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 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, DUNGEON 
  MASTER’S GUIDE, AND MONSTER MANUAL ARE TRADEMARKS OF WIZARDS OF THE COAST, INC, IN THE US AND OTHER 
  COUNTRIES. THIS MATERIAL IS PROTECTED UNDER THE COPYRIGHT LAWS OF THE UNITED STATES OF AMERICA. ANY 
  REPRODUCTION OR UNAUTHORIZED USE OF THE MATERIAL OR ARTWORK CONTAINED HEREIN IS PROHIBITED WITHOUT 
  THE EXPRESS WRITTEN PERMISSION OF WIZARDS OF THE COAST, INC. THIS PRODUCT IS A WORK OF FICTION. ANY 
  SIMILARITY TO ACTUAL PEOPLE, ORGANIZATIONS, PLACES, OR EVENTS IS PURELY COINCIDENTAL. © 2005 WIZARDS OF THE 
  COAST, INC. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  RTK8−02 
   
   
   
   
   
  Confrontation in the 
  Timberway 
   
  A One−Round Dungeons & Dragons® Living 
  Greyhawk™  
  Regional Adventure set in Ratik 
  Version 1.2 
   
   
  by Greg Jones and Frank Mikes 
  Circle Reviewer: Colleen Simpson 
  Reviewers: James Dempsey 
  Playtesters: James Dempsey, Adrian Gillmore, Chris Weekes, Katrin Hingee, Stuart McLaren, and Wes Nicholson 
   
   
  Who is responsible for what is happening in the Timberway? Strange events seem to be coming from House Keth land, 
  can Lady Keth be ignorant of it all? Perhaps someone should find out. Intrigue, politics, a tourney and a final 
  confrontation. A one-round Regional adventure set in Ratik for characters level 3-15 (APLs 4-12). 
   
  Resources for this adventure [and the authors of those works] include Complete Arcane [Richard Baker], Libris Mortis 
  [Andy Collins and Bruce Cordell], Magic Item Compendium [Andy Collins, Eytan Bernstein, Frank Brunner, Owen K.C. 
  Stephens, John Snead], Monster Manual III and Races of Stone [David Noonan, Jesse Decker and Michelle Lyons]. 
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL. 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own 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.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
   Sum the results of step 1 and 2, and divide by the 
  number of 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. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  RTK8-02 Confrontation in the Timberway 
   
  Page 1 
  
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Ratik. Characters from Ratik pay 12 gp per round, while 
  all other characters pay 24 gp per round for Adventurer’s 
  Upkeep. 
   
  Rich and Luxury Upkeep cost 75 gp per round for 
  characters from Ratik and 150 gp per round for all others. 
  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 adventure. 
   
  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 
  In the middle of the Timberway lies the ‘Heart of the 
  Timberway’, a massive conjunction of mystical energies 
  drawn from the entire forest. To most mortal eyes, the 
  ‘Heart’ appears as a great oak, however it is much more 
  than just a tree. The ‘Heart’ is both figuratively and 
  literally the heart of the Timberway, a concentration of 
  the forest’s energies, which is linked to the life of all flora 
  within the forest. 
   
  This tree has been the center of both the seelie and 
  unseelie courts of the fey from long before man ever trod 
  within the forest. When man first came to the north-east 
  of the Flanaess, the fey shared the ‘Heart’ and the forest 
  with him. However, with the Great Migration that 
  followed the Twin Cataclysms, the fey felt it best not to 
  reveal the ‘Heart’ to the Oeridian and Suel migrants. As 
  such, they hid the ‘Heart’ using the combined power of 
  both courts. Now, the ‘Heart’ can only be found with the 
  use of a ‘key’, a magical devise attuned to the magic of the 
  ‘Heart’ that can pierce the glamours and illusions that 
  surround the ‘Heart’, or by the will or whim of the ‘Heart’ 
  itself.  
   
  Throughout the past thousand years, both the seelie 
  and unseelie courts have been fairly evenly matched. 
  They have had dual control of the ‘Heart’, and the 
  Timberway has remained in balance and harmony. 
   
  This has all changed recently though. The unseelie 
  court has sent representatives to Lady Katharna Keth and, 
  in exchange for various magics and favors, she has 
  managed to tip the balance in favour of the unseelie 
  court. Through the use of short-sighted, and often evil, 
  hunting and logging practices, the power of the seelie 
  court has been forced to wane.  
   
  Upon the advice of the unseelie court, Lady 
  Katharna has encouraged mass over hunting, in 
  particular of those creatures linked with the seelie court. 
  She has also commissioned foresters to log out certain 
  areas of the forest which include many of the ancient 
  sites of power for the seelie court. In the process many 
  fey have been killed, and the power of the unseelie court 
  has grown to an unbalancing level. 
   
  As a consequence of what has been happening to the 
  Timberway, the ‘Heart’ has been sorely tested. The ‘Heart’ 
  has felt every death, every piece of wonton destruction, 
  and it has suffered as the fey have suffered. Along with 
  the ‘Heart’s’ suffering, the ‘Heart’s’ dryad, Nala, has also 
  suffered.  
   
  Over the years, Nala has grown slowly more crazed 
  from the constant pain and emotional turmoil. She is 
  now completely insane, obsessed with self-harm and the 
  pain of the ‘Heart’. In the manner of many depressed 
  creatures, Nala is inflicting pain on herself and her tree 
  just to prove to herself that she is still alive. It has been so 
  long since she has felt a positive emotion that pain is all 
  she knows. 
   
  Nala’s actions have led to a recent rash of strange 
  incidents in the Timberway. These incidents are fuelled 
  by the dominance of the Unseelie court, and by Nala’s 
  latest actions. A little over a year ago, Nala discovered that 
  she could take directly from the life of the tree, and pass 
  that power on to another.  
   
  This is a vile and horrid practice that corrupts all 
  those that participate, but it also gives great power. Lady 
  Katharna Keth is one of those partaking of the life of the 
  tree in this manner, and her rewards have been great, 
  although at the cost of her soul. 
   
  Lady Harrina Abonhoth has led the way in 
  investigating the odd occurrences in the Timberway, and 
  has discovered that Lady Katharna seems to be involved. 
  RTK8-02 Confrontation in the Timberway 
   
  Page 2 
  
  Once again, the Lady Harrina has called upon Ronaldor, 
  the Flan druid she met last year, to help with some 
  divinations, and some advice.  
   
  She has also accepted an invitation to the Keth 
  tourney, and invited the PCs to join her as part of her 
  entourage. This provides the perfect excuse for the PCs to 
  look around and discover what is happening. 
   
  The Three ‘Keys’: there are three ‘keys’ currently in 
  the court of Keth, although the Unseelie know of only 
  two of these. 
   
  The first is Lady Katharna’s cloak. Made from the 
  hide of a pregnant unicorn and trimmed with the fur of a 
  celestial polar bear, it was given to Lady Katharna as a gift 
  by the unseelie fey. The cloak grants enhancements to a 
  number of Lady Katharna’s already considerable charms. 
  However, Lady Katharna DOES NOT know that this is a 
  ‘key’. She just thinks it’s a magic cloak. 
   
  The second ‘key’ is the helm worn by the Black 
  Knight. The helm is also protected by Nystal’s magic aura, 
  so its ability is difficult to determine. However, the Black 
  Knight DOES know that his helm is a ‘key’.  
   
  The third ‘key’ is a horn, hanging from the statue of 
  Kord, in the Keth family chapel. This was given to a 
  former ruling lord of Keth by the seelie fey, centuries ago 
  and, until this generation, has been an heirloom of the 
  family, passed from one ruling lord to the next. 
   
  Few people use the chapel anymore, and most think 
  the horn is part of the statue. The horn is also protected 
  by a powerful charm, so taking it is not easy. 
   
  This ‘key’ can be discovered through Valdir, the boy 
  who asks the PCs for a job in Encounter 3, or through 
  exhaustive research of the Keth family library.  
   
  ADVENTURE SUMMARY 
  The Introduction is essentially the briefing from Lady 
  Harrina stating what the PCs need to know and do in 
  order to find out what is going on. 
  Encounter 1 occurs on the road at the border between 
  Abonhoth and Keth. The PCs are faced by a young knight 
  who warns them against entering the lands of Keth. 
  When the PCs insist they must proceed, the young 
  knight challenges the party’s champion to a joust. 
  Encounter 2 occurs on the road while travelling 
  through the lands of Keth. The PCs see the effects of 
  Lady Katharna’s policies upon the common people of 
  Keth, and are attacked by mobs of starving peasants who 
  have died and come back as ghouls.  
  Encounter 3 occurs at the gates of Keth where a young, 
  small and annoying boy wishes to act as squire for one of 
  the PCs. Later he may provide information on the ‘keys’ 
  to the ‘Heart’ of the Timberway. 
  Encounter 4 is when the PCs meet the Lord and Lady of 
  Keth, and have a chance to mingle with the tourney 
  competitors. 
  Encounter 5 is the tourney where successful PCs 
  encounter Lady Keth’s champion. Other PCs can spend 
  their time, in this encounter, gathering information. 
  Encounter 6 is for those who try to obtain a ‘key’ from 
  Lady Keth or her champion.  
  Encounter 7 involves investigating Keth manor. PCs 
  may encounter Finian, Lady Keth’s assistant chamberlain 
  and ‘keeper’ from the unseelie court. PCs can also visit 
  the library and the chapel. 
  Encounter 8 happens when the PCs acquire one of the 
  ‘keys’ and journey to the ‘Heart’. Here they face the 
  corruption of the ‘Heart’ and can try to heal it. 
   
  PREPARATION FOR PLAY 
  It is recommended that players play RTK7-03 Strange Days 
  in the Timberway followed by RTK7-06 Horror in the 
  Timberway before playing this module. This order of play 
  is by no means necessary to enjoy this module, but will 
  provide the players with a greater sense of story and 
  continuity if they do so. 
   
  The DM should check if any of the players have 
  played RTK7-06 Horror in the Timberway previously with 
  the character they are playing with this module and what 
  conclusion was achieved. This will help determine that 
  PC’s relationship with the patron of the series, Lady 
  Harrina. 
   
  INTRODUCTION 
  Lady Harrina Abonhoth has been investigating the 
  strange events recently occurring in the Timberway and, 
  while she isn’t sure what is actually happening, she has 
  uncovered enough information to know that Lord and 
  Lady Keth require further investigation. 
   
  Given the resources that Harrina has at her disposal, 
  she has paid for both a divination and a commune to be 
  cast, in the hopes of getting some answers. With the 
  information revealed in the casting of these spells (refer 
  to Player Handout 1), Lady Harrina has been able to 
  confirm that the next step in her investigation must be 
  made at the court of Keth. 
   
  Thus, as she has before, Lady Harrina has turned 
  toward adventurers to assist her investigations. 
   
  Keth hosts one of the first tourney’s of the season in 
  mid spring and while few of the major competitors 
  bother to attend it, the second string jousters, those 
  desperate for recognition and the prize money, do attend. 
  However, it is well known that nobody has beaten the 
  Keth champion in the last 4 years. 
   
  For those that have the Invitation of Lady Harrina 
  from RTK7-06 Horror in the Timberway, read the following: 
   
   
  Finally, spring has arrived and, with it, the start 
  of the tourney season. With this knowledge, it 
  comes as little surprise when a summons arrives for 
  you from Lady Harrina Abonhoth. As promised last 
  year, you are to be a part of her entourage for the up-
  coming tourney in Keth. You are required by the 
  summons to present yourself at the court of 
  Abonhoth at noon next Moonday. 
   
  RTK8-02 Confrontation in the Timberway 
   
  Page 3 
  
  For those that do not have the Invitation of Lady 
  Harrina from RTK7-06 Horror in the Timberway, read the 
  following: 
   
   
  Finally, spring has arrived, and with it the start 
  of the tourney season. With this knowledge, it 
  comes as something of a surprise when a summons 
  arrives for you from Lady Harrina Abonhoth. It 
  seems she has asked for you to attend her as part of 
  her entourage for the upcoming tourney in Keth. 
  You are required by the summons to present 
  yourself at the court of Abonhoth at noon next 
  Moonday. 
   
  PCs that chose not to answer the summons end the 
  adventure here.  
   
  A DC 10 for Ratikans (DC 12 for foreigners) 
  Knowledge (local – NMR) or Knowledge (nobility and 
  royalty) reveals that the PCs know they require 
  appropriate attire to gain entrance to the Court, even 
  with the invitation.  
   
  In this instance, appropriate attire requires a 
  ‘courtier’s outfit’ or better attire (see PH pg 131). If the 
  PCs are not dressed appropriately, they will be turned 
  away by the guards, and informed to put on some decent 
  clothes before they return. PCs that refuse to dress 
  appropriately for a formal audience with a Lady of the 
  Realm end the adventure here. 
   
  In response to the summons, you put on your best 
  attire and travel to the court of Abonhoth. At the 
  gate, your letter of summons is inspected by the 
  guards, [and assuming the PCs are dressed appropriately 
  – see above] and then you are escorted to a small 
  garden within the walls of the castle. A table has 
  been set for luncheon, and there are places for a 
  dozen people, each with a small name card. While 
  you wait for the Lady, a servant offers you a drink. 
   
  If the PCs have not adventured together before, now is a 
  good time for them to introduce themselves. Once 
  introduced to each other, proceed with the Lady’s arrival: 
   
  Lady Harrina sweeps into the garden, escorted by 
  several maids-in-waiting, a half-dozen guards and a 
  knight bearing the arms of House Abonhoth. Lady 
  Harrina greets you all by name, introducing her 
  maids and Sir Rias, a loyal knight of House 
  Abonhoth. 
   
  If there is a PC knight in the party, Lady Harrina will 
  consider naming the PC as her champion for the tourney. 
  If not, Sir Rias is given that honour. 
   
  For a PC to be considered as Lady Harrina’s 
  champion, they must meet the following requirements:  
  • 
  be of the nobility, i.e. either a lordship or a 
  knighthood (preferably Ratikan);  
  • 
  have the requisite equipment;  
  • 
  have a BAB of at least +6;  
  • 
  have the Mounted Combat feat (and preferably 
  also the Ride-by-Attack and Spirited Charge 
  feats);  
  • 
  have successfully competed previously in a 
  Ratikan tourney. 
   
  Once the introductions are complete, Lady Harrina 
  asks you all to be seated. You can see that each of the 
  place settings has a small name card on the plate. 
  There are a few minutes of light and cheerful 
  conversation as everybody finds their places. Once 
  seated, the meal is blessed and served. Lady Harrina 
  and her maids engage you all in polite conversation 
  about your exploits over the last year.  
   
  This is a chance for the PCs to brag, and for Lady Harrina 
  to gain more knowledge about what is going on in the 
  world. Do not dwell too long, as this will have little or no 
  bearing on the plot. The only exception is if there is a 
  ‘knight’ character at the table. If such a PC exists, and 
  they meet the requirements of Lady Harrina and the 
  Keth Tourney, Lady Harrina invites the PC to be her 
  champion in the upcoming Tourney. 
   
   
  Lunch has been finished and most people are 
  enjoying a piece of fruit when a raven flies into the 
  garden and lands near Lady Harrina’s seat. In a 
  moment the raven has transformed into a short, 
  gaunt looking Flan man in rugged leathers that have 
  seen better days. He has dark and his face is covered 
  with traditional Flan tattoos. Some of you recognise 
  him as Ronaldor, the druid whom you aided last 
  autumn.  
   
  Lady Harrina turns towards the small man and 
  says, “Ah, Ronaldor, thank you for joining us. Now 
  that you are here, we can get to business.” 
   
  Ronaldor is introduced to those of you he has 
  not met before, then a place is made for him at the 
  foot of the table. 
   
  Lady Harrina then addresses you all, “As you are 
  undoubtedly aware, there has been a great deal of 
  troubling news coming out of Keth in the last year. 
  With the help of some truly fine young men and 
  women[Lady Harrina acknowledges any PCs who have 
  helped her previously], I have endeavoured to discover 
  the source of these troubles in an effort to see it 
  ended. 
   
  “Whilst I am troubled for the lands and people 
  of Keth itself, I am also troubled that these 
  incidents may soon begin to affect the rest of the 
  Timberway and, in particular, our homes here in 
  Abonhoth. 
   
  “Investigations from last year have revealed that 
  there is some sort of confrontation occurring 
  between 
  the 
  fey 
  of 
  the 
  Timberway. 
  This 
  confrontation seems to revolve around something 
  called the ‘Heart’ of the Timberway. Not knowing 
  who or what this ‘Heart’ may be, I have asked 
  Ronaldor to give us the benefit of his wisdom.” 
  RTK8-02 Confrontation in the Timberway 
   
  Page 4 
  
   
  Ronaldor says, “The ‘Heart’ of the Timberway is 
  a closely guarded secret of the fey, concealed from 
  all human knowledge since the time of the first Suel 
  arrivals in this area, hundreds of years ago. The fey 
  feared the damage that might be done to the ‘Heart’ 
  and the forest, so they hid it. 
   
  “Though I have never seen it, I understand that 
  the ‘Heart’ is a giant oak, believed to be the oldest 
  tree in the Timberway, both literally and figuratively 
  the forest’s heart. However, it is also much more 
  than that. The ‘Heart’ is the centre of fey activities in 
  the Timberway and the source of much of their 
  power. 
   
  “The ‘Heart’ is hidden from all by a series of 
  glamers, or illusions. These are tied directly to the 
  power of the tree, so are almost impossible to 
  penetrate. 
  Those 
  few 
  that 
  have 
  succeeded, 
  intentionally or accidentally, leave with very strange 
  tales, if they leave at all.” 
   
  Ronaldor pauses for a sip of his drink, giving 
  you a moment to consider what he has said, then 
  continues. “To understand the importance of the 
  ‘Heart’ to the fey, it is necessary to understand 
  something of the fey. I apologize to those of you that 
  already know this, but I feel the information 
  important. 
   
  “The fey are essentially separated in to two 
  faction, the seelie and the unseelie. These two 
  factions battle constantly for dominance, though 
  they are usually very evenly matched. Within these 
  struggles, there are sites and areas of influence tied 
  to each side, like the circle of power near the village 
  of Anvold.  
   
  Yet, there are also neutral sites, places the fey 
  could meet to talk and negotiate. I believe that the 
  ‘Heart’ was one of these places, but it seems that the 
  unseelie have gained control of it. With the power of 
  the ‘Heart’ at their disposal, the unseelie fey could 
  soon win the struggle for ever.” 
   
  Lady Harrina interjects on this gloomy note. 
  “Yes, well I’m sure it won’t come to that, and I am 
  sure you would all like to prevent seeing the 
  Timberway turn into a place that is full of nasty 
  little fey full of spite and malice. 
   
  “Which is part of the reason why I asked 
  Ronaldor here. If the ‘Heart’ is hidden, how do we 
  find it?” 
   
  Ronaldor responds, “I am certain that the 
  unseelie have ways of going to and fro from the 
  ‘Heart’, and I suspect they will have passed this on to 
  Lady Katharna if nobody else. However, the ruling 
  family in Keth has always had a strong link to the 
  fey of the Timberway, and I suspect they may have 
  visited the ‘Heart’ in the past.” 
   
  A successful DC 15 (DC 25 for foreigners) Bardic 
  Knowledge, Knowledge (local – NMR) or Knowledge 
  (nobility and royalty) check reveals that many Lords and 
  Ladies Keth are rumored to have been close to the fey. 
  The court of Keth has, at times, been famous for ‘hosting’ 
  the fey, knowingly and otherwise. 
   
  A DC 25 (DC 35 for foreigners) Bardic Knowledge, 
  Knowledge (local-NMR) or Knowledge (nobility and 
  royalty) check will reveal that some Lords Keth had ways 
  of ‘finding’ the fey at need. 
   
  Ronaldor continues, “In an effort to help in this 
  matter, I have asked a friend to cast a divination 
  and, based upon the results of that spell, to cast a 
  commune also. Here are the answers we received.” 
   
  Ronaldor then hands you a transcript listing the 
  results of the divinations cast. 
   
   
  Pass out Player Handout 1.  
   
  Note: If the players wish to comment on the 
  information, allow them to do so. Feel free to ad lib here, 
  drawing Lady Harrina’s responses from the following 
  text. Otherwise, read the following text and then allow 
  the players to ask questions. 
   
   
  After giving you a few moments to read the 
  transcript, Lady Harrina continues, “As you can see, 
  if we are to have any real chance at finding the 
  ‘Heart’, we must begin our investigation in Keth. 
  The upcoming tourney gives us a perfect excuse to 
  enter the Keth court, and to investigate further. I 
  would like all of you, brave adventurers, to help me 
  find one of these ‘keys’, and with it the ‘Heart’ of the 
  Timberway. With luck, and the blessing of the gods, 
  we may yet be able to stop these troubles from 
  spreading beyond the border of Keth. 
   
  “To help you to discover these keys, I have some 
  items that might help. Firstly, my dressmakers have 
  found a source of shiftweave, a magic item that can 
  replicate a number of outfits, making it perfect for 
  disguising oneself. 
   
  “Secondly, I have acquired an artificer’s 
  monocle, an item that will allow you to identify 
  magical objects and their properties. However, you 
  do need to cast detect magic to activate the item, so I 
  have also provided a wand of detect magic in the 
  hope that you will not be caught short unable to 
  activate the monocle.  
   
  “Lastly, and as a minor note, I have made all the 
  arrangements 
  for 
  our 
  travel, 
  food 
  and 
  accommodations, so you will not have to worry 
  about that and can focus on the investigations at 
  hand.” 
   
  Lady Harrina answers any questions to the best of her 
  ability. She knows all the information that the PCs 
  gathered from the first two parts of this series.  
   
  In RTK7-02 Strange Days in the Timberway, the PCs 
  met a strange water fey called Fyodr, who told them of 
  the Heart of the Timberway. He also told the tale of how 
  the unseelie fey were actively recruiting and corrupting 
  the seelie fey. 
  RTK8-02 Confrontation in the Timberway 
   
  Page 5 
  
   
  In RTK7-06 Horror in the Timberway, the PCs met the 
  Greens, and discovered that humans could be corrupted. 
  They also discovered that a corrupted satyr named Tyver 
  was trying to corrupt the power of one of the ancient 
  sites of power in the Timberway. On Tyver’s body, the 
  PCs found a note from Finian, Lady Katharna Keth’s 
  assistant chamberlain. This provides tenuous evidence to 
  Lady Katharna’s involvement and direct evidence that 
  the unseelie fey have a presence in the court of Keth. 
   
  If asked about payment, Lady Harrina says 
  something about ‘an appropriate reward for your actions’. 
  PCs that have worked for Lady Harrina previously will 
  know that her idea of ‘appropriate’ is rather generous. 
   
  Treasure: Lady Harrina has a number of gifts to help the 
  PCs that they will be able to keep after the adventure 
  ends. 
   
   
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 197 gp; wand 
  of detect magic (31 gp); shiftweave (41 gp); artificer’s monocle 
  (125 gp) ; Total 197 gp. 
   
   
  Development: 
  PCs will also have their upkeep paid 
  for by Lady Harrina. If the PC has the Invitation of 
  Lady Harrina from RTK7-06 Horror in the Timberway, 
  they receive free High Lifestyle for this adventure. If the 
  PC does not have this favor, they can choose either free 
  standard lifestyle, or half price High Lifestyle. 
   
  Ronaldor won’t be travelling with the PCs, he has 
  been unpopular with the court of Keth since helping the 
  Knights of the Hart in sanctioning Keth. 
   
  1: THE KNIGHT AT THE 
  CROSSROADS 
  The PCs have several days to prepare for the journey, and 
  the journey itself will take four days (wagons on dirt 
  roads are slow). PCs can use the time in Abonhoth to go 
  shopping for anything they have access to. Once the PCs 
  have made their preparations, they can proceed on the 
  road to Keth. At the border, they encounter a knight ‘at 
  the crossroads’. 
   
  The party consists of: Lady Harrina; Sir Rias and his 
  squire – Hubert (or a PC knight in his place); the PCs; 3 
  maids-in-waiting; 6 guards; 12 servants; 2 carriages; and 
  three wagons. 
   
  After several days to shop, prepare and pack for the 
  journey, you are finally on your way. The journey is 
  far from fast paced, but it is very pleasant. You all 
  have the choice of riding in sprung carriages, or by 
  horseback (or more exotic means if you have them). 
   
  For those of you travelling in the carriages, you 
  have an excellent chance to chat with Lady Harrina 
  and her maids about current affairs, literature and 
  fashion. There are games to be played to pass the 
  time, excellent food, and even better wine. 
   
  The first day, you stop for lunch at an excellent 
  inn and, in the evening, the servants erect a number 
  of pavilions for the party to sleep in. It seems there 
  is little for you to do but keep your eyes open for any 
  potential threats, and enjoy the journey. 
   
  Spring is starting to bloom, and the snow is 
  retreating from much of the ground. The forest is a 
  mass of life, with plants and trees flowering, and 
  huge numbers of birds and animals visible in the 
  trees as you travel. 
   
  On your second day of travel you reach the 
  border of Keth just as some storm clouds start to 
  rumble ominously above you. In the last hour it has 
  become noticeably cooler and darker. Preparing for 
  the storm to break, it is with some surprise that you 
  notice a small pavilion beside the road ahead. 
   
  This is a natural storm, here for atmospheric reasons. 
  Successful Survival checks reveal very poor weather for 
  the week ahead.  
   
   
  As your party approaches, a knight exits the 
  pavilion, mounts his horse and moves into the 
  middle of the road, blocking your path. 
   
  If Sir Rias is Lady Harrina’s champion: 
   
  As the carriages and wagons draw to a halt, Sir 
  Rias moves forward to speak to the knight. 
   
  If a PC is Lady Harrina’s champion: 
   
  As the carriages and wagons draw to a halt, Lady 
  Harrina asks you to find out what the knight wants. 
   
  As Lady Harrina’s champion approaches, the knight 
  blocking the road raises his visor and holds up his 
  right hand. “Greetings” he calls out, “I am Sir 
  Gamdon of Cormik. Please turn your wagons 
  around, and return whence you came, the road 
  ahead is too dangerous for gentle people.” 
   
  If Lady Harrina’s champion is a PC, allow them to answer 
  as they will, adjusting the following text to suit the PC’s 
  questions and responses. If the Lady’s champion is Sir 
  Rias, read the following. 
   
  Sir Rias responds, “Good Sir, we travel to tourney, 
  and I assure you we are more than capable of 
  handling a few bandits and forest animals.” 
   
  Sir Gamdon replies, “Brave knight of Abonhoth, 
  I have no doubt of your claims, but the peasants are 
  revolting. They have been starved to desperation. I, 
  too, travelled to tourney but, two days ago, my 
  companion and I were waylaid by a huge mob of 
  starving peasants. The only reason I survived is 
  because my horse panicked and carried me away. 
  Alas my companion, Sir Mitral, was not so fortunate. 
  The screams of that good knight, our squires and 
  their horses still ring in my ears.  
   
  “So, I say again, you and your party must turn 
  back. My honor has been taken by this incident, as 
  RTK8-02 Confrontation in the Timberway 
   
  Page 6 
  
  have the lives of my companions, and I will not 
  allow any other to suffer the same fate.”  
   
  Sir Rias responds, “Good Sir, while I grieve for 
  your loss, and doubt not your good intentions in 
  undertaking this honorable task you have appointed 
  yourself, we are determined to continue. Is there no 
  way you will allow us to pass with your warning in 
  mind?” 
   
  Sir Gamdon replies, “Any man that would travel 
  this road must first defeat me in joust for, if you 
  cannot defeat me, it would be certain death if you 
  were to proceed!” 
   
  Sir Rias instantly responds, “Very well, I would 
  be honored to make a pass against you.” 
   
  PCs may talk to Sir Gamdon as the knights prepare.  
   
  His tale is one of horror, telling of a huge mob of 
  peasants bursting from the trees and falling on his party 
  by surprise. His horse panicked, and before he could 
  bring it under control he saw that his companions were 
  already unhorsed, and the horses were being butchered 
  on the spot. If pressed for details he says that these 
  peasants stank worse than most. GMs may add other 
  details as they wish, but are reminded to take the 
  maturity of their players into consideration. 
   
  A PC champion may wish to avoid the joust. The 
  only way they can do this, in accordance with the rules of 
  chivalry, is by pointing out that Sir Gamdon has lost his 
  honor, by running from the mob whilst his companion 
  was slaughtered, and a knight is not required to accept 
  challenges from a person in such a state of dishonor. 
  However, this would be very bad form, and the PC will 
  receive a cold response from Lady Harrina and her maids 
  for the remainder of the adventure. 
   
  Any other efforts at avoiding a duel are met by an 
  instruction from Lady Harrina to joust with Sir Gamdon. 
   
  �Creature: Sir Gamdon is a young knight, recently 
  scarred by his experience with the mob. He can easily be 
  defeated by Sir Rias, and by any PC that meets Lady 
  Harrina’s requirements to be her champion. Describe the 
  joust, but don’t bother with dice, as the outcome is a 
  foregone conclusion (and would be very embarrassing 
  and difficult to get around if the PC loses as a result of 
  crits and fumbles). 
   
  Development: Once Sir Gamdon is defeated, he wishes 
  the party good luck, and warns them again to be wary 
  upon the road. He will not accept an invitation to travel 
  with the party to tourney, but stays to warn other 
  travellers. 
   
  2: THE RAVENOUS MOB 
  Winters in Keth have been getting progressively harsher 
  over the past four years. This is a combined result of the 
  growing influence of the unseelie court and the 
  exhaustion of resources. The people are starving, and the 
  forest is yielding less and less in terms of both food and 
  winter fuel. 
   
  In one village, the people turned to cannibalism in 
  the depths of winter. However, when they ran out of fuel, 
  even the cannibals froze to death. Yet their sins in life 
  were to have an effect in death. With the combination of 
  the unseelie influence in Keth, and the corruption to 
  these peoples’ souls, they rose from the dead as ghouls. 
  More ravenous than ever, the mob of ghouls attacks 
  anything it comes across in its constant hunt for food. 
   
  Your passage through the lands of Keth is 
  remarkably different from travel in Abonhoth. The 
  forest is much danker here, and there is a constant 
  smell of rot in the air. There are few birds, and the 
  only ones you see are ravens. Likewise, the only 
  animals visible are small reptiles; there are none of 
  the animals you saw on your first days of travel.  
   
  Rather than the invigorating, brisk, spring 
  weather of Abonhoth, you seem to have run into a 
  storm front that has broken over this part of the 
  forest. The rain is constant, and the carriages and 
  wagons require help to get through the mud, it 
  seems every half hour. 
   
  As you travel north, you are surprised that you 
  not to see a single person. There have been no mobs, 
  nor even small groups of starving peasants begging 
  for food. 
   
  See Appendix 4 for a map of the trail. 
   
  Have the PCs make Spot checks (DC below) to 
  notice the ghouls hidden in the forest ahead. Sir Rias (or 
  the PC knight) is at the front of the party, followed by the 
  carriages, then the wagons. There is 20 feet between each 
  vehicle. The base DC to spot the ghouls is 14, +1 per 5 
  foot distance (storm visibility conditions). The ghouls 
  attack as soon as the person in front is within 30 feet, so 
  the knight at the front of the party requires a DC 20 spot 
  check to notice the ghouls (which Sir Rias will fail). 
   
  Modify the following text if any of the PCs spot the 
  ghouls before they attack. 
   
  The forward carriage has again bogged in the mud, 
  and Sir Rias is turning to assist when a mob of 
  ragged peasants charges out of the woods not far 
  ahead to swarm all over him. Sir Rias’s horse 
  screams in panic as Sir Rias struggles to draw his 
  sword. 
   
  Creatures: The mob is actually a mob of ghouls, though 
  the PCs may not realise this until they can get a good 
  look at them. Once within 30 feet of the mob, PCs can 
  attempt a DC 15 reactionary Spot check to realise there is 
  something very odd about these peasants. A successful 
  spot check allows a DC 12 reactionary Knowledge 
  (religion) check to realise the peasants are,, in fact, 
  ghouls. Any PC in melee combat with the mob is allowed 
  the reactionary Knowledge (religion) check without the 
  Spot check. 
  RTK8-02 Confrontation in the Timberway 
   
  Page 7 
  
   
  Unless a non-surprised PC does something to 
  prevent it, assume that Sir Rias and his horse are 
  paralysed in the surprise round. Keep track of the damage 
  to Sir Rias and his mount, as the mob will retreat with the 
  horse once it is dead. Note that Sir Rias is riding a regular 
  horse, not his Paladin’s Mount. 
   
   All APLs 
   
  �Sir Rias of Abonhoth: hp 55; Appendix 1.  
   
  �Heavy Warhorse: 36 hp; Monster Manual 273. 
   
  APL 4 (EL 7) 
   
  �Ghouls (8): hp 18 each; Monster Manual 119.  
   
  �Mob Leader: Advanced ghast; 72 hp; Appendix 1. 
   
  APL 6 (EL 9) 
   
  �Ghoul Mob: hp 180; Appendix 1.  
   
  � Mob Leader: Advanced ghast barbarian 2; 90 hp; 
  Appendix 1. 
   
  APL 8 (EL 11) 
   
  �Ghoul Mob: hp 180; Appendix 1.  
   
  � Mob Leader: Advanced ghast barbarian 6; 126 
  hp; Appendix 1. 
   
  APL 10 (EL 13) 
   
  �Ghoul Mobs (2): hp 180 each; Appendix 1.  
   
  � Mob Leader: Advanced ghast barbarian 8; hp 
  144; Appendix 1. 
   
  APL 12 (EL 15) 
   
  �Ghoul Mobs (4): hp 180 each; Appendix 1. 
   
  � Mob Leader: Advanced ghast barbarian 10; 162 
  hp; Appendix 1. 
   
  Tactics: The mob simply attacks the nearest opponents. 
  Once a mob has paralysed or killed one large, or four 
  medium, creatures, it retreats, dragging the bodies of 
  those creatures. 
   
  The mob leader attacks whoever is doing the most 
  damage to the mob. It kills for fun as much as for food, 
  and only retreats when all the other ghouls have 
  retreated or been dispersed. 
   
  If the PCs are really struggling, Lady Harrina helps 
  them. She has a necklace of fireballs type III (DMG pg 263), 
  and she is happy to use up the 3d6 spheres on the mobs. 
  She will not use the more powerful spheres unless the 
  party is in danger of a TPK. 
   
  The guards stay by the wagons to protect the 
  remaining members of the party. They do not attack the 
  ghouls except in self defence.  
   
  Treasure: PCs can take the following treasure from the 
  mob leader: 
   
   
   
  �APL 4: Loot 0 gp; Coin 0 gp; Magic 548 gp; 
  caduceus bracers (166 gp); pearl of speech – Cold Tongue (50 
  gp); gloves of fortunate striking (166 gp); spellsink scarab (166 
  gp); Total 548 gp. 
   
  �APL 6: Loot 0 gp; Coin 0 gp; Magic 806 gp; 
  caduceus bracers (166 gp); pearl of speech – Cold Tongue (50 
  gp); gloves of fortunate striking (166 gp); spellsink scarab (166 
  gp); rod of bodily restoration (258 gp); Total 806 gp. 
   
  �APL 8: Loot 0 gp; Coin 0 gp; Magic 1,139 gp; 
  caduceus bracers (166 gp); pearl of speech – Cold Tongue (50 
  gp); gloves of fortunate striking (166 gp); spellsink scarab (166 
  gp); rod of bodily restoration (258 gp); ring of counterspells 
  (333 gp); Total 1,139 gp. 
   
  �APL 10: Loot 0 gp; Coin 0 gp; Magic 2,139 gp; 
  caduceus bracers (166 gp); pearl of speech – Cold Tongue (50 
  gp); gloves of fortunate striking (166 gp); spellsink scarab (166 
  gp); rod of bodily restoration (258 gp); ring of counterspells 
  (333 gp) mantle of second chances (1,000 gp); Total 2,139 gp. 
   
  �APL 12: Loot 0 gp; Coin 0 gp; Magic 3,805 gp; 
  caduceus bracers (166 gp); pearl of speech Cold Tongue (50 gp); 
  gloves of fortunate striking (166 gp); spellsink scarab (166 gp); 
  rod of bodily restoration (258 gp); ring of counterspells (333 gp) 
  mantle of second chances (1,000 gp) stone of good luck (1,666 
  gp); Total 3,805 gp. 
   
  Development: It is possible, and even likely in the case 
  of Sir Rias, that one or more characters die in this 
  encounter. If such an event occurs, Lady Harrina has 
  funds to see the PCs (and Sir Rias) are raised once the 
  party reaches Keth. 
   
  Also within the party is Lady Anise, Lady Harrina’s 
  spiritual advisor, a priestess of Atroa who looks much 
  younger than her 28 years. Lady Anise is a 5th level cleric, 
  who focuses on healing and defensive spells. Today she 
  has prepared 2 x remove disease and 2 x lesser restoration. 
  The rest of her spells can be converted to healing spells, 
  but will otherwise have no effect on this encounter.  
   
  In the event that the PCs cannot stop the mob from 
  taking away a character, the PCs will find the lost 
  character’s boot (with the remains of their foot inside). 
  The PC can be resurrected, but will lose all the equipment 
  that was on their person at the time. 
   
  3: THE GATES OF KETH  
  Following the battle with the ghoul mob, the PCs and 
  party travel on to Keth. Here they are met at the gate by a 
  young boy named Valdir. Valdir is looking to improve his 
  chances in life by become a squire to a foreign knight. 
  (He has already tried all the local ones.) Sir Rias (if alive) 
  rejects the boy’s request, so Valdir will then try each of 
  the PCs, regardless of their profession. Failing 
  squiredom, he is willing to try his hand as an apprentice, 
  initiate or even servant. Anything that will get him out of 
  Keth and into a better life. 
   
  If a PC takes Valdir in any of these roles, the boy can 
  be of great use as a guide around Keth. He will also be 
  available to that character as a potential cohort at the end 
  of the adventure. 
   
  RTK8-02 Confrontation in the Timberway 
   
  Page 8 
  
  Once the ghouls are defeated, you make your way to 
  the town of Keth. It takes another day of travel along 
  mud-soaked roads and, by the end of the day, 
  everybody is cold and weary. 
   
  Keth is one of the smaller capitals in Ratik, 
  little more than an old keep and a small town. The 
  town is tightly packed within the walls and the keep 
  of the ruling lord is a large, dismal edifice of stone 
  resting atop a small hill. The town gates seem a 
  reflection of the territory. They are dark and 
  foreboding, promising unknown threats to all who 
  pass within. At the gates are a large number of 
  guards, but upon seeing the arms of Abonhoth, the 
  way is cleared for you. 
   
  Adjust the following if the knight is a PC, or if Sir Rias is 
  dead. 
   
   
  As you are passing through the gates, you see a 
  boy of no more than thirteen summers approach Sir 
  Rias. He says something to Sir Rias, who responds 
  loudly with, “Push off, boy, I have no need of your 
  services.” 
   
  Without any sign of discouragement, the child 
  approaches the rest of the party. “Hello, the valiant 
  knight at the head of your party claims he doesn’t 
  need another squire at this time. However, I am sure 
  you could use the services of an apprentice, or even 
  servant?” He looks hopefully at you, awaiting your 
  answer. 
   
  The boy seems healthy enough, and he has made 
  some effort to present a reputable figure. However, 
  can you really trust somebody from this town? 
   
  Allow the PCs to decide if they want a retainer. The boy 
  will beg and plead until cuffed away, and if the PCs are 
  not up to cuffing Valdir, the guards certainly are. Valdir 
  will make any obvious and intelligent suggestions that 
  present themselves as to the roles he could undertake. He 
  will happily take any position in the hopes it will get him 
  out of Keth. 
   
  Development: Valdir stays close to his new master or 
  mistress, and listens carefully to what is going on. Once 
  Valdir realises what the players are after, he can be of 
  great help to them.  
   
  Valdir has a small amount of fey blood in his 
  ancestry and, as a result, he can see fey magic in the same 
  way that fey enchanters can. This effect is similar to a 
  permanent detect magic, but only as it relates to fey magic. 
  This means that Valdir can see the magic of the ‘keys’, 
  even though he has no idea what it can do. 
   
  Valdir is bright, though, and if the PCs do not try to 
  exclude him from their conversations, he soon realises 
  (when, is at the GM’s discretion, but don’t be too hasty 
  giving out this information) that the PCs are referring to 
  Lady Katharna’s cloak, which he has seen her wearing. 
   
  Valdir also knows that the Black Knight’s helm has a 
  similar effect. Valdir does not know about the horn in the 
  chapel (the third ‘key’), having never been in there, but 
  he will recognise the ‘key’ as soon as he sees it. 
   
   
  �Valdir: male human commoner; hp 3; Int 12 
   
  4: THE COURT OF THE 
  COMMON BORN LADY 
  The PCs proceed with Lady Harrina, into the court of 
  Keth. Here they meet the Lord and Lady Keth and their 
  guests. 
   
  Divination magic reveals a large amount of magic 
  items within the court, though many of them are not 
  very powerful. Lady Katharna, in particular, is wearing 
  eight enchanted items. 
   
  Detect evil reveals that almost all members of the local 
  nobility are evil, as are many of the townsfolk.  
   
  With the business of the boy resolved, your party 
  continues through the town to the keep. Never have 
  you seen so miserable a place. Most of the buildings 
  are dilapidated, and many appear abandoned. The 
  people in the street are uniformly filthy, and appear 
  to be dressed in rags. There is squalor everywhere, 
  and there is not a smile in site. 
   
  The contrast at the keep is remarkable. While 
  the keep itself is a dark and dismal building, there 
  are banners of silk flying from every tower and 
  window. The people are all dressed in magnificent 
  furs and silks, and are beaming in anticipation of 
  the upcoming tourney. 
   
  As you enter the courtyard servants rush 
  forward to help with the wagons and the luggage. A 
  castle steward greets Lady Harrina and offers to 
  escort her to her rooms, but the Lady insists on 
  sleeping 
  in 
  her 
  pavilion. 
  The 
  matter 
  of 
  accommodation settled, you are all escorted inside 
  by the steward to greet the Lord and Lady Keth.  
   
  As you enter the keep, Lady Harrina warns you 
  to be careful what you say. Within the walls of this 
  keep the Lord and Lady Keth rule, and breaches of 
  etiquette may be treated quite harshly. 
   
  The hall is not a large one, although it does carry 
  many banners. There are also the trophies of many 
  great hunts, though none of those trophies look very 
  new. In fact, the whole hall holds an air of age and 
  rotten decay in spite of its finery.  
   
  At the end of the hall sit Lord Vartuel and Lady 
  Katharna, greeting guests as they arrive. Beside the 
  Lady Katharna stands a knight dressed in black 
  armour, the visor on his helm closed. 
   
  Lord Vartuel is a shrunken figure, slumped in 
  his chair and muffled in many layers of blankets and 
  furs. He looks old and probably quite ill. By contrast, 
  Lady Katharna is a vision of beauty.  
   
  Dark haired and bronze skinned, she stands out 
  in this crowd of blond-haired, pale-skinned Suel 
  nobility. She has a radiant beauty to her, one that 
  RTK8-02 Confrontation in the Timberway 
   
  Page 9 
  
  draws a response from all that see her. Yet there is 
  more to her beauty than just appearances. She has a 
  magnetizing presence that fills the court and, 
  whenever she turns her attention upon an 
  individual, that person seems to swell with pride. 
   
  Whilst most of the guests waiting to be greeted 
  make way for Lady Harrina due to her rank, a young 
  knight was in the process of being greeted as you 
  arrived. You notice that Lady Katharna is doing 
  most of the greeting, while Lord Vartuel is 
  responding only when prompted. 
   
  Once the young knight has stepped aside, Lady 
  Harrina steps forth and greets the Ruling Lord and 
  Lady, “Greeting Lord Vartuel and Lady Katharna, it 
  gives me great pleasure to see you both in such 
  health. It is an honor to attend you celebrations, an 
  honor I have not had the chance to experience in the 
  past.” 
   
  Lady Katharna responds, “We are grateful that 
  you are able to attend, Lady Harrina, and we hope 
  that these celebrations bring you nothing but joy. 
  My husband is also deeply pleased by your 
  presence”. 
   
  Lord Vartuel mumbles incoherently. 
   
  Lady Harrina asks, “May I have the honor of 
  presenting…” and names each of you in turn. Lady 
  Katharna responds gracefully to you all, then 
  dismisses you in order to continue greeting the 
  other guests.  
   
  Having been introduced to the Lord and Lady of the 
  court, the PCs have a chance to mingle. There are a 
  number of local knights present, as well as several 
  visiting from other freeholds. Also present is Beorngard, 
  a grumpy old cleric of Telchur. Beorngard is a 9th level 
  cleric, and can cast raise dead on any dead PCs. He has two 
  prepared at any time during the tourney, in anticipation 
  of ‘accidents’. 
   
  Note: The PCs are in a noble court. Impertinence 
  will be met with rebuff, then that person will be ignored 
  by the entire court. Rudeness, making a scene, behaving 
  inappropriately etc. results in expulsion from the keep. 
  Repeated and any rudeness directly aimed at Lady 
  Katharna will result in a challenge to a duel from the 
  Black Knight. 
   
  After mingling for a time with the guests of the 
  court, you notice servants are setting up tables. 
  Shortly thereafter, everybody is seated at the long 
  tables in the hall.  
   
  Lady Harrina is seated at the high table with her 
  champion close to Lord and Lady Keth, while you 
  are all seated according to rank. Dinner is a less than 
  impressive affair. The food is questionable, and 
  there is not quite enough to go all the way to the 
  bottom of the table at every course [where most PCs 
  are sitting due to their lack of noble rank].  
   
  However, the wine and ale are in plentiful 
  supply, if of indifferent quality, and inebriation 
  helps you to ignore the feelings of hunger. 
   
  Once dinner is completed, Lady Katharna gains 
  the attention of the room. 
   
  “Once again we gather to watch our valiant 
  knights compete for honor and glory. In recognition 
  of their valour, I have gathered a number of prizes 
  for those who prove the most worthy.” 
   
  A number of servants then bring a table and. 
  taking the covering cloth off, they reveal five prizes. 
  The prizes are for the winner of the joust, and the 
  runner up, the winner of the melee, the captain of 
  the winning melee team, and the tourney champion.  
   
  Four of the prizes are exquisite statuettes of 
  glamorous magical beasts, cast from gold with 
  jewels for eyes. They are: a griffon; a chimera; a 
  manticore; and a dragon. The fifth prize, for the 
  runner-up in the joust, is a statuette of a horse, 
  carved from ivory. 
   
  PCs can examine the prizes if they choose (as are many of 
  the competing knights). All are hand crafted, of obvious 
  value, and do not have any magical auras. All agree that 
  the prizes are most generous. 
   
  Astute PCs may realize that one competing knight 
  could theoretically win all the prizes bar one (nobody 
  could be both winner and runner up in the tourney). 
  Characters who have competed in tourneys previously 
  also know that the prizes for winner of the melee and 
  tournament champion are based upon the opinion of the 
  judges, and those opinions are not always matched by the 
  competitors or the audience. 
   
  Development: Some PCs may wish to begin their 
  investigations immediately. If so, go to the relevant 
  encounter. Otherwise, the PCs can sleep for the night. 
   
  5: THE ‘GRAND’ TOURNEY 
  The tourney will last only two days, due to the lack of 
  competitors. During this time, PCs can compete, gather 
  information, or use the tourney as a distraction while 
  they try to find one of the ‘keys’ to the ‘Heart’. 
   
  Those that wish to compete must satisfy the tourney 
  rules. Most of these will be known to the players, 
  however some players may be surprised to learn that 
  nobility is a requirement to compete in Keth. This is non-
  negotiable, 
  though 
  foreign 
  titles 
  equivalent 
  to 
  knighthood or a higher station will be accepted. Centaurs 
  are barred from competing regardless of noble titles.  
   
  THE TOURNEY – THE JOUST 
  The tourney will be won via direct elimination. The first 
  day consists of the first round only, with all other bouts 
  taking place on the second day. The Competitors are: 
  • 
  The Black Knight 
  • 
  Lady Harrina’s champion 
  • 
  9 other visiting knights 
  RTK8-02 Confrontation in the Timberway 
   
  Page 10 
  
  • 
  3 Vassal Knights of Keth 
  • 
  16 Household Knights of Keth 
  • 
  Any other PCs wishing to compete 
   
  All APLs  
   
  �The Black Knight: male half-fiend forest troll 
  fighter 6/cavalier 4; hp 180; Appendix 1. 
   
  �Sir Rias of Abonhoth: male human marshal 
  1/paladin 6; hp 62; Appendix 1. 
   
  �Vassal Knight: male human aristocrat 1/ fighter 
  6; hp 62; Appendix 1. 
   
  �Household Knight: male human aristocrat 
  1/fighter 4; hp 44; Appendix 1. 
   
  �Visiting Knight: male human aristocrat 1/fighter 
  4; hp 44; Appendix 1. 
   
   
   
  It is suggested that the GM have the PCs facing each 
  other in the tournament, with any odd PC facing a GM 
  controlled NPC. This will help speed up the running of 
  the tournament, which will be very important in a con 
  slot. 
   
  In the first round, the PCs face each other, or 
  household knights of Keth, and the field is reduced to 16.  
   
  In the second round the PCs face vassal knights of 
  Keth. Harrina’s champion faces The Black Knight (and 
  Sir Rias loses to him), and the field is reduced to 8.  
   
  In the third round, if there are any remaining PCs, 
  they face the Black Knight (if not already eliminated). If 
  the Black Knight has been eliminated, PCs face each 
  other, or vassal knights of Keth and the field is reduced 
  to 4.  
   
  In the fourth round, the PC faces a household 
  knight of Keth. By this stage, the only competitors 
  remaining are: the Black Knight (unless eliminated by a 
  PC); any PCs still in the competition; and knights of 
  Keth. The knights of Keth are vassal knights, depending 
  on how many the PCs have eliminated, and the field is 
  reduced to 2. 
   
  In the fifth and final round, any PC still in the 
  competition will have eliminated the Black Knight, and 
  faces the remaining knight of Keth. 
   
  THE MELEE 
  The melee is a traditional part of a medieval tourney in 
  which two teams fight a mock battle with blunt weapons 
  and jousting lances. The goal is to defeat the opposition, 
  and take as many prisoners as possible for ‘ransom’. 
   
  Unless you have plenty of time, it is probably best to 
  abstract this part. DO NOT attempt to run this segment 
  during a con session. 
   
  The melee is an ancient and traditional part of 
  tournament, currently being phased out in the more 
  modern courts. In the melee, two teams are formed, 
  usually the ‘home’ team and the ‘visitors’ team.  
   
  The two teams fight a mock battle using blunted 
  weapons, and try to capture as many of the enemy as 
  possible. The mock battle is fought until: one team 
  is forced to retreat off the field; one team is 
  completely captured; or sunset arrives. 
   
  The knight who stands out the most in the 
  mock battle is declared champion of the melee. If 
  that is the same knight who won the joust, they are 
  certain to be tourney champion. 
   
  After the final round of the joust is complete, 
  the two teams form; one, consisting of twenty 
  members, for Keth and another, consisting of ten 
  members, for the visitors. 
   
  With such uneven odds, it is little surprise that 
  the Keth team wins with ease. However, the manner 
  in which Lady Harrina’s champion is ganged up on 
  is surprising. 
   
  In short order, more than half the visitors’ team 
  is captured, and the rest are forced to retreat from 
  the field. With such a result, Keth is pronounced 
  winner of the melee. 
   
  Unless a PC knight can defeat him, the Black Knight will 
  sweep the field again this year, taking the four gold 
  statuettes. The most likely contender for runner up in the 
  joust is a vassal knight of Keth. 
   
  ASKING AROUND 
   
  PCs may wish also to try and gather information. 
  Use the tables below as a guideline: 
   
  About the Tournament 
   
  DC Result 
  10 The prizes are impressive, but there aren’t many 
  competitors. Not a big surprise, the Black 
  Knight has won the joust, the melee, captain of 
  the melee and tourney champion for the last 
  four years. 
  11 There are about thirty competitors. Most are 
  from Keth, only about ten are visitors. 
  12 I guess the Keth team will win the melee again 
  this year. Not many can win against odds of two 
  to one, especially with the Black Knight leading 
  Keth’s team. 
  15 The Black Knight only ever competes at the 
  Keth tourney. He has never been seen with his 
  helm off. He wouldn’t get through the helm 
  show at any other tourney. 
  16 The Black Knight has been competing here for 
  six years. He has never been beaten. 
  20 The Black Knight stands guard for Lady 
  Katharna every night. 
  26 It is rumored that the Black Knight does more 
  than guard Lady Katharna at nights. 
   
  About the Competition 
   
  DC Result 
  5 
  There are about thirty competitors. Most are 
  from Keth, with only about ten visitors. 
  13 Most of the visitors are young knights, untried 
  and desperate for glory and prize money. 
  RTK8-02 Confrontation in the Timberway 
   
  Page 11 
  
  14 Other than the Black Knight, there are three 
  other knights of Keth with a reputation. There 
  names 
  are 
  Sirs 
  Vinton, 
  Claude, 
  and 
  Huegelmont. 
   
  About the Black Knight 
   
  DC Result 
  10 The Black Knight is Lady Katharna’s champion 
  and the tournament champion six years 
  running. 
  11 The Black Knight appeared at court seven years 
  ago. He has been here ever since. 
  15 The Black Knight only ever competes at the 
  Keth tourney. He has never been seen with his 
  helm off. He wouldn’t get through the helm 
  show at any other tourney. 
  16 The Black Knight has been competing for six 
  years. He has never been beaten. He never 
  leaves Keth, and Lady Katharna is never seen 
  without him by her side, except when he 
  competes in tourney. 
  20 The Black Knight stands guard for Lady 
  Katharna every night. 
  24 There is something unnatural about the Black 
  Knight. He never sleeps, eats or gets sick. 
  25 It is rumored that the Black Knight does more 
  than guard Lady Katharna at nights. 
   
  The Lord and Lady Keth 
   
  DC Result 
  10 Katharna is Lady of Keth and mother of two 
  young children. Vartuel is Ruling Lord of Keth 
  for the last nine years. 
  11 The couple met and married nine years ago. 
  15 Katharna married Lord Vartuel after a courtship 
  of only two months. 
  17 Lord Vartuel’s farther, Corvis, died a little over 
  nine years ago. Vartuel returned from court in 
  Marner to assume his position as rightful ruler 
  of Keth. Within the month he met Katharna; 
  within the season they were married. 
  18 Lord Vartuel has been ill, off and on, for most of 
  the last four years. In that time, Lady Katharna 
  has been assuming his duties in court. 
  19 Lady Katharna has been the real power in Keth 
  for more than just the last four years. 
  24 Lady Katharna has been the real power in Keth 
  since marrying Vartuel. She was also the one 
  responsible for the speed of the courtship and 
  marriage.  
  28 It is rumored that Katharna was involved in the 
  late Lord Corvis’ death. 
   
  The ‘keys’ 
  Very few people in Keth know of the ‘keys’. This is 
  information that cannot be gained by a simple Gather 
  Information check. 
   
  The ‘Heart’ 
  Again, the people in Keth that know about the ‘Heart’ are 
  not talking to the PCs. Finding the ‘Heart’ will take more 
  than a Gather Information check. 
   
  BEGINNING INVESTIGATIONS 
  PCs can use the distraction of the tourney to try and 
  sneak into the keep and search for the ‘key’. If so, go to 
  the relevant encounter. 
   
  Development: The tournament ends after two days, 
  with a prize ceremony and a banquet. If the PCs are 
  having no luck in finding a ‘key’ by this stage, Lady 
  Harrina will strongly suggest they investigate the Keth 
  family history for hints as to how the late Lords Keth met 
  the fey. 
   
  6: THE COMMON−BORN 
  LADY AND HER BLACK 
  KNIGHT 
  If the PCs decide to tackle Lady Katharna, or the Black 
  Knight, head on, they are going to have some troubles. 
  However, both possess one of the ‘keys’, and at the start of 
  the adventure, Katharna’s ‘key’ is the only obvious one for 
  the PCs to go after. Lady Katharna’s ‘key’ is her 
  magnificent white cloak, the Black Knight’s ‘key’ is his 
  helm. 
   
  Direct assault against Lady Katharna results in the 
  PCs being attacked by everybody in reach. Even if they 
  do manage to succeed, or escape, they become wanted 
  felons within the Archbarony. Any player that does not 
  realise the gravity of attacking a noble of the realm 
  without provocation should be warned by the GM at least 
  once. If the player persists, use any means you feel are 
  appropriate in the defence of Lady Katharna. 
   
  Open assault against the Black Knight results in 
  similar results and charges. The PCs could challenge the 
  Black Knight to a duel, however it should be apparent 
  that this would be a difficult fight to win. 
   
  This leaves the PCs with guile, subterfuge and magic. 
  One of the first problems the PCs will face is in 
  determining what, of Lady Katharna’s possessions, is the 
  ‘key’. Lady Katharna’s outfit contains a number of pieces 
  of jewellery that she wears each day, all of which are 
  magical. There is also her magnificent white cloak, the 
  cloak pin, and anything else that is not in sight, or is 
  hidden in her chambers. The artificer’s monocle will reveal 
  the properties of each of Lady Katharna’s possessions, but 
  will require one full minute of study per item (see item 
  description, Appendix 2). 
   
  Magical persuasion or interrogation will not work 
  against Lady Katharna, as she does not know that her 
  cloak is a ‘key’. Other forms of divination might work, 
  and Valdir can help them in this regard. However, then 
  the PCs will still need to acquire the cloak, which the 
  Lady wears whenever she leaves her chambers. PCs could 
  RTK8-02 Confrontation in the Timberway 
   
  Page 12 
  
  try to steal the cloak whilst Lady Katharna sleeps, but will 
  need to get past guards and locks. They will also need to 
  remain undetected by the Black Knight who guards Lady 
  Katharna each night. 
   
  Likewise, the PCs have no clues that the Black 
  Knight has a ‘key’, much less what it is, unless Valdir has 
  revealed this information. Given his position in court, 
  and his ‘strangeness’, PCs might choose to investigate 
  him anyway.  
   
  Magical coercion and interrogation will be difficult 
  given the Black Knight’s high SR, but they are 
  possibilities. Again, like Lady Katharna, other divinations 
  might work, and the artificer’s monocle will reveal the 
  properties of the helm if they can acquire it. However, as 
  the Black Knight never takes off his helm, the PCs will 
  only acquire it through force. 
   
  Development: If the PCs do manage to acquire one of 
  the two unseelie ‘keys’, they will have to deal with the 
  trap on each item. 
   
  Trap: The ‘keys’ are all protected by a fey enchantment. 
  This is not meant as a trap, but is simply a part of how fey 
  understand ‘possession’. Each ‘key’ is bonded to one 
  person and, until ownership of that item is willingly 
  passed to another, the item always seeks to return to its 
  owner.  
   
  The save DC for the suggestion traps is increased by 2 
  given the reasonableness of the suggestion. Note that the 
  traps go off every round that the ‘key’ is in the PCs 
  possession. However, like all enchantment-charm effects, 
  this effect can be suppressed with a protection from evil or 
  similar spell. 
   
  APL 4 (EL 4) 
   
  �Suggestion Trap: CR 4; magic device; touch 
  trigger; automatic reset; magical bypass (owner willingly 
  gives the item to the person as a permanent gift); spell 
  effect (suggestion - return the object to its owner); 5th level 
  wizard; DC 16 Will negates); Search DC 28; Disable 
  Device DC 28. 
   
  APL 6 (EL 6) 
   
  �Heightened Suggestion Trap: CR 6; magic 
  device; touch trigger; automatic reset; magical bypass 
  (owner willingly gives the item to the person as a 
  permanent gift); spell effect (heightened 5th level 
  suggestion - return the object to its owner); 9th level wizard; 
  DC 18 Will negates); Search DC 30; Disable Device DC 
  30. 
   
  APL 8 (EL 8) 
   
  �Heightened Suggestion Trap: CR 8; magic 
  device; touch trigger; automatic reset; magical bypass 
  (owner willingly gives the item to the person as a 
  permanent gift); spell effect (heightened 7th level 
  suggestion - return the object to its owner); 13th level 
  wizard; DC 20 Will negates); Search DC 32; Disable 
  Device DC 32. 
   
  APL 10 (EL 10) 
   
  �Heightened Mind Fog Trap: CR 8; magic 
  device; touch trigger; automatic reset; magical bypass 
  (owner willingly gives the item to the person as a 
  permanent gift); spell effect (heightened 7th level mind 
  fog); 13th level wizard; DC 14 Will negates); Search DC 32; 
  Disable Device DC 32. 
   
  �Heightened Suggestion Trap: CR 8; magic 
  device; touch trigger; automatic reset; magical bypass 
  (owner willing gives the item to the person as a 
  permanent gift); spell effect (heightened 7th level 
  suggestion - return the object to its owner); 13th level 
  wizard; DC 20 Will negates); Search DC 32; Disable 
  Device DC 32. 
   
  APL 12 (EL 12) 
   
  �Heightened Mind Fog Trap: CR 8; magic 
  device; touch trigger; automatic reset; magical bypass 
  (owner willingly gives the item to the person as a 
  permanent gift); spell effect (heightened 7th level mind 
  fog); 13th level wizard; DC 14 Will negates); Search DC 32; 
  Disable Device DC 32. 
   
  �2 x Heightened Suggestion Traps: CR 8; magic 
  device; touch trigger; automatic reset; magical bypass 
  (owner willingly gives the item to the person as a 
  permanent gift); spell effect (heightened 7th level 
  suggestion - return the object to its owner); 13th level 
  wizard; DC 20 Will negates); Search DC 32; Disable 
  Device DC 32. 
   
  Development: It is possible, though highly unlikely, 
  that the PCs will gain a ‘key’ from either the Black Knight 
  or Lady Katharna. The possible methods for this are 
  going to be highly individual, so GMs are asked to use 
  their discretion in judging the success of the players’ 
  ideas. 
   
  When the PC holding or wearing the ‘key’ 
  concentrates on it, they feel a tugging towards the ‘Heart’. 
   
  If the PCs do succeed, proceed to Encounter 8. 
   
  7: KETH KEEP 
  The PCs are likely to want to poke around inside the keep 
  at some stage in their search for a ‘key’. This may occur on 
  more than one occasion, depending on when the players 
  feel there is an opportunity, so it may be necessary to visit 
  this encounter on more than one occasion. 
   
  The encounter has been broken up based upon 
  ‘spheres’ of investigation. These include: Lady Katharna’s 
  chambers; Finian, Lady Katharna’s assistant chamberlain 
  and ‘keeper’; the library; the artwork; the servants; and 
  the chapel. 
   
  LADY KATHARNA’S CHAMBERS 
  PCs who wish to investigate Lady Katharna’s personal 
  chambers need to find a way inside. The chambers are 
  locked and guarded at all times. However, magic can be 
  used to gain entrance, as can guile. GMs are asked to use 
  RTK8-02 Confrontation in the Timberway 
   
  Page 13 
  
  their discretion as to the likely success of the players’ 
  ideas. 
   
  If the PCs do gain entrance, it is likely they 
  encounter Finian, Lady Katharna’s assistant chamberlain 
  and her ‘keeper’ sent from the unseelie court. If they have 
  ensured that Finian is not in the chambers, or somehow 
  subdue her, then they can search the chambers. 
   
  Her Ladyship’s chambers hold a lot that is of great 
  interest, but nothing that can be used to find any of the 
  ‘keys’. Searches reveal all manner of valuable trinkets, 
  which the PCs can try to steal if they so choose. Of 
  course, the most rudimentary magical investigation will 
  reveal that the PCs are responsible, and they will be up on 
  charges of theft. 
   
  FINIAN 
  Finian is the unseelie court’s representative to Lady 
  Katharna Keth, and her ‘keeper’. She is an excellent 
  seamstress, a wonderful confidante and conversationalist, 
  and an extremely malevolent pixie. Finian was one of the 
  first fey to be corrupted by Nala, and has reveled in 
  causing destruction and pain through Lady Katharna. 
   
  Finian will realise very quickly what the PCs are 
  after, and will try to mislead them. GMs are encouraged 
  to be creative, the more believable the lie the better. 
   
  Finian detects as evil. She tries to avoid a fight and, if 
  one breaks out, she tries to escape, rather than fight it 
  out. 
   
   
  Before you stands a young woman in a simple 
  maid’s outfit. She is cute, in an unremarkable way, 
  and stands at just over five-feet tall. She has a ready 
  smile and a bright sparkle in her eyes. 
   
  Creature: Finian is a polymorphed pixie appearing as a 
  young human woman. She tries to act innocent, and will 
  happily lie through her teeth. If pressed about the letter 
  to Tyver, she admits she wrote it, but she was under great 
  pressure from Lady Katharna to create a ‘unique’ cloak, at 
  the time. 
   
  All APLs 
   
  �Finian: female half-fiend pixie rogue 7; hp 42 (+15 
  false life); Bluff +24. 
   
  Tactics: If forced into combat, Finian first turns 
  invisible. She then turns back into a pixie and flies away, 
  unless prevented. If restrained in any way, she uses her 
  cape of the mountebank to escape.  
   
  THE LIBRARY 
  Getting access to the library during the tourney is quite 
  easy. Even the most simple of tales will work, as most of 
  the keeps’ servants and guards are at the tourney, and the 
  remaining ones don’t care so long as the PCs don’t make a 
  mess. 
   
  The library contains a large number of books, 
  including dozens of volumes on the family history, the 
  history of the freehold, financial and court records and 
  personal journals of past Ruling Lords. 
   
  Searching through all these volumes for the relevant 
  information requires about ten hours of research. This 
  can be divided between multiple PCs. If the PCs have 
  access to the spell scholar’s touch, they can reduce the 
  research time by one hour per minute of the spell’s 
  duration. 
   
  After the PCs have completed their research, they 
  will have learnt the following: 
   
  • 
  The third Lord Keth made a bargain with the fey to 
  protect both their peoples. There was an exchange of 
  gifts, but what the gifts were is not mentioned. 
  • 
  The fey come and go from the court of Keth as they 
  will, often in disguise. 
  • 
  There are many anecdotes about the pranks fey have 
  played in this court. 
  • 
  The Lords’ Keth would often go into the forest to 
  meet with the fey. On these occasions they would 
  always prepare themselves for a hunting trip, with 
  ‘horn and bow’. 
  • 
  The Lords’ Keth have called upon the aid of the fey 
  several times in the history of the family. 
  • 
  This is the first generation to act against the long 
  term wellbeing and sustainability of the forest. 
  • 
  Every will, written by a ruling lord Keth, mentions 
  the expected inheritance items for the next ruling 
  lord; such as lands, castle, etc, but they also all make 
  specific mention of a hunting horn. 
    
  THE ARTWORK 
  PCs, who take the time to examine the portraits and 
  tapestries in the keep, can learn a little about the history 
  of the family. 
   
  While most of the artwork is suffering in a state of 
  neglect, there is a large amount of it, dating back to the 
  early days of Keth.  
   
  Most of the artwork shows the influence of nature. 
  There are many landscapes, hunting scenes and tapestries 
  full of the creatures of the Timberway. The fey of the 
  Timberway also play a big part in many of the tapestry 
  scenes. 
   
  There are also portraits of the former Lords Keth. 
  Most are dressed as if for a hunt. While the style of 
  clothing changes over the centuries, they all seem to be 
  bearing the same horn. 
   
  The horn in the portraits is the ‘key’ given to House 
  Keth by the fey of the Timberway centuries ago. 
   
  As you pass through the halls and passages of the 
  keep, you can see that the style of artwork focuses 
  strongly on a naturist theme. There are many 
  tapestries and statues of animals and hunting 
  scenes, most of which appear to be set in the 
  Timberway. Several also include depictions of fey 
  creatures, generally casting them in a favourable 
  light. 
  RTK8-02 Confrontation in the Timberway 
   
  Page 14 
  
   
  Upstairs, there is one hall that is lined with 
  portraits. Each portrait is of a different Ruling Lord 
  from the history of the family. Most have chosen to 
  sit for their portraits garbed in hunting gear of the 
  finest quality. 
   
  A DC 25 Spot check will reveal the similarity of the horn 
  from portrait to portrait. PCs asking specifically for a 
  repeating piece of equipment can have a +10 bonus on 
  this roll. 
   
  THE SERVANTS 
  The servants cannot help the PCs with reference to any 
  ‘keys’ or ‘Hearts’. However, they do know a huge amount 
  about the family, and can answer the PCs’ questions in 
  these regards. 
   
  If asked about the fey, many of the servants reveal 
  that the fey have always been in the forest, and it was not 
  unusual to have them pay visits to the court of Keth. 
  Some would come in disguise, some openly, and the old 
  Lord would always welcome them. 
   
  If asked if the old Lord ever went looking for the fey, 
  the servants reveal that he did go riding and hunting 
  quite often. While there are many rumours of the old 
  Lord meeting with the fey (especially the dryads and 
  nymphs), nobody knows of anybody who actually saw 
  one of these meetings. It was always a friend of a friend 
  who saw it! 
   
  If asked specifically about the old Lord’s hunting 
  horn, the servants can reveal that it now hangs in the 
  chapel. 
   
  THE CHAPEL 
  Within the chapel are a number of shrines and statues 
  dedicated to the Suel pantheon. Two large statues 
  dominate the room, those of Kord and Llerg. Upon 
  Kord’s belt is the old Lord’s horn, the third ‘key’ to the 
  ‘Heart’ 
   
  Unlike the other ‘keys’, this one can simply be taken 
  once the PCs find it. However, it is still protected by a 
  powerful spell trap. 
   
  The chapel is old and dusty, and does not seem to 
  have had much use in years. As you look around the 
  room, you can see shrines to all of the Suel gods, 
  though some are obviously more popular than 
  others.  
   
  The most popular deities in Keth seem to be 
  Kord and Llerg, both represented in larger than 
  man-sized statues carved from marble.  
   
  Trap: The ‘keys’ are all protected by a fey enchantment. 
  This is not meant as a trap, but is simply a part of how fey 
  understand ‘possession’. Each ‘key’ is bonded to one 
  person, and until willing passed to another, it will always 
  seek to return to its owner.  
   
  The save DC for the traps is increased by 2 given the 
  reasonableness of the suggestion. Note that the traps go off 
  every round that the ‘key’ is in the PCs possession. 
   
  APL 4 (EL 4) 
   
  �Suggestion Trap: CR 4; magic device; touch 
  trigger; automatic reset; magical bypass (owner willingly 
  gives the item to the person as a permanent gift); spell 
  effect (suggestion - return the object to its owner); 5th level 
  wizard; DC 16 Will negates); Search DC 28; Disable 
  Device DC 28. 
   
  APL 6 (EL 6) 
   
  �Heightened Suggestion Trap: CR 6; magic 
  device; touch trigger; automatic reset; magical bypass 
  (owner willingly gives the item to the person as a 
  permanent gift); spell effect (heightened 5th level 
  suggestion - return the object to its owner); 9th level wizard; 
  DC 18 Will negates); Search DC 30; Disable Device DC 
  30. 
   
  APL 8 (EL 8) 
   
  �Heightened Suggestion Trap: CR 8; magic 
  device; touch trigger; automatic reset; magical bypass 
  (owner willingly gives the item to the person as a 
  permanent gift); spell effect (heightened 7th level 
  suggestion - return the object to its owner); 13th level 
  wizard; DC 20 Will negates); Search DC 32; Disable 
  Device DC 32. 
   
  APL 10 (EL 10) 
   
  �Heightened Mind Fog Trap: CR 8; magic 
  device; touch trigger; automatic reset; magical bypass 
  (owner willingly gives the item to the person as a 
  permanent gift); spell effect (heightened 7th level mind 
  fog); 13th level wizard; DC 14 Will negates); Search DC 32; 
  Disable Device DC 32. 
   
  �Heightened Suggestion Trap: CR 8; magic 
  device; touch trigger; automatic reset; magical bypass 
  (owner willingly gives the item to the person as a 
  permanent gift); spell effect (heightened 7th level 
  suggestion - return the object to its owner); 13th level 
  wizard; DC 20 Will negates); Search DC 32; Disable 
  Device DC 32. 
   
  APL 12 (EL 12) 
   
  �Heightened Mind Fog Trap: CR 8; magic 
  device; touch trigger; automatic reset; magical bypass 
  (owner willingly gives the item to the person as a 
  permanent gift); spell effect (heightened 7th level mind 
  fog); 13th level wizard; DC 14 Will negates); Search DC 32; 
  Disable Device DC 32. 
   
  �2 x Heightened Suggestion Traps: CR 8; magic 
  device; touch trigger; automatic reset; magical bypass 
  (owner willingly gives the item to the person as a 
  permanent gift); spell effect (heightened 7th level 
  suggestion - return the object to its owner); 13th level 
  wizard; DC 20 Will negates); Search DC 32; Disable 
  Device DC 32. 
   
  RTK8-02 Confrontation in the Timberway 
   
  Page 15 
  
  Development: The PCs now have a ‘key’, and can 
  proceed to Encounter 8. Remember that the trap on the 
  ‘key’ will continue to activate unless the key is placed in 
  an extra-dimensional space, or the effect is suppressed (ie, 
  protection from evil/good/etc. or magic circle of protection 
  against evil/good/etc.).  
   
  When the PC holding or wearing the ‘key’ 
  concentrates on it, they feel a tugging towards the ‘Heart’. 
   
  8: AT THE ‘HEART’ OF THE 
  MATTER 
  Before departing for the ‘Heart’, PCs may wish to report 
  in to Lady Harrina. Lady Harrina listens to all they have 
  to say, then encourages them to find and save the ‘Heart’ 
   
  Once they have departed from Keth, PCs travel for 
  about three hours, before they reach the ‘Heart’. As they 
  approach, the PCs pass through some of the worst 
  damaged areas of the Timberway. Of particular note is the 
  complete absence of wildlife. 
   
  You leave Keth, quickly moving to find the ‘Heart’ of 
  the Timberway, and hopefully save the forest before 
  it’s too late. Each time you concentrate upon the 
  ‘key’, you have a better idea of where the ‘Heart’ lies. 
   
  The path you travel to the ‘Heart’ is by no means 
  straight. The ‘key’ leads you on a winding path, one 
  that would be difficult to predict and even more 
  difficult to repeat.  
   
  After travelling for a little over two hours, you 
  notice that this part of the Timberway is very quiet. 
  Most of the plant life is dead and rotting, with 
  several trees having fallen, their roots exposed to 
  the sky. Yet amid the rotting flora there are no birds, 
  no animals, not even reptiles. 
   
  Adjust the following text if most or all of the party is 
  protected from the effects of mind-affecting magics. 
   
  Over the next hour, your group seems to be 
  constantly 
  under 
  attack 
  from 
  charms 
  and 
  compulsions. These magical attacks seem to be 
  trying to send the party in a number of directions, 
  confusing you and making you forget your purpose.  
   
  The bearer of the ‘key’ seems to be immune, and 
  often has to help those who are not immune to keep 
  to the path, and to remember why you’re all here. 
   
  After an hour of difficult travel, the bearer of 
  the ‘key’ gets their first glimpse of the ‘Heart’. 
  Nestled in a small valley that drops a hundred feet 
  below the forest floor, the ‘Heart’ still towers a 
  hundred and fifty feet above the canopy of the 
  forest. The ‘Heart’ is a huge and magnificent oak, at 
  least a thousand years old, and possible much, much 
  older. 
   
  However, for all its glory, the old oak is looking 
  very sick. Many of its branches have no leaves, 
  despite spring being in the air, and the tree itself 
  looks blackened and twisted. The branches have 
  taken on the appearance of skeletal limbs and 
  hands, while the trunk looks to be a hollow, lifeless 
  husk. 
   
  Once you have reached the valley floor, the 
  effects of the magical protections surrounding the 
  ‘Heart’ seem to no longer be affecting the party. All 
  of you can now see the ancient oak, and none of you 
  seem affected by unwanted magical compulsions. 
   
  As the PCs approach the ‘Heart’, they are noticed by Nala. 
  Nala’s instinct is to play with the PCs, seeing how much 
  she can get the PCs to debase themselves and hurt each 
  other. 
   
  As you approach the ‘Heart’, you can see that the 
  river that runs through this valley is now very slow 
  moving, and full of stagnant, foul-smelling water. 
  Around the base of the tree are small ponds of slime 
  and scum.  
   
  You can also see that the bottom fifteen feet of 
  the tree’s trunk has been stripped of bark, and there 
  are over a dozen taps in the tree, sucking out the 
  tree-sap and delivering it to small, clay jars. 
   
  Whilst you absorb this scene, you notice a 
  creature emerge from the tree. Like the tree, her 
  skin is blackened and she looks overly thin and 
  emaciated. Yet, for all her poor health, there is 
  something 
  incredibly 
  compelling 
  about 
  her. 
  Perhaps it is the elongated incisors, or maybe the 
  glowing red eyes. Perhaps it is the fact that she can 
  emerge from a tree, or maybe it is the fact that she is 
  completely naked and standing in a very interesting 
  pose. 
    
  PCs have the chance to talk to Nala if they wish. Nala is 
  more than happy to talk and tries to get as much 
  information from the PCs as possible. 
   
  If any PC makes a threatening move towards Nala, or 
  even threatens her, she immediately moves to defend 
  herself. 
   
  If asked about the clay pots, Nala offers the sap to the 
  PCs. She even encourages them to try it, promising them 
  great power and life immortal.  
   
  Drinking the Sap: The sap is a reflection of the wounds 
  and corruption that the Forest and the ‘Heart’ have 
  suffered. Any player that indicates a desire to have their 
  character drink the sap should be asked if that is what 
  they really want to do. The earlier parts of this series 
  should provide enough of a warning as to the effects of 
  the sap. 
   
  Any PC that drinks the sap is instantly corrupted by 
  its power. Their alignment immediately changes to evil, 
  they enter a rage (as the barbarian class ability), and fall 
  under the influence of the dryad Nala (as if under the 
  effect of a dominate person spell). There are no saves for 
  any of these effects as the PC has willingly drunk the 
  substance (as drinking a potion). For the remainder of 
  this adventure, the PC is under the control of Nala until 
  RTK8-02 Confrontation in the Timberway 
   
  Page 16 
  
  subdued by the remainder of the party, or until they save 
  against Nala’s control. 
   
  DMs should note that even dominated, evil PCs may 
  not wish to be controlled by a crazy dryad and can thus 
  choose to drink (or accept) delay or neutralize poison potions 
  or spells – as well as making new saving throws when 
  forced to take actions against their nature (such as 
  attacking former allies that might be useful to them 
  later). Delay or neutralize poison negate the effects of the 
  sap for as long as the spell is in effect but PCs must still 
  seek an atonement for their actions, 
   
  As an additional side effect, the PC has voluntarily 
  committed an evil act, and the character has had their 
  alignment magically changed to evil, and thus cannot be 
  played again until their alignment is no longer evil (ie. 
  While the effect of the sap is negated and the terms of 
  the In Need of Atonement AR Award have been met).  
   
  PCs drinking the sap also earn the Unreliable AR 
  Award, and may not gain any other rewards for this 
  adventure. PCs choosing to accept the terms of the In 
  Need of Atonement award, cannot atone until the 
  remainder of the party has returned to Lady Harrina, who 
  helps in organizing the atonement spell. PCs who choose 
  not to atone are surrendered immediately to the GM and 
  retired from the campaign. 
   
  Creatures: Nala is an experienced enchantress, who is 
  used to getting others to fight her battles for her. She is 
  totally insane, extremely depressed, and obsessed with 
  harming herself and her tree. Her thralls fight to the 
  death at her merest whim.  
   
   APL 4 (EL 7) 
   
  �Nala: Female half-fiend dryad bard 1/mindbender 
  1; 34 hp; Appendix 1.  
   
  APL 6 (EL 9) 
   
  �Nala: Female half-fiend dryad bard 1/mindbender 
  3; 44 hp; Appendix 1.  
   
  APL 8 (EL 11) 
   
  �Nala: Female half-fiend dryad bard 1/mindbender 
  5; 54 hp; Appendix 1.  
   
  �Charmed Hill Giant: Male hill giant; 120 hp; 
  Monster Manuel pg 123. 
   
  APL 10 (EL 13) 
   
  �Nala: Female half-fiend dryad bard 1/mindbender 
  6; 59 hp; Appendix 1.  
   
  �Charmed Hill Giants (2): Male hill giants; 120 
  hp each; Monster Manuel pg 123. 
   
   
  APL 12 (EL 15) 
   
  �Nala: Female half-fiend dryad bard 1/mindbender 
  8; 82 hp; Appendix 1.  
   
  �Charmed Hill Giants (3): Male hill giants; 120 
  hp each; Monster Manual pg 123. 
   
  Tactics: At all APLs, Nala tries to charm or dominate PCs 
  into fighting for her. However, she is more interested in 
  pain than in death, so will happily have charmed or 
  dominated PCs use subdual damage in the hope of taking 
  some prisoners. 
   
  Nala moves each round, often moving in and out of 
  her tree to avoid attacks. She also instructs any enchanted 
  creatures (PC or NPC) to focus on whoever is causing her 
  the most trouble.  
   
  At all APLs where the charmed hill giants are present, 
  they attempt to ‘club the PCs into submission’ (i.e. use 
  subdual damage) as Nala has instructed. They follow 
  these instructions until reduced to 75% of their starting 
  hit points, at which time they start attacking to kill.  
   
  At APL12 Nala starts with blasphemy, then attempts 
  to dominate the most effective-looking fighter in the 
  group. 
   
  Remember that the PCs can block many of Nala’s 
  effects with spells such as protection from good/evil/etc. and 
  magic circle against evil/good/etc. Also remember that these 
  effects can be dispelled. 
   
  Treasure: The PCs can gain no treasure from this 
  encounter. Nala’s magic rings belong to her and cannot 
  be claimed by the PCs. 
   
  Development: Once Nala and her charmed giants are 
  either dead or unconscious, the PCs can look at what 
  might help heal Nala and the ‘Heart’. A DC 19 
  Knowledge (nature) check reveals that taking Nala more 
  than three hundred yards from the ‘Heart’ will cause her 
  to weaken and die within twenty-four hours. 
   
  PCs that are ignorant of this fact should be warned of 
  her worsening condition within an hour of taking Nala 
  from the vicinity of the ‘Heart’.  
   
  CONCLUSION 
  The PCs have a number of options now that they have 
  found the ‘Heart’. They can:  
  • 
  ignore the problem and leave (unlikely);  
  • 
  they can take Nala to help;  
  • 
  they can try and fetch help for Nala and the ‘Heart’; 
  or  
  • 
  they can try and heal Nala and the ‘Heart’ 
  themselves. 
   
  Leaving and ignoring the problem: should not be an 
  option. If the players insist on doing this, they lose the 
  roleplaying and story awards for xp, and receive only the 
  Unreliable AR award. 
   
  If the PCs try to take Nala to help: a DC 19 Knowledge 
  (nature) check reveals that taking Nala more than three 
  hundred yards from the ‘Heart’ will cause her to weaken 
  and die within twenty-four hours. PCs that are ignorant 
  of this fact should be warned of her worsening condition 
  within an hour of taking Nala from the vicinity of the 
  ‘Heart’. 
  RTK8-02 Confrontation in the Timberway 
   
  Page 17 
  
   
  If the PCs fetch help to Nala and the ‘Heart’: then 
  both can be treated and eventually healed by NPCs. 
   
  If the PCs try to heal Nala and the ‘Heart’ 
  themselves: they need to cast several spells in 
  combination, a combination that may take days to 
  discover. 
   
  The ‘Heart’ can be treated with the following: dispel 
  evil, followed by either heal or several cure spells, neutralize 
  poison and remove disease. Due to the size of the tree, this 
  combination needs to be cast many times (at least every 
  day for a month), though the positive effects will be 
  visible from the first casting. 
   
  Nala can only be treated after a heal spell has been 
  cast upon her to temporarily heal her of her insanity. 
  Once that has been done, she also requires an atonement 
  to heal the taint to her soul, and a dispel evil and a heal to 
  remove the taint to her body.  
   
  When the PCs have finished helping the Heart and Nala, 
  they are free to return and report to Lady Harrina, who 
  has been waiting for them in Keth. When they do, read, 
  or paraphrase, the following: 
   
   
  Once you have reported to Lady Harrina, she 
  congratulates you upon your success in finding the 
  ‘Heart’. Lady Harrina is able to summon the help of 
  the Knights of the Hart, who quickly move into 
  Keth to protect the ‘Heart’. 
   
  You are all hailed as heroes by the Knights of 
  the Hart, who are given possession of the old Lord 
  Keth’s horn by the seelie court, and take upon 
  themselves the protection of the ‘Heart’ and the 
  mending of the lands of Keth. 
   
  Lady Harrina returns you to the court of 
  Abonhoth where you are publicly acknowledged as 
  heroes of Abonhoth and of Ratik. At great expense, 
  Lord Abonhoth commissions the crafting of magical 
  tomes and manuals to show his appreciation of you 
  efforts. Lady Harrina thanks you all personally, and 
  invites you to return to the court of Abonhoth as her 
  guests at any time.  
   
  If the PCs find the ‘Heart’ and are able to defeat Nala and 
  return to Lady Harrina with the information so she can 
  summon the Knights of the Hart, they receive: the 
  Public Appreciation of House Abonhoth and the 
  Further Gratitude of Lady Harrina. 
   
  If the PCs did not kill Nala, and manage to get help 
  for her (or heal her themselves), they are named 
  Defenders of the Timberway by the Order of the Hart 
  and are granted Nala’s Blessing by the dryad. 
   
  If the PCs refuse to help Lady Harrina, drink the 
  Heart’s sap, or leave Nala and the ‘Heart’ without 
  attempting to summon help for them, they receive the 
  Unreliable AR Award. 
   
  If the PCs drink the Heart’s sap, they receive the In 
  Need of Atonement AR award. They may not receive 
  any other awards (except for the Unreliable award, and 
  the Joust Score award if they earned it). Willingly 
  drinking the sap has cast their reputation under a pall. 
   
  The End 
  RTK8-02 Confrontation in the Timberway 
   
  Page 18 
  
  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 2 
  Disperse the Ghoul mob 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  Encounter 6 or 7 
  Acquire a ‘key’ 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
   
  Encounter 8 
  Defeat Nala 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  Story Award 
  Free the ‘Heart’ 
  APL 4  
  90 XP 
  APL 6  
  120 XP 
  APL 8  
  150 XP 
  APL 10  
  180 XP 
  APL 12  
  210 XP 
   
  Discretionary roleplaying award 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10  
  90 XP 
  APL 12  
  105 XP 
   
  Total possible experience: 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
  APL 12  
  1575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Introduction 
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 197 gp; wand 
  of detect magic (31 gp); shiftweave (41 gp); artificer’s monocle 
  (125 gp) ; Total 197 gp. 
   
  Encounter 2:  
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 548 gp; caduceus 
  bracers (166 gp); pearl of speech – Cold Tongue (50 gp); gloves 
  of fortunate striking (166 gp); spellsink scarab (166 gp); Total 
  548 gp. 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 806 gp; caduceus 
  bracers (166 gp); pearl of speech – Cold Tongue (50 gp); gloves 
  of fortunate striking (166 gp); spellsink scarab (166 gp); rod of 
  bodily restoration (258 gp); Total 806 gp. 
  RTK8-02 Confrontation in the Timberway 
   
  Page 19 
  
  RTK8-02 Confrontation in the Timberway 
   
  Page 20 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 1,139 gp; caduceus 
  bracers (166 gp); pearl of speech – Cold Tongue (50 gp); gloves 
  of fortunate striking (166 gp); spellsink scarab (166 gp); rod of 
  bodily restoration (258 gp); ring of counterspells (333 gp); 
  Total 1,139 gp. 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 2,139 gp; 
  caduceus bracers (166 gp); pearl of speech – Cold Tongue (50 
  gp); gloves of fortunate striking (166 gp); spellsink scarab (166 
  gp); rod of bodily restoration (258 gp); ring of counterspells 
  (333 gp) mantle of second chances (1,000 gp); Total 2,139 gp. 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 3,805 gp; 
  caduceus bracers (166 gp); pearl of speech – Cold Tongue (50 
  gp); gloves of fortunate striking (166 gp); spellsink scarab (166 
  gp); rod of bodily restoration (258 gp); ring of counterspells 
  (333 gp) mantle of second chances (1,000 gp) stone of good luck 
  (1,666 gp); Total 3,805 gp. 
   
  Total Possible Treasure 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 745 gp; Total 745 
  gp. (Max: 650 gp) 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 1,003 gp; Total 
  1,003 gp. (Max: 900 gp) 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 1,336 gp; Total 
  1,336 gp. (Max: 1,300 gp) 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 2,336 gp; Total 
  2,336 gp. (Max: 2,300 gp) 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 4,002 gp; Total 
  4,002 gp. (Max 3,300 gp) 
   
  Special 
  �Joust Score: You’ve unhorsed (0) (1) (2) (3) (4) (5) 
  opponents at the Keth Tourney of 598CY. You have 
  won:______________________________. (Gold statuette = 200 gp, 
  ivory statuette = 50 gp. 
   
  �Defender of the Timberway: For saving the ‘Heart’ 
  of the Timberway, and its dryad, you are offered the rank 
  of Knight in the Order of the Hart. If you accept, your 
  affiliation score in this meta-org is high enough for 
  knight rank regardless of its actual value. 
   
  �Nala’s Blessing: For saving Nala, you receive the 
  power of the ‘Heart’, a +2 bonus on Cha-based skill checks 
  with fey. In addition, the next time your hit points fall 
  below -9, you instead stabilize on -1 hit point. Cross off 
  once used. Nala will teach any interested character her 
  skills granting access to the Mindbender PRC (CAr). 
   
  �Further Gratitude of Lady Harrina: In gratitude of 
  your efforts Lady Harrina has offered to either: cover 30% 
  of the cost of any ONE item from this Adventure Record 
  OR to arrange for you to have any one weapon upgraded 
  with the holy Special Ability from the DMG OR access to 
  a single luck blade (0 wishes) for 15,000 gp. Mark off this 
  favour when used.  
   
  �Unreliable: You have proven to be unreliable. For one 
  calendar year from the date this AR, all items purchased 
  in Ratik regional adventures cost you an extra 10%. This s 
  cumulative with any other such penalties, and includes 
  items purchased for you, by others. 
   
  �Public Appreciation of House Abonhoth: For all 
  you have done for Lady Harrina, the House provides free 
  High Lifestyle for any adventure set in Abonhoth. In 
  addition, it grants you access to ONE of the following at a 
  20% discount: manual of bodily health, manual of gainful 
  exercise, manual of quickness of action, tome of clear thought, 
  tome of leadership and influence, tome of understanding.  
   The maximum bonus the chosen book can offer is 
  equal to the number of favors this character holds that are 
  an Appreciation (including Further or Public) of House 
  Abonhoth. 
   Write the book chosen and the AR it is bought below: 
   
   
  �In Need of Atonement: for drinking the sap of the 
  Heart, you must undertake a quest costing 5 TU 
  immediately upon completion of this adventure. (Record 
  TU cost on AR now). You must also pay the 450 gp cost to 
  have the spell cast as well as 500 gp compensation to the 
  caster for the loss of experience suffered. If you cannot 
  play the full amount now, you must allot this debt a 
  minimum of 250 gp from each round of adventure 
  earnings from this AR forward until the debt is paid in 
  full. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Item Access 
  APL 4: 
  • 
  Wand of detect magic (Adventure; DMG) 
  • 
  Artificer’s monocle (Adventure; MIC; 2,000 gp) 
  • 
  Shiftweave (Adventure; MIC; 500 gp) 
  • 
  Caduceus bracers (Adventure; MIC; 2,000 gp) 
  • 
  Pearl of speech – Cold Tongue (Adventure; MIC; 600 gp) 
  • 
  Gloves of fortunate striking (Adventure; MIC; 2,000 gp) 
  • 
  Spellsink scarab (Adventure; MIC; 2,000 gp) 
   
  APL 6 (all of APL 4 plus the following): 
  • 
  Rod of bodily restoration (Adventure; MIC; 3,100 gp) 
   
  APL 8 (all of APLs 4-6 plus the following): 
  • 
  Ring of counterspells (Adventure; DMG) 
   
  APL 10 (all of APLs 4-8 plus the following): 
  • 
  Mantle of second chances (Adventure; MIC; 12,000 gp) 
   
  APL 12 (all of APLs 4-10 plus the following): 
  • 
  Stone of good luck (Adventure; DMG) 
   
  
  APPENDIX 1: ALL APLS
  1: THE KNIGHT AT THE CROSSROADS 
  S I R C AM D O N  O F  C O R M I K 
  CR  5   
  Male human aristocrat 1/fighter 4 
  NG Medium humanoid (human – various) 
  Init +1; Senses Listen -1, Spot -1 
  Languages Common, Cold Tongue, Dwarven, Flan 
  or Ancient Suel 
  AC 19, touch 11, flat-footed 20 
   (+1 Dex, +8 full plate, +2 heavy wooden shield, -2 
  charging) 
  hp 44 (5 HD);  
  Fort +6, Ref +2, Will +2 
  Speed 20 ft. in full plate armor (4 squares), base 
  movement 30 ft.; 
  Melee jousting lance +11 (3d8+24/x3) or; 
   
  mw longsword +8 (1d8+3/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Attack Options Power attack, ride-by attack, spirited 
  charge. 
  Combat Gear jousting lances, mw longsword, mw full 
  plate, 
  heavy 
  wooden 
  shield, 
  barded 
  heavy 
  warhorse, tack and saddle 
  Abilities Str 16, Dex 12, Con 14, Int 10, Wis 8, Cha 
  13 
  Feats Power Attack, Cleave, Mounted Combat, Ride-
  by Attack, Spirited Charge, Weapon Focus (lance)  
  Skills Diplomacy +5, Handle Animal +6, Intimidate +9, 
  Knowledge (nobility and royalty) +2, Knowledge 
  (local - NMR) +2, Ride +11, Speak Language - 
  Ancient Suel or Flan, Cold Tongue, Dwarven  
  Possessions combat gear  
   
  5: THE ‘GRAND’ TOURNEY 
   
  GM Note: The following stat blocks have been 
  adjusted to allow for all relevant conditions for 
  the joust, and include the modifiers for all 
  relevant feats. Due to the adjusted Armour 
  Class for all competitors, and the lack of magic, 
  all competing knights are assumed to be using 
  full Power Attack on every attack.  
   
  T H E  B LACK K N I G H T 
  CR  17   
  Male half-fiend forest troll fighter 6/cavalier 4 
  CE Medium outsider (augmented giant) (native) 
  Init +4; Senses Listen +8, Spot +8; darkvision 90ft; 
  low-light vision, scent 
  Languages Ancient Suel, Common, Cold Tongue, 
  Fey, Giant 
  AC 27, touch 11, flat-footed 26 
   (+3 Dex, +8 full plate, +2 heavy wooden shield, +6 
  natural, -2 charging) 
  hp 180 (15 HD); fast healing 5; DR 10/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 25 
  Fort +22, Ref +8, Will +7 
  Speed 20 ft. in full plate armor (4 squares), base 
  movement 30 ft.; 
  Melee jousting lance +17 (3d8+72/19-20 x3) or; 
   
  jousting lance (deadly charge) +17 (4d8+96/19-
  20 x3) or; 
   
  mw longsword +25/+20/+15 (1d8+11/17-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +22 
  Attack 
  Options 
  Power 
  Attack, 
  Ride-by-attack, 
  Spirited charge, Deadly Charge 2/day, Smite Good 
  1/day (+15 damage) 
  Combat Gear jousting lances, mw longsword, mw 
  mithral full plate, heavy wooden shield, barded 
  heavy warhorse, tack and saddle 
  Abilities Str 28, Dex 18, Con 26, Int 18, Wis 10, Cha 
  8 
  Feats Power Attack, Mounted Combat, Ride-by-
  Attack, Weapon Focus (lance), Spirited Charge, 
  Weapon Specialization (lance), Weapon Focus 
  (longsword), Improved Critical (lance), Weapon 
  Specialization 
  (longsword), 
  Improved 
  Critical 
  (longsword)Skills (need fixing) Diplomacy +15, 
  Handle Animal +8, Intimidate +10, Knowledge 
  (nobility and royalty) +8, Knowledge (local - NMR) 
  +5, Knowledge (history) +5, Listen +3, Ride +18, 
  Speak Language - Old Oeridian, Dwarven, Spot 
  +3Possessions combat gear  
    
  Deadly Charge (Ex): When mounted and charging, 
  may declare a deadly charge, dealing triple 
  damage with a melee weapon or quadruple 
  damage with a lance (does not stack with spirited 
  charge). 
  Mounted 
  Weapon 
  Bonus 
  - 
  lance 
  (Ex): 
  +1 
  competence bonus to hit with a lance while 
  mounted. 
  Mounted Weapon Bonus - sword (Ex): +1 
  competence bonus to hit with a sword while 
  mounted. 
   
  S I R R I AS  O F  AB O N H O T H 
  CR  7   
  Male human marshal 1/paladin 6 
  LG Medium humanoid (human - Suel) 
  Init +0; Senses Listen +3, Spot +3 
  Aura Strong good, aura of courage 
  Languages Common, Ancient Suel, Cold Tongue 
  AC 17, touch 9, flat-footed 19 
   (-1 Dex, +8 full plate, +2 heavy wooden shield, -2 
  charging) 
  hp 55 (7 HD);  
  Immune Fear, disease 
  Fort +11, Ref +4, Will +8 
  Speed 20 ft. in full plate armor (4 squares), base 
  movement 30 ft.; 
  Melee jousting lance +9 (3d8+27/x3) or; 
   
  mw longsword +9/+4 (1d8+2/19-20) 
  Space 5 ft.; Reach 5 ft. 
  RTK8-02 Confrontation in the Timberway 
   
  Page 21 
  
  Base Atk +6; Grp +8 
  Attack 
  Options 
  Power 
  Attack, 
  Ride-by-attack, 
  Spirited charge, Smite Evil 2/day (+3 hit/+6 dam), 
  Turn Undead (4th level), Spells 
  Special Actions Minor aura: Over the top., detect 
  evil, lay on hands (18 hp/day), remove disease 
  1/week 
  Combat Gear jousting lances, mw longsword, mw full 
  plate, 
  heavy 
  wooden 
  shield, 
  barded 
  heavy 
  warhorse, tack and saddle 
  Paladin Spells Prepared (CL 3rd): 
   1st—bless weapon, cure light wounds 
  Abilities Str 14, Dex 8, Con 13, Int 10, Wis 12, Cha 
  16 
  Feats Mounted Combat, Ride by Attack, Skill Focus 
  (diplomacy), Spirited Charge, Power AttackSkills 
  Diplomacy +20, Knowledge (nobility and royalty) 
  +5, Knowledge (religion) +2, Listen +3, Ride +9, 
  Sense Motive +6, Speak Language - Ancient Suel, 
  Cold Tongue, Spot +3Possessions combat gear  
  Auras (Ex): The marshal exerts an effect on allies in 
  his vicinity. He can learn to produce different 
  effects, or auras, over the course of his career. The 
  marshal may project one minor aura and (starting 
  at 2nd level) one major aura at a time. 
  Projecting an aura is a swift action (see Chapter 2: 
  Magic). The aura remains in effect until the 
  marshal uses a free action to dismiss it or activates 
  another aura of the same kind (major or minor). A 
  marshal can have an aura active continually; thus, 
  an aura can be in effect at the start of a combat 
  encounter even before the marshal takes his first 
  turn. 
  Activating an aura involves haranguing, ordering, 
  directing, encouraging, cajoling, or calming allies. A 
  marshal sizes up the enemy, allies, and the terrain, 
  then gives allies the direction that they can use to 
  do their best. 
  Unless otherwise noted, a marshal's aura affects all 
  allies within 60 feet (including himself) who can 
  hear the marshal. An ally must have an Intelligence 
  score of 3 or higher and be able to understand the 
  marshal's language to gain the bonus. A marshal's 
  aura is dismissed if he is dazed, unconscious, 
  stunned, paralyzed, or otherwise unable to be 
  heard or understood by his allies. 
  A marshal begins play knowing one minor aura of his 
  choice. As his marshal level increases, he gains 
  access to new auras, as indicated on Table 1-5: 
  The Marshal. 
  All bonuses granted by a marshal's auras are 
  circumstance bonuses that do not stack with each 
  other. 
  Minor Aura: A minor aura lets allies add the 
  marshal's Charisma bonus (if any) to certain rolls. 
  Over the Top: Bonus on damage rolls when charging.  
   
  V AS S AL  K N I G H T 
  CR  7   
  Male human aristocrat 1/fighter 6 
  NG Medium humanoid (human – various) 
  Init +1; Senses Listen -1, Spot -1 
  Languages Common, Cold Tongue, Dwarven, Flan 
  or Ancient Suel 
  AC 19, touch 11, flat-footed 20 
   (+1 Dex, +8 full plate, +2 heavy wooden shield, -2 
  charging) 
  hp 62 (7 HD);  
  Fort +7, Ref +3, Will +3 
  Speed 20 ft. in full plate armor (4 squares), base 
  movement 30 ft.; 
  Melee jousting lance +11 (3d8+36/x3) or; 
   
  mw longsword +11/+6 (1d8+3/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Attack Options Power attack, ride-by attack, spirited 
  charge. 
  Combat Gear jousting lances, mw longsword, mw full 
  plate, 
  heavy 
  wooden 
  shield, 
  barded 
  heavy 
  warhorse, tack and saddle 
  Abilities Str 16, Dex 12, Con 14, Int 10, Wis 8, Cha 
  13 
  Feats Power Attack, Cleave, Mounted Combat, Ride-
  by Attack, Spirited Charge, Weapon Focus (lance), 
  Weapon Specialization (lance), Weapon Focus 
  (longsword)  
  Skills Diplomacy +5, Handle Animal +8, Intimidate 
  +11, 
  Knowledge 
  (nobility 
  and 
  royalty) 
  +2, 
  Knowledge (local - NMR) +2, Ride +13, Speak 
  Language - Ancient Suel or Flan, Cold Tongue, 
  Dwarven  
  Possessions combat gear  
   
  H O U S E H O L D  K N I G H T 
  CR  5   
  Male human aristocrat 1/fighter 4 
  NG Medium humanoid (human – various) 
  Init +1; Senses Listen -1, Spot -1 
  Languages Common, Cold Tongue, Dwarven, Flan 
  or Ancient Suel 
  AC 19, touch 11, flat-footed 20 
   (+1 Dex, +8 full plate, +2 heavy wooden shield, -2 
  charging) 
  hp 44 (5 HD);  
  Fort +6, Ref +2, Will +2 
  Speed 20 ft. in full plate armor (4 squares), base 
  movement 30 ft.; 
  Melee jousting lance +11 (3d8+24/x3) or; 
   
  mw longsword +8 (1d8+3/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Attack Options Power attack, ride-by attack, spirited 
  charge. 
  Combat Gear jousting lances, mw longsword, mw full 
  plate, 
  heavy 
  wooden 
  shield, 
  barded 
  heavy 
  warhorse, tack and saddle 
  Abilities Str 16, Dex 12, Con 14, Int 10, Wis 8, Cha 
  13 
  Feats Power Attack, Cleave, Mounted Combat, Ride-
  by Attack, Spirited Charge, Weapon Focus (lance)  
  Skills Diplomacy +5, Handle Animal +6, Intimidate +9, 
  Knowledge (nobility and royalty) +2, Knowledge 
  RTK8-02 Confrontation in the Timberway 
   
  Page 22 
  
  RTK8-02 Confrontation in the Timberway 
   
  Page 23 
  (local - NMR) +2, Ride +11, Speak Language - 
  Ancient Suel or Flan, Cold Tongue, Dwarven  
  Possessions combat gear  
   
  V I S I TI NG  K N I G H T 
  CR  5   
  Male human aristocrat 1/fighter 4 
  NG Medium humanoid (human – various) 
  Init +1; Senses Listen -1, Spot -1 
  Languages Common, Cold Tongue, Dwarven, Flan 
  or Ancient Suel 
  AC 19, touch 11, flat-footed 20 
   (+1 Dex, +8 full plate, +2 heavy wooden shield, -2 
  charging) 
  hp 44 (5 HD);  
  Fort +6, Ref +2, Will +2 
  Speed 20 ft. in full plate armor (4 squares), base 
  movement 30 ft.; 
  Melee jousting lance +11 (3d8+24/x3) or; 
   
  mw longsword +8 (1d8+3/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Attack Options Power attack, ride-by attack, spirited 
  charge. 
  Combat Gear jousting lances, mw longsword, mw full 
  plate, 
  heavy 
  wooden 
  shield, 
  barded 
  heavy 
  warhorse, tack and saddle 
  Abilities Str 16, Dex 12, Con 14, Int 10, Wis 8, Cha 
  13 
  Feats Power Attack, Cleave, Mounted Combat, Ride-
  by Attack, Spirited Charge, Weapon Focus (lance)  
  Skills Diplomacy +5, Handle Animal +6, Intimidate +9, 
  Knowledge (nobility and royalty) +2, Knowledge 
  (local - NMR) +2, Ride +11, Speak Language - 
  Ancient Suel or Flan, Cold Tongue, Dwarven  
  Possessions combat gear  
   
   
   
  
  APL 4 
  2: THE RAVENOUS MOB  
  M O B  L E AD E R 
  CR  4   
  Male advanced ghast 
  CE Medium undead 
  Init +3; Senses Listen +2, Spot +12 
  Languages Common, Cold Tongue 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural) 
  hp 72 (8 HD);  
  Fort +2, Ref +5, Will +8 
  Speed 30ft. in no armor (6 squares), base movement 
  30 ft.; 
  Melee Bite +8 (1d8+4 plus paralysis) and; 
   
  2 x claws +6 (1d6+2 plus paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +8 
  Attack Options Multi-attack. 
  Combat Gear gloves of fortunate striking, spellsink 
  scarab 
  Abilities Str 18, Dex 17, Con -, Int 13, Wis 14, Cha 16 
  Feats Multi-attack, Improved Natural Attack (claws), 
  Improved Turn Resistance  
  Skills Balance +12, Climb +13, Hide +12, Jump +13, 
  Move Silently +12, Spot +12  
  Possessions combat gear plus rags  
  Ghoul Fever (Su): Disease – bite, Fortitude DC 17, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. 
  Paralysis (Ex): Those hit by a ghast’s bite or claws 
  must succeed on a DC 17 Fortitude save or be 
  paralyzed for 1d4+1 rounds. 
  Stench (Ex): Living creatures within 10 feet must 
  succeed on a DC 17 Fortitude save or be sickened 
  for 1d6+4 minutes.  
   
  8: AT THE ‘HEART’ OF THE MATTER 
  N ALA 
  CR  7 
  Female half-fiend dryad bard 1/mindbender 1  
  CE Medium outsider (augmented fey) (native) 
  Init +11; Senses Listen +11, Spot +11 
  Aura Evil 
  Languages Common, Cold Tongue, Elven, Sylvan  
  AC 22, touch 18, flat-footed 15 
   (+7 Dex, +1 deflection, +4 natural) 
  hp 34 (6 HD); DR 5/cold iron and magic 
  Immune Poison 
  Resist Acid/Cold/Electricity/Fire 10; SR 16 
  Fort +5, Ref +13, Will +12  
  Speed 30 ft. in no armor (6 squares); base movement 
  30 ft.  
  Melee bite +3 (1d6+1) and  
   
  2 x claws -2 (1d4)  
  Base Atk +2; Grp +3 
  Atk Options Smite Good 1/day (+6) 
  Combat Gear ring of protection +1 
  Bard Spells Known (CL 2nd):  
   1st (1/day)—charm person (DC 20), Tasha’s 
  hideous laughter (DC 20) 
   0 (3/day)—dancing lights, detect magic, ghost 
  sound, message, prestidigitation 
  �Already cast 
  Spell-Like Abilities (CL 6th): 
   4th—tree stride 3/day, unholy blight (DC 18) 1/day 
   3rd—deeper slumber (DC 19) 3/day 
   2nd—tree shape – at will, suggestion (DC 18) 
  3/day, suggestion (DC18) 1/day 
   1st—entangle (DC 15) - at will, speak with plants – 
  at will, charm person (DC 16) 3/day, darkness 
  3/day, desecrate 1/day  
  Abilities Str 12, Dex 24, Con 15, Int 18, Wis 18, Cha 
  25  
  SQ Fey Traits, Natural weapons treated as magic 
  weapons, Summon Familiar, Telepathy, Tree 
  Dependent, Wild Empathy, Bardic Music, Bardic 
  Knowledge (1d20+5) 
  Feats Greater Spell Focus (Enchantment), Spell 
  Focus (Enchantment), Improved Initiative 
  Skills Bluff +12, Concentration +8, Diplomacy +16, 
  Escape Artist +14, Handle Animal +9, Hide +14, 
  Intimidate +13, Knowledge (Nature) +11, Listen 
  +11, Move Silently +9, Perform (oratory) +10, 
  Sense Motive +9, Spot +11, Survival +9(+11 
  natural environments) 
  Possessions combat gear  
   
  Telepathy (Su): Nala can communicate telepathically 
  with any creature that has a language within 100 ft. 
   
  RTK8-02 Confrontation in the Timberway 
   
  Page 24 
  
  APL 6 
  2: THE RAVENOUS MOB  
  M O B  L E AD E R 
  CR  6   
  Male advanced ghast barbarian 2 
  CE Medium undead 
  Init +5; Senses Listen +12, Spot +12; darkvision 60ft. 
  Languages Common, Cold Tongue 
  AC 19, touch 15, flat-footed 14 
   (+5 Dex, +4 natural) 
  hp 90 (10 HD);  
  Fort +5, Ref +7, Will +9 
  Speed 40ft. in no armor (8 squares), base movement 
  40 ft.; 
  Melee Bite +12 (1d8+6 plus paralysis) and; 
   
  2 x claws +10 (1d6+3 plus paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +12 
  Attack Options Multi-attack, rage 1/day, power 
  attack. 
  Combat Gear gloves of fortunate striking, spellsink 
  scarab 
  Abilities Str 22, Dex 20, Con -, Int 12, Wis 16, Cha 19 
  SQ Undead traits, +6 turn resistance, fast movement, 
  uncanny dodge 
  Feats Multi-attack, Improved Natural Attack (claws), 
  Improved Turn Resistance, Power Attack  
  Skills Balance +14, Climb +15, Hide +14, Jump +15, 
  Listen +13, Move Silently +14,  Spot +13  
  Possessions combat gear plus rags  
  Ghoul Fever (Su): Disease – bite, Fortitude DC 17, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. 
  Paralysis (Ex): Those hit by a ghast’s bite or claws 
  must succeed on a DC 17 Fortitude save or be 
  paralyzed for 1d4+1 rounds.  elves are not immune 
  to this effect. 
  Stench (Ex): Living creatures within 10 feet must 
  succeed on a DC 17 Fortitude save or be sickened 
  for 1d6+4 minutes.   
   
  M O B  L E AD E R  ( R AG I N G) 
  CR  6 
  AC 17, touch 13, flat-footed 12 
   (+5 Dex, +4 natural, -2 raging) 
  hp 90 (10 HD);  
  Fort +5, Ref +7, Will +11 
  Speed 40 ft. in no armour (8 squares), base 
  movement 40 ft.; 
  Melee Bite +14 (1d8+8 plus paralysis) and; 
   
  2 x claws +12 (1d6+4 plus paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +14 
  Attack Options Multi-attack, rage 1/day, power 
  attack. 
  Abilities Str 26, Dex 20, Con -, Int 12, Wis 16, Cha 19 
   
  M O B  L E AD E R  ( R AG I N G) 
  CR  6 
  AC 13, touch 13, flat-footed 12 
   (+1 Dex, +4 deflection, -2 raging) 
  hp 24 (4 HD);  
  Fort +4, Ref +1, Will +4 
  Speed 40 ft. in no armour (8 squares), base 
  movement 40 ft.; fly 30 ft. (perfect) 
  Melee Incorporeal draining touch +5 vs non-ethereal 
  OR +8 vs ethereal (1d4 points off selected target 
  ability score; heals ghost 5 points) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +14 
  Attack Options Cleave, Corrupting Gaze, Rage 
  2/day, Power Attack. 
  Abilities Str 19, Dex 17, Con -, Int 10, Wis 16, Cha 12 
   
  G H O U L  M O B 
  CR  8 
  Ghoul mob 
  CE Gargantuan undead mob 
  Init +0; Senses Listen +2, Spot +7 darkvision 60ft. 
  Languages Cold Tongue, Common  
  AC 10, touch 8, flat-footed 8 
   (-4 size, +2 Dex, +2 natural) 
  hp 180 (30 HD); 
  Fort +9, Ref +11, Will +19 
  Speed 20 ft. in no armour (4 squares), base 
  movement 20 ft.; 
  Melee Swarm (5d6 plus paralysis)  
  Space 20 ft.; Reach 0 ft. 
  Base Atk +15; Grp +23 
  Atk Options swarm, trample 
  Combat Gear none  
  Abilities Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12 
  SQ Mob anatomy, undead traits, turn resistance +2  
  Feats Improved Bull Rush, Improved OverrunSkills 
  N/A  
  Possessions none  
  Ghoul Fever (Su): Disease – bite, Fortitude DC 26, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. 
  Paralysis (Ex): Those hit by a ghoul must succeed on 
  a DC 26 Fortitude save or be paralyzed for 1d4+1 
  rounds. Elves are immune to this effect. 
  Swarm (Ex): A mob deals 5d6 points of bludgeoning 
  damage to any creature whose space it occupies at 
  the end of its move, with no attack roll needed. 
  Mob attacks ignore concealment and cover. A 
  mob’s attacks are non-magical, unless the base 
  creature’s attacks are considered magical. Damage 
  reduction applies to mob attacks. 
  Trample (Ex): A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample 
  the creature. A trampled creature takes damage to 
  2d6 points + 1 ½ times the mob’s strength modifier. 
  The victim can either make an attack of opportunity 
  against the mob or make a Reflex save (DC 25 + 
  the mob’s Str modifier) to take half damage. 
  Mob Anatomy (Ex): A mob has no clear front or back 
  and no discernible anatomy, so it is not subject to 
  RTK8-02 Confrontation in the Timberway 
   
  Page 25 
  
  critical hits or sneak attacks. A mob cannot be 
  flanked, tripped, grappled, or bull rushed. 
   
  Unlike standard swarms, mobs are made up of 
  relatively small numbers of individual creatures, so 
  spells or effects that target specific numbers of 
  creatures can have an effect on the mob. Each 
  specific creature that is slain, disabled, or 
  otherwise incapacitated by spells or effects that 
  target specific creatures bestows two negative 
  levels on the mob. A mob that gains negative 
  levels equal to its Hit Dice breaks up as if reduced 
  to 0 hit points. Negative levels gained in this 
  manner are not the result of negative energy (and 
  thus cannot be blocked by death ward or removed 
  by restoration), but never result in permanent level 
  loss. A mob takes half again as much damage from 
  spells or effects that affect an area, such as splash 
  weapons and evocation spells. 
   
  Although mobs are treated as one creature, it 
  sometimes becomes necessary to determine the 
  fate of a specific individual caught up in the mob. If 
  a mob is dispersed by non-lethal attacks, there are 
  no casualties. If the mob is dispersed by lethal 
  attacks assume that 30% of its number are slain 
  and reduced to 0 hit points. To determine a specific 
  individual’s fate, simply roll d%: a result of 01-30 
  indicates death, 31-60 indicates the victim is 
  reduced to 0 hit points, and a roll of 61-100 
  indicates the victim escapes relatively unscathed. 
   
  8: AT THE ‘HEART’ OF THE MATTER 
  N ALA 
  CR  9 
  Female half-fiend dryad bard 1/mindbender 3  
  CE Medium outsider (augmented fey) (native) 
  Init +11; Senses Listen +11, Spot +11 
  Aura Evil 
  Languages Common, Cold Tongue, Elven, Sylvan  
  AC 22, touch 18, flat-footed 15 
   (+7 Dex, +1 deflection, +4 natural) 
  hp 44 (8 HD); DR 5/cold iron and magic 
  Immune Poison 
  Resist Acid/Cold/Electricity/Fire 10; SR 18 
  Fort +6, Ref +14, Will +13  
  Speed 30 ft. in no armor (6 squares); base movement 
  30 ft.  
  Melee bite +4 (1d6+1) and  
   
  2 x claws -1 (1d4)  
  Base Atk +3; Grp +4 
  Atk Options Smite Good 1/day (+8), Push the weak 
  Mind (DC 23) 1/day 
  Combat Gear ring of protection +1 
  Bard Spells Known (CL 3rd):  
   1st (2/day)—charm person (DC 21), cure light 
  wounds, Tasha’s hideous laughter (DC 21) 
   0 (3/day)—dancing lights, detect magic, ghost 
  sound, message, prestidigitation, read magic 
  �Already cast 
  Spell-Like Abilities (CL 8th): 
   4th—tree stride 3/day, unholy blight (DC 22) 1/day, 
  poison (DC 22) 3/day 
   3rd—deeper slumber (DC 19) 3/day 
   2nd—tree shape – at will, suggestion (DC 18) 
  3/day, suggestion (DC18) 1/day 
   1st—entangle (DC 15) - at will, speak with plants – 
  at will, charm person (DC 16) 3/day, darkness 
  3/day, desecrate 1/day  
  Abilities Str 12, Dex 24, Con 15, Int 18, Wis 18, Cha 
  26  
  SQ Fey Traits, Natural weapons treated as magic 
  weapons, Summon Familiar, Telepathy, Tree 
  Dependent, Wild Empathy, Bardic Music, Bardic 
  Knowledge (1d20+5), Skill Boost, Mind Read 2/day 
  Feats Greater Spell Focus (Enchantment), Spell 
  Focus (Enchantment), Improved Initiative 
  Skills Bluff +20, Concentration +13, Diplomacy +19, 
  Escape Artist +14, Handle Animal +10, Hide +14, 
  Intimidate +15, Knowledge (Nature) +11, Listen 
  +11, Move Silently +9, Perform (oratory) +11, 
  Sense Motive +10, Spot +11, Survival +9(+11 
  natural environments) 
  Possessions combat gear 
   
  Telepathy (Su): Nala can communicate telepathically 
  with any creature that has a language within 100 ft. 
  Push the Weak Mind (Sp): Nala can influence the 
  actions of a living creature of Large size or smaller. 
  This functions like a suggestion spell, but the range 
  is 100 ft. and the duration is 5 hours plus one hour 
  per character level. Nala can communicate the 
  suggestion telepathically if she wishes. 
  Mind Read (Sp): Nala can read the surface thoughts 
  of a living creature within 100 ft. DC 20 Will 
  negates. 
   
   
  RTK8-02 Confrontation in the Timberway 
   
  Page 26 
  
  RTK8-02 Confrontation in the Timberway 
   
  Page 27 
  APL 8 
  2: THE RAVENOUS MOB  
  M O B  L E AD E R 
  CR  10   
  Male advanced ghast barbarian 6 
  CE Medium undead 
  Init +5; Senses Listen +12, Spot +12; darkvision 60ft. 
  Languages Common, Cold Tongue 
  AC 23, touch 15, flat-footed 18 
   (+5 Dex, +4 armour, +4 natural) 
  hp 126 (14 HD);  
  Fort +7, Ref +9, Will +11 
  Speed 30ft. in chain shirt armor (6 squares), base 
  movement 30 ft.; 
  Melee Bite +16 (1d8+6 plus paralysis) and; 
   
  2 x claws +14 (1d6+3 plus paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +16 
  Attack Options Multi-attack, rage 2/day, power 
  attack. 
  Combat Gear gloves of fortunate striking, spellsink 
  scarab, ring of counterspells (fireball), chain shirt 
  Abilities Str 23, Dex 20, Con -, Int 12, Wis 16, Cha 19 
  SQ Undead traits, +6 turn resistance, improved 
  uncanny dodge, trap sense +2 
  Feats Multi-attack, Improved Natural Attack (claws), 
  Improved 
  Turn 
  Resistance, 
  Power 
  Attack 
  , 
  Reckless Rage 
  Skills Balance +14, Climb +15, Hide +14, Intimidate 
  +14, Jump +15, Listen +13, Move Silently +14,  
  Spot +13,  Survival +13 
  Possessions combat gear plus rags  
  Ghoul Fever (Su): Disease – bite, Fortitude DC 17, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. 
  Paralysis (Ex): Those hit by a ghast’s bite or claws 
  must succeed on a DC 17 Fortitude save or be 
  paralyzed for 1d4+1 rounds.  elves are not immune 
  to this effect. 
  Stench (Ex): Living creatures within 10 feet must 
  succeed on a DC 17 Fortitude save or be sickened 
  for 1d6+4 minutes.   
   
  M O B  L E AD E R  ( R AG I N G) 
  CR  6 
  AC 19, touch 11, flat-footed 14 
   (+5 Dex, +4 armour +4 natural, -4 raging) 
  hp 126 (14 HD);  
  Fort +7, Ref +9, Will +13 
  Speed 40 ft. in chain shirt armour (8 squares), base 
  movement 40 ft.; 
  Melee Bite +19 (1d8+9 plus paralysis) and; 
   
  2 x claws +17 (1d6+4 plus paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +19 
  Attack Options Multi-attack, rage 2/day, power 
  attack. 
  Abilities Str 29, Dex 20, Con -, Int 12, Wis 16, Cha 19 
   
  G H O U L  M O B 
  CR  8 
  Ghoul mob 
  CE Gargantuan undead mob 
  Init +0; Senses Listen +2, Spot +7 darkvision 60ft. 
  Languages Cold Tongue, Common  
  AC 10, touch 8, flat-footed 8 
   (-4 size, +2 Dex, +2 natural) 
  hp 180 (30 HD); 
  Fort +9, Ref +11, Will +19 
  Speed 20 ft. in no armour (4 squares), base 
  movement 20 ft.; 
  Melee Swarm (5d6 plus paralysis)  
  Space 20 ft.; Reach 0 ft. 
  Base Atk +15; Grp +23 
  Atk Options swarm, trample 
  Combat Gear none  
  Abilities Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12 
  SQ Mob anatomy, undead traits, turn resistance +2  
  Feats Improved Bull Rush, Improved OverrunSkills 
  N/A  
  Possessions none  
  Ghoul Fever (Su): Disease – bite, Fortitude DC 26, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. 
  Paralysis (Ex): Those hit by a ghoul must succeed on 
  a DC 26 Fortitude save or be paralyzed for 1d4+1 
  rounds. Elves are immune to this effect. 
  Swarm (Ex): A mob deals 5d6 points of bludgeoning 
  damage to any creature whose space it occupies at 
  the end of its move, with no attack roll needed. 
  Mob attacks ignore concealment and cover. A 
  mob’s attacks are non-magical, unless the base 
  creature’s attacks are considered magical. Damage 
  reduction applies to mob attacks. 
  Trample (Ex): A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample 
  the creature. A trampled creature takes damage to 
  2d6 points + 1 ½ times the mob’s strength modifier. 
  The victim can either make an attack of opportunity 
  against the mob or make a Reflex save (DC 25 + 
  the mob’s Str modifier) to take half damage. 
  Mob Anatomy (Ex): A mob has no clear front or back 
  and no discernible anatomy, so it is not subject to 
  critical hits or sneak attacks. A mob cannot be 
  flanked, tripped, grappled, or bull rushed. 
   
  Unlike standard swarms, mobs are made up of 
  relatively small numbers of individual creatures, so 
  spells or effects that target specific numbers of 
  creatures can have an effect on the mob. Each 
  specific creature that is slain, disabled, or 
  otherwise incapacitated by spells or effects that 
  target specific creatures bestows two negative 
  levels on the mob. A mob that gains negative 
  levels equal to its Hit Dice breaks up as if reduced 
  to 0 hit points. Negative levels gained in this 
  manner are not the result of negative energy (and 
  thus cannot be blocked by death ward or removed 
  by restoration), but never result in permanent level 
  loss. A mob takes half again as much damage from 
  
  spells or effects that affect an area, such as splash 
  weapons and evocation spells. 
   
  Although mobs are treated as one creature, it 
  sometimes becomes necessary to determine the 
  fate of a specific individual caught up in the mob. If 
  a mob is dispersed by non-lethal attacks, there are 
  no casualties. If the mob is dispersed by lethal 
  attacks assume that 30% of its number are slain 
  and reduced to 0 hit points. To determine a specific 
  individual’s fate, simply roll d%: a result of 01-30 
  indicates death, 31-60 indicates the victim is 
  reduced to 0 hit points, and a roll of 61-100 
  indicates the victim escapes relatively unscathed. 
   
  8: AT THE ‘HEART’ OF THE MATTER 
  N ALA 
  CR  11 
  Female half-fiend dryad bard 1/mindbender 5  
  CE Medium outsider (augmented fey) (native) 
  Init +11; Senses Listen +11, Spot +11 
  Aura Evil 
  Languages Common, Cold Tongue, Elven, Sylvan  
  AC 23, touch 19, flat-footed 16 
   (+7 Dex, +2 deflection, +4 natural) 
  hp 54 (10 HD); DR 5/cold iron and magic 
  Immune Poison 
  Resist Acid/Cold/Electricity/Fire 10; SR 20 
  Fort +7, Ref +14, Will +14  
  Speed 30 ft. in no armor (6 squares); base movement 
  30 ft.  
  Melee bite +5 (1d6+1) and  
   
  2 x claws +0 (1d4)  
  Base Atk +4; Grp +5 
  Atk Options Smite Good 1/day (+10), Push the Weak 
  Mind (DC 23) 2/day 
  Combat Gear ring of protection +2, ring of evasion 
  Bard Spells Known (CL 4th):  
   2nd (1/day)—enthrall (DC 22), suggestion (DC 22) 
   1st (3/day)—charm person (DC 21), cure light 
  wounds, Tasha’s hideous laughter (DC 21) 
   0 (3/day)—dancing lights, detect magic, ghost 
  sound, message, prestidigitation, read magic 
  �Already cast 
  Spell-Like Abilities (CL 10th): 
   4th—tree stride 3/day, unholy blight (DC 22) 1/day, 
  poison (DC 22) 3/day 
   3rd—deeper slumber (DC 19) 3/day, contagion 
  (DC 21) 1/day 
   2nd—tree shape – at will, suggestion (DC 18) 
  3/day, suggestion (DC18) 1/day 
   1st—entangle (DC 15) - at will, speak with plants – 
  at will, charm person (DC 16) 3/day, darkness 
  3/day, desecrate 1/day  
  Abilities Str 12, Dex 24, Con 15, Int 18, Wis 18, Cha 
  26  
  SQ Fey Traits, Natural weapons treated as magic 
  weapons, Summon Familiar, Telepathy, Tree 
  Dependent, Wild Empathy, Bardic Music, Bardic 
  Knowledge (1d20+5), Mind Read 2/day, Eternal 
  Charm (1) 
  Feats Greater Spell Focus (Enchantment), Spell 
  Focus (Enchantment), Improved Initiative 
  Skills Bluff +23, Concentration +15, Diplomacy +24, 
  Escape Artist +14, Handle Animal +10, Hide +14, 
  Intimidate +20, Knowledge (Nature) +11, Listen 
  +11, Move Silently +9, Perform (oratory) +11, 
  Sense Motive +11, Spot +11, Survival +9(+11 
  natural environments) 
  Possessions combat gear 
   
  Telepathy (Su): Nala can communicate telepathically 
  with any creature that has a language within 100 ft. 
  Push the Weak Mind (Sp): Nala can influence the 
  actions of a living creature of Large size or smaller. 
  This functions like a suggestion spell, but the range 
  is 100 ft. and the duration is 5 hours plus one hour 
  per character level. Nala can communicate the 
  suggestion telepathically if she wishes. 
  Mind Read (Sp): Nala can read the surface thoughts 
  of a living creature within 100 ft. DC 20 Will 
  negates. 
  Eternal Charm (Sp): Nala can charm any single living 
  creature within 100 ft. permanently.  
  RTK8-02 Confrontation in the Timberway 
   
  Page 28 
  
  APL 10 
   
  2: THE RAVENOUS MOB  
  Male advanced ghast barbarian 8 
  CE Medium undead 
  Init +5; Senses Listen +12, Spot +12; darkvision 60ft. 
  Languages Common, Cold Tongue 
  AC 23, touch 15, flat-footed 18 
   (+5 Dex, +4 armour, +4 natural) 
  hp 144 (16 HD); DR 1/- 
  Fort +8, Ref +9, Will +11 
  Speed 30ft. in chain shirt armor (6 squares), base 
  movement 30 ft.; 
  Melee Bite +19 (1d8+7 plus paralysis) and; 
   
  2 x claws +17 (1d6+3/19-20 plus paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +19 
  Attack Options Multi-attack, rage 3/day, power 
  attack. 
  Combat Gear gloves of fortunate striking, spellsink 
  scarab, ring of counterspells (fireball), mantle of 
  second chances, chain shirt 
  Abilities Str 24, Dex 20, Con -, Int 12, Wis 16, Cha 19 
  SQ Undead traits, +6 turn resistance, improved 
  uncanny dodge, trap sense +2 
  Feats Multi-attack, Improved Natural Attack (claws), 
  Improved 
  Turn 
  Resistance, 
  Power 
  Attack 
  , 
  Reckless Rage, Improved Critical (claws) 
  Skills Balance +14, Climb +21, Hide +14, Intimidate 
  +14, Jump +21, Listen +13, Move Silently +14,  
  Spot +13,  Survival +13 
  Possessions combat gear plus rags  
  Ghoul Fever (Su): Disease – bite, Fortitude DC 17, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. 
  Paralysis (Ex): Those hit by a ghast’s bite or claws 
  must succeed on a DC 17 Fortitude save or be 
  paralyzed for 1d4+1 rounds.  elves are not immune 
  to this effect. 
  Stench (Ex): Living creatures within 10 feet must 
  succeed on a DC 17 Fortitude save or be sickened 
  for 1d6+4 minutes.   
   
  M O B  L E AD E R  ( R AG I N G) 
  CR  6 
  AC 19, touch 11, flat-footed 14 
   (+5 Dex, +4 armour, +4 natural, -4 raging) 
  hp 144 (16 HD);  
  Fort +8, Ref +9, Will +13 
  Speed 40 ft. in chain shirt armour (8 squares), base 
  movement 40 ft.; 
  Melee Bite +22 (1d8+10 plus paralysis) and; 
   
  2 x claws +20 (1d6+5/19-20 plus paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +22 
  Attack Options Multi-attack, rage 3/day, power 
  attack. 
  Abilities Str 30, Dex 20, Con -, Int 12, Wis 16, Cha 19 
   
  G H O U L  M O B 
  CR  8 
  Ghoul mob 
  CE Gargantuan undead mob 
  Init +0; Senses Listen +2, Spot +7 darkvision 60ft. 
  Languages Cold Tongue, Common  
  AC 10, touch 8, flat-footed 8 
   (-4 size, +2 Dex, +2 natural) 
  hp 180 (30 HD); 
  Fort +9, Ref +11, Will +19 
  Speed 20 ft. in no armour (4 squares), base 
  movement 20 ft.; 
  Melee Swarm (5d6 plus paralysis)  
  Space 20 ft.; Reach 0 ft. 
  Base Atk +15; Grp +23 
  Atk Options swarm, trample 
  Combat Gear none  
  Abilities Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12 
  SQ Mob anatomy, undead traits, turn resistance +2  
  Feats Improved Bull Rush, Improved OverrunSkills 
  N/A  
  Possessions none  
  Ghoul Fever (Su): Disease – bite, Fortitude DC 26, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. 
  Paralysis (Ex): Those hit by a ghoul must succeed on 
  a DC 26 Fortitude save or be paralyzed for 1d4+1 
  rounds. Elves are immune to this effect. 
  Swarm (Ex): A mob deals 5d6 points of bludgeoning 
  damage to any creature whose space it occupies at 
  the end of its move, with no attack roll needed. 
  Mob attacks ignore concealment and cover. A 
  mob’s attacks are non-magical, unless the base 
  creature’s attacks are considered magical. Damage 
  reduction applies to mob attacks. 
  Trample (Ex): A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample 
  the creature. A trampled creature takes damage to 
  2d6 points + 1 ½ times the mob’s strength modifier. 
  The victim can either make an attack of opportunity 
  against the mob or make a Reflex save (DC 25 + 
  the mob’s Str modifier) to take half damage. 
  Mob Anatomy (Ex): A mob has no clear front or back 
  and no discernible anatomy, so it is not subject to 
  critical hits or sneak attacks. A mob cannot be 
  flanked, tripped, grappled, or bull rushed. 
   
  Unlike standard swarms, mobs are made up of 
  relatively small numbers of individual creatures, so 
  spells or effects that target specific numbers of 
  creatures can have an effect on the mob. Each 
  specific creature that is slain, disabled, or 
  otherwise incapacitated by spells or effects that 
  target specific creatures bestows two negative 
  levels on the mob. A mob that gains negative 
  RTK8-02 Confrontation in the Timberway 
   
  Page 29 
  
  RTK8-02 Confrontation in the Timberway 
   
  Page 30 
  levels equal to its Hit Dice breaks up as if reduced 
  to 0 hit points. Negative levels gained in this 
  manner are not the result of negative energy (and 
  thus cannot be blocked by death ward or removed 
  by restoration), but never result in permanent level 
  loss. A mob takes half again as much damage from 
  spells or effects that affect an area, such as splash 
  weapons and evocation spells. 
   
  Although mobs are treated as one creature, it 
  sometimes becomes necessary to determine the 
  fate of a specific individual caught up in the mob. If 
  a mob is dispersed by non-lethal attacks, there are 
  no casualties. If the mob is dispersed by lethal 
  attacks assume that 30% of its number are slain 
  and reduced to 0 hit points. To determine a specific 
  individual’s fate, simply roll d%: a result of 01-30 
  indicates death, 31-60 indicates the victim is 
  reduced to 0 hit points, and a roll of 61-100 
  indicates the victim escapes relatively unscathed. 
   
  8: AT THE ‘HEART’ OF THE MATTER 
  N ALA 
  CR  13 
  Female half-fiend dryad bard 1/mindbender 6  
  CE Medium outsider (augmented fey) (native) 
  Init +11; Senses Listen +11, Spot +11 
  Aura Evil 
  Languages Common, Cold Tongue, Elven, Sylvan  
  AC 24, touch 20, flat-footed 17 
   (+7 Dex, +3 deflection, +4 natural) 
  hp 59 (11 HD); DR 5/cold iron and magic 
  Immune Poison 
  Resist Acid/Cold/Electricity/Fire 10; SR 21 
  Fort +8, Ref +15, Will +15  
  Speed 30 ft. in no armor (6 squares); base movement 
  30 ft.  
  Melee bite +6 (1d6+1) and  
   
  2 x claws +1 (1d4)  
  Base Atk +5; Grp +6 
  Atk Options Smite Good 1/day (+11), Push the Weak 
  Mind (DC 23) 2/day 
  Combat Gear ring of protection +3, ring of evasion 
  Bard Spells Known (CL 4th):  
   2nd (1/day)—enthrall (DC 22), suggestion (DC 22) 
   1st (3/day)—charm person (DC 21), cure light 
  wounds, Tasha’s hideous laughter (DC 21) 
   0 (3/day)—dancing lights, detect magic, ghost 
  sound, message, prestidigitation, read magic 
  �Already cast 
  Spell-Like Abilities (CL 11th): 
   
   7th—blasphemy 1/day 
   4th—tree stride 3/day, unholy blight (DC 22) 1/day, 
  poison (DC 22) 3/day 
   3rd—deeper slumber (DC 19) 3/day, contagion 
  (DC 21) 1/day 
   2nd—tree shape – at will, suggestion (DC 18) 
  3/day, suggestion (DC18) 1/day 
   1st—entangle (DC 15) - at will, speak with plants – 
  at will, charm person (DC 16) 3/day, darkness 
  3/day, desecrate 1/day  
  Abilities Str 12, Dex 24, Con 15, Int 18, Wis 18, Cha 
  26  
  SQ Fey Traits, Natural weapons treated as magic 
  weapons, Summon Familiar, Telepathy, Tree 
  Dependent, Wild Empathy, Bardic Music, Bardic 
  Knowledge (1d20+5), Mind Read 2/day, Eternal 
  Charm (2), Enchantment Spell Power +2 
  Feats Greater Spell Focus (Enchantment), Spell 
  Focus (Enchantment), Improved Initiative 
  Skills Bluff +25, Concentration +16, Diplomacy +29, 
  Escape Artist +14, Handle Animal +10, Hide +14, 
  Intimidate +21, Knowledge (Nature) +11, Listen 
  +11, Move Silently +9, Perform (oratory) +11, 
  Sense Motive +12, Spot +11, Survival +9(+11 
  natural environments) 
  Possessions combat gear 
   
  Telepathy (Su): Nala can communicate telepathically 
  with any creature that has a language within 100 ft. 
  Push the Weak Mind (Sp): Nala can influence the 
  actions of a living creature of Large size or smaller. 
  This functions like a suggestion spell, but the range 
  is 100 ft. and the duration is 5 hours plus one hour 
  per character level. Nala can communicate the 
  suggestion telepathically if she wishes. 
  Mind Read (Sp): Nala can read the surface thoughts 
  of a living creature within 100 ft. DC 20 Will 
  negates. 
  Eternal Charm (Sp): Nala can charm any single living 
  creature within 100 ft. permanently.  
  
  APL 12 
   
  2: THE RAVENOUS MOB  
  M O B  L E AD E R 
  CR  14   
  Male advanced ghast barbarian 10 
  CE Medium undead 
  Init +5; Senses Listen +12, Spot +12; darkvision 60ft. 
  Languages Common, Cold Tongue 
  AC 24, touch 16, flat-footed 19 
   (+5 Dex, +4 armour, +4 natural, +1 deflection) 
  hp 162 (18 HD); DR 2/- 
  Fort +10, Ref +11, Will +13 
  Speed 30ft. in chain shirt armor (6 squares), base 
  movement 30 ft.; 
  Melee Bite +21 (1d8+7/19-20 plus paralysis) and; 
   
  2 x claws +19 (1d6+3/19-20 plus paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +14; Grp +21 
  Attack Options Multi-attack, rage 3/day, power 
  attack. 
  Combat Gear gloves of fortunate striking, spellsink 
  scarab, ring of counterspells (fireball), mantle of 
  second chances, stone of good luck, chain shirt 
  Abilities Str 24, Dex 20, Con -, Int 12, Wis 16, Cha 19 
  SQ Undead traits, +6 turn resistance, improved 
  uncanny dodge, trap sense +3 
  Feats Multi-attack, Improved Natural Attack (claws), 
  Improved 
  Turn 
  Resistance, 
  Power 
  Attack 
  , 
  Reckless 
  Rage, 
  Improved 
  Critical 
  (claws), 
  Improved Critical (bite) 
  Skills Balance +15, Climb +22, Hide +15, Intimidate 
  +20, Jump +22, Listen +14, Move Silently +15, 
  Spot +14, Survival +19 
  Possessions combat gear plus rags  
  Ghoul Fever (Su): Disease – bite, Fortitude DC 17, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. 
  Paralysis (Ex): Those hit by a ghast’s bite or claws 
  must succeed on a DC 17 Fortitude save or be 
  paralyzed for 1d4+1 rounds. elves are not immune 
  to this effect. 
  Stench (Ex): Living creatures within 10 feet must 
  succeed on a DC 17 Fortitude save or be sickened 
  for 1d6+4 minutes.  
   
  M O B  L E AD E R  ( R AG I N G) 
  CR  6 
  AC 19, touch 11, flat-footed 14 
   (+5 Dex, +4 armour, +4 natural, -4 raging) 
  hp 162 (18 HD);  
  Fort +9, Ref +10, Will +14 
  Speed 40 ft. in chain shirt armour (8 squares), base 
  movement 40 ft.; 
  Melee Bite +24 (1d8+10/19-20 plus paralysis) and; 
   
  2 x claws +22 (1d6+5/19-20 plus paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +14; Grp +24 
  Attack Options Multi-attack, rage 3/day, power 
  attack. 
  Abilities Str 30, Dex 20, Con -, Int 12, Wis 16, Cha 19 
   
   
  G H O U L  M O B 
  CR  8 
  Ghoul mob 
  CE Gargantuan undead mob 
  Init +0; Senses Listen +2, Spot +7 darkvision 60ft. 
  Languages Cold Tongue, Common  
  AC 10, touch 8, flat-footed 8 
   (-4 size, +2 Dex, +2 natural) 
  hp 180 (30 HD); 
  Fort +9, Ref +11, Will +19 
  Speed 20 ft. in no armour (4 squares), base 
  movement 20 ft.; 
  Melee Swarm (5d6 plus paralysis)  
  Space 20 ft.; Reach 0 ft. 
  Base Atk +15; Grp +23 
  Atk Options swarm, trample 
  Combat Gear none  
  Abilities Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12 
  SQ Mob anatomy, undead traits, turn resistance +2  
  Feats Improved Bull Rush, Improved OverrunSkills 
  N/A  
  Possessions none  
  Ghoul Fever (Su): Disease – bite, Fortitude DC 26, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. 
  Paralysis (Ex): Those hit by a ghoul must succeed on 
  a DC 26 Fortitude save or be paralyzed for 1d4+1 
  rounds. Elves are immune to this effect. 
  Swarm (Ex): A mob deals 5d6 points of bludgeoning 
  damage to any creature whose space it occupies at 
  the end of its move, with no attack roll needed. 
  Mob attacks ignore concealment and cover. A 
  mob’s attacks are non-magical, unless the base 
  creature’s attacks are considered magical. Damage 
  reduction applies to mob attacks. 
  Trample (Ex): A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample 
  the creature. A trampled creature takes damage to 
  2d6 points + 1 ½ times the mob’s strength modifier. 
  The victim can either make an attack of opportunity 
  against the mob or make a Reflex save (DC 25 + 
  the mob’s Str modifier) to take half damage. 
  Mob Anatomy (Ex): A mob has no clear front or back 
  and no discernible anatomy, so it is not subject to 
  critical hits or sneak attacks. A mob cannot be 
  flanked, tripped, grappled, or bull rushed. 
   
  Unlike standard swarms, mobs are made up of 
  relatively small numbers of individual creatures, so 
  spells or effects that target specific numbers of 
  creatures can have an effect on the mob. Each 
  specific creature that is slain, disabled, or 
  RTK8-02 Confrontation in the Timberway 
   
  Page 31 
  
  RTK8-02 Confrontation in the Timberway 
   
  Page 32 
  otherwise incapacitated by spells or effects that 
  target specific creatures bestows two negative 
  levels on the mob. A mob that gains negative 
  levels equal to its Hit Dice breaks up as if reduced 
  to 0 hit points. Negative levels gained in this 
  manner are not the result of negative energy (and 
  thus cannot be blocked by death ward or removed 
  by restoration), but never result in permanent level 
  loss. A mob takes half again as much damage from 
  spells or effects that affect an area, such as splash 
  weapons and evocation spells. 
   
  Although mobs are treated as one creature, it 
  sometimes becomes necessary to determine the 
  fate of a specific individual caught up in the mob. If 
  a mob is dispersed by non-lethal attacks, there are 
  no casualties. If the mob is dispersed by lethal 
  attacks assume that 30% of its number are slain 
  and reduced to 0 hit points. To determine a specific 
  individual’s fate, simply roll d%: a result of 01-30 
  indicates death, 31-60 indicates the victim is 
  reduced to 0 hit points, and a roll of 61-100 
  indicates the victim escapes relatively unscathed. 
   
  8: AT THE ‘HEART’ OF THE MATTER 
  N ALA 
  CR  15 
  Female half-fiend dryad bard 1/mindbender 8  
  CE Medium outsider (augmented fey) (native) 
  Init +11; Senses Listen +11, Spot +11 
  Aura Evil 
  Languages Common, Cold Tongue, Elven, Sylvan  
  AC 25, touch 21, flat-footed 18 
   (+7 Dex, +4 deflection, +4 natural) 
  hp 82 (13 HD); DR 5/cold iron and DR 10/magic 
  Immune Poison 
  Resist Acid/Cold/Electricity/Fire 10; SR 23 
  Fort +10, Ref +15, Will +16  
  Speed 30 ft. in no armor (6 squares); base movement 
  30 ft.  
  Melee bite +7 (1d6+1) and  
   
  2 x claws +2 (1d4)  
  Base Atk +6; Grp +7 
  Atk Options Smite Good 1/day (+13), Push the Weak 
  Mind (DC 25) 3/day, Dominate (DC 31) 1/day 
  Combat Gear ring of protection +4, ring of evasion 
  Bard Spells Known (CL 5th):  
   2nd (2/day)—eagle’s splendor�, enthrall (DC 24), 
  suggestion (DC 24) 
   1st (4/day)—charm person (DC 23), cure light 
  wounds, Tasha’s hideous laughter (DC 23) 
   0 (3/day)—dancing lights, detect magic, ghost 
  sound, message, prestidigitation, read magic 
  �Already cast 
  Spell-Like Abilities (CL 11th): 
   
   8th—unholy aura 3/day 
   7th—blasphemy 1/day 
   5th—unhallow 1/day� 
   4th—tree stride 3/day, unholy blight (DC 24) 1/day, 
  poison (DC 24) 3/day 
   3rd—deeper slumber (DC 19) 3/day, contagion 
  (DC 23) 1/day 
   2nd—tree shape – at will, suggestion (DC18) 1/day 
   1st—entangle (DC 15) - at will, speak with plants – 
  at will, charm person (DC 16) 3/day, darkness 
  3/day, desecrate 1/day  
  Abilities Str 12, Dex 24, Con 16, Int 18, Wis 18, Cha 
  26(30)  
  SQ Fey Traits, Natural weapons treated as magic 
  weapons, Summon Familiar, Telepathy, Tree 
  Dependent, Wild Empathy, Bardic Music, Bardic 
  Knowledge (1d20+5), Mind Read 4/day, Eternal 
  Charm (3), Enchantment Spell Power +2 
  Feats Greater Spell Focus (Enchantment), Spell 
  Focus (Enchantment), Improved Initiative, Eschew 
  Materials 
  Skills Bluff +30, Concentration +19, Diplomacy +34, 
  Escape Artist +14, Handle Animal +12, Hide +14, 
  Intimidate +30, Knowledge (Nature) +11, Listen 
  +11, Move Silently +9, Perform (oratory) +13, 
  Sense Motive +13, Spot +11, Survival +9(+11 
  natural environments) 
  Possessions combat gear 
   
  Telepathy (Su): Nala can communicate telepathically 
  with any creature that has a language within 100 ft. 
  Push the Weak Mind (Sp): Nala can influence the 
  actions of a living creature of Large size or smaller. 
  This functions like a suggestion spell, but the range 
  is 100 ft. and the duration is 5 hours plus one hour 
  per character level. Nala can communicate the 
  suggestion telepathically if she wishes. 
  Mind Read (Sp): Nala can read the surface thoughts 
  of a living creature within 100 ft. DC 20 Will 
  negates. 
  Eternal Charm (Sp): Nala can charm any single living 
  creature within 100 ft. permanently.  
  Dominate (Sp): Nala can dominate any one single 
  living creature of Large size or smaller within 100 ft. 
   
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
   
  Improved Turn Resistance 
  You hare a better than normal chance to resist turning. 
   
  Prerequisite: Undead type. 
   
  Benefit: 
  When 
  resolving 
  a turn, rebuke, 
  command or bolster attempt, add +4 to your character 
  level (monster hid dice plus class levels) to determine 
  your hit dice for these attempts. 
   
  Reckless Rage 
  You are considered extreme even among other barbaric 
  warriors and you enter a deeper state of rage than 
  others. 
   
  Prerequisite: Con 13, rage ability. 
   
  Benefit: Whenever you activate your rage ability, 
  you take an additional –2 penalty to your armour class, 
  but you also gain an additional +2 bonus to your 
  Strength and Constitution. These bonuses and 
  penalties stack with rage, greater rage and mighty rage. 
   
  MAGIC ITEMS 
  Artificer’s Monocle  
  Putting on a monocle is a standard action. While 
  wearing an artificer’s monocle if you cast detect magic and 
  have at least 5 ranks in Knowledge (arcana), you can 
  spend 1 additional minute studying the item. If you do, 
  you can identify the abilities of that item as if you had 
  cast identify upon it. 
   
  Faint divination; CL 5th; Craft Wondrous Item, 
  identify, Knowledge (arcana) 5 ranks; Price: 1,500 gp. 
   
  Source: Magic Item Compendium p72 
   
  Caduceus Bracers 
  Caduceus bracers allow you to convert your innate 
  healing powers into other forms of restorative magic. 
  By sacrificing 5 points of healing (derived from lay on 
  hands , wholeness of body, or any similar ability), you 
  can remove 1 point of ability damage or remove the 
  dazed, fatigued or sickened condition from one 
  creature.  
   
  Strong Conjuration; CL 12th; Craft Wondrous 
  Item, lesser restoration; Price: 2,000 gp. 
   
  Source: Magic Item Compendium p84 
   
  Gloves of Fortunate Striking  
  You can activate these gloves to re-roll an attack roll 
  that you’ve made before you know whether the attack 
  succeeded. You must use the second roll, even if it’s 
  lower. You can’t use this ability if you have already re-
  rolled the attack for any reason. 
   
  Faint divination; CL 3rd; Craft Wondrous Item, 
  true strike; Price: 2,000 gp. 
   
  Source: Magic Item Compendium p106 
   
  Mantle of Second Chances 
  Once per day you can re-roll one roll before the DM 
  declares whether it results in success or failure. You 
  must accept the result of the re-roll, even if it worse 
  than the original. You can access the power of the 
  mantle, even if you already have access to a similar 
  ability (such as from the Luck domain). 
   
  Moderate divination; CL 10th; Craft Wondrous 
  Item, Luck domain; Price: 12,000 gp. 
   
  Source: Magic Item Compendium p115 
   
  Pearl of Speech – Cold Tongue  
  When you place a pearl of speech onto your tongue, it is 
  absorbed into your mouth until you speak the proper 
  command word to release it. While absorbed, the pearl 
  grants you the ability to speak and understand Cold 
  Tongue. 
   
  In addition, while the pearl is active, it can be 
  activated to produce a command effect once per day 
  (Will DC 11 negates). 
   
  Moderate divination; CL 7th; Craft Wondrous 
  Item, command, tongues; Price: 600 gp. 
   
  Source: Magic Item Compendium p118 
   
  Rod of Bodily Restoration  
  A rod of bodily restoration allows you to heal physical 
  ability damage. To use the rod, you must touch the 
  target to be affected (or merely hold the rod if affecting 
  yourself). The rod has 3 charges, which are renewed 
  each day at dawn. Spending one or more charges heals 
  damage to one or more of the target’s physical ability 
  scores. 
   
  1 charge: Heal 4 points of Str, Dex or Con damage 
  (your choice), or 2 points to all three ability scores. 
   
  2 charges: Heal 6 points of Str, Dex or Con damage 
  (your choice), or 3 points to all three ability scores. 
   
  3 charges: Heal 8 points of Str, Dex or Con damage 
  (your choice), or 4 points to all three ability scores. 
   
  Moderate conjuration; CL 9th; Craft Rod, lesser 
  restoration; Price: 3,100 gp. 
   
  Source: Magic Item Compendium p173 
   
  Shiftweave  
  When you activate shiftweave, it changes your garb to 
  resemble any five specific outfits designated during its 
  creation. Shiftweave has no effect on any armour (nor 
  can it mimic armour) and does not change the effect of 
  any magical clothing you wear. 
   
  Faint transmutation; CL 3rd; Craft Wondrous 
  Item, disguise self; Price: 500 gp. 
   
  Source: Magic Item Compendium p133 
   
  Spellsink Scarab 
  You can activate a spellsink scarab whenever you would 
  take damage from a spell or psionic power. A scarab has 
  RTK8-02 Confrontation in the Timberway 
   
  Page 33 
  
  RTK8-02 Confrontation in the Timberway 
   
  Page 34 
  3 charges, which are renewed each day at dawn. 
  Spending one or more charges reduces the damage 
  dealt to you by the spell. 
   
  1 charge: Reduce damage by 2d6 points. 
   
  2 charges: Reduce damage by 3d6 points. 
   
  3 charges: Reduce damage by 4d6 points.  
   
  Moderate abjuration; CL 11th; Craft Wondrous 
  Item, greater dispel magic; Price: 2,000 gp. 
   
  Source: Magic Item Compendium p138 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  APPENDIX 3: FORMAL JOUSTING IN RATIK 
  For official competitions, no magic is to be used when fighting a joust. It is a matter of honour that knights 
  compete on skill, not wealth. Masterwork and special materials are allowed, just no spells or magical 
  equipment (with the easy availability of Detect Magic even the poorest knight can afford to check his opponent 
  if they suspect cheating). Exceptions to this may occur but will be covered in the adventure text when 
  appropriate. 
   
  There is an exception for the use of bardic music. The bard works the crowd, not the knight and rolls their 
  Perform (and expend a bardic music attempt) against the “Influencing NPC Attitudes” table, PHB pg72. If they 
  achieve a Friendly result, the knight may benefit from Inspire Courage; if they achieve a Helpful result, the 
  knight may benefit from Inspire Greatness or Inspire Heroics. The bard must be able to use the appropriate Bardic 
  Music ability to bestow it upon their knight.  
   
  JOUSTING RULES 
  Summarised from Complete Warrior, pg130-131. 
   
  In a traditional joust, two knights on horseback charge each other with blunted lances, separated by a rail that 
  divides two parallel tracks. When they meet in the middle, they clash with great momentum and force, they 
  continue down the track on their side of the rail. They repeat the process until one knight yields or is knocked 
  from the saddle. A great deal of pageantry and ritual accompanies most jousts, and colourful heraldry, dress, or 
  banners often identify knights. 
   
  Because the jousters are running full-tilt at one another with blunted weapons, jousts function differently 
  from mounted combat. Initiative isn’t necessary; during each pass, each knight simply makes a special attack 
  with the blunted lance, and the results of both attacks are resolved simultaneously. Each knight can also 
  attempt to unhorse the rider (treat as a trip attack) or make a sunder attempt against the enemy’s weapon or 
  shield. Neither the trip attempt nor the sunder attempt provokes an attack of opportunity. A successful blow 
  deals lance damage (double because the knights are both charging), but its non-lethal damage. A knight with 
  the Ride-By Attack feat gains a +4 bonus on attack rolls during a joust. 
   
  In some versions of the joust, a knight can continue with a blunted longsword or mace (ie strike for non-
  lethal damage at -4 attack penalty) if he loses his lance. Such a weapon deals non-lethal damage and can make 
  the free sunder attempt described above, but not the trip attack. 
   
  The most obvious variation on the traditional joust is simply to use real lances and attack with lethal force. 
  This functions exactly as normal mounted combat, except that a knight can still make a free trip or sunder 
  attempt if his attack hits (the momentum of two opposing charges makes these special attacks possible, not the 
  prowess of the knights).  
   
  To summarise, for a formal tourney in Ratik: 
  1. 
  Attack rolls are simultaneous. Knights cannot choose any special attack options (but may still use 
  feats such as Combat Expertise or Power Attack). 
  2. 
  A knight with the Ride-By Attack feat gains a +4 attack bonus. 
  3. 
  A successful hit deals non-lethal damage (can be lethal damage for duels) and forces a DC5 Ride 
  check for taking damage while mounted. 
  4. 
  A successful hit also allows the knight a free trip attack (vs. Ride skill usually) or sunder attack 
  (opposed check). The sunder still works even though lances are normally Piercing damage. 
  5. 
  Resolve any special results (such as the Cavalry Charger “Unhorse” ability). 
  6. 
  Knights are allowed 1 shield and 3 lances per joust. If all 3 lances are sundered, then their opponent 
  wins by default. If both knights lose their third lance in the same pass, then the joust continues with 
  longsword, mace or bastard sword (wielded in one hand only) until one knight is unhorsed (or 
  unconscious). Draws are possible (and frequent). 
  If for religious reasons (such as clerics of Kelanan) a knight is unable to use a lance or sword, they may 
  substitute their religious weapon, but will always strike *after* their opponent (due to the lance’s reach). This 
  requires dispensation by the Master of the Lists or the tourney’s patron. 
  RTK8-02 Confrontation in the Timberway 
   
  Page 35 
  
  APPENDIX 4: MAP OF THE ROAD TO KETH 
   
   
  Map of the trail on which the mob attacks the party. The party starts out at the bottom right of the map, the 
  carriages spread out along the road. They are travelling west (right to left). The mob will normally be on the 
  trail 30 feet west from the lead person (PC or NPC) of the party. 
   
  Map by James Dempsey 
  RTK8-02 Confrontation in the Timberway 
   
  Page 36 
  
  APPENDIX 5: MAP OF THE HEART OF THE TIMBERWAY 
   
   
   
  Map by James Dempsey 
   
  RTK8-02 Confrontation in the Timberway 
   
  Page 37 
  
  PLAYER HANDOUT 1 
  As part of her investigation into the strange occurrences in the Timberway, Lady Harrina had a divination and a 
  commune cast. These are the results: 
   
  THE DIVINATION 
  How do we find the ‘Heart’ of the Timberway? 
   
  The key to the ‘Heart’ can be found in the court of the common born Lady. 
   
  THE COMMUNE 
  1. Does the ‘court of the common born Lady’ refer to the court of Katharna Keth? Yes. 
   
  2. Is the ‘key’ a person? No. 
   
  3. Is the ‘key’ an object? Yes. 
   
  4. Is there more than one key in the court of Keth? Yes. 
   
  5. Does Lady Katharna have a ‘key’? Yes. 
   
  6. Did the Lords Keth have a ‘key’? Yes. 
   
  7. Is the Lords’ Keth ‘key’ still in the court of Keth? Yes. 
   
  8. Are the ‘keys’ magically disguised? Yes.  
   
  9. If left unchecked, will the problems in Keth spread to the rest of the Timberway? Yes. 
   
  10. Can the ‘Heart’ of the Timberway fix the problems in Keth? Yes, with help. 
   
  11. Will removing Lady Katharna remove the problem? No. 
   
   
   
   
   
  RTK8-02 Confrontation in the Timberway 
   
  Page 38 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ratik/598/Normal Scenarios/RTK8-02 - Confrontation in the Timberway (APL 4-12)/RTK8-02 - Confrontation in the Timberway.pdf