gerram always casts anticipate 
  teleportation just before going to bed – afraid as he is to be 
  surprised during the night (and trusting his guardians to 
  make enough noise when a normal route is taken). 
  Depending on the time of the day, and his level it might 
  still be active when the PCs enter his lair. In any event, as 
  soon as the alarm is sounded he starts casting buffing spells 
  on himself and Gerram. In the meantime Darg also buffs 
  himself and Gerram using some of his spell-like abilities. 
  Once ready he starts looking for the PCs. 
   
  During the fight, Gerram loves to start by summoning 
  creatures, especially if he has a round or two before the PCs 
  arrive. Since he joined up with Darg his favourite monsters 
  are those that hinder the PCs by special trip attacks 
  (wolves), throwing webs (spiders), or grappling (weasels 
  and snakes). He loves spiders that entangle opponents with 
  their webs, which keeps opponents at least busy for 1 
  round. He prefers to summon more then one creature per 
  spell and hence selects creatures from one level lower then 
  the actual spell. Remember that all creatures he summons 
  are pseudonatural and use they use their true strike ability 
  on the first round. For ease of use some of his favourite 
  monsters have been described in Appendix 5. 
   
  While insane, Gerram is highly intelligent, and when 
  he realizes summoned creatures cannot touch the PCs (e.g. 
  due to a protection from evil), he quickly switches tactics. 
  He focuses his damaging spells on wizards (especially 
  enervation). One favourite tactic is to place a Otiluke’s 
  dispelling screen and let Drag bull rush PCs through it. 
  Another is to use web or wall of force to split the PCs up 
  and giving Darg less opponents to worry about. He fights to 
  the death. 
   
  Darg is not particularly bright, and he just goes for the 
  kill. He focuses on opponents that directly threaten his 
  master, Gerram. He definitely uses blur on himself and 
  Gerram while using greater invisibility on himself. If he 
  cannot reach something due to the walls, he is not adverse 
  to use ethereal jaunt at higher APLs. Remember that he 
  only has an Intelligence of 3, and an obsessive desire to 
  protect Gerram – most of the time he just prefers to claw 
  and rend things until they stop kicking back. 
   
  Treasure:  
  Looting Gerram: 
   
  APL 8: Loot (4 gp); Coin (50 gp); Magic brooch of 
  shielding (125 gp), Heward’s handy haversack (167 gp), 2x 
  potions of cure moderate wounds (25 gp each), ring of 
  protection +1 (167 gp), 2x scrolls of comprehend languages 
  (2 gp each), 2x scrolls of obscuring mist (2 gp each), scroll 
  of see invisibility (13 gp), vest of resistance +1 (83 gp). 
   
  APL 10: Loot (4 gp); Coin (50 gp); Magic brooch of 
  shielding (125 gp), headband of intellect +2 (333 gp), 
  Heward’s handy haversack (167 gp), 2x potions of cure 
  moderate wounds (25 gp each), ring of protection +1 (167 
  gp), 2x scrolls of comprehend languages (2 gp each), 2x 
  scrolls of obscuring mist (2 gp each), scroll of see 
  invisibility (13 gp), vest of resistance +2 (333 gp). 
   
  APL 12: Loot (4 gp); Coin (300 gp); Magic brooch of 
  shielding (125 gp), cloak of arachnida (1167 gp), headband 
  of intellect +2 (333 gp), Heward’s handy haversack (167 gp), 
  2x potions of cure moderate wounds (25 gp each), ring of 
  protection +1 (167 gp), 2x scrolls of comprehend languages 
  (2 gp each), 2x scrolls of obscuring mist (2 gp each), scroll 
  of see invisibility (13 gp), vest of resistance +2 (333 gp). 
   
  APL 14: Loot (4 gp); Coin (300 gp); Magic brooch of 
  shielding (125 gp), cloak of arachnida (1167 gp), cloak of 
  resistance +2 (333 gp), deep red sphere ioun stone (667 gp), 
  headband of intellect +4 (1333 gp), Heward’s handy 
  haversack (167 gp), 2x potions of cure moderate wounds (25 
  gp each), ring of protection +1 (167 gp), 2x scrolls of 
  comprehend languages (2 gp each), 2x scrolls of obscuring 
  mist (2 gp each), scroll of see invisibility (13 gp), vest of 
  resistance +2 (333 gp). 
   
  Detect Magic results: brooch of shielding (Faint 
  Abjuration), cloak of arachnida (Faint Conjuration and 
  Transmutation), cloak of resistance (Faint Abjuration), deep 
  red sphere ioun stone (Moderate Transmutation), headband 
  of intellect +2 (Moderate Transmutation), headband of 
  intellect +4 (Moderate Transmutation), Heward’s handy 
  haversack (Moderate Conjuration), potions of cure 
  moderate wounds (Faint Conjuration), ring of protection +1 
  (Faint Abjuration), scrolls of comprehend languages (Faint 
  Divination), scrolls of obscuring mist (Faint Conjuration), 
  scroll of see invisibility (Faint Divination), vest of 
  resistance +1 (Faint Abjuration), vest of resistance +2 (Faint 
  Abjuration). 
   
  Development: What the PCs have defeated Gerram, all they 
  have to do is to return to Nonzfyr and report their success. 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 24 
  If Kalil is alive, his father (if still alive) is grateful and truly 
  repentant for his crime. If Gerram is still alive, the PCs can 
  learn little from him. He apparently escaped from the 
  Calling Mines during the recent rebellion at that place and 
  he wants to utterly destroy that prison so that nobody ever 
  can be imprisoned at that vile and evil place. He accuses the 
  Trithereonites and locals of being weak and too afraid to do 
  what is necessary to reach that goal, which is why he went 
  solo.  
   
  He is utterly insane, talking to voices nobody can hear 
  (most of the time begging for forgiveness). He acts 
  defiantly and proudly towards the PCs and he tries to 
  escape at every possible moment or else get killed in the 
  process. If you have time enough left, you can play this out, 
  but it is likelier you just have to keep it to a short 
  description on his behaviour. The PCs are more than able to 
  keep him tied up, though if he has some useful spells still 
  prepared, they might be in for a nasty surprise.  
   
  Conclusion 
  The best possible result for the PCs, at least as far as the 
  noniz of Nonzfyr are concerned is if the PCs managed to 
  kill the fiends before they disrupted the negotiations and 
  either killed or captured Gerram alive. In that case they are 
  very grateful towards the PCs, gladly paying them the 
  promised gold for a job well done. In addition they give the 
  PCs a tour through their kennels, and introduce them to 
  the various animal trainers of the clan, offering them to sell 
  various unique animals. If the PCs also lost equipment, 
  either to the acid of the fiends in Encounter 4 or the 
  destrachans in Encounter 7, they also offer to bring it to the 
  proper craftspeople who can repair it for half the market 
  value of a new item. They only do it for items destroyed in 
  this adventure. The fate of Fankaer is of less importance to 
  the clan, but if the PCs spared his life and rescued his son, 
  he knows them big-time. His favour might be of use in 
  future scenarios, depending on whether or not he officially 
  survives this scenario. 
   
  If on the other hand, the PCs managed to destroy the 
  fiends in time, but did not kill or capture Gerram nothing 
  much is lost. They still get paid, and they still earn the 
  favour of the Nonzfyr clan. Some of their employers might 
  grumble a bit, but in the end the PCs were hired to protect 
  the negotiations and in that they succeeded. Once again, if 
  both Fankaer and Kalil survived they earn his favor. 
   
  The worst possible result for the Nonzfyr clan, and 
  perhaps the whole region, is when the PCs were unable to 
  stop the fiends in time and the negotiations failed. In that 
  case the PCs do not earn the favor of the Nonzfyr clan, and 
  they only get paid if they manage to capture or kill Gerram. 
  The noniz of Nonzfyr are not vindictive, and they realize 
  that only the gods are perfect. They do not hold a grudge 
  against the PCs if they failed. As with the other three 
  possible results, if both Fankaer and Kalil survived they 
  earn his favor. 
   
  Treasure: 
  Rewards for a job well-done: 
   
  APL 8: Loot (0 gp); Coin (250 gp); M (0 gp). 
   
  APL 10: Loot (0 gp); Coin (300 gp); M (0 gp). 
   
  APL 12: Loot (0 gp); Coin (500 gp); M (0 gp). 
   
  APL 14: Loot (0 gp); Coin (700 gp); M (0 gp). 
   
  � Favor with the Nonzfyr Clan: The noniz of the Nonzfyr 
  clan are widely renowned for their skill to raise and train all 
  kinds of animals. You gain meta-regional access to the 
  following animals with price and training between brackets 
  behind the name: brixashulty (150 gp, war/riding, RW), 
  climb dog (125 gp, guard, A&E), deep hound (4250 gp, 
  war/riding, RS), dire badger (115 gp, war/riding). They also 
  sell the necessary exotic saddles a if needed a color of 
  obedience (CA). Once bought these can also be taken as 
  animal companions according to their descriptions in the 
  books. 
   
  � Repairing items: For the services provided by the PCs, 
  the people of the Hollow Highlands gladly repair any items 
  that where shattered during the adventure for half the 
  market value of the item. If the PC lacks the gold for doing 
  so right now, he can use the favor in a later adventure.  
   
  � Favor of Fankaer: This favor might be of use in future 
  scenarios. 
   
  Campaign  
  Consequences 
  This module has "Campaign Consequences"; that is the 
  outcome of this module will directly affect future events in 
  the course of the campaign. The answers to some of the 
  questions below may seem trivial or pointless, but because 
  of the complex nature of the back story and campaign all 
  information requested is vital. 
   
  Please send your answers to rolspeel@planet.nl as soon as 
  possible. General comments about the module are also 
  welcomed at this address. 
  1. 
  What region where the characters from? 
  2. 
  How did they behave? 
  3. 
  Did they stop the fiends on time? 
  4. 
  What happened to Fankaer? 
  5. 
  Did Kalil survive his ordeal? 
  6. 
  What happened to Gerram? 
   
  
  TSS5-05 Midsummer Nightmare 
   
  Page 25 
  The End 
   
  
  TSS5-05 Midsummer Nightmare 
   
  Page 26 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 4: Confrontations 
  Defeat the Fiends:  
  APL8  
  300 XP  
  APL10  
  360 XP  
  APL12  
  420 XP  
  APL14  
  480 XP 
   
  Encounter 7: Guardians 
  Defeat the guardians: 
  APL8  
  300 XP  
  APL10  
  360 XP  
  APL12  
  420 XP  
  APL14  
  480 XP 
   
  Encounter 9: Madness Confronted 
  Defeat Gerram and Darg: 
  APL8  
  300 XP  
  APL10  
  360 XP  
  APL12  
  420 XP  
  APL14  
  480 XP 
   
  Story Objectives 
  Rooting out the Fiends before they disrupt the 
  negotiations: 
  APL8  
  150 XP  
  APL10  
  165 XP  
  APL12  
  180 XP  
  APL14  
  195 XP 
   
  Saving Kalil: 
  APL8  
  25 XP  
  APL10  
  25 XP  
  APL12  
  25 XP  
  APL14  
  25 XP 
   
  Discretionary Role-playing Award 
  APL8  
  50 XP  
  APL10  
  80 XP  
  APL12  
  125 XP  
  APL14  
  170 XP 
   
  Total Possible Experience:  
   
  APL8  
  1125 XP  
  APL10  
  1350 XP  
  APL12  
  1575 XP  
  APL14  
  1800 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. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 4: Confrontations 
  Taking the gems 
   
  APL 8: Loot: 0 gp; Coin: 0 gp; Magic: gem of brightness 
  (10 charges, 217 gp). 
   
  APL 10: Loot: 0 gp; Coin: 0 gp; Magic: gem of 
  brightness (25 charges, 542 gp). 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 27 
   
  APL 12: Loot: 0 gp; Coin: 0 gp; Magic: gem of 
  brightness (35 charges, 758 gp). 
   
  APL 14: Loot: 0 gp; Coin: 0 gp; Magic: gem of 
  brightness (50 charges, 1083 gp). 
   
  Encounter 8: Confrontations 
  Looting Gerram’s laboratory 
   
  APL 8: Loot: 60 gp; Coin: 0 gp; Magic: Gerram’s 
  spellbook (125 gp). 
   
  APL 10: Loot: 60 gp; Coin: 0 gp; Magic: Gerram’s 
  spellbook (212 gp). 
   
  APL 12: Loot: 60 gp; Coin: 0 gp; Magic: Gerram’s 
  spellbook (333 gp). 
   
  APL 14: Loot: 60 gp; Coin: 0 gp; Magic: Gerram’s 
  spellbook (412 gp). 
   
  Encounter 9: Madness Confronted 
  Looting Gerram: 
   
  APL 8: Loot: 4 gp; Coin: 50 gp; Magic: brooch of 
  shielding (125 gp), Heward’s handy haversack (167 gp), 2x 
  potions of cure moderate wounds (25 gp each), ring of 
  protection +1 (167 gp), 2x scrolls of comprehend languages 
  (2 gp each), 2x scrolls of obscuring mist (2 gp each), scroll 
  of see invisibility (13 gp), vest of resistance +1 (83 gp). 
   
  APL 10: Loot: 4 gp; Coin: 50 gp; Magic: brooch of 
  shielding (125 gp), headband of intellect +2 (333 gp), 
  Heward’s handy haversack (167 gp), 2x potions of cure 
  moderate wounds (25 gp each), ring of protection +1 (167 
  gp), 2x scrolls of comprehend languages (2 gp each), 2x 
  scrolls of obscuring mist (2 gp each), scroll of see 
  invisibility (13 gp), vest of resistance +2 (333 gp). 
   
  APL 12: Loot: 4 gp; Coin: 300 gp; Magic: brooch of 
  shielding (125 gp), cloak of arachnida (1167 gp), headband 
  of intellect +2 (333 gp), Heward’s handy haversack (167 gp), 
  2x potions of cure moderate wounds (25 gp each), ring of 
  protection +1 (167 gp), 2x scrolls of comprehend languages 
  (2 gp each), 2x scrolls of obscuring mist (2 gp each), scroll 
  of see invisibility (13 gp), vest of resistance +2 (333 gp). 
   
  APL 14: Loot: 4 gp; Coin: 300 gp; Magic: brooch of 
  shielding (125 gp), cloak of arachnida (1167 gp), cloak of 
  resistance +2 (333 gp), deep red sphere ioun stone (667 gp), 
  headband of intellect +4 (1333 gp), Heward’s handy 
  haversack (167 gp), 2x potions of cure moderate wounds (25 
  gp each), ring of protection +1 (167 gp), 2x scrolls of 
  comprehend languages (2 gp each), 2x scrolls of obscuring 
  mist (2 gp each), scroll of see invisibility (13 gp), vest of 
  resistance +2 (333 gp). 
   
  Conclusion 
  Rewards 
   
  APL 8: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp. 
   
  APL 10: Loot: 0 gp; Coin: 300 gp; Magic: 0 gp. 
   
  APL 12: Loot: 0 gp; Coin: 500 gp; Magic: 0 gp. 
   
  APL 14: Loot: 0 gp; Coin: 700 gp; Magic: 0 gp. 
   
  Total Possible Treasure 
   
  APL 8: Loot: 64 gp; Coin: 300 gp; Magic: 955 gp - Total: 
  1319 gp 
   
  APL 10: Loot: 64 gp; Coin: 350 gp; Magic: 1930 gp - 
  Total: 2344 gp 
   
  APL 12: Loot: 64 gp; Coin: 800 gp; Magic: 2474 gp - 
  Total: 3338 gp 
   
  APL 14: Loot: 64 gp; Coin: 1000 gp; Magic: 5855 gp - 
  Total: 6919 gp 
   
  Treasure Caps 
   
  APL 8 – 1300 gp 
   
  APL 10 – 2300 gp 
   
  APL 12 – 3300 gp 
   
  APL 14 – 6600 gp 
   
  Special 
  � Gerram’s Research Notes: A wizard studying the mad 
  dwur’s work for 1 TU knows how to peacefully interact 
  with creatures from the Far Realm and hence fulfill the 
  special requirements for the Alienist. Note that this 
  prestige class is considered illegal in many regions. Market 
  Value: 0 gp. 
   
  � Gerram’s Spellbooks: These spellbooks contain the 
  following spells: 
   
  Book I: 1
  st�color spray, lesser orb of acid (CA), mage 
  armor, magic missile, ray of enfeeblement; 2
  nd–false life, 
  glitterdust, resist energy, web; 3
  rd–dispel magic, magic 
  circle against law, slow; 4
  th–enervation, summon monster 
  IV. Market Value: 1500 gp. 
   
  Book II: 3
  rd–fly; 4
  th–anticipate teleportation (CA), 
  dimension door; 5
  th–Mordenkainen’s private sanctum, 
  vitriolic sphere (CA).Market Value: 1050 gp 
   
  Book III: 4
  th–enervation, Otiluke’s dispelling screen 
  (CA); 5
  th–feeblemind, summon monster V, wall of force; 
  6
  th–disintegrate. Market Value: 1450 gp 
   
  Book IV: 6
  th–greater dispel magic, summon monster 
  VI; 7
  th–mass hold person. Market Value: 950 gp. 
   
  � Favor with the Nonzfyr Clan: The noniz of the Nonzfyr 
  clan are widely renowned for their skill to raise and train all 
  kinds of animals. You gain meta-regional access to the 
  following animals with price and training between brackets 
  behind the name: brixashulty (150 gp, war/riding, RW), 
  climb dog (125 gp, guard, A&E), deep hound (4250 gp, 
  war/riding, RS), dire badger (115 gp, war/riding). They also 
  sell the necessary exotic saddles a if needed a color of 
  obedience (CA). Once bought these can also be taken as 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 28 
  animal companions according to their descriptions in the 
  books. 
   
  � Favor of Fankaer: This favor might be of use in future 
  scenarios. 
   
  � Repairing items: For the services provided by the PCs, 
  the people of the Hollow Highlands gladly repair any items 
  that where shattered during the adventure for half the 
  market value of the item. If the PC lacks the gold for doing 
  so right now, he can use the favor in a later adventure.  
   
  Items for the Adventure Record 
   
  Item Access 
  APL 8 
  � brooch of shielding (Adventure, DMG) 
  � gem of brightness (Adventure, 10 charges, 2600 
  gp, DMG) 
  � Gerram’s spellbook I (Adventure, see above) 
  � Heward’s handy haversack (Adventure, DMG) 
  � vest of resistance +1 (Adventure, CA) 
   
  APL 10 (All of APL 8 plus the following) 
  � gem of brightness (Adventure, 25 charges, 6500 
  gp, DMG) 
  � Gerram’s spellbook II (Adventure, see above) 
  � vest of resistance +2 (Adventure, CA) 
   
  APL 12 (All of APLs 8-10 plus the following) 
  � cloak of arachnida (Adventure, DMG) 
  � Gem of Brightness (Adventure, 35 charges, 9100 
  gp, DMG) 
  � Gerram’s spellbook III (Adventure, see above) 
   
  APL 14 (All of APLs 8-12 plus the following) 
  � cloak of resistance +2 (Adventure, DMG) 
  � deep red sphere ioun stone (Adventure, DMG) 
  � gem of brightness (Adventure, DMG) 
  � Gerram’s spellbook IV (Adventure, see above) 
   
   
   
  
  TSS5-05 Midsummer Nightmare 
   
  Page 29 
  Appendix 1: 
  APL 8 
  Encounter 4: Confrontations 
  Shaldob, Blabul, and Desholk:  Pseudonatural babau; 
  Medium Outsider (chaotic, extraplanar, evil); CR 7; HD 
  7d8+35; hp 66; Init +1; Spd 30 ft.; AC 19, touch 11, flat-
  footed 18; Base Atk +7; Grp +12; Atk +12 melee (1d6+5, 
  claw); Full Atk +12/+12 melee (1d6+5, claw) and +10 
  melee (1d6+2, bite); SA Sneak attack: +2d6, spell-like 
  abilities, summon demon, true strike 1/day; SQ 
  Alternate form, damage reduction 10/cold iron or 
  good, damage reduction 5/magic, darkvision 60 ft., 
  immunity to electricity and poison, protective slime, 
  resistance to acid 10, cold 10, and fire 10, spell 
  resistance 17, telepathy 100 ft; AL CE; SV Fort +10, Ref 
  +6, Will +6; Str 21, Dex 12, Con 20, Int 14, Wis 13, Cha 
  16. 
   
  Skills and Feats: Climb +15, Disable Device +12, 
  Disguise +13, Escape Artist +11, Hide +19, Listen +19, 
  Move Silently +19, Open Lock +11, Search +20, Sleight 
  of Hand +11, Survival +1 (+3 following tracks), Use 
  Rope +1 (+3 with bindings); Cleave, Multiattack, Power 
  Attack. 
   
  Alternate form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, 
  tentacled 
  mass. 
  Despite 
  the 
  alien 
  appearance, its abilities remain unchanged. Other 
  creatures receive a –1 morale penalty on  their attack 
  rolls against pseudonatural creatures when it is in this 
  alternate form. 
   
  Spell-Like Abilities (Sp): At will—darkness, dispel 
  magic, see invisibility, greater teleport (self plus 50 
  pounds of objects only). Caster level 7
  th.  
   
  Protective Slime (Su): A slimy red jelly coats the 
  babau’s skin. Any weapon that touches it takes 1d8 
  points of acid damage from the corrosive goo, and the 
  weapon’s hardness does not reduce this damage. A 
  magic weapon may attempt a DC 18 Reflex save to 
  avoid taking this damage. A creature who strikes the 
  babau with an unarmed attack, unarmed strike, touch 
  spell, or natural weapon takes this damage as well but 
  can negate the damage with a DC 18 Reflex save. The 
  save DCs are Constitution-based.  
   
  Summon Demon (Sp): Due to the nature of the 
  spell that bound these babau to this world they cannot 
  summon other demons. 
   
  True Strike (Su): Once per day, a pseudonatural 
  creature can gain a +20 insight bonus on a single attack 
  roll. In addition the creature suffer no miss chance 
  against a target that has concealment or total 
  concealment when making this attack. 
   
  Possessions: None. 
   
  Encounter 7: Guardians 
  Destrachan (2): CR 8; Large Aberration; HD 8d8+24; hp 
  60; Init +5; Spd 30 ft.; AC 18, touch 10, flat-footed 17; 
  Base Atk +6; Grp +14; Atk +9 melee (1d6+4, claw); Full 
  Atk +9/+9 melee (1d6+4, claw); Space/Reach 10 ft./5 ft.; 
  SA Destructive harmonics; SQ Blindsight 100 ft., 
  immunities, protection from sonics; AL NE; SV Fort 
  +5, Ref +5, Will +10; Str 18, Dex 12, Con 16, Int 12, Wis 
  18, cha 12. 
   
  Skills and Feats: Hide +8, Listen +25, Move 
  Silently +7, Survival +9; Dodge, Improved Initiative, 
  Lightning Reflexes. 
   
  Destructive Harmonics (Su): A destrachan can 
  blast sonic energy in a cone up to 80 feet long. It can 
  also use this attack to affect any creatures or objects 
  within a 30-foot radius. It can tune the harmonics of 
  this destructive power to affect different types of 
  targets. All save DCs are Charisma-based.  
   
  Flesh: Disrupting tissue and rending bone, this 
  attack deals 4d6 points of damage to all within the area 
  (Reflex DC 15 half).  
   
  Nerves: A destrachan can focus its harmonics to 
  knock out foes rather than slay them. This attack deals 
  6d6 points of nonlethal damage to all within the area 
  (Reflex DC 15 half).  
   
  Material: When using this form of harmonics, a 
  destrachan chooses wood, stone, metal, or glass. All 
  objects made of that material within the area must 
  succeed on a DC 15 Fortitude save or shatter. Objects 
  (or portions of objects) that have up to 30 hit points are 
  potentially affected by this attack.  
   
  Immunities: Destrachans have immunity to gaze 
  attacks, visual effects, illusions, and other attack forms 
  that rely on sight.  
   
  Protection from Sonics (Ex): While they can be 
  affected by loud noises and sonic spells, destrachans 
  are less vulnerable to sonic attacks (+4 circumstance 
  bonus on all saves) because they can protect their ears. 
  A destrachan whose sense of hearing is impaired is 
  effectively blinded, and all targets are treated as having 
  total concealment.  
   
  Possessions: None. 
   
   
   
   
   
  
  TSS5-05 Midsummer Nightmare 
   
  Page 30 
  Encounter 9: Madness Confronted 
  Gerram: Male dwarf Wiz5/Alienist 3; CR 8; HD 
  8d4+24; hp 49; Init +1; Spd 20 ft.; AC 12, touch 12, flat-
  footed 11; Base Atk +3; Grp +3; Atk +3 melee (1d4/19-
  20, dagger) or +4 ranged (1d8/19-20, light crossbow); 
  Full Atk +3 melee (1d4/19-20, dagger) or +4 ranged 
  (1d8/19-20, light crossbow); SA Spells; SQ Darkvision 
  60 ft., +2 racial bonus on saves vs. spells, spell-like 
  abilities and poison, stability, stone cunning, summon 
  alien; AL CE; SV Fort +7, Ref +5, Will +9; Str 10, Dex 
  12, Con 16, Int 18, Wis 11, Cha 6. 
   
  Skills and Feats: Concentration +14, Knowledge 
  (arcana) 
  +12, 
  Knowledge 
  (dungeoneering) 
  +10, 
  Knowledge (the Planes) +12, Listen +5, Profession 
  (miner) +11, Spellcraft +10, Spot +5, Survival +3 (+5 
  underground); Augmented Summoning, Endurance, 
  Rapid Spell, Scribe Scroll, Still Spell, Spell Focus 
  (Conjuration). 
   
  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. 
   
  An alienist gives up the ability to summon 
  nonpseudonatural creatures with a summon monster 
  spell. 
   
  Spells prepared (4/5/4/4/3; Base DC = 14 + spell 
  level): 0–detect magic, light, message, read magic; 1
  st–
  color spray, lesser orb of acid, mage armor, magic 
  missile, ray of enfeeblement; 2
  nd–glitterdust*, false life, 
  resist energy, web*; 3
  rd–dispel magic (2), magic circle 
  against law, slow; 4
  th–enervation, summon monster III 
  (rapid), summon monster IV. 
   
  * Due to Spell Focus (Conjuration) the base DC for 
  these spells is 15 + spell level. 
   
  Possessions: Dagger, light crossbow, 20 bolts, 
  spellbook, spell component pouch, vest of resistance 
  +1, brooch of shielding, ring of protection +1, Heward’s 
  handy haversack, 2 potions of cure moderate wounds, 2 
  scrolls of comprehend languages, 2 scrolls of obscuring 
  mist, scroll of see invisibility. 
   
  Darg: Male gray render; CR 8; Large Magical Beast; HD 
  10d10+70; hp 125; Init +0; Spd 30 ft.; AC 19, touch 9, 
  flat-footed 19; Base Atk +10; Grp +20; Atk +15 melee 
  (2d6+6, bite); Full Atk +15 melee (2d6+6, bite) and 
  +10/+10 melee (1d6+3, claw); Space/Reach 10 ft./10 ft.; 
  SA Improved grab, rend 2d6+9; SQ Darkvision 60 ft., 
  low-light vision, scent; AL N; SV Fort +14, Ref +7, Will 
  +4; Str 23, Dex 10, Con 24, Int 3, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +2, Spot +10, Survival +3; 
  Cleave, Power Attack, Improved Bull Rush, Track. 
   
  Improved Grab (Ex): To use this ability the gray 
  render must hit with its bite attack. It can then attempt 
  to start a grapple as a free action without provoking 
  attack of opportunity. 
   
  Rend (Ex): A gray render that wins a grapple 
  check after a successful bite attack establishes a hold, 
  latching onto the opponent’s body and tearing the 
  flesh. This attack automatically deals 2d6+9 points of 
  damage. 
   
  Possessions: None. 
   
   
  
  TSS5-05 Midsummer Nightmare 
   
  Page 31 
  Appendix 2: 
  APL 10 
   
  Encounter 4: Confrontations 
  Shaldob, Blabul, and Desholk:  Pseudonatural babau 
  Rog2; CR 9; HD 7d8+2d6+63; hp 102; Init +3; Spd 30 ft.; 
  AC 21, touch 13, flat-footed 18; Base Atk +8; Grp +15; 
  Atk +15 melee (1d6+7, claw); Full Atk +15/+15 melee 
  (1d6+7, claw) and +13 melee (1d6+3, bite); SA Sneak 
  attack: +3d6, spell-like abilities, summon demon, true 
  strike 1/day; SQ Alternate form, damage reduction 
  10/cold iron or good, damage reduction 5/magic, 
  darkvision 60 ft., evasion, immunity to electricity and 
  poison, protective slime, resistance to acid 10, cold 10, 
  and fire 10, spell resistance 17, telepathy 100 ft; AL CE; 
  SV Fort +12, Ref +11, Will +8; Str 24, Dex 17, Con 24, 
  Int 14, Wis 16, Cha 14. 
   
  Skills and Feats: Balance +5, Bluff +6, Climb +17, 
  Disable Device +12, Disguise +12, Escape Artist +13, 
  Hide +23, Jump +9, Listen +21, Move Silently +23, 
  Open Lock +13, Search +20, Sleight of Hand +13, 
  Survival +3 (+5 following tracks), Tumble +15, Use 
  Rope +3 (+5 with bindings); Cleave, Combat Expertise, 
  Multiattack, Power Attack. 
   
  Alternate form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, 
  tentacled 
  mass. 
  Despite 
  the 
  alien 
  appearance, its abilities remain unchanged. Other 
  creatures receive a –1 morale penalty on  their attack 
  rolls against pseudonatural creatures when it is in this 
  alternate form. 
   
  Spell-Like Abilities (Sp): At will—darkness, dispel 
  magic, see invisibility, greater teleport (self plus 50 
  pounds of objects only). Caster level 7
  th.  
   
  Protective Slime (Su): A slimy red jelly coats the 
  babau’s skin. Any weapon that touches it takes 1d8 
  points of acid damage from the corrosive goo, and the 
  weapon’s hardness does not reduce this damage. A 
  magic weapon may attempt a DC 20 Reflex save to 
  avoid taking this damage. A creature who strikes the 
  babau with an unarmed attack, unarmed strike, touch 
  spell, or natural weapon takes this damage as well but 
  can negate the damage with a DC 20 Reflex save. The 
  save DCs are Constitution-based.  
   
  Summon Demon (Sp): Due to the nature of the 
  spell that bound these babau to this world they cannot 
  summon other demons. 
   
  True Strike (Su): Once per day, a pseudonatural 
  creature can gain a +20 insight bonus on a single attack 
  roll. In addition the creature suffer no miss chance 
  against a target that has concealment or total 
  concealment when making this attack. 
   
  Possessions: None. 
   
  Encounter 7: Guardians 
  Destrachan, advanced 16 HD (2): CR 10; Large 
  Aberration; HD 16d8+48; hp 120; Init +5; Spd 30 ft.; AC 
  18, touch 10, flat-footed 17; Base Atk +12; Grp +21; Atk 
  +16 melee (1d8+5, claw); Full Atk +16/+16 melee 
  (1d8+5, claw); Space/Reach 10 ft./5 ft.; SA Destructive 
  harmonics; SQ Blindsight 100 ft., immunities, 
  protection from sonics; AL NE; SV Fort +8, Ref +8, Will 
  +14; Str 20, Dex 12, Con 16, Int 12, Wis 18, cha 12. 
   
  Skills and Feats: Hide +16, Listen +31, Move 
  Silently +15, Survival +15; Ability Focus (destructive 
  harmonics), Dodge, Improved Initiative, Improved 
  Natural Attack (claw), Lightning Reflexes, Stealthy. 
   
  Destructive Harmonics (Su): A destrachan can 
  blast sonic energy in a cone up to 80 feet long. It can 
  also use this attack to affect any creatures or objects 
  within a 30-foot radius. It can tune the harmonics of 
  this destructive power to affect different types of 
  targets. All save DCs are Charisma-based.  
   
  Flesh: Disrupting tissue and rending bone, this 
  attack deals 4d6 points of damage to all within the area 
  (Reflex DC 17 half).  
   
  Nerves: A destrachan can focus its harmonics to 
  knock out foes rather than slay them. This attack deals 
  6d6 points of nonlethal damage to all within the area 
  (Reflex DC 17 half).  
   
  Material: When using this form of harmonics, a 
  destrachan chooses wood, stone, metal, or glass. All 
  objects made of that material within the area must 
  succeed on a DC 17 Fortitude save or shatter. Objects 
  (or portions of objects) that have up to 30 hit points are 
  potentially affected by this attack.  
   
  Immunities: Destrachans have immunity to gaze 
  attacks, visual effects, illusions, and other attack forms 
  that rely on sight.  
   
  Protection from Sonics (Ex): While they can be 
  affected by loud noises and sonic spells, destrachans are 
  less vulnerable to sonic attacks (+4 circumstance bonus 
  on all saves) because they can protect their ears. A 
  destrachan whose sense of hearing is impaired is 
  effectively blinded, and all targets are treated as having 
  total concealment.  
   
  Possessions: None. 
   
  
  TSS5-05 Midsummer Nightmare 
   
  Page 32 
  Encounter 9: Madness Confronted 
  Gerram: Male dwarf Wiz5/Alienist 5; CR 10; HD 
  10d4+33; hp 64; Init +1; Spd 20 ft.; AC 12, touch 12, flat-
  footed 11; Base Atk +4; Grp +4; Atk +4 melee (1d4/19-
  20, dagger) or +5 ranged (1d8/19-20, light crossbow); 
  Full Atk +4 melee (1d4/19-20, dagger) or +5 ranged 
  (1d8/19-20, light crossbow); SA Spells; SQ Darkvision 
  60 ft., mad certainty, +2 racial bonus on saves vs. spells, 
  spell-like abilities and poison, stability, stone cunning, 
  summon alien; AL CE; SV Fort +8, Ref +6, Will +11; Str 
  10, Dex 12, Con 16, Int 20, Wis 11, Cha 6. 
   
  Skills and Feats: Concentration +16, Knowledge 
  (arcana) 
  +13, 
  Knowledge 
  (dungeoneering) 
  +11, 
  Knowledge (the Planes) +13, Listen +7, Profession 
  (miner) +11, Spellcraft +15, Spot +7, Survival +4 (+6 
  underground); Augmented Summoning, Endurance, 
  Empower Spell, Rapid Spell, Scribe Scroll, Still Spell, 
  Spell Focus (Conjuration). 
   
  Mad Certainty: -4 penalty on all Bluff, Diplomacy, 
  and Handle Animal checks made to influence 
  nonpseudonatural creatures. 
   
  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. 
   
  An alienist gives up the ability to summon 
  nonpseudonatural creatures with a summon monster 
  spell. 
   
  Spells prepared (4/6/5/4/4/3; Base DC = 15 + spell 
  level): 0–detect magic, light, message, read magic; 1
  st–
  color spray, lesser orb of acid, mage armor, magic 
  missile, ray of enfeeblement (2); 2
  nd–false life, 
  glitterdust*, resist energy, still ray of enfeeblement, 
  web*; 3
  rd–dispel magic, fly, magic circle against law, 
  slow; 4
  th–anticipate teleportation, dimension door, 
  enervation, 
  summon 
  monster 
  III 
  (rapid); 
  5
  th–
  Mordekaine’s private sanctum, summon monster IV 
  (rapid), vitriolic sphere. 
   
  * Due to Spell Focus (Conjuration) the base DC for 
  these spells is 16 + spell level. 
   
  Possessions: Dagger, light crossbow, 20 bolts, 
  spellbook, spell component pouch, headband of 
  intellect +2, vest of resistance +2, brooch of shielding, 
  ring of protection +1, Heward’s handy haversack, 2 
  potions of cure moderate wounds, 2 scrolls of 
  comprehend languages, 2 scrolls of obscuring mist, 
  scroll of see invisibility. 
   
  Darg: Male half-farspawn gray render; CR 10; Large 
  Outsider (native); HD 10d10+100; hp 155; Init +1; Spd 
  30 ft.; AC 23, touch 10, flat-footed 23; Base Atk +10; Grp 
  +21; Atk +16 melee (2d6+7, bite), in amorphous form – 
  +16 melee (1d6+7, tentacle); Full Atk +16 melee (2d6+7, 
  bite), +11/+11 melee (1d6+3, claw) and +11/+11 (1d6+3, 
  tentacle), in amorphous form – +16/+16/+16/+16 
  melee (1d6+7, tentacle); Space/Reach 10 ft./10 ft.; SA 
  Improved grab, rend 2d6+10, true strike 1/day; SQ 
  Blindsight 60 ft., change shape, darkvision 60 ft., DR 
  5/magic, immunity to poison, low-light vision, 
  resistance to acid and electricity 10, scent, spell-like 
  abilities, SR 20; AL CE; SV Fort +17, Ref +8, Will +6; Str 
  25, Dex 12, Con 30, Int 3, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +15, Hide +10, 
  Jump +12, Spot +16, Survival +9; Cleave, Power Attack, 
  Improved Bull Rush, Track. 
   
  Change Shape (Su): As a standard action, a half-
  farspawn can take the form of a grotesque, tentacled 
  mass. In this form the creature looses it claw and bite 
  attack, but gains 2 additional tentacles. It also becomes 
  amorphous and cannot be flanked and is not subject 
  from critical hits. Creatures native to the Material 
  Plane take a –1 morale penalty on attack rolls against 
  half-farspawns in this shape. 
   
  Improved Grab (Ex): To use this ability the gray 
  render must hit with its bite attack. It can then attempt 
  to start a grapple as a free action without provoking 
  attack of opportunity. 
   
  Rend (Ex): A gray render that wins a grapple 
  check after a successful bite attack establishes a hold, 
  latching onto the opponent’s body and tearing the 
  flesh. This attack automatically deals 2d6+10 points of 
  damage. 
   
  Spell-like Abilities (Sp): 3/day – blur, blink; 1/day 
  – touch of idiocy, stinking cloud (DC 13), greater 
  invisibility. Caster Level 10
  th. 
   
  True Strike (Su): Once per day, the creature can 
  gain a +20 insight bonus on a single attack roll. In 
  addition the creature suffer no miss chance against a 
  target that has concealment or total concealment when 
  making this attack. 
   
  Possessions: None. 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 33 
  Appendix 3:  
  APL 12 
  Encounter 4: Confrontations 
  Shaldob, Blabul, and Desholk:  Pseudonatural babau 
  Rog4; CR 11; HD 7d8+4d6+77; hp 124; Init +3; Spd 30 
  ft.; AC 21, touch 13, flat-footed 18; Base Atk +10; Grp 
  +17; Atk +17 melee (1d6+7, claw); Full Atk +17/+17 
  melee (1d6+7, claw) and +15 melee (1d6+3, bite); SA 
  Sneak attack: +4d6, spell-like abilities, summon demon, 
  true strike 1/day; SQ Alternate form, damage reduction 
  10/cold iron or good, damage reduction 5/magic, 
  darkvision 60 ft., evasion, immunity to electricity and 
  poison, protective slime, resistance to acid 10, cold 10, 
  and fire 10, spell resistance 17, telepathy 100 ft, 
  uncanny dodge; AL CE; SV Fort +13, Ref +12, Will +9; 
  Str 24, Dex 17, Con 24, Int 14, Wis 16, Cha 14. 
   
  Skills and Feats: Balance +5, Bluff +8, Climb +17, 
  Diplomacy +6, Disable Device +14, Disguise +14 (+16 
  when observed), Escape Artist +13, Hide +25, Jump +9, 
  Listen +23, Move Silently +25, Open Lock +15, Search 
  +22, Sleight of Hand +13, Survival +3 (+5 following 
  tracks), Tumble +17, Use Rope +3 (+5 with bindings); 
  Cleave, Combat Expertise, Multiattack, Power Attack. 
   
  Alternate form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, 
  tentacled 
  mass. 
  Despite 
  the 
  alien 
  appearance, its abilities remain unchanged. Other 
  creatures receive a –1 morale penalty on  their attack 
  rolls against pseudonatural creatures when it is in this 
  alternate form. 
   
  Spell-Like Abilities (Sp): At will—darkness, dispel 
  magic, see invisibility, greater teleport (self plus 50 
  pounds of objects only). Caster level 7
  th.  
   
  Protective Slime (Su): A slimy red jelly coats the 
  babau’s skin. Any weapon that touches it takes 1d8 
  points of acid damage from the corrosive goo, and the 
  weapon’s hardness does not reduce this damage. A 
  magic weapon may attempt a DC 20 Reflex save to 
  avoid taking this damage. A creature who strikes the 
  babau with an unarmed attack, unarmed strike, touch 
  spell, or natural weapon takes this damage as well but 
  can negate the damage with a DC 20 Reflex save. The 
  save DCs are Constitution-based.  
   
  Summon Demon (Sp): Due to the nature of the 
  spell that bound these babau to this world they cannot 
  summon other demons. 
   
  True Strike (Su): Once per day, a pseudonatural 
  creature can gain a +20 insight bonus on a single attack 
  roll. In addition the creature suffer no miss chance 
  against a target that has concealment or total 
  concealment when making this attack. 
   
  Possessions: None. 
   
  Encounter 7: Guardians 
  Ropers (2): CR 12; Large Magical Beast; HD 10d10+30; 
  hp 85; Init +5; Spd 10 ft.; AC 24, touch 10, flat-footed 
  23; Base Atk +10; Grp +18; Atk +11 ranged touch (drag, 
  strand) or +13 melee (2d6+6, bite); Full Atk 
  +11/+11/+11/+11/+11/+11 ranged touch (drag, strand) 
  and +13 melee (2d6+6, bite); Space/Reach 10 ft./10 ft. 
  (50 ft. with strand); SA Drag, strand, weakness; SQ 
  Darkvision 60 ft., immunity to electricity, low-light 
  vision, resistance to cold 10, SR 30, fire vulnerability; 
  AL CE; SV Fort +10, Ref +8, Will +8; Str 19, Dex 13, 
  Con 17, Int 12, Wis 16, Cha 12. 
   
  Skills and Feats: Climb +12, Hide +10 (+18 in stony 
  or icy surroundings), Listen +13, Spot +13; Alertness, 
  Improved Initiative, Iron Will, Weapon Focus (strand). 
   
  Drag (Ex): If a roper hits with a strand attack, the 
  strand latches onto the opponent’s body. This deals no 
  damage but drags the stuck opponent 10 feet closer 
  each subsequent round (provoking no attack of 
  opportunity) unless that creature breaks free, which 
  requires a DC 23 Escape Artist check or a DC 19 
  Strength check. The check DCs are Strength-based, 
  and the Escape Artist DC includes a +4 racial bonus. A 
  roper can draw in a creature within 10 feet of itself and 
  bite with a +4 attack bonus in the same round. A strand 
  has 10 hit points and can be attacked by making a 
  successful sunder attempt. However, attacking a roper’s 
  strand does not provoke an attack of opportunity. If the 
  strand is currently attached to a target, the roper takes a 
  -4 penalty on its opposed attack roll to resist the sunder 
  attempt. Severing a strand deals no damage to a roper.  
   
  Strands (Ex): Most encounters with a roper begin 
  when it fires strong, sticky strands. The creature can 
  have up to six strands at once, and they can strike up to 
  50 feet away (no range increment). If a strand is 
  severed, the roper can extrude a new one on its next 
  turn as a free action.  
   
  Weakness (Ex): A roper’s strands can sap an 
  opponent’s strength. Anyone grabbed by a strand must 
  succeed on a DC 18 Fortitude save or take 2d8 points of 
  Strength damage. The save DC is Constitution-based.  
   
  Possessions: None. 
   
  Encounter 9: Madness Confronted 
  Gerram: Male dwarf Wiz5/Alienist 7; CR 12; HD 
  12d4+51; hp 88; Init +1; Spd 20 ft.; AC 16*, touch 16, 
  flat-footed 15; Base Atk +5; Grp +5; Atk +5 melee 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 34 
  (1d4/19-20, dagger) or +6 ranged (1d8/19-20, light 
  crossbow); Full Atk +5 melee (1d4/19-20, dagger) or +6 
  ranged (1d8/19-20, light crossbow); SA Spells; SQ 
  Darkvision 60 ft., mad certainty, +2 racial bonus on 
  saves vs. spells, spell-like abilities and poison, stability, 
  stone cunning, summon alien; AL CE; SV Fort +9, Ref 
  +7, Will +12; Str 10, Dex 12, Con 16, Int 21, Wis 11, 
  Cha 6. 
   
  * Includes mage armor. 
   
  Skills and Feats: Concentration +16, Knowledge 
  (arcana) 
  +13, 
  Knowledge 
  (dungeoneering) 
  +11, 
  Knowledge (the Planes) +13, Listen +7, Profession 
  (miner) +11, Spellcraft +15, Spot +7, Survival +4 (+6 
  underground); Augmented Summoning, Endurance, 
  Empower Spell, Extend Spell, Improved Toughness, 
  Rapid Spell, Scribe Scroll, Still Spell, Spell Focus 
  (Conjuration). 
   
  Mad Certainty: -4 penalty on all Bluff, Diplomacy, 
  and Handle Animal checks made to influence 
  nonpseudonatural creatures. 
   
  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. 
   
  An alienist gives up the ability to summon 
  nonpseudonatural creatures with a summon monster 
  spell. 
   
  Spells prepared (4/6/5/5/4/4/2; Base DC = 15 + 
  spell level): 0–detect magic, light, message, read magic; 
  1
  st–color spray, lesser orb of acid (2), magic missile, ray 
  of enfeeblement (2); 2
  nd–glitterdust* (2), mage armor 
  (extended), resist energy, still ray of enfeeblement; 3
  rd–
  dispel magic, extend false life fly, magic circle against 
  law, slow; 4
  th–anticipate teleportation, dimension door, 
  enervation, Otiluke’s dispelling screen; 5
  th–feeblemind, 
  Mordenkainen’s private sanctum, summon monster IV 
  (rapid), wall of force; 6
  th– disintegrate, summon 
  monster V (rapid), vitriolic sphere. 
   
  * Due to Spell Focus (Conjuration) the base DC for 
  these spells is 16 + spell level. 
   
  Possessions: Dagger, light crossbow, 20 bolts, 
  spellbook, spell component pouch, headband of 
  intellect +2, cloak of arachnida, vest of resistance +2, 
  brooch of shielding, ring of protection +1, Heward’s 
  handy haversack, 2 potions of cure moderate wounds, 2 
  scrolls of comprehend languages, 2 scrolls of obscuring 
  mist, scroll of see invisibility. 
   
  Darg: Male half-farspawn gray render advanced 13 HD; 
  CR 12; Large Outsider (native); HD 13d10+130; hp 201; 
  Init +1; Spd 30 ft.; AC 23, touch 10, flat-footed 23; Base 
  Atk +12; Grp +24; Atk +19 melee (2d6+8, bite), in 
  amorphous form – +19 melee (1d6+8, tentacle); Full 
  Atk +19 melee (2d6+8, bite), +17/+17 melee (1d6+4, 
  claw) and +17/+17 (1d6+4, tentacle), in amorphous 
  form – +19/+19/+19/+19 melee (1d6+8, tentacle); 
  Space/Reach 10 ft./10 ft.; SA Improved grab, rend 
  2d6+12, true strike 1/day; SQ Blindsight 60 ft., change 
  shape, darkvision 60 ft., DR 10/magic, immunity to 
  poison, low-light vision, resistance to acid and 
  electricity 10, scent, spell-like abilities, SR 23; AL CE; 
  SV Fort +18, Ref +9, Will +7; Str 26, Dex 12, Con 30, Int 
  3, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +18, Hide +13, 
  Jump +16, Spot +19, Survival +9; Cleave, Power Attack, 
  Improved Bull Rush, Multiattack, Track. 
   
  Change Shape (Su): As a standard action, a half-
  farspawn can take the form of a grotesque, tentacled 
  mass. In this form the creature looses it claw and bite 
  attack, but gains 2 additional tentacles. It also becomes 
  amorphous and cannot be flanked and is not subject 
  from critical hits. Creatures native to the Material 
  Plane take a –1 morale penalty on attack rolls against 
  half-farspawns in this shape. 
   
  Improved Grab (Ex): To use this ability the gray 
  render must hit with its bite attack. It can then attempt 
  to start a grapple as a free action without provoking 
  attack of opportunity. 
   
  Rend (Ex): A gray render that wins a grapple 
  check after a successful bite attack establishes a hold, 
  latching onto the opponent’s body and tearing the 
  flesh. This attack automatically deals 2d6+12 points of 
  damage. 
   
  Spell-like Abilities (Sp): 3/day – blur, blink, 
  ethereal jaunt; 1/day – telekinesis (DC 15), touch of 
  idiocy, stinking cloud (DC 13), greater invisibility. 
  Caster Level 13
  th. 
   
  True Strike (Su): Once per day, the creature can 
  gain a +20 insight bonus on a single attack roll. In 
  addition the creature suffer no miss chance against a 
  target that has concealment or total concealment when 
  making this attack. 
   
  Possessions: None. 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 35 
  Appendix 4:  
  APL 14 
  Encounter 4: Confrontations 
  Shaldob, Blabul, and Desholk:  Pseudonatural babau 
  Rog6; CR 13; HD 7d8+6d6+91; hp 146; Init +8; Spd 30 
  ft.; AC 22, touch 14, flat-footed 18; Base Atk +11; Grp 
  +18; Atk +18 melee (1d6+7, claw); Full Atk +18/+18 
  melee (1d6+7, claw) and +16 melee (1d6+3, bite); SA 
  Sneak attack: +5d6, spell-like abilities, summon demon, 
  true strike 1/day; SQ Alternate form, damage reduction 
  10/cold iron or good, damage reduction 5/magic, 
  darkvision 60 ft., evasion, immunity to electricity and 
  poison, protective slime, resistance to acid 10, cold 10, 
  and fire 10, spell resistance 17, telepathy 100 ft, 
  uncanny dodge; AL CE; SV Fort +14, Ref +14, Will +10; 
  Str 24, Dex 18, Con 24, Int 14, Wis 16, Cha 14. 
   
  Skills and Feats: Balance +8, Bluff +10, Climb +17, 
  Diplomacy +8, Disable Device +16, Disguise +14 (+16 
  when observed), Escape Artist +14, Hide +28, Jump +9, 
  Listen +23, Move Silently +28, Open Lock +18, Search 
  +24, Sleight of Hand +16, Survival +3 (+5 following 
  tracks), Tumble +20, Use Rope +4 (+6 with bindings); 
  Cleave, Combat Expertise, Multiattack, Improved 
  Initiative, Power Attack. 
   
  Alternate form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, 
  tentacled 
  mass. 
  Despite 
  the 
  alien 
  appearance, its abilities remain unchanged. Other 
  creatures receive a –1 morale penalty on  their attack 
  rolls against pseudonatural creatures when it is in this 
  alternate form. 
   
  Spell-Like Abilities (Sp): At will—darkness, dispel 
  magic, see invisibility, greater teleport (self plus 50 
  pounds of objects only). Caster level 7
  th.  
   
  Protective Slime (Su): A slimy red jelly coats the 
  babau’s skin. Any weapon that touches it takes 1d8 
  points of acid damage from the corrosive goo, and the 
  weapon’s hardness does not reduce this damage. A 
  magic weapon may attempt a DC 20 Reflex save to 
  avoid taking this damage. A creature who strikes the 
  babau with an unarmed attack, unarmed strike, touch 
  spell, or natural weapon takes this damage as well but 
  can negate the damage with a DC 20 Reflex save. The 
  save DCs are Constitution-based.  
   
  Summon Demon (Sp): Due to the nature of the 
  spell that bound these babau to this world they cannot 
  summon other demons. 
   
  True Strike (Su): Once per day, a pseudonatural 
  creature can gain a +20 insight bonus on a single attack 
  roll. In addition the creature suffer no miss chance 
  against a target that has concealment or total 
  concealment when making this attack. 
   
  Possessions: None. 
   
  Encounter 7: Guardians 
  Ropers (4): CR 12; Large Magical Beast; HD 10d10+30; 
  hp 85; Init +5; Spd 10 ft.; AC 24, touch 10, flat-footed 
  23; Base Atk +10; Grp +18; Atk +11 ranged touch (drag, 
  strand) or +13 melee (2d6+6, bite); Full Atk 
  +11/+11/+11/+11/+11/+11 ranged touch (drag, strand) 
  and +13 melee (2d6+6, bite); Space/Reach 10 ft./10 ft. 
  (50 ft. with strand); SA Drag, strand, weakness; SQ 
  Darkvision 60 ft., immunity to electricity, low-light 
  vision, resistance to cold 10, SR 30, fire vulnerability; 
  AL CE; SV Fort +10, Ref +8, Will +8; Str 19, Dex 13, 
  Con 17, Int 12, Wis 16, Cha 12. 
   
  Skills and Feats: Climb +12, Hide +10 (+18 in 
  stony or icy surroundings), Listen +13, Spot +13; 
  Alertness, Improved Initiative, Iron Will, Weapon 
  Focus (strand). 
   
  Drag (Ex): If a roper hits with a strand attack, the 
  strand latches onto the opponent’s body. This deals no 
  damage but drags the stuck opponent 10 feet closer 
  each subsequent round (provoking no attack of 
  opportunity) unless that creature breaks free, which 
  requires a DC 23 Escape Artist check or a DC 19 
  Strength check. The check DCs are Strength-based, 
  and the Escape Artist DC includes a +4 racial bonus. A 
  roper can draw in a creature within 10 feet of itself and 
  bite with a +4 attack bonus in the same round. A strand 
  has 10 hit points and can be attacked by making a 
  successful sunder attempt. However, attacking a 
  roper’s strand does not provoke an attack of 
  opportunity. If the strand is currently attached to a 
  target, the roper takes a -4 penalty on its opposed attack 
  roll to resist the sunder attempt. Severing a strand 
  deals no damage to a roper.  
   
  Strands (Ex): Most encounters with a roper begin 
  when it fires strong, sticky strands. The creature can 
  have up to six strands at once, and they can strike up to 
  50 feet away (no range increment). If a strand is 
  severed, the roper can extrude a new one on its next 
  turn as a free action.  
   
  Weakness (Ex): A roper’s strands can sap an 
  opponent’s strength. Anyone grabbed by a strand must 
  succeed on a DC 18 Fortitude save or take 2d8 points of 
  Strength damage. The save DC is Constitution-based.  
   
  Possessions: None. 
   
  
  TSS5-05 Midsummer Nightmare 
   
  Page 36 
  Encounter 9: Madness Confronted 
  Gerram: Male dwarf Wiz5/Alienist 9; CR 14; HD 
  14d4+62; hp 105; Init +1; Spd 20 ft.; AC 12, touch 12, 
  flat-footed 11; Base Atk +6; Grp +6; Atk +6 melee 
  (1d4/19-20, dagger) or +7 ranged (1d8/19-20, light 
  crossbow); Full Atk +6/+1 melee (1d4/19-20, dagger) or 
  +7 ranged (1d8/19-20, light crossbow); SA Spells; SQ 
  Darkvision 60 ft., insane certainty, +2 racial bonus on 
  saves vs. spells, spell-like abilities and poison, stability, 
  stone cunning, summon alien, timeless body; AL CE; 
  SV Fort +10, Ref +8, Will +13; Str 10, Dex 12, Con 16, 
  Int 25, Wis 11, Cha 6. 
   
  Skills and Feats: Concentration +18, Knowledge 
  (arcana) 
  +15, 
  Knowledge 
  (dungeoneering) 
  +13, 
  Knowledge (the Planes) +15, Listen +9, Profession 
  (miner) +11, Spellcraft +15, Spot +9, Survival +5 (+7 
  underground); Augmented Summoning, Endurance, 
  Empower Spell, Extend Spell, Improved Toughness, 
  Rapid Spell, Scribe Scroll, Still Spell, Spell Focus 
  (Conjuration). 
   
  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. 
   
  An alienist gives up the ability to summon 
  nonpseudonatural creatures with a summon monster 
  spell. 
   
  Insane Certainty (Ex): 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 degrade. Her penalty on Bluff, 
  Diplomacy, and Handle Animal checks made to 
  influence nonpseudonatural creatures increases to -10. 
   
  Timeless Body (Ex): At 9th level, 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, page 109 of the Player's Handbook). 
  Ability score bonuses from aging still accrue, and any 
  penalties the alienist might have already taken remain 
  in place. An alienist is stolen away by horrible entities 
  when her time is up, and she is never seen again. 
   
  Spells prepared (4/6/6/6/5/4/4/3; Base DC = 17 + 
  spell level): 0–detect magic, light, message, read magic; 
  1
  st–color spray, lesser orb of acid (2), magic missile, ray 
  of 
  enfeeblement 
  (2); 
  2
  nd–extend 
  mage 
  armor, 
  glitterdust* (2), resist energy (2), still ray of 
  enfeeblement; 3
  rd–dispel magic, empowered magic 
  missile, extend false life, fly, magic circle against law, 
  slow; 4
  th–anticipate teleportation, dimension door (2), 
  enervation, Otiluke’s dispelling screen; 5
  th–empowered 
  lightning bolt, feeblemind, Mordenkainen’s Private 
  Sanctum, wall of force; 6
  th–disintegrate, greater dispel 
  magic, rapid summon monster V; 7
  th–empowered 
  vitriolic sphere, mass hold person, rapid summon 
  monster VI, still disintegrate. 
   
  * Due to Spell Focus (Conjuration) the base DC for 
  these spells is 18 + spell level. 
   
  Possessions: Dagger, light crossbow, 20 bolts, 
  spellbook, spell component pouch, headband of 
  intellect +2, cloak of arachnida, vest of resistance +2, 
  brooch of shielding, ring of protection +1, headband of 
  intellect +4, Heward’s handy haversack, 2 potions of 
  cure moderate wounds, 2 scrolls of comprehend 
  languages, 2 scrolls of obscuring mist, scroll of see 
  invisibility. 
   
  Darg: Male half-farspawn gray render advanced 16 HD; 
  CR 14; Huge Outsider (native); HD 16d10+192; hp 280; 
  Init +1; Spd 30 ft.; AC 25, touch 9, flat-footed 24; Base 
  Atk +15; Grp +35; Atk +25 melee (3d6+12, bite), in 
  amorphous form – +25 melee (1d8+12, tentacle); Full 
  Atk +25 melee (3d6+12, bite), +23/+23 melee (1d8+6, 
  claw) and +23/+23 (1d8+6, tentacle), in amorphous 
  form – +25/+25/+25/+25 melee (1d8+12, tentacle); 
  Space/Reach 15 ft./15 ft.; SA Improved grab, rend 
  3d6+18, true strike 1/day; SQ Blindsight 60 ft., change 
  shape, darkvision 60 ft., DR 10/magic, immunity to 
  poison, low-light vision, resistance to acid and 
  electricity 10, scent, spell-like abilities, SR 25; AL CE; 
  SV Fort +24, Ref +13, Will +12; Str 34, Dex 13, Con 34, 
  Int 3, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +20, Hide +11, 
  Jump +21, Spot +21, Survival +11; Cleave, Power 
  Attack, Improved Bull Rush, Iron Will, Multiattack, 
  Track. 
   
  Change Shape (Su): As a standard action, a half-
  farspawn can take the form of a grotesque, tentacled 
  mass. In this form the creature looses it claw and bite 
  attack, but gains 2 additional tentacles. It also becomes 
  amorphous and cannot be flanked and is not subject 
  from critical hits. Creatures native to the Material 
  Plane take a –1 morale penalty on attack rolls against 
  half-farspawns in this shape. 
   
  Improved Grab (Ex): To use this ability the gray 
  render must hit with its bite attack. It can then attempt 
  to start a grapple as a free action without provoking 
  attack of opportunity. 
   
  Rend (Ex): A gray render that wins a grapple 
  check after a successful bite attack establishes a hold, 
  latching onto the opponent’s body and tearing the 
  flesh. This attack automatically deals 3d6+18 points of 
  damage. 
   
  Spell-like Abilities (Sp): 3/day – blur, blink, 
  ethereal jaunt; 1/day – scintillating pattern, telekinesis 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 37 
  (DC 15), touch of idiocy, stinking cloud (DC 13), 
  greater invisibility. Caster Level 16
  th. 
   
  True Strike (Su): Once per day, the creature can 
  gain a +20 insight bonus on a single attack roll. In 
  addition the creature suffer no miss chance against a 
  target that has concealment or total concealment when 
  making this attack. 
   
  Possessions: Cloak of resistance +2, deep red 
  sphere ioun stone. 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 38 
  Appendix 5:  
  Gerram’s Summonings 
  Common Abilities 
  Alternate form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, 
  tentacled 
  mass. 
  Despite 
  the 
  alien 
  appearance, its abilities remain unchanged. Other 
  creatures receive a –1 morale penalty on  their attack 
  rolls against pseudonatural creatures when it is in this 
  alternate form. 
   
  True Strike (Su): Once per day, a pseudonatural 
  creature can gain a +20 insight bonus on a single attack 
  roll. In addition the creature suffer no miss chance 
  against a target that has concealment or total 
  concealment when making this attack. 
   
  Summon Monster II 
  Pseudonatural Monstrous Spider, medium: CR -; 
  Medium Outsider (augmented); HD 2d8+6; hp 15; Init 
  +3; Spd 30 ft., climb 20 ft.; AC 14, touch 13, flat-footed 
  11; Base Atk +1; Grp +1; Atk +4 melee (1d6+2 plus 
  poison, bite) or +4 ranged touch (web); Full Atk +4 
  melee (1d6+2 plus poison, bite) or +4 ranged touch 
  (web); SA Poison, true strike 1/day, web; SQ Alternate 
  form, darkvision 60 ft., resistance acid/electricity 5, 
  tremorsense 60 ft., SR 12, vermin traits; AL CN; SV 
  Fort +6, Ref +3, Will +0; Str 15, Dex 17, Con 16, Int 3, 
  Wis 10, Cha 2. 
   
  Skills and Feats: Climb +13, Hide +7, Jump +2, 
  Spot +4; Weapon Finesse. 
   
  Poison (Ex): Fort DC 14, 1d4 Str/1d4 Str. 
   
  Web (Ex): 8/day – DC 14 Escape Artist, DC 18 
  Break, hp 6. 
   
  Pseudonatural Wolf: CR –; Medium Outsider 
  (augmented); HD 2d4+8; hp 17; Init +2; Spd 50 ft.; AC 
  14, touch 12, flat-footed 12; Base Atk +1; Grp +6; Atk +5 
  melee (1d6+4, bite); Full Atk +5 melee (1d6+5, bite); SA 
  Trip, true strike 1/day; SQ Alternate form, low-light 
  vision, resistance acid/electricity 5, scent, SR 12; AL 
  CN; SV Fort +7, Ref +5, Will +1; Str 17, Dex 15, Con 19, 
  Int 3, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +2, Listen +3, Move Silently 
  +3, Spot +3, Survival +1 (+5 when tracking); Track, 
  Weapon Focus (bite). 
   
  Trip (Ex): A wolf that his with a bite attack can 
  attempt to trip the opponent (+3 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
   
  Summon Monster III 
  Pseudonatural Dire Weasel: CR �; Medium Outsider 
  (augmented); HD 3d8; hp 13; Init +4; Spd 40 ft.; AC 16, 
  touch 12, flat-footed 12; Base Atk +2; Grp +4; Atk +6 
  melee (1d6+3, bite); Full Atk +6 melee (1d6+3, bite); SA 
  Attach, blood drain, true strike 1/day; SQ Alternate 
  form, low-light vision, resistance acid/electricity 5, 
  scent, SR 13; AL CN; SV Fort +3, Ref +7, Will +4; Str 14, 
  Dex 19, Con 10, Int 2, Wis 12, Cha 11. 
   
  Skills and Feats: Hide +8, Listen +3, Move Silently 
  +8, Spot +5; Alertness, Stealthy , Weapon Finesse. 
   
  Attach (Ex): A dire weasel that hits with its bite 
  attack latches onto the opponent’s body with its 
  powerful jaws. An attached dire weasel loses its 
  Dexterity bonus to AC and thus has an AC of 12. An 
  attached dire weasel can be struck with a weapon or 
  grappled itself. To remove an attached dire weasel 
  through grappling, the opponent must achieve a pin 
  against the creature. 
   
  Blood Drain (Ex): A dire weasel drains blood for 
  1d4 points of Constitution damage each round it 
  remains attached. 
   
  Summon Monster IV 
  Pseudonatural Dire Wolf: CR –; Large Outsider 
  (augmented); HD 6d8+30; hp 57; Init +2; Spd 50 ft.; AC 
  14, touch 11, flat-footed 12; Base Atk +4; Grp +17; Atk 
  +13 melee (1d8+13, bite); Full Atk +13 melee (1d8+13, 
  bite); Space/Reach 10 ft./5 ft.; SA Trip, true strike 
  1/day; SQ Alternate form, DR 5/magic, low-light 
  vision, resistance acid/electricity 5, scent, SR 16; AL 
  CN; SV Fort +10, Ref +7, Will +6; Str 29, Dex 15, Con 
  21, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +0, Listen +7, Move Silently 
  +4, spot +7, Survival +2 (+6 when tracking by scent); 
  Alertness, Run, Track, Weapon Focus (bite). 
   
  Trip (Ex): A dire wolf that hits with a bite attack 
  can attempt to trip the opponent (+13 check modifier) 
  as a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the wolf. 
   
  Pseudonatural Monstrous Spider, large: CR –; Large 
  Outsider (agumented); HD 4d8+12; hp 30; Init +3; Spd 
  30 ft., climb 20 ft.; AC 14, touch 12, flat-footed 11; Base 
  Atk +3; Grp +11; Atk +6 melee (1d8+5 plus poison, 
  bite); Full Atk +6 melee (1d8+5 plus poison, bite); SA 
  Poison, true strike 1/day; web; SQ Alternate form, 
  darkvision 
  60 
  ft., 
  DR 
  5/magic, 
  resistance 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 39 
  acid/electricity 5, scent, SR 16, tremorsense 60 ft., 
  vermin traits; AL CN; SV Fort +7, Ref +4, Will +1; Str 
  19, Dex 17, Con 16, Int 3, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +13, Hide +3 (+11 while in 
  webbing), Jump +4, Move Silently +3 (+11 while in 
  webbing), Spot +4; – 
   
  Poison (Ex): Fort DC 15, 1d6 Str/1d6 Str. 
   
  Web (Ex): 8/day – DC 15 Escape Artist, DC 29 
  Break, hp 12. 
   
  Summon Monster V 
  Pseudonatural Giant Crocodile: CR –; Huge Outsider 
  (augmented); HD 7d8+42; hp 73 hp; Init +1; Spd 20 ft., 
  swim 30 ft.; AC 16, touch 9, flat-footed 15; Base Atk +5; 
  Grp +23; Atk +13 melee (2d8+15, bite) or +13 melee 
  (1d12+15, tail slap); Full Atk +13 melee (2d8+15, bite) 
  or +13 melee (1d12+15, tail slap); Space/Reach 15 ft./10 
  ft.; SA Improved grab, true strike 1/day; SQ Alternate 
  form, DR 5/magic, hold breath, low-light vision, 
  resistance acid/electricity 5, scent, SR 17; AL CN; SV 
  Fort +11, Ref +6, Will +3; Str 31, Dex 12, Con 23, Int 1, 
  Wis 12, Cha 2. 
   
  Skills and Feats: Hide +1 (+6 in murky water), 
  Listen +5, Spot +5, Swim +18; Alertness, Endurance, 
  Skill Focus (Hide). 
   
  Improved Grab (Ex): To use this ability, a 
  crocodile must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, the crocodile establishes a hold on the 
  opponent with its mouth and drags it into deep water, 
  attempting to pin it to the bottom. 
   
  Hold Breath (Ex): A crocodile can hold its breath 
  for a number of rounds equal to 4 x its Constitution 
  score before it risks drowning. 
   
  Summon Monster VI 
  Pseudonatural Giant constrictor snake: CR –; Huge 
  Outsider (augmented); HD 11d8+36; hp 85; Init +3; 
  Spd 20 ft., climb 20 ft., swim 20 ft.; AC 15, touch 11, 
  flat-footed 12; Atk +8; Grp +25; Atk +15 melee (1d8+13, 
  bite); Full Atk +15 melee (1d8+13, bite); Space/Reach 
  15 ft./10 ft.; SA Constrict 1d8+13, improved grab, true 
  strike 1/day; SQ Alternate form, DR 5/magic, hold 
  breath, low-light vision, resistance acid/electricity 10, 
  scent, SR 21; AL CN; SV Fort +10, Ref +10, Will +4; Str 
  29, Dex 17, Con 17, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +11, Climb +17, Hide 
  +10, Listen +9, Spot +9, Swim +16; Alertness, 
  Endurance, Skill Focus (Hide), Toughness. 
   
  Constrict (Ex): On a successful grapple check, a 
  constrictor snake deals 1d8+13 points of damage. 
   
  Improved Grab (Ex): To use this ability, a 
  constrictor snake must hit with its bite attack. It can 
  then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can constrict. 
   
  
  TSS5-05 Midsummer Nightmare 
   
  Page 40 
  Appendix 6:  
  Important NPCs
  Orlamm ‘Shrieker’ Blackrock: Male gnome Pal 10 
  (Bluff +11, Diplomacy +19, Intimidate +12, Sense 
  Motive +10; AL LG). 
   
  Appearance: A small gnome, that’s even small for a 
  gnome (2 feet 10 inches), but he makes up for that with 
  his shrieking voice. He has a dark tan colored skin and 
  blue-greenish eyes. His hair is reddish blond. He has a 
  carefully trimmed goatee and wears a fine suit of 
  brown leather intricately stitched with leave patterns 
  in green, gold and red.   
   
  Personality: In the clan of Nonzfyr, he is known 
  for his voice and his short temper. He has a way to get 
  people to do what he wants (they don’t want to hear his 
  voice for very long and they don’t want to get him mad, 
  ‘cause then his voice gets even worse), and that is why 
  he has been placed in the position of recruiting people 
  for the security of the terrain. He is an expert in 
  leadership in his own personal way. 
   
  Fankaer: Male gnome Exp4 (miner; AL N). 
   
  Appearance: Fankaer is a gaunt gnome of average 
  height with wild black hair and a short equally 
  uncombed beard. He has pale grey eyes and the typical 
  large nose of a gnome, though his is sharp. He favors 
  simple sturdy clothes in dreary dark colors. 
   
  Personality: Fankaer is a grim, resolute man who is 
  obsessed with striking it big, blaming the death of his 
  wife due to the lack of funds to afford a proper cleric. 
  The others have warned him that one day his greed 
  would bring him into trouble, and now that he is on 
  the brink of loosing his son, he seems to finally wake 
  up. Sick with worry about the faith of his son, and 
  virtually unable to think because of it, he made things 
  only worse. As a result of this, he clasps desperately to 
  any straw of hope that the PCs might offer him. 
   
  Soldiers 
  Lieutenant Ovrid: Male dwarf Rgr3 (AL LN). 
   
  Appearance: It’s rather unusual for a dwarf to have 
  red hair, but this one has red hair. His hair is rather 
  long (just above the buttocks) and held together by a 
  clasp with the image of a knot (DC 15 Knowledge 
  (religion): symbol of Valkauna; dwarven deity of oaths). 
  He wears the standard army issue of Sunndi adorned 
  with a few stripes and stars that depict his rank. He is 
  of an average height (4 feet 7 inches) and is just as 
  broad as most dwarves are. His skin is light brown and 
  he has freckles. His eyes are a piercing blue color.  
   
  Personality: Orvid is known for his reliability. If 
  he makes an oath, he will fulfill it. He is also known, 
  for not letting his judgement be clouded by politics 
  and that is probably the reason he has been given this 
  assignment. Besides his clear judgement, he is 
  somewhat of an expert when it comes down to 
  underground territory. 
   
  Sergeant Hanard: Male human (Oeridian) Rgr1 (AL 
  NG). 
   
  Appearance: This male has light brown hair, cut 
  short. His eyes are grey blue and his height is 5 feet 10 
  inches. He has a muscular build. He wears the standard 
  army issue of Sunndi adorned with a few stripes and 
  stars that depict his rank. Besides these traits he is 
  rather nondescript.  
   
  Personality: This is an easygoing man that takes 
  his orders and follows them. He is not angered easily 
  and is usually rather quiet, unless he has to issue 
  commands to the soldiers that are below him in rank. 
  In that case he has a clear voice and people are often 
  inclined to do what he is commanding. Most people 
  that get to know him know he is very good with 
  horses. 
   
  Sergeant Dairlin: Male halfling Rgr1 (AL N). 
   
  Appearance: This halfling stands 3 feet 1 inch tall 
  and has brown curly hair. His eyes are green and he 
  wears the standard army issue of Sunndi adorned with 
  a few stripes and stars that depict his rank. He looks 
  more then well fed. 
   
  Personality: Sergeant Dairlin is known for his lack 
  of prejudice. In the army he has been trained as a 
  Sniper and he is rather good with a bow. He is quite 
  good-looking and is known to be a bit idle. His 
  clothing looks immaculate most of the time and when 
  they don’t, he can become a bit irritated. 
   
  Sergeant Flanara: Female gnome Rgr1 (AL NG). 
   
  Appearance: She wears the standard army issue of 
  Sunndi adorned with a few stripes and stars that depict 
  his rank. Her hair is blond, almost white (platinum 
  blond) and she has grey blue eyes with a twinkle. She 
  stands 3 feet tall and has a wiry body.  
   
  Personality: She is known for her healing skills 
  and often services as a medic in the army. She is quick 
  with a smile and a wink. She is known as a kind person, 
  but can be very vindictive. 
   
  
  TSS5-05 Midsummer Nightmare 
   
  Page 41 
  Servants 
  Daraena: Female gnome Exp2 (AL LG). 
   
  Appearance: You see an elderly female gnome 
  with a regal look about her. She wears her gray hair in a 
  knot on top of her hair. Her eyes are grey blue and she 
  stands 2 feet 8 inches tall. She is wearing a blue formal 
  dress that bears the family arms of Nonzfyr.  
   
  Personality: This lady know how to run a 
  household, even one as big as Starkholm. She can be 
  very commanding and if you are an servant, you better 
  run to doing as she says. If you are a guest, you don’t 
  want to be rude, ‘cause then you might find that your 
  stay at Starkholm isn’t going to be so pleasant as you 
  might have expected. Besides these traits, she always 
  seems to know what is going on and can act on it 
  before hand. 
   
  Ertik: Male gnome Exp2 (AL NG). 
   
  Appearance: Ertik is a well-fed, sturdy looking 
  gnome with short well-groomed hair and dark brown 
  eyes. He does not have a beard, but he does have a 
  moustache. He favors green and brown colored 
  clothing, all perfectly clean. He has a habit to fiddle 
  with his moustache, except when dominated by the 
  fiend. Ertik has difficulties sitting still for anything 
  longer then a few moments, and he always makes a 
  nervous impression. 
   
  Personality: Ertik is a meticulous guy with a bit of 
  an obsession to make sure everything goes perfect. 
  Luckily for those around him, he does not force this 
  tendency on others. He usually is as merry and 
  outgoing as any gnome, though he can become a bit 
  irritated when things do not go his way.  
   
  The fiend in him heightens his bad qualities, and 
  now he does become furious when things go badly. 
   
  Kalleena: Female gnome Exp2 (AL CG). 
   
  Appearance: Kalleena is a small plumb gnome 
  with a love for good food and a good conversation. She 
  has long curly brown hair. She favors practical but 
  beautifully decorated dresses. She does not wear 
  jewelry. 
   
  Personality: Kalleena is a bit of gossip who is 
  incredibly curious about others. She is genuinely 
  worried about the welfare of others, and always 
  remembers a face and has a knack to know exactly 
  what a person wants, sometimes even before that 
  person realizes it. Were it not for her gossiping she 
  would be a perfect servant. She also has a tendency to 
  boss around people, though usually this only becomes 
  noticeable when she is stressed.  
   
  The fiend that possesses Kalleena heightens her 
  bad qualities even when not directly dominating her. 
  She is incredibly talkative, and always prying for 
  information. Worse though is her tendency to order 
  people around. Unlike normal she forgets people faces, 
  and does not considers others nearly as often as she 
  should. 
   
  Tallik: Male gnome Exp2 (AL NG). 
   
  Appearance: Tallik is an unassuming gnome and 
  people tend to forget him. He has short brown curly 
  hair. He tends to wear whatever Ertik wears. 
   
  Personality: Tallik loves a good joke as any gnome, 
  but unlike most gnomes, he is not much of a talker. He 
  prefers to listen. He is a follower, and as such he rarely 
  shows much initiative. 
   
  Due to the fiend, Tallik has withdrawn into 
  himself completely. It is not that he does not talk, he 
  hardly reacts to people and when he reacts it tends to 
  be completely inappropriate. He is very jumpy, and 
  clearly the one that suffers the most of the three. He 
  actually hears voices, and he thinks he is going insane. 
   
  
  TSS5-05 Midsummer Nightmare 
   
  Page 42 
  Appendix 7:  
  Map of Gerram’s Lair 
   
   
   
  (1 square equals 5 feet) 
   
  1. Entrance 
  2. Guardians’ Lair 
  3. Storage Area (and prison) 
  4. Well 
  5. Gerram’s Sleeping Cave 
  6. Laboratory 
  7. Summoning Chamber 
   
   
  
  TSS5-05 Midsummer Nightmare 
   
  Page 43 
  Appendix 8 
  New Rules Items 
  Prestige Classes 
  Alienist 
  (Source: Complete Arcane page 21-24) 
  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. 
  Alignment: Any nonlawful. 
  Skills: Knowledge (the planes) 8 ranks. 
  Feat: Augment Summoning. 
  Spells: Able to cast at least one summoning spell of 3rd 
  level orhigher. 
  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).  
  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, an 
  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, a bonus feat, 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 
  THE ALIENIST 
  Level 
  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 transcendence 
  +1 level of existing spellcasting class 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 44 
  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 (see page 160) 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 who attains 2nd 
  level 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 
  voice whispering from beyond time's end, and profits 
  thereby. At 3rd and again at 7th level, she can choose 
  any metamagic feat as a bonus feat. 
   
  Mad Certainty (Ex): At 4th level, 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 now 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 (see page 160) in addition to the powers and 
  abilities normal for a familiar of the appropriate level. 
  This effect does not replace an existing familiar—the 
  familiar has been slowly taking on pseudonatural 
  aspects as the alienist rises in level, and those 
  characteristics become fully functional at this point. 
  From now on, the alienist's 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 fora summon monster spell. As an 
  alienist becomes able to learn higher-level spells, the 
  extra slor migrates up to the new highest level 
   
  Insane Certainty (Ex): 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 degrade. Her penalty on Bluff, 
  Diplomacy, and Handle Animal checks made to 
  influence nonpseudonatural creatures increases to -10. 
   
  Timeless Body (Ex): At 9th level, 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, page 109 of the Player's Handbook). 
  Ability score bonuses from aging still accrue, and any 
  penalties the alienist might have already taken remain 
  in place. An alienist is stolen away by horrible entities 
  when her time is up, and she is never seen again. 
   
  Alien Transcendence (Su): A 10th-level alienist, 
  because of 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, she gains damage reduction 
  10/magic and resistance to acid 10 and electricity 10. 
   
  Upon achieving alien transcendence, an alienist 
  undergoes a minor physical change, usually growing a 
  small tentacle or other strange feature, 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 an alienist makes to conceal her true 
  nature. 
   
  Anyone who shares an alienist's predilection for 
  study of the Par Realms immediately recognizes her 
  transcendent nature, and she gains a +2 circumstance 
  bonus on all Charisma-based skill checks and ability 
  checks when interacting with such beings. She gains a 
  +2 circumstance bonus on Intimidate checks involving 
  any other creatures to whom she reveals her abnormal 
  nature. 
   
   
  Monsters 
  Half-Farspawn 
  (Source: Lords of Madness page 151-153) 
  Much as fiends produce terrible mortal progeny, 
  certain entities of the Far Realm occasionally venture 
  to the Material Plane to procreate. Sometimes the 
  mortal parent is willing, a fanatical cultist or creature so 
  debased in evil that he or she deliberately invites the 
  union. Other times, the Far Realm being visits its 
  horrible taint on whatever mortal creature best suits its 
  abhorrent purpose. In any event, the half-farspawn is a 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 45 
  creature in which the fantastically abnormal is cloaked 
  in a guise of mundane flesh and blood.  
   
  Half-farspawn are horrible in appearance. By the 
  capriciousness of fate and heritage, they might appear 
  largely normal, strongly favoring the mortal parent, but 
  always prominently bear abnormal features: extra 
  limbs, writhing cilia, tentacles, translucent flesh, 
  variable coloration, or slavering maws or alien eyes 
  embedded in otherwise normal flesh. With heavy 
  clothing, a humanoid half-farspawn might conceal its 
  true nature for a time, but anyone viewing the half-
  farspawn without its coverings could not possibly miss 
  its differences.  
   
  Half-farspawn are shunned by most other 
  creatures. While some aberrations regard a creature 
  descended from the Far Realm as an honored emissary, 
  most others loathe and detest half-farspawn. They 
  might find refuge in the alien dimensions from which 
  their farspawn progenitor came, but in the Material 
  Plane, they are viewed as madness incarnate. Only 
  alienists and insane cultists regard half-farspawn as 
  allies and knowingly aid them. 
   
  Creating a Half-Farspawn 
  “Half-farspawn” is an inherited template that can be 
  added to any corporeal creature of the aberration, 
  animal, dragon, elemental, giant, humanoid, magical 
  beast, monstrous humanoid, ooze, plant, or vermin 
  type (hereafter referred to as the base creature). A half-
  farspawn uses all the base creature’s statistics and 
  special abilities except as noted here. 
   
  Size and Type: The creature’s type changes to 
  outsider. Do not recalculate Hit Dice, base attack 
  bonus, or saves. Size is unchanged. Half-farspawn are 
  normally native outsiders. 
   
  Armor Class: The creature’s natural armor 
  improves by 3.Attack: A half-farspawn gains two 
  tentacle attacks in additional to any attacks the base 
  creature could normally make. If the base creature can 
  use weapons, the half-farspawn can still do so. A half-
  farspawn fighting without weapons uses a tentacle 
  when making an attack action (unless it has another 
  natural attack it prefers). When it has a weapon, it uses 
  the weapon instead. 
   
  Full Attack: A half-farspawn fighting without 
  weapons uses both its tentacles when making a full 
  attack (plus any other natural attacks of the base 
  creature). If armed with a weapon, it uses the weapon 
  as its primary attack and its tentacles as secondary 
  natural attacks (–5 on the attack roll, half Strength 
  bonus on damage rolls). 
   
  Damage: A half-farspawn’s tentacle attacks deal 
  bludgeoning damage as shown below. 
  Size 
  Tentacle
  Damage 
  Reach 
  with 
  Tentacles 
  Fine 
  1 
  0 ft. 
  Diminutive 
  1 
  0 ft. 
  Tiny 
  1d2 
  0 ft. 
  Small 
  1d3 
  5 ft. 
  Medium 
  1d4 
  5 ft. 
  Large 
  1d6 
  10 ft. 
  Huge 
  1d8 
  15 ft. 
  Gargantua
  n 
  2d6 
  20 ft. 
  Colossal 
  3d6 
  30 ft. 
   
  Special Attacks: A half-farspawn retains all the 
  special attacks of the base creature, and gains the 
  following special attack: 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight bonus on a 
  single attack roll. The half-farspawn is not affected by 
  the miss chance that applies to attacks against a 
  concealed target. 
   
  Spell-Like Abilities: A half-farspawn with an 
  Intelligence score of 3 or higher has spell-like abilities 
  depending on its Hit Dice, as indicated below. The 
  abilities are cumulative. Unless otherwise noted, an 
  ability is usable once per day. Caster level equals the 
  creature’s Hit Dice, and the save DC is Charisma-based. 
  HD 
  Abilities 
  1–2 
  blur 3/day 
  3–4 
  touch of idiocy 
  5–6 
  stinking cloud 
  7–8 
  blink 3/day 
  9–10 
  greater invisibility 
  11–12 
  telekinesis 
  13–14 
  ethereal jaunt 3/day 
  15–16 
  scintillating pattern 
  17–18 
  summon monster IX* 
  19 
  or 
  more 
  implosion*   
   
  A half-farspawn can summon only pseudonatural 
  animals or vermin with this ability. It can select from 
  any celestial or fiendish animal or vermin that could be 
  summoned by summon monster IX, but applies the 
  pseudonatural template (see page 161) to the creature 
  rather than the celestial or fiendish template. 
   
  Special Qualities: A half-farspawn has all the 
  special qualities of the base creature, plus the following 
  special qualities:  
  — Blindsight out to 60 feet.  
  
  TSS5-05 Midsummer Nightmare 
   
  Page 46 
  — Immunity to poison.  
  — Resistance to acid 10 and electricity 10.  
  — Damage reduction 5/magic (if HD 11 or less) or 
  10/magic (if HD 12 or more).  
  — A half-farspawn’s natural weapons are treated as 
  magic weapons for the purpose of overcoming damage 
  reduction.  
  — Spell resistance equal to Hit Dice + 10 (up to a 
  maximum of 25). 
   
  Change Shape (Su): As a standard action, a half-
  farspawn can take the form of a grotesque, tentacled 
  mass. This ability functions as described for the change 
  shape ability (see page 306 of the Monster Manual), 
  except as follows:  
  — The creature’s movement modes do not change.  
  — The creature retains the tentacle attacks granted by 
  this template (see Attack, above) and gains two 
  additional tentacle attacks when making a full attack.  
  — The creature becomes amorphous. It cannot be fl 
  anked, and is not subject to extra damage from critical 
  hits. — Creatures native to the Material Plane take a –1 
  morale penalty on attack rolls against a half-farspawn 
  in its amorphous form. 
   
  Abilities: Increase from the base creature as 
  follows: Str +2, Dex +2, Con +6, Wis +4, Cha +2. 
   
  Skills: A half-farspawn gains skill points as an 
  outsider and has skill points equal to (8 + Int modifier) 
  × (HD + 3). Do not include Hit Dice from class levels in 
  this calculation—the half-farspawn gains outsider skill 
  points only for its racial Hit Dice, and gains the normal 
  amount of skill points for its class levels. Treat skills 
  from the base creature’s entry as class skills, and other 
  skills as cross-class skills. 
   
  Challenge Rating: HD 4 or less, as base creature 
  +1; HD 5 to 10, as base creature +2; HD 11 or more, as 
  base creature +3. 
   
  Alignment: Always chaotic evil. 
   
  Level Adjustment: +4. 
    
  Half-Farspawn Characters 
  Humanoid half-farspawn often have a character class, 
  prefer-ring cleric, fi ghter, or sorcerer. Half-farspawn 
  clerics are devo-tees of terrible deities such as 
  Tharizdun or Mak Thuum Ngatha, or simply choose to 
  venerate cosmic forces such as destruc-tion and 
  madness. 
   
  Pseudonatural Creature 
  (Source: Lords of Madness, page 161-162) 
  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 
  consis-tent 
  with 
  their 
  origins, 
  manifesting as masses of writhing tentacles or other 
  even more terrible-looking 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, a pseudonatural 
  creature can gain a +20 insight bonus on a single attack 
  roll. In addition, the creature suffers no miss chance 
  against a target that has concealment or total 
  concealment when making this attack. 
   
  Special Qualities: A pseudonatural creature retains 
  all the special qualities of the base creature and also 
  gains the following special qualities: 
   
  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). 
    
  Hit 
  Dice 
  Acid, Electricity Resistance 
  Damage 
  Reduction 
  1–3 
  5 
  — 
  4–7 
  5 
  5/magic
  8–11 
  10 
  5/magic
  12 or 
  more 
  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 a pseudonatural creature when it is in this 
  alternate form. 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 47 
   
  Spell Resistance (Ex): A pseudonatural creature 
  gains spell resistance equal to 10 + the base creature’s 
  HD (maximum 25). 
   
  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 or more HD, as 
  base creature +2. 
   
  Feats 
  Improved Toughness 
  (Source: Complete Warrior, page 101) 
  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 hit 
  point permanently. 
   
  Special: A fighter may select Prone Attack as one 
  of his fighter bonus feats. 
   
  Rapid Spell [Metamagic] 
  (Source: Complete Divine, page 84) 
  You can cast spells with long casting times more 
  quickly. 
   
  Benefit: Only spells with a casting time greater 
  than 1 standard action can be made rapid. A rapid spell 
  with a casting time of 1 full round can be cast as a 
  standard action. A rapid spell with a casting time 
  measured in rounds can be cast in 1 full round. Rapid 
  spells with casting times measured in minutes can be 
  cast in 1 minute, and rapid spells with a casting times 
  measured in hours can be cast in 1 hour. A rapid spell 
  uses up a spell slot one level higher than the spell’s 
  actual level. 
   
  Special: A spell can be made rapid and quickened 
  only if its original casting time was 1 full round. This 
  feat can be applied to a spell cast spontaneously as long 
  as its original casting time was longer then 1 full round. 
   
  Spells 
  Anticipate Teleportation 
  Abjuration 
  Level: Sorcerer/wizard 4 
  Components: V/S/F 
  Casting Time: 1 round 
  Range: One willing creature touched 
  Area: 5ft./level radius emanation from touched 
  creature 
  Duration: 1 hour/lvl 
  Saving Throw: None 
  Spell Resistance: No 
  The subject of the spell is surrounded by an invisible 
  aura that anticipates and delays the teleportation of any 
  creature into the spell’s area. Any teleportation spell or 
  effect (including all spells with the teleportation 
  descriptor) can be anticipated, making the spell’s 
  recipient instantly aware of the exact location where 
  the teleporting creature will arrive (subject to the 
  restrictions below), the creature’s size, and how many 
  other creatures (and their sizes) are arriving with the 
  teleporting creature. The spell also delays the arrival of 
  the teleporting creature by 1 round (so that it arrives 
  on its initiative count immediately before its next 
  turn), generally giving the recipient of the spell and 
  anyone else made aware of the information 1 round to 
  act or feady weapons. The teleporting creature does not 
  perceive this delay. 
   
  Since a teleporting creature doesn’t necessarily 
  arrive at the precise location it intends, the spell also 
  functions against a creature that arrives in range even 
  though its intended destination was elsewhere. For a 
  creature that intends to teleport into range but 
  inadvertable arrives outside the spell’s area, the spell 
  gives the recipient awareness that a creature has 
  attempted to teleport into range and delays the 
  creature as normal, but doesn’t give any awareness as to 
  the actual location of it’s imminent arrival. 
   
  The spell has no effect on creatures attempting to 
  teleport away from the spell’s area, though if their 
  destination is within the area the spell will afafcet the 
  reentry as normal. 
   
  Focus: A tiny hourglass of platinum and crystal 
  costing 500 gp, which must be carried or worn by the 
  spell’s recipient while the spell is in effect. 
  Source: Complete Arcane pg 97 
   
  Orb of Acid, Lesser 
  (Source: Complete Arcane, page 115) 
  Conjuration (Creation) [Acid]  
  Level: Sorcerer/wizard 1, warmage 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No 
  An orb of acid about 2 inches across shoots from your 
  palm at its target, dealing 1d8 points of acid damage. 
  You must succeed on a ranged touch attack to hit your 
  target. 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 48 
   
  For every two caster levels beyond 1st, your orb 
  deals an additional 1d8 points of damage: 2d8 at 3rd 
  level, 3d8 at 5th level, 4d8 at 7th Level, and the 
  maximum of 5d8 at 9th level or higher. 
   
  Otiluke’s Dispelling Screen 
  (Source: Complete Arcane, page 116) 
  Abjuration 
  Level: Sorcerer/wizard 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Energy wall whose area is up to one 10-ft. 
  square/level, or a sphere or hemisphere with a radius of 
  up to 1 ft./level 
  Duration: 1 min./level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  You create an opaque, immobile, shimmering screen of 
  violet energy. Any spell effect operating on a creature 
  or unattended object that passes through the screen is 
  affected as by a targeted dispel magic at your caster 
  level. Attended items that pass through are not affected 
  by the screen, which is the only way the screen differs 
  from a normal targeted casting of dispel magic–
  attended items are essentially not targeted by the 
  screen. Make a caster level check (1d20 + 1 per caster 
  level, maximum +10) to dispel spells effect (DC 11 + 
  caster level) or suppress an unattended object’s magical 
  properties for 1d4 rounds (DC equal to the item’s caster 
  level). Spell effects not operating on objects or 
  unattended creatures cannot pass through the screen. 
  A disintegrate or successful dispel magic removes 
  Otiluke’s dispelling screen, while an antimagic field 
  suppresses it. 
   
  Material Components: A sheet of fine lead crystal. 
   
  Vitriolic Sphere 
  (Source: Complete Arcane, page 128) 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/Wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: 10-ft.-radius burst 
  Duration: Instantaneous; see text 
  Saving Throw: Reflex negates and Reflex half; see text 
  Spell Resistance: No 
  You conjure a sizzling emerald sphere that drenches all 
  within the area with a potent acid. Affected creatures 
  take 1d4 point of acid damage per caster level 
  (maximum 15d4) and must succeed on a Reflex save or 
  risk taking damage in the following 2 rounds (6d4 
  point of damage in the second round and 3d4 points of 
  damage in the third round). Both rounds of continuing 
  damage are subject to Reflex saves for half damage; if 
  an affected creature succeeds on its second Reflex save, 
  it take no acid damage in the third round. 
   
  Material Component: A tiny glass vial filled with 
  aqua regia. 
   
  
  TSS5-05 Midsummer Nightmare 
   
  Page 49 
   
  Player’s Handout 1: 
  The Clanmoot’s Festival Schedule 
   
  Festival programme 
  Day 1 
   
  Morning  
  � The Fair (till midnight) 
   
  Midmorning    
   
  � Opening Ceremony 
   
  Midday    
   
  � Raft building for the raft competition on the third day (for our kids and grownups) (till 
  sunset) 
   
   
   
   
  � Stone throwing competition (22 lbs., 28 lbs., 56 lbs.) 
   � Sheep herding competition  
   
  Midafternoon 
   
  � Foot-racing competition (short track and mountain track) 
   � Treasure hunt (for our kids)  
   
  Afternoon 
   
  � Throwing daggers competition  
   � Performance competition  
   
  Sunset  
   
  � Torchlight ceremony (in remembrance of our heroes)  
   
  Day 2 
   
  Morning  
  � The Fair (till midnight) 
   � Grand Picnic  
   
  Midmorning 
   
  � Hammer throwing competition (5 lbs., 15 lbs, 30 lbs.) 
   
   
   
   
  � Sack Race (for our kids)  
   � Raft building for the raft competition on the third day (for our kids and grownups) (till 
  sunset) 
   
   
  Midday  
   
  � Food competition  
   � Riding dog competition  
   
  Midafternoon 
   
  � Archery competition  
   � Drinking competition  
   
  Afternoon 
   
  � Sheep dog competition 
   
  Sunset  
   
  � Dance festival  
   
  
  TSS5-05 Midsummer Nightmare 
   
  Page 50 
   
  Day 3 
   
  Morning  
  � The Fair (till midnight) 
   � Raft race (for our kids) 
   � Tug of war competition  
   
  Midmorning 
   
  � Wrestling competition  
   
   
   
   
  � Raft race (for grownups) 
   
  Midday  
   
  � 10- foot pole throwing competition (16 lbs., 22 lbs., 28 lbs. and 56 lbs.) 
   
   
   
   
  � Twin Race (for our kids)  
   
  Midafternoon 
   
  � Climbing competition  
   
  Afternoon 
   
  � Marriage ceremony 
   
  Sunset  
   
  � Musical festival  
   
  Midnight 
   
  � Firework display  
   
  If you would like to join any of the festivities or are willing to hand a helping hand, please report to Colmarr Uvarkk for 
  further details. 
   
   
  
  TSS5-05 Midsummer Nightmare 
   
  Page 51 
   
  Player’s Handout 2:  
  Guards and Servants 
   
  Soldiers 
  Lieutenant Ovrid: Male dwarf 
   
  Sergeant Hanard: Male human (Flan/Oeridian) 
   
  Sergeant Dairlin: Male halfling 
   
  Sergeant Flanara: Female gnome 
   
  Regular Soldiers:  
  • Dwarves: Dorgunn (female), Erkas (male), Glanral 
  (male), Norja (female), Theric (male), Yuric (male). 
  • Gnomes: Addal (female), “Wild” Heda (female), 
  Pallaras (male), Segtik “Steel Fox” (male), Varpin 
  (male). 
  • Halflings:  Klanmella “Strider” (female), Penelreen 
  (male). 
  • Humans: Lynwerd (male), Raydeen (male). 
   
  The soldiers are divided into three units of mixed race. 
  In general 1 unit is on duty, one unit is sleeping and 
  the third is relaxing. None of the Burrowers belong to 
  any of the 10 major clans. 
   
  Note: There are 4 small guarding dogs assigned to 
  Starkholm as well. 
   
  Servants 
  Keeper of Starkholm:  
  • Daraena (female) 
   
  Cooks:  
  • Addara (female) 
   
  Cook Assistants: 
  • Haggin (male) 
  • Paltikka (female) 
   
  Servants: 
  Ertik (male), “Tame” Heda (female), Hester (female), 
  Jokel (male), Kalleena (female), Narra (female), Ollika 
  (female), Sillek the Younger (male), Tallik (male), 
  Yellop (female), Zenstera (female) 
   
  The servants of Starkholm are all members of the 
  Nonzfyr clan, and they are all gnomes. 
   
  
  TSS5-05 Midsummer Nightmare 
   
  Page 52 
   
  Player’s Handout 3:  
  Clan Elders 
  Master Thandarthos: 
  Governor of the Hollow Highlands (� gnome) 
   
   
  Notes: 
  Hindiril “the Bold”: 
  Clan elder of the Nonzfyr clan (� gnome) 
   
   
  Notes: 
  Grimmae “The Bald”: 
  Clan elder of the Murkwater clan (� gnome) 
   
   
  Notes: 
  Kallek “the Elder”: 
  Clan elder of the Greenglitter clan (� gnome) 
   
   
  Notes: 
  Arkal Grimbeard: 
  Clan elder of the Grimbeard clan (� dwarf) 
   
   
  Notes: 
  Kardukk Durmin: 
  Clan elder of the Durmin clan (� dwarf) 
   
   
  Notes: 
  Marnir Trystir: 
  Clan elder of the Trystir clan (� dwarf) 
   
   
  Notes: 
  Saltor Drestek: 
  Clan elder of the Drestek clan (� dwarf) 
   
   
  Notes: 
  Olquann “the Axe”: 
  Chieftain of the Bardast tribe (� Oeridian) 
   
   
  Notes: 
  Cyrreena Tombolt: 
  Matriarch of the Tombolt family (� halfling) 
   
   
  Notes: 
  Maltyrra Thistleweed: 
  Matriarch of the Thistleweed family (� halfling) 
   
   
  Notes: 
   
   
   
   
  
  TSS5-05 Midsummer Nightmare 
   
  Page 53 
   
  Player’s Handout 4:  
  Map of Starkholm 
   
  1. 
  First Gate Room 
  5.
  Guard Quarters 
  2. 
  Second Gate Room 
  6.
  Starkholm (meeting room) 
  3. 
  The Battlements (overlooking room 1.) 
  7.
  Guest Quarters 
  4. 
  Ramp to Servant Level  
  8.
  Pantry 
   
  Guard Quarters: The area contains a gym, a small private kitchen, a relaxation room, an entrance to the servant level 
  below and enough sleeping rooms for 30 men to sleep comfortably. A secret corridor leads to the burrows of Nonzfyr 
  (DC 25 Search). It exits at the relaxation room. 
   
  Guest Quarters: The area contains the guest quarters for 20 important guests, each consisting of a bedroom and a living 
  room. There is an entrance to the Servant Level. There is a washing room that all the guests have to share. There is also a 
  big relaxation room for the use of all guests. 
   
  Servant Level: The area contains a large kitchen, storage rooms and a well. There is a washing room right next to the 
  kitchen for the servants and guards. There are several sleeping areas for servants, or during siege refugees. They are 
  currently empty. 
  
  TSS5-05 Midsummer Nightmare 
   
  Page 54 
   
  Player’s Handout 5 
  Council meeting Programme  
  Of the clanmoot in the year 595 CY 
   
  Day 1 
  Sunset  
   
  � Breakfast 
   
  Morning  
  � Welcoming King Hazendel 
   
   
   
   
  � Hearing of inter-clan conflicts 
   
  Midday  
   
  � Lunch 
   
  Midafternoon 
   
  � Resolving of inter-clan conflicts 
   
  Evening  
   
  � Dinner 
   
  Midevening 
   
  � Discussion of long-term policies 
   
  Day 2 
  Sunset  
   
  � Breakfast 
   
  Morning  
  � Discussion of long-term policies (continued) 
   
  Midmorning 
   
  � Discussion of long-term policies (continued) 
   
   
   
   
  � Election Governor 
   
  Midday  
   
  � Lunch 
   
  Midafternoon 
   
  � Welcoming Ahlissan emissaries 
   
   
   
   
  � Discussion Calling Mines 
   
  Evening  
   
  � Dinner 
   
  Midevening 
   
  � Discussion Calling Mines (continued) 
   
  Day 3 
  Sunset  
   
  � Breakfast 
   
  Morning  
  � Discussion Calling Mines (continued) 
   
  Midday  
   
  � Lunch 
   
  Midafternoon 
   
  � Discussion Calling Mines (continued) 
   
  Evening  
   
  � Dinner party and festivities for the ending of the Clanmoot 
   
  
  TSS5-05 Midsummer Nightmare 
   
  Page 55 
   
  Players Handout 6: Rumors 
  � “They say that ‘Tame’ Helda is tame, but do you know what I heard the other day? Last week when Daraena was 
  away to arrange things for the Clanmoot, ‘tame’ Helda got so drunk that she went table dancing in front of the other 
  servants. It is said that Tallik guided her back to her bedroom and Helda doesn’t seem to remember anything anymore 
  of that night.” 
   
  � “There is a lot of tension in the kitchens nowadays. Did you notice? It seems that Addara the cook is fed up with 
  Paltikka. I think it has something to do with Paltikka flirting with that young solider Raydeen. A gnome and a 
  human…. Tssk…shouldn’t be aloud…” 
   
  � “I wonder why they call Klanmella ‘Strider’. Okay, she can walk faster then any gnome or halfling I have ever 
  seen. But come on, it has to be magic!” 
   
  � “Did you know that Zenstera is a witch? It’s true, I saw her the other day staring at the stars and mumbling to 
  herself. There was a circle of some kind around her and she upended some liquid in the circle. Isn’t that weird?” 
   
  � “I don’t trust that Penelreen guy. Last evening I sitting next to him at dinner and when I came back in to my 
  room, my belt pouch was empty. Just the day before, I had received my pay from Danaera: 4 sp! And just one dinner 
  sitting next to that halfling and my pouch is empty. I am sure he pickpocketed me!” 
   
  � “The other night I woke up and you know who I saw creeping through the hall? Sergeant Hanard. He was 
  heading towards the entrance. What do you think he was up to?”  
   
  � “Well, I heard the other night, that he (Sergeant Hanard) was seen with Dorgunn.” 
   
  � “I don’t like all those soldiers around here. There’s no peace and quiet around here. And they disturb the 
  ambiance here. The day before yesterday I saw Daraena in an argument with that sergeant Flanara. One of the soldiers 
  had become sick and Flanara said she didn’t trust Danaera to heal the soldier and that she better check on the food 
  coming from the kitchen. I have never seen such an angry look on Daraena’s face.” 
   
  � “They say that Segtik has got his nickname for being so good in sneaking in steel armor. I think it has got more to 
  do with his temper. Lucky enough, that the sergeants are around to keep him in check.” 
   
  � “The other night I went for a drink with “Wild” Heda. I must say, she is quit a wild thing, if you know what I 
  mean. Heheheh.” 
   
  � “They say that Norja was a former prisoner of the Calling mines. I don’t think it is very smart to put her on duty at 
  this Clanmoot with the Ahlissans coming and all that.” 
   
  � “Did you hear that story of Lieutenant Ovrid and that Ahlissan he killed? As the story goes his wife once got 
  caught in Ahlissa for no apparent reason and they threw her in to the calling mines. Ovrid went on a rescue mission, 
  but came to late. His wife had already died from some sort of madness. Ovrid himself went so mad with rage that he 
  slaughtered his way out of those mines through every Ahllissan guard that stood in his way.”  
   
  � Ertik and Kaleena are a married couple. Up until a couple of days ago their relationship was rather strained. Now 
  Ertik and Kaleena are acting like a newly wed couple. Highly irritating and a bit weird considering they constantly 
  fought in the months before. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/TSS (Splintered Sun)/TSS5-05 Midsummer Nightmare (3E).pdf