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. 
   
  For questions specific to this document, please e-mail your Circle member at iuzcircle@gmail.com; for LIVING GREYHAWK campaign 
  questions email rpgahq@wizards.com. 
  FUR8-01 
   
   
   
   
   
   
   
  Alliances and Abjuration 
   
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Furyondy Regional Adventure 
  Version 0.9  
   
  by John du Bois 
   
  Reviewed by: Pete Cooney, Andrew Nuxoll, Britt Frey 
  Special Thanks: Derek Knutsen and Andy Pearlman 
  Playtesters: Beau Case, Pete Cooney, Ken McRowe, Frank Pont, Scott Reid, Melinda Reid, Lee Sharp, Michelle Sharp, 
  Shelley Stephen, Terry Stephen, Rob Warehall. 
   
  You were working for… somebody… and then there was… well, something… and now you’re here… Hey, where the 
  heck is “here”, anyway? A one-round Furyondy Regional adventure set in… uh… “here”?… for APLs 6-14. This 
  adventure is 6th in the Eight of Wands series, and is recommended for PCs with the best interests of the kingdom in 
  mind.  Arcane spellcasters and PCs affiliated with the Church of Rao, War College, Sharpshooters, and/or Viscounty of 
  the March may find this adventuring opportunity beneficial. 
   
  Resources for this adventure include Complete Adventurer, Complete Scoundrel, FUR4-02 Death of a Knight, FUR4-10 Set in 
  Stone, FUR5-04 A Mine. A Plan. A Canard. Pandemonium, FUR6-04 When First We Practice, FUR6-06 Invocation and Intrigue, 
  FUR6-07 Conjuring Trouble, FUR6-08 The Dread Witch Project, FUR7-04 Gullkeep Ruins, Heroes of Horror, Libris Mortis, Lords 
  of Madness, Magic Item Compendium, Player’s Handbook II, Spell Compendium, WGR4 The Marklands, VEL6-08 Heart’s 
  Lament. 
  
  FUR8-01 Alliances and Abjuration 
   
  Page 2 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an RPGA event 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 session Dungeon Master (or usually just DM). Sometimes (and 
  almost all the time in the cases of home events) the senior gamemaster is 
  also the session DM. You must be at least a HERALD-LEVEL GM to run this 
  adventure. 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, players 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. 
   
  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. 
   
  This adventure retires from RPGA-sanctioned play on December 
  31, 2008. 
   
  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. 
  Information on nonplayer characters (NPCs) and monsters appear in 
  abbreviated form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your convenience, Appendix 1 
  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). You 
  need one copy of this for each participating player. 
   
  AVERAGE PARTY LEVEL (APL) 
  See Chapter One of the Living Greyhawk Campaign Sourcebook for details 
  on APLs. If the APL of your group is an odd number, ask them before 
  the adventure begins whether they would like to play the higher or the 
  lower adjacent APL. 
   
  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 Regional adventure, set in Furyondy. Characters 
  native to that region pay 1 Time Unit per round; all other characters pay 
  2 Time Units per round. 
   
  More information about Lifestyle and Upkeep can be found in the 
  Living Greyhawk Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  Important note: Due to the nature of this adventure, 
  the PCs are oblivious to anything and everything 
  mentioned in this background unless an NPC 
  specifically mentions it. 
   
  The wizard Schyzer has not been terribly active in the 
  region of Furyondy in… well… ever. Extremely 
  reclusive, he adopted an informal “live and let live” 
  agreement with the powers-that-be in the kingdom. 
  This agreement lasted for years until recently, when 
  the kingdom had need of its powerful wizards, and the 
  kingdom’s enemies began to recruit them as well. The 
  Mage Council sent a group to Schyzer’s tower in 
  Morsten, but found the tower abandoned. The Council 
  was able to track him to a new location in the 
  Viscounty of the March. However, they were unaware 
  that for his own reasons, Schyzer had abandoned the 
  agreement as well, but not because of his antisocial 
  tendencies. Schyzer had developed dementia, and as 
  his dementia progressed, so did his paranoia. Afraid 
  both that the kingdom would consider him a threat 
  and that they would be correct, Schyzer developed a 
  method to handle both fears at once. His new tower 
  was defended by traps that would plane shift intruders 
  to a dreamscape and, using modify memory, eliminate 
  the trespassers’ recollection of why they had come to 
  the tower in the first place. Exits would be obvious and 
  easy, but proceeding into the tower would only be 
  possible if the intruder was able to pass a set of 
  prismatic veils and/or a number of intellectual and 
  combative challenges. This setup ensured that Schyzer 
  would not be bothered by intruders and that if he lost 
  his mental faculties, he would be unable to get to his 
  research and create magical mishaps. Unfortunately, 
  Schyzer neglected to tell the Mage Council of these 
  defenses, and the adventuring party sent to interview 
  him fell victim to both the plane shift and the modify 
  memory. 
   
  ADVENTURE SUMMARY 
  Generally speaking, the purpose of this adventure is to 
  obtain the veils to protect them from the prismatic wall, 
  then pass through the wall and interview Schyzer. 
  They may go to Encounters 1-7 in any order. 
   
  Introduction: The PCs awaken on the Dreamscape. 
  Encounter 1: The PCs fight some fire creatures to 
  acquire protection from the red veil. 
  Encounter 2: The PCs must complete a crumbling tile 
  puzzle to acquire protection from the orange veil. 
  Encounter 3: The PCs encounter emissaries from each 
  of four factions within the kingdom, all of whom make 
  a case to get some research in Schyzer’s possession. 
  Encounter 4: The PCs face a logic puzzle to acquire 
  protection from the green veil. 
  
  FUR8-01 Alliances and Abjuration 
   
  Page 3 
  Encounter 5: The PCs must circumvent a forcecage to 
  acquire protection from the blue veil. 
  Encounter 6: The PCs must do battle with gibbering 
  mouthers to acquire protection from the indigo veil. 
  Encounter 7: The PCs encounter a former agent of 
  Thrommel who seeks Schyzer’s protection from the ex-
  prince. An Inevitable comes to claim the agent’s life for 
  breaking contract. The PCs must choose sides. Following 
  the combat, they can acquire the indigo veil. 
  Encounter 8: The PCs may interview Schyzer and ask to 
  obtain his research. 
   
  PREPARATION FOR PLAY 
  It is essential that prior to this adventure, the DM: 
  • Be familiar with DM Aid 1: Properties of the 
  Dreamscape. These planar traits are functional 
  throughout the adventure, except where otherwise 
  noted. 
  • Separate out 27 different dice (with regard to 
  shape/color) for Encounter Four. 
  • While not essential, it is recommended that a DM 
  running this adventure at APL 14 be familiar with non-
  restricted 6th-level wizard spells and 5th-level spells of 
  other classes that might be useful to a quarut using 
  limited wish as a spell-like ability (see Encounter Seven 
  for details). 
   
  Prior to running this adventure, please hand out to the 
  PCs Player Handout Zero, which contains some pre-
  adventure questions for the PCs. 
   
  When you get these back, check the Lielenna’s 
  Foretelling question for the Balance, Euryale, Key, 
  Rogue, Sun, or Void cards (all other cards are not 
  relevant). 
   
  If any players at the table are unfamiliar with either 
  the Furyondy plotlines or the process of selecting a 
  Chamber of Four member, those unfamiliar with the first 
  should receive Player Handout 1 to read at their leisure, 
  while those unfamiliar with the second receive Player 
  Handout 2 to read at their leisure. Encourage the players 
  to take their time, as Player Handout 1 is not especially 
  relevant until Encounter 3 or Encounter 7 occurs, and 
  Player Handout 2 is not relevant until Encounter 8. 
  INTRODUCTION 
  You awaken in a large room with a pounding 
  headache. Looking around, you realize that you do 
  not know where you are, or how you arrived here. 
  Indeed, the last thing you can remember is 
  arriving in the city of Chendl to meet with the 
  wizard Telmus for a mission which he said was of 
  some importance. As the haze clears from your 
  mind, you take in your surroundings. The 
  octagonal room has seven walls, each a different 
  color with a plain white door and appearing to 
  extend infinitely upward. The eighth face of the 
  room is missing a wall, but is instead covered by a 
  haze that continually shifts colors from red to 
  orange, yellow, green, blue, indigo, violet, and 
  back again in a continuous loop. In the room with 
  you are a number of other adventurers, each of 
  which seems to have recently awakened and as 
  confused as you are. Looking through your 
  possessions, it seems that nothing has been taken 
  from you, but there are some things in your 
  backpack that you do not recall putting there… 
   
  PCs who normally precast spells that prevent a modify 
  memory from being effective (such as mind blank) recall 
  additional information immediately preceding the 
  blackout: they were standing at a tower, had a choice of 
  whether to enter or not, and chose to enter. The exact 
  nature of  entrance and choice, however, is still fuzzy. 
   
  All PCs receive a copy of Player Handout 3, which 
  explains their mission. This is also an appropriate point 
  for character introductions to occur. 
   
  PCs who wish to know more information about 
  the potential interviewee may roll a Knowledge (local 
  [Iuz’s Border States]) or bardic knowledge check: 
  • DC 15: Schyzer is a reclusive albino Sueloise wizard 
  who lives near the town of Morsten, in the County 
  of Crystalreach. 
  • DC 20: Schyzer served honorably during the 
  Greyhawk Wars, and is considered above common 
  suspicion as a result, despite his cantankerous 
  behavior. 
  • DC 25: Schyzer is extremely paranoid and trusts no 
  one apart from his apprentice, Cupara. 
  • DC 30: Schyzer and Cupara have a number of trained 
  beasts, including wyverns and mountain lions, 
  which serve as pets, mounts, and guards for the 
  tower. 
  • DC 35: Cupara does all the talking to the 
  townspeople, and he reports to the garrison 
  commanders anything unusual Schyzer has seen 
  while flying around the area. However, Cupara has 
  not been seen in many months. 
  • DC 40: Schyzer and Cupara have been spotted on 
  occasion flying up and down the Veng, looking for 
  something in the river. 
  
  FUR8-01 Alliances and Abjuration 
   
  Page 4 
  • DC 45: Schyzer has found stones that summon 
  completely loyal beasts in the Veng, and this is the 
  reason he built his tower in a war zone (which he did, 
  on his own, in four days just after the end of the war). 
  Thus far, he has only found two types of stones – from 
  which the wyvern and mountain lions originate. (PCs 
  who played FUR4-10 Set in Stone or FUR6-04 When 
  First We Practice might suspect that these stones are 
  similar to the Summoner’s Stone from this adventure, 
  but there is no way to confirm or deny this suspicion.) 
   
  PCs who possess many items receive extra  information: 
  • Those who possess the Void card from Lielenna’s 
  Foretelling in FUR6-06 Invocation and Intrigue 
  receive Player Handout 4. 
  • Those who possess the Key card from Lielenna’s 
  Foretelling get Player Handout 5.  
  • Those who possess the Balance card from Lielenna’s 
  Foretelling get Player Handout 6. 
  • Those who possess the Euryale card from Lielenna’s 
  Foretelling get Player Handout 7.  
  • Those who possess the Rogue card from Lielenna’s 
  Foretelling get Player Handout 8. 
  • Those who possess the Sun Card from Lielenna’s 
  Foretelling get Player Handout 9. 
  • Those who own darkvision dice from FUR4-02 Death 
  of a Knight get Player Handout 10. 
  • Those who have the Lady DeCrainte’s Ring AR item 
  from FUR6-08 get Player Handout 11. 
   
  Some Handouts allow Knowledge checks, as follows: 
  • PCs who make a DC 15 Knowledge check and drew 
  the Balance card identify the woman as Gynaren, the 
  daughter of Luther Derwent, Viscount of the March. 
  • PCs who make a DC 20 Knowledge check and drew 
  the Euryale are able to identify the woman as Lady 
  Arvendra D’Orbennes, a noblewoman who turned her 
  own cousin, Lady Marlene DeCrainte, in for sedition 
  after it was made known that Lady DeCrainte was 
  wanted for the crime. 
  • PCs who make a DC 10 Knowledge check and drew 
  the 
  Rogue 
  card 
  recognize 
  Baroness 
  Jelleneth 
  Kalinstren, ruler of the Barony of the same name. PCs 
  who played FUR7-04 Gullkeep Ruins automatically 
  succeed at this check. 
  • PCs who make a DC 15 Knowledge check and drew 
  the Sun card recognize Lady Elena Rosslyn Mori, the 
  “white sheep” of the noble Mori family in Veluna. PCs 
  who played VEL6-08 Heart’s Lament automatically 
  succeed at this check. 
   
  The eighth face of the room can be identified as a 
  prismatic wall with a DC 28 Spellcraft check. The wall has 
  a caster level of 15 and a save DC of 26 (it is in effect as 
  though Schyzer cast it). If a color is destroyed, it reforms 
  in 1d6 rounds. In front of the prismatic wall is a wall of 
  dispel magic (CL 11); a PC with true seeing active can see 
  the wall and identify it with a DC 25 Spellcraft check. 
   
  After the PCs have an opportunity to react to their 
  surroundings, read the following text: 
  A voice booms out, coming seemingly from 
  nowhere. “Greetings, and welcome to my tower. I 
  normally would provide a more comforting 
  welcome, but I have yet to know your motives. If 
  you seek to have an audience with me or obtain 
  my research, you may find your task difficult. 
  Behind each of the seven doors facing you is a 
  challenge of your tactical and cognitive function. 
  You may notice the colorful barrier on the room’s 
  eighth face; I don’t recommend trying to pass it 
  without protection. Those of you who pass the 
  tests in the seven rooms will be able to obtain said 
  protection. If at any point you wish to leave and 
  give up your quest, simply wish it to be so and you 
  will instantly leave my home, none the worse for 
  the wear. If you have any questions, I will be 
  unable to oblige you as this is merely a magic 
  mouth spell. Good luck.” 
   
  TROUBLESHOOTING 
  Some PCs make a habit of asking questions and taking 
  notes every time they receive a mission (in fact, most 
  PCs would be wise to do so). These PCs are unable to 
  find such notes, as they have been removed from their 
  persons, even if they are kept in extradimensional 
  spaces. 
   
  DEVELOPMENT 
  The prismatic wall is real, and there are multiples of 
  them. PCs walking through this wall are first subject to 
  the wall of dispel magic, then to the effects of all colors of 
  prismatic wall once at APL 6-8, twice at APL 10-12, and 
  thrice at APL 14. 
   
  A set of darkvision dice (from FUR4-02) or Lady 
  DeCrainte’s Ring (from FUR6-08) now functions as a 
  cube of force or ring of mind shielding, respectively. These 
  items may be identified as such using the appropriate 
  spells. 
   
  Touching a door instantly transports all PCs to the 
  encounter corresponding with the color of the wall 
  (e.g. the door on the red wall goes to Encounter 1, the 
  door on the orange wall goes to Encounter 2, and so 
  on). The doors radiate strong conjuration magic and 
  cannot be disabled or dispelled. If a PC attempts to 
  open the door without touching it, the door is 
  permanently stuck (as though it were part of the wall – 
  which it technically is). 
   
  Once a PC leaves one of these rooms through the 
  normal exit, they cannot re-enter. 
   
  If the PCs, at any time, wish to give up and leave 
  the adventure, they may do so simply by stating their 
  desire and meaning it. Confirm this with the player, 
  then remove the PC from the Dreamscape and the 
  adventure. 
  
  FUR8-01 Alliances and Abjuration 
   
  Page 5 
  1: RED ROOM (DM MAP 1) 
  As you enter this room, you notice that it is 
  uncomfortably warm and illuminated by a bright 
  red glow coming from an unidentifiable source. In 
  the far northeast corner of this sixty-foot square 
  room with a thirty-foot high ceiling, you see a 
  pedestal five feet high upon which rests a black bag 
  sitting inside two barred steel cages. Near you, in the 
  far southwest corner of the room, a five-foot square 
  area glows white, and “To the main room” is written 
  on the wall above the glowing area. Between you and 
  this bag, however, are monsters. 
   
  CREATURES 
  NOTE 
  Roll initiative separately for each pyrohydra 
  when there are multiples present. 
   
  APL 6 (EL 8) 
  Seven-Headed Pyrohydra: hp 77; MM 157. 
   
  APL 8 (EL 10) 
  Nine-Headed Pyrohydra: hp 97; MM 157. 
   
  APL 10 (EL 12) 
  Eleven-Headed Pyrohydra: hp 118; MM 157. 
   
  APL 12 (EL 14) 
  Eleven-Headed Pyrohydra (2): hp 118; MM 157. 
   
  APL 14 (EL 16) 
  Twelve-Headed Pyrohydra (3): hp 129; MM 157. 
   
  Terrain 
  The two cages containing the bag each require a move 
  action to open. Thus, it takes three move actions (which 
  do not need to be taken by the same PC) to get the bag – 
  one to open each cage, and one to actually lift the bag. 
  The bag cannot be reached from outside the cages, and 
  thus cannot be grabbed for the purpose of teleporting it 
  out of the cage with dimension door or similar spells. 
   
  Tactics 
  Each pyrohydra uses breath weapons to cover as much 
  area as possible, and then attacks as many characters as 
  possible each round, showing preference for any PC who 
  is holding the bag with the veils or attempting to open 
  the cages. If a PC successfully sunders or destroys a head, 
  that hydra focuses all its attacks on that PC until he or 
  she falls. 
  Treasure 
  The bag of holding, which is revealed to be red in color 
  when removed from the room, contains one burning 
  veil per PC, all of which disappear if removed from the 
  Dreamscape. 
   
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 208 gp bag of 
  holding type I (208 gp), burning veil x4-6 (0 gp each); 
  Total 208 gp. 
   
  Detect Magic Results: burning veil (faint 
  evocation). 
  
  FUR8-01 Alliances and Abjuration 
   
  Page 6 
  2: ORANGE ROOM (DM MAP 2) 
  NOTE: ANY EFFECTS GRANTING A CHARACTER 
  A FLY SPEED OR CLIMB SPEED ARE SUPPRESSED 
  FOR THE DURATION OF THIS ENCOUNTER, 
  AND ANY NATURAL ABILITY TO FLY IS NEGATED 
  BY THE PROPERTIES OF THE DREAMSCAPE IN 
  THIS ROOM ONLY (naturally flying or climbing 
  creatures are aware of this effect). ADDITIONALLY, 
  THIS ROOM IS UNDER THE EFFECT OF A 
  DIMENSIONAL LOCK SPELL (although the green 
  glow provided by the spell is masked by the mirage 
  arcana causing the room to glow orange). 
   
  At the start of this encounter, randomly choose one 
  Medium or Small PC. This PC is transported to square 1 
  on the encounter map (see DM Maps), while every other 
  PC is suspended in the forcecage.  
   
  This thirty-foot by thirty-foot square room is bathed 
  in an orange glow. Pillars are scattered throughout 
  the room, and there is an empty pedestal or altar in 
  its center. The five-foot square tiles of the room 
  appear cracked and marred by acid. Most of your 
  group enters this room suspended in midair in a 
  cage composed of invisible bars of force. One of the 
  group, however, appears in the southeastern corner 
  of the room, and as his or her feet hit the tile, an 
  audible “click” can be heard. As if on cue, a voice 
  echoes throughout the room. “The noise you just 
  heard was the disabling of one of a number of 
  locking mechanisms that suspends the item or 
  items you seek above the pedestal. A pressure plate 
  on every tile disables one lock, and once every tile 
  has been stepped on once, the items will fall onto 
  the pedestal. Be forewarned, though. Once you step 
  off a tile whose plate has been activated – including 
  the one you are standing on now – the tile will fall 
  into pits which will harmlessly teleport you out of 
  this room and you will not be permitted to re-enter. 
  Proceed with caution.” 
   
  In order to obtain the orange veils, the PC who has been 
  teleported onto a tile must step on every tile in the room, 
  but every time he or she leaves a square, the tile in that 
  square collapses. The easiest way to solve this puzzle is by 
  stepping on the squares in the numbered order on the 
  DM Map, but as long as the PC can demonstrate 
  movement onto each square, the solution will work. The 
  PC may use skills such as Jump to clear holes created by 
  felled tiles, and may climb the walls using mundane 
  methods with a DC 30 Climb check, but flying and 
  magical means of climbing cannot be used in this room 
  due to properties of the Dreamscape. The tiles can be 
  disabled with a DC 30 Disable Device check, but the tile 
  can only be disabled in a way that prevents the locking 
  mechanism from unlocking or that causes the tile to 
  instantly fall (choose randomly unless the disabling PC 
  rolls a DC 30 Search check). 
  Treasure 
  The bag of holding, which is revealed to be red in color 
  when removed from the room, contains one caustic veil 
  per PC, all of which disappear if removed from the 
  Dreamscape. 
   
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 208 gp bag of 
  holding type I (208 gp), caustic veil x4-6 (0 gp each); Total 
  208 gp. 
   
  Detect 
  Magic 
  Results: 
  caustic 
  veil 
  (faint 
  conjuration). 
   
  3: YELLOW ROOM (NO MAP) 
  This room, bathed in a lemon-yellow glow, is 
  decorated on all sides by bookshelves. While a 
  pedestal in the center of a room holds a black bag, 
  none of the four people browsing the bookshelves 
  pay it any attention, instead scouring the books, as 
  though looking for a particular volume in the 
  hundreds upon the shelves. Each person – a gruff-
  looking male dwarf, a female human in full 
  military regalia, a human male in a courtier’s 
  attire, and a male human monk wearing a holy 
  symbol of Rao – looks at your group, regards you 
  curiously for a second, then begins to search the 
  shelves once more. 
   
  This room serves as a visual representation of Schyzer’s 
  memories. If the PCs spend time searching, they can 
  locate information on the nature of the Dreamscape, 
  depending on the result of their Search check (cannot 
  take 20): 
  • DC 10: The PCs are currently on an alternate plane 
  created by Schyzer to keep him safe – and to keep 
  others safe from him. 
  • DC 13: Attempting to use planar travel while on the 
  plane results in those being transported to be 
  expelled from the plane and placed back on their 
  origin plane. This is not harmful, but people so 
  affected cannot re-enter the plane. 
  • DC 15: Schyzer’s sanctum is protected by prismatic 
  walls. 
  • DC 17: The means to protect a person from the 
  prismatic walls is contained in bags that appear darker 
  than they really are. These bags are in the seven 
  rooms in the Dreamscape. 
  • DC 20: The PCs find a scroll of gate (can be used as 
  arcane or divine) that, while on the alternate plane, 
  may only be used to summon an ally who has been 
  “killed” (e.g. sent back to the Material Plane) during 
  this adventure. This PC is no longer affected by the 
  Dreamscape’s protection against death while on the 
  Dreamscape. If no PC is capable of casting the spell, 
  Jonah and Telemmand can use the scroll. 
  • DC 25: It is not possible to rest in the alternate plane. 
  • DC 30: Schyzer is virtually immune from harm on 
  the alternate plane, as are those under his protection. 
  
  FUR8-01 Alliances and Abjuration 
   
  Page 7 
  • DC 35: People seek Schyzer and his research for their 
  own reasons. Schyzer may be well justified in keeping 
  himself ostracized from the community. 
  • DC 40: Death is not possible on the alternate plane. 
  When someone would die, they are instead transported 
  back to the Material Plane and cannot re-enter the 
  plane until Schyzer leaves. 
   
  In addition to the shelves, the four individuals browsing 
  the shelves are of interest to the PCs, as they are looking 
  for Schyzer’s research, and are willing to reward the PCs 
  for their efforts. If the PCs do not immediately approach 
  the individuals, one of the researchers notices the PCs 
  and comments, “Oh, great. More people to search for 
  the madman’s secrets. On whose behalf are you 
  seeking the research?” If the PCs do not have a 
  response (or even if they do), the researchers each 
  attempt to convince the PCs to seek Schyzer’s research on 
  their behalf. 
   
  Every person the PCs might talk to knows the following 
  information: 
  • Schyzer has done extensive research on magically 
  preventing and reversing the effects of aging, research 
  that is critical to the creation of the elixir that will 
  allow Belvor to produce another heir. 
  • Schyzer has not responded to direct requests for this 
  information from the Crown, and there is no evidence 
  he received the requests in the first place. 
  • Each person in the room is seeking the research for the 
  benefit of their own organization, each of which 
  supports a different woman for queen. 
  • Each hopes to influence the policy of the king through 
  favors owed by the new queen. 
  • All individuals honestly claim to oppose the enemies 
  of Furyondy (Iuz, the Master of Bronzeblood, and 
  Thrommel). This is, as far as they’re concerned, a 
  political power struggle rather than a battle of good 
  versus evil. 
  • All four individuals warn the PCs that Thrommel has 
  spies embedded in most groups in Furyondy, and that 
  only non-adventurers working within the kingdom’s 
  power groups possess the political acumen and 
  firsthand knowledge of powerful figures within the 
  King’s court to get the research to Belvor without 
  inadvertently handing the research over to Thrommel. 
  Even PCs who possess noble titles or are high-ranking 
  members of such groups have spent too much time 
  adventuring to be confident that any one ally of theirs 
  is not covertly working with the enemy, as even one of 
  the king’s closest advisors (Karzalin) was revealed to be 
  a traitor. Furthermore, at this time no adventurer 
  possesses enough political clout to demand an 
  audience with the king without having to go through 
  multiple levels of the bureaucracy – again, only the 
  representatives of these groups have been building the 
  political 
  connections 
  needed 
  to 
  bypass 
  the 
  bureaucracy. This is an honest and accurate claim 
  (whether the PCs want to admit it or not). 
  • While each petitioner would prefer to have the 
  original copy of Schyzer’s research, they would be 
  willing to accept a copy. 
   
  The gruff-looking dwarf is Ozman Dead-Eye, head of 
  the Sharp Shooters, an exclusive club of archers that 
  has recently taken a greater interest in current events 
  (Ozman’s identity can be confirmed with a DC 25 
  Knowledge (local [Iuz’s Border States]) check). As one 
  of the wealthiest private citizens in the kingdom, 
  Ozman has been recruited to place financial pressure 
  on the king to select Lady Arvendra D’Orbennes (DC 
  20 Knowledge (Nobility) check to identify Lady 
  Arvendra as the cousin of Lady Marlene DeCrainte and 
  a low-ranking noble courtesan who has grown close to 
  the king) as his bride. He is willing to share the 
  following information: 
  • He supports Lady Arvendra D’Orbennes, who he 
  supports as the champion of the common citizen in 
  Furyondy. 
  • It is Ozman’s hope that having the personal support 
  of the new queen will get more attention to the 
  bizarre monster problems in Claw Gorge. Most 
  recently, a demon attack in the Gorge has pushed 
  Ozman to try to find Schyzer’s research in an effort 
  to place more direct pressure on the king. 
  • In addition to supporting Lady Arvendra, he hopes 
  to direct the king’s attention away from Gynaren 
  Derwent, who he feels will do much to maintain the 
  current 
  aristocracy 
  and 
  “oppress 
  the 
  small 
  businessman, no pun intended”. 
  • If the PCs help him locate Schyzer’s research, he 
  promises to allow any PCs who wish to try out for 
  the organization, as well as provide them with a favor 
  to be called in later. 
   
  The female human in military regalia is Salina Le 
  Poisson, a minor noble who studies at the War College. 
  She, and her organization, are hoping that Baroness 
  Jelleneth Kalinstren will become the new queen of 
  Furyondy and make her goals of pursuing a military 
  campaign against Iuz a reality. The College’s 
  motivation is purely tactical, believing the threats of 
  Thrommel and the Master to be real but fleeting, as Iuz 
  has been a more long-standing threat to the kingdom. 
  She is immediately recognizable to any member of the 
  Furyondy Military (any branch) . She orders any PC 
  clearly displaying evidence of their rank to assist her in 
  her search, and threatens to court-martial any PC who 
  disobeys the order (if they disobey, she carries through 
  on the threat at the end of the adventure). She shares 
  the following with the PCs: 
  • She expresses her desire for Kalinstren as queen. 
  • The War College’s position is that Queen Kalinstren 
  would encourage her husband to pursue a more 
  aggressive military campaign against Iuz, protecting 
  
  FUR8-01 Alliances and Abjuration 
   
  Page 8 
  the country from outside invasion while it handles its 
  “internal issues” (Thrommel and the Master). 
  • In addition to supporting Baroness Kalinstren, she 
  dismisses Lady Avendra as a “reasonable” choice for 
  queen, as she is a relative unknown and her true 
  motives have yet to be revealed. 
  • If the PCs help her locate Schyzer’s research, she 
  promises that the College would be willing to provide 
  the PCs with valuable training. 
   
  The male human in courtier’s attire is Telemmand, 
  Viscount Luther Derwent’s appointed representative to 
  the Noble Council in Chendl (this can be confirmed with 
  a DC 15 Knowledge (local [Iuz’s Border States]) or 
  Knowledge (Nobility) check). He is searching for the 
  research so that Lady Gynaren Derwent has a greater 
  chance of becoming the new queen, and he honestly 
  believes that she would serve the kingdom well. He is 
  willing to share the following information with the PCs: 
  • He supports Lady Gynaren Derwent, the daughter of 
  his liege lord, Viscount Luther Derwent of the March. 
  • He urges the PCs to provide him with the research so 
  that the King will marry his liege lord’s daughter, Lady 
  Gynaren Derwent. Her experience in Furyondy’s 
  political circles will provide the kingdom with the 
  stability it needs to stand against the lies of Thrommel 
  and maintain law and order in the kingdom. If pressed 
  about the threat Iuz poses to the kingdom, Telemmand 
  forwards that the protection of the breadbasket of the 
  kingdom against corruption from within is more 
  important than protecting the wasted frontier 
  provinces. 
  • In addition to supporting Lady Gynaren, Telemmand 
  explains that it is the March’s position that Lady Elena 
  Mori, as a foreigner, should not become queen, as she 
  would distract from internal matters in the kingdom. 
  • If the PCs help him locate Schyzer’s research, he 
  promises that the Viscount’s influence can be a 
  powerful force in the kingdom, as he is (politically) 
  one of the ten most powerful people in the kingdom. 
   
  The male human monk, Jonah Risalle, represents the 
  Church of Rao (and is a descendent of the founder of the 
  Order of Rao’s Gentle Hands). He is recognizable to 
  members of Furyondy’s Church of Rao, but has not 
  gained enough recognition to be identifiable by those 
  outside the organization. His organization seeks to have 
  greater influence in the government of Furyondy, in the 
  hopes that they will be able to reach more “reasoned” 
  alternatives to the nation’s problems. He does not, 
  however, have a high opinion of the role the Church has 
  taken in Veluna; it is his feeling that the Inquisition in 
  Veluna has abandoned peace and serenity, and appears to 
  be keeping reason at arm’s length. He is willing to share 
  the following information: 
  • He expresses that he hopes the king will choose Lady 
  Elena Mori, of the Veluna Mori noble family, as his 
  bride. 
  • The Church feels that Lady Elena would bring a 
  reasoned voice to the king’s ear and encourage him 
  to look out for the citizens of his kingdom, just as he 
  looks to maintain order and combat Furyondy’s 
  enemies. She’s also an extremely experienced 
  diplomat who could bring peace between Furyondy’s 
  allies who are not themselves at peace (Veluna and 
  Ket in particular – although he admits that making 
  peace between Bissel and Ket is not likely since the 
  razing of Ket’s capital Lopolla), as well as bring peace 
  between the feuding nobles themselves. 
  • The Church also feels that Baroness Kalinstren 
  would make a poor queen, as her attitudes are far too 
  erratic and hasty for someone in such a high 
  position. The war with Iuz must be fought, but it is 
  not all-important. 
  • If the PCs help him locate Schyzer’s research, he 
  promises that the Church will provide the PCs with 
  access to their superb weaponsmiths in Pantarn. 
   
  DEVELOPMENT 
  The research is not here. It’s in Schyzer’s sanctum. 
  After a time, the NPCs will realize this, and ask the PCs 
  to retrieve the research or a copy of the research on 
  their behalf. They emphasize the importance of using 
  them as contacts, as Thrommel has spies and 
  supporters everywhere, and very few people know who 
  to trust with this information and items this sensitive. 
   
  Treasure 
  The bag of holding, which appears black initially but is 
  revealed to be green in color when removed from the 
  room, contains one serpent veil per PC, all of which 
  disappear if removed from the Dreamscape. The scroll of 
  gate is also treasure, and does not disappear. 
   
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 208 gp bag of 
  holding type I (208 gp), veil of storms x4-6 (0 gp each), 
  scroll of gate (735 gp); Total 943 gp. 
   
  Detect Magic Results: scroll of gate (strong 
  conjuration), veil of storms (faint evocation). 
  
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  Page 9 
  4: GREEN ROOM (NO MAP) 
  In the center of this forty-foot by fifty-foot room, 
  which is illuminated by an emerald green glow, you 
  see an empty five-foot high pedestal. At the side of 
  the room, there is a table with thirty bottles and a 
  set of balance scales. A voice echoes throughout the 
  room. “Twenty-nine of these elixirs weigh the same 
  amount. The other weighs slightly more. The 
  heaviest elixir sends you to a pocket dimension 
  containing items you need; the other twenty-nine, 
  when consumed, prevent the heaviest elixir from 
  taking effect. After three weighings, the scale will 
  disappear. Good luck.” 
   
  It is strongly recommended that the DM use twenty-
  seven similar but unique objects (e.g. differently-colored 
  dice) to represent the twenty-seven elixirs in this 
  encounter, and pre-select one to be the correct elixir. 
   
  In order to solve this puzzle, the PCs must use the 
  balance scales to determine which elixir will “get them 
  what they seek” (the elixir transports them to a pocket 
  dimension adjacent to the bag, and its effects last 5 
  rounds). Each side of each scale can hold up to twenty 
  elixirs, and the scales do not tip until an obvious button 
  on the base of the scale is pushed. Whenever a group of 
  potions containing the correct elixir is placed on the 
  scale, the scales tip to indicate this. Once the scale is used 
  three times, it becomes non-functional. Drinking an 
  incorrect elixir causes the PC to grow faintly green; that 
  PC cannot benefit from the “dimensional elixir”. The PC 
  is also affected as though by the dimensional anchor spell 
  for 16 minutes (this effect does not prevent the PC from 
  travelling between rooms in the Dreamscape or from 
  leaving the Dreamscape entirely). The PCs, even after 
  using up all their weighings, may continue to consume 
  potions until they are all glowing green (at which point 
  they can no longer solve the puzzle). 
   
  Upon drinking the elixir, the PC drinking the elixir 
  sees a black bag on the pedestal, and can take it. After 1 
  minute, the PC returns to the room. 
   
  Intended puzzle solution: The PCs should weigh two 
  groups of ten elixirs on the first scale. If a group weighs 
  heavy, that group contains the correct elixir; if not, the 
  remaining unweighed bottles contain the correct elixir. 
  This strategy should be repeated with the correct group, 
  weighing three and three leaving four out, then again 
  with the correct group of three (or four), weighing two 
  elixirs while leaving the third (and possibly fourth) out. 
  It is possible that the PCs may need to guess between two 
  potions, even with a perfect strategy; this is fine, as the 
  puzzle is designed to allow multiple guesses. 
   
  Treasure: The bag of holding, which appears black but is green 
  when removed from the room, contains one serpent veil per PC, 
  which disappear if removed from the Dreamscape.  
   
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 208 gp bag of holding type I 
  (208 gp), serpent veil x4-6 (0 gp each); Total 208 gp. 
   
  Detect Magic Results: serpent veil (moderate necromancy). 
  5: BLUE ROOM (DM MAP 3) 
  As you enter this room, you notice that it is 
  illuminated by a bright blue glow coming from an 
  unidentifiable source. In the center of this sixty-
  foot cubic room, you see a pedestal five feet high 
  upon which rests a black bag. The rest of the room 
  is empty, except for a door at the other side. 
   
  The bag appears unprotected, however, once a PC 
  approaches within 20 feet of it from any direction, 
  their progress is checked by a barred forcecage that has 
  been sculpted (as the Sculpt Spell feat) into a 20-foot-
  radius hollow sphere, with the bag at its center. The 
  forcecage is in every other way completely normal, and 
  must be bypassed in some way to gain access to the 
  veils. The bag, as a bag of holding type I, is immune to all 
  effects that cannot affect magic items. 
   
  Solutions to this puzzle may include: 
  • Destroy the forcecage. This is acceptable as long as the 
  means of destroying the forcecage fit within the 
  confines of the spell. For example, disintegrate or a rod 
  of cancellation will work, while dispel magic or an 
  antimagic field will not. 
  • Poke the bag off the pedestal. This solution is 
  feasible, but note that there is only a half-inch 
  between bars of the cage, so only creatures described 
  as that small may enter (only creatures of Fine size 
  have a chance of doing so). Additionally, a person 
  outside the forcecage must find a way to reach in 
  twenty feet to reach the bag. Once this is done, the 
  bag can be squeezed through the gap. 
  • Teleport in and out. This works as intended, but 
  someone who cannot teleport out may find 
  themselves stuck. 
   
  These solutions do not work: 
  • Travel in via planar travel. Actually leaving the 
  Dreamscape removes a PC from the adventure, and 
  partially leaving the plane (via blink or a similar 
  spell) cannot penetrate the forcecage unless it also 
  allows the person to evade effects on the Ethereal 
  Plane. 
   
  Treasure 
  The bag of holding, which is revealed to be blue in color 
  when removed from the room, contains one turquoise 
  veil per PC, all of which disappear if removed from the 
  Dreamscape. 
   
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 208 gp bag of 
  holding type I (208 gp), turquoise veil x4-6 (0 gp each); 
  Total 208 gp. 
   
  Detect Magic Results: turquoise veil (moderate 
  transmutation). 
   
  
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  6: INDIGO ROOM (DM MAP 4) 
  This sixty foot by sixty foot room radiates an indigo 
  light from its walls, ceiling, and floor. As you appear 
  by the room’s only door, you can see two things of 
  note. First, on a five foot high pedestal, you see a 
  black sack stuck to the pedestal by what appear to be 
  exceptionally thick strands of spiderweb. Second, 
  you see one [or more] unwholesome creatures with 
  amoebic fluidity and countless eyes and toothy 
  mouths. In the corner of the room, you note a 
  massive statue of a scorpion constructed of black, 
  glossy stone. (At APL 14 only) The statue shudders 
  and begins to move toward you. 
   
  CREATURES 
  The room is infested with gibbering mouthers (and an 
  elder eidolon scorpion at APL 14). The elder eidolon 
  scorpion is present at all APLs, but at APLs 6-12, is 
  inactive and functions only as a statue and a red herring. 
   
  APL 6 (EL 7) 
  Gibbering Mouther (2): hp 42; Appendix 1. 
  NOTE: Use the Appendix, NOT the MM. 
   
  APL 8 (EL 9) 
  Advanced Gibbering Mouther (2): hp 100; Appendix 1. 
   
  APL 10 (EL 11) 
  Greater Gibbering Mouther (3): hp 150; Appendix 1. 
   
  APL 12 (EL 13) 
  Pseudonatural Gibbering Mouther (3): 
   
  hp 150; Appendix 1. 
   
  APL 14 (EL 15) 
  Pseudonatural Gibbering Mouther (3): 
   
  hp 150; Appendix 1. 
  Elder Eidolon Gargantuan Monstrous Scorpion: 
   
  hp 170; Appendix 1. 
  Terrain 
  The bag is anchored to the pedestal with what is 
  essentially a web spell, and is also under the effect of a 
  dimensional anchor spell (although the mirage arcana in 
  the room prevents the emerald glow of the effect from 
  being visible). The bag may be freed in the following 
  ways: 
  • Setting the web on fire. This instantly frees the bag, 
  which has the possibility of being set on fire. It gets a 
  +6 bonus on the DC 15 Reflex save. Success means 
  the bag does not take damage; failure means the bag 
  takes 1d6 points of fire damage per round, halved 
  since the bag is an object. A person holding the bag 
  may take a full-round action to extinguish the 
  nonmagical flames. The bag of holding has 4 hit points 
  and 0 hardness. 
  • Cut through the web. The web has hardness 5 and 50 
  hit points. Every time the web is struck, its wielder 
  must succeed at a DC 15 Reflex save or the weapon 
  becomes stuck to the web, requiring a DC 20 
  Strength check to free. 
  • Making a DC 20 Strength check. This frees the bag 
  without complication. 
  • Greasing the bag. This allows the bag to be pulled free 
  with a DC 10 Strength check. 
  • Destroying the pedestal. The pedestal has an Armor 
  Class of 6, hardness 8, and 90 hit points. 
   
  Tactics 
  If any PC is in possession of the bag, all monsters focus 
  their attacks on that PC. 
   
  The gibbering mouthers begin gibbering on their 
  actions, and then close and attack, grab, and swallow 
  the nearest living creature. At APL 10-14, the mouthers 
  use Power Attack and Brutal Strike on their first attack; 
  at APL 12-14, the mouthers use their true strike ability 
  and begin combat in their alternate (pseudonatural) 
  form. At APL 14, the eidolon attacks and grabs the 
  nearest PC. Note two things about the eidolon’s 
  improved grab: First, per the D&D FAQ, PCs with the 
  Close Quarters Fighting feat cannot make an attack of 
  opportunity against the creature unless the PC with 
  the feat threatens the grappler’s square. Second, a 
  creature that the eidolon successfully grabs is 
  immediately subject to its insanity aura.  
   
  Treasure 
  The bag of holding, which is revealed to be indigo in 
  color when removed from the room, contains one veil 
  of whispers per PC, all of which disappear if removed 
  from the Dreamscape. 
   
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 208 gp bag of 
  holding type I (208 gp), veil of whispers x4-6 (0 gp each); 
  Total 208 gp. 
   
  Detect Magic Results: veil of whispers (moderate 
  enchantment). 
  
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  7: VIOLET ROOM (DM MAP 5) 
  As you enter the room, you have to squint to see in 
  the dim purple light. You see an empty pedestal 
  against one wall of the room, and near the pedestal, 
  holding a black bag, is a man who wears veils of 
  various colors over his hide armor, and he bears no 
  weapon. He has extensive wounds, and looks and 
  smells like he has not bathed in days. He looks at 
  you with wild, desperate eyes. “Please help me! I 
  have crucial information about Prince Thrommel 
  the Undying that must be shared with Schyzer, but 
  the clockwork monsters will take me first unless 
  you can protect me!” 
   
  CREATURES 
  All APLs 
  Heian Meliamne: NE druid 5/beastmaster 2; AC 15, 
  flat-footed 13, touch 12; Fort +9, Ref +3, Will +8; hp 5. 
   
  After being calmed by the PCs (any reasonable attempt 
  succeeds), Heian has a sob story for them. He tries to 
  make it appear as though he was a victim of 
  circumstance, but a successful Sense Motive check 
  opposed by his Bluff check reveals that he created his 
  own problems. The details of his tale are as follows: 
  • He joined Thrommel’s forces in 594 CY because he was 
  tempted by offers of material wealth and prestige. 
  • Thrommel forced him to sign a rather detailed 
  contract. Not being much of a legal scholar, he signed 
  the contract without reading it entirely. 
  • After about a year, he realized that Thrommel’s 
  ambitions expanded beyond merely Furyondy, but he 
  refuses to talk about the matter further unless he can 
  get an audience with Schyzer (and only Schyzer). 
  • Following this discovery, he sought an opportunity to 
  leave Thrommel’s command and inform someone of 
  authority in the kingdom of Thrommel’s plans. He 
  thought he had found an opportunity when he spoke 
  to a noble (again, he refuses to reveal which), but the 
  noble turned out to be in Thrommel’s faction as well. 
  The noble ratted him out, but was kind enough to 
  inform Heian that he should flee, as those who break 
  contracts with Thrommel are hunted down by 
  powerful forces. 
  • Since this time, Heian has been on the run, avoiding 
  towns and cities, as Thrommel’s spies are everywhere 
  in the kingdom. 
  • Heian recalled that Schyzer was still loyal to the King, 
  or at least had a “live and let live” arrangement going. 
  Further, with Schyzer being reclusive, it was unlikely 
  that he would have Thrommel’s spies near him. Thus, 
  he began to seek Schyzer out. 
  • While en route to Schyzer’s tower, he was attacked by 
  clockwork monsters who stated they were bound to 
  apprehend him for breaking his contract with 
  Thrommel. A DC 25 Knowledge (planes) check 
  identifies that inevitables are a type of outsider that 
  are native to Mechanus, a clockwork plane, and seek 
  out people who break contracts or cheat “laws” in 
  some way. Heian’s animal companion was slain, and 
  he barely escaped with his life by entering this 
  pocket plane. 
  • Heian did not remember his reason for coming to 
  this plane. However, he had taken careful notes on 
  Thrommel’s activity and was able to recall his 
  purpose by referencing them. (Schyzer did not take 
  his notes because reporting on Thrommel’s activity 
  does not involve Schyzer being interviewed for a 
  position he does not want). 
   
  He is able to provide little other information for the 
  PCs, but insists that his intelligence is valuable and 
  that the PCs’ protection is necessary to get the intel 
  where it has to go. 
   
  The read-aloud text for the next section varies 
  depending on APL: 
   
  (APL 6-8) Your discussion is interrupted as the air 
  in the room begins to ripple, then appears to 
  nearly 
  explode 
  as 
  (a) 
  bizarre 
  centaur-like 
  clockwork creature(s) materialize(s) in the room. 
  It/One gestures at Heian, and he freezes in place. 
  He then turns to you all. “This being fled his 
  rightful punishment for breaking his contract. I 
  am bound to return him to his master for 
  punishment. If you hinder me in my task, I will 
  defeat you as easily as I have defeated him.” The 
  creature then steps forward to apprehend his prey. 
  Do you interfere? 
   
  (APL 10) Your discussion is interrupted as the air 
  in the room begins to ripple, then appears to 
  nearly explode as two centaur-like clockwork 
  creatures materialize in the room, accompanied 
  by 
  a 
  red-skinned 
  clockwork 
  humanoid 
  brandishing a gleaming longsword and adorned 
  in banded mail. One of the centaur-like creatures 
  appears to have been damaged at some point 
  recently, and it gestures at Heian, who freezes in 
  place. The humanoid-looking creature turns to 
  you. “This being fled his rightful punishment for 
  breaking his contract. I am bound to return him 
  to his master for punishment. If you hinder me in 
  my task, I will defeat you as easily as we have 
  defeated him.” The creature then steps forward to 
  apprehend his prey. Do you interfere? 
   
  (APL 12) Your discussion is interrupted as the air 
  in the room begins to ripple, then appears to 
  nearly explode as a massive humanoid-shaped 
  creature made of clockwork parts materializes in 
  the room. Its golden armor gleams and offsets its 
  onyx body, and it seems to carry no weapons – 
  apart from its gigantic fists. It gestures at Heian 
  
  FUR8-01 Alliances and Abjuration 
   
  Page 12 
  and says, “Keep your position, miscreant”; the druid 
  stops his pleading with you and begins to comply. 
  The creature then turns to you. “This being seeks to 
  evade death, the agreed punishment for breaking 
  his contract. I am bound to return him to his master 
  or exact the punishment myself. If you hinder me in 
  my task, I will defeat you as easily as I have defeated 
  him.” The creature then steps forward to apprehend 
  his prey. Do you interfere? 
   
  (APL 14) Your discussion is interrupted as the air in 
  the room begins to ripple, then appears to nearly 
  explode as a humanoid-shaped creature made of 
  clockwork 
  parts 
  materializes 
  in 
  the 
  room. 
  Hourglasses 
  and 
  timepieces 
  are 
  scattered 
  throughout its body, and where its head should be, 
  there is instead a large hourglass flowing backward. 
  It gestures at Heian, who freezes in place. The 
  creature then turns to you. “This being has sought to 
  pervert the natural laws of time and space in his 
  efforts to break a contract. I am bound to return him 
  to his master or exact punishment myself. If you 
  hinder me in my task, I will defeat you as easily as I 
  have defeated him.” The creature then steps forward 
  to apprehend his prey. Do you interfere? 
   
  Each inevitable uses a different effect to disable the 
  druid. The zelekhuts use hold person (DC 22 Spellcraft to 
  identify), the marut uses greater command (DC 25 to 
  identify), and the quarut uses hold monster (DC 25 to 
  identify). If the PCs use a spell or ability that allows the 
  druid to resist the effect of the inevitable, it is considered 
  attacking. 
   
  CREATURES 
  APL 6 (EL 9) 
  Zelekhut: hp 74; MM 160. 
   
  APL 8 (EL 11) 
  Zelekhut (2): hp 74 each; MM 160. 
   
  APL 10 (EL 13) 
  Kolyarut: hp 91; MM 159. 
  Zelekhut: hp 74; MM 160. 
  Zelekhut (damaged): hp 37; MM 160. 
   
  APL 12 (EL 15) 
  Marut: hp 112; MM 159. 
   
  APL 14 (EL 17) 
  Quarut: hp 119; Appendix 1. 
  Terrain 
  The entry of the inevitable(s) into the Dreamscape via 
  plane shift has destabilized the planar traits of this room. 
  At the start of each round, roll 1d8 and reroll results of 
  8. Consult the following table and the Dungeon Masters’ 
  Guide to determine which planar traits and appearance 
  the room manifests that round. A DC 20 Knowledge 
  (the planes) check allows a PC to identify the currently 
  dominant plane and one trait of that plane (the PC may 
  choose between physical traits, elemental and energy 
  traits, alignment traits, and magic traits; a single 
  selection reveals all appropriate traits). For every 5 
  points by which the check result exceeds the DC, the 
  PC can identify another trait (to a maximum of 
  learning all planar traits with a DC 35 check). If more 
  than one PC attempts the check, only the PC with the 
  highest result may learn traits. 
   
  Roll 
  Plane 
  Page in DMG 
  1 
  Dreamscape 
  See DM Aid 1 
  2  
  Positive Energy Plane 
  158 
  3  
  Elemental Plane of Fire 
  156 
  4  
  Elemental Plane of Earth 
  155 
  5  
  Negative Energy Plane 
  157 
  6 
  Elemental Plane of Water 
  157 
  7 
  Elemental Plane of Air 
  155 
   
  Tactics 
  All APLs: The inevitables are not interested in 
  answering questions, and do not do so under any 
  circumstances. If the PCs do not interfere, they simply 
  step forward, grab the unresisting Heian, go to the 
  door, and depart the plane.  
   
  APL 6-8: If the PCs get in the zelekhuts’ way but do 
  not attack, the zelekhuts use their fear and hold person 
  (hold monster against non-humanoids) abilities to make 
  the PCs incapable of barring their way. If the PCs 
  attack the zelekhuts, one flies and uses fear and hold 
  monster to disable PCs while the other uses Spirited 
  Charge on the PC who has acted most violently toward 
  them and is still actively fighting. If there is only one 
  left (or one at all), he flies and uses disabling spell-like 
  abilities, and then uses Spirited Charge on PCs that 
  make their saves against them. 
   
  APL 10: The zelekhuts follow the same tactics as APL 
  6-8, with the wounded zelekhut using the spell-like 
  abilities if the PCs attack. The kolyarut likewise uses its 
  spell-like abilities to remove PC interference if they are 
  nonviolent. If the PCs become violent, it uses its 
  quickened suggestion each round on a lawful PC to 
  suggest that the PC allow the inevitables to enforce 
  their contracts, and then uses its enervation ray. If the 
  PCs close, it uses its vampiric touch. 
   
  APL 12: The marut, if blocked but not attacked, uses 
  his fear and greater command abilities to force the PCs to 
  move away from his quarry. If attacked, the marut uses 
  
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  wall of force to block off the only exit then attacks to kill, 
  beginning with circle of death, chain lightning, and then 
  attacking, focusing his attacks solely on the PCs who 
  have been reincarnated, raised or resurrected three or 
  more times (if there are any - dealing with those who 
  avoid death is the marut’s duty as an inevitable). If the 
  fight is going exceptionally poorly for the marut, he uses 
  his earthquake spell-like ability. 
   
  APL 14: The quarut has pre-cast true seeing, expecting 
  trickery from Heian. If the PCs attempt to block the 
  quarut’s path without attacking it, it uses dimension door to 
  move past the PCs. If the PCs attack, he uses his spell-like 
  abilities to kill or disable the PCs as best he can. Once the 
  quarut has taken 30 or more damage, it uses time stop, 
  during which time it uses (in order) forcecage (windowless 
  cell with who appear to be the most potent melee 
  combatants at the center and attempting not to have any 
  arcane spellcasters inside), haste, limited wish (to either 
  buff itself, control the battlefield, or drop a rounds per 
  level area effect spell on the PCs), and moving up to an 
  arcane spellcaster and readying to cast temporal stasis on 
  the caster..  
   
  For its limited wish, the quarut may use any non-
  restricted spell from the Player’s Handbook or any 
  sourcebook listed as a source for additional rules options 
  in Appendix 4 of the Living Greyhawk Campaign 
  Sourcebook (note that the DM must have a copy of said 
  book on hand to use a rules item from it, and the most 
  recently printed version of the spell takes precedence). 
  The following spells from the Player’s Handbook may be of 
  particular use to the quarut: 
  • Battlefield Control: acid fog, wall of force, wall of iron 
  • Self-Buffing: divine power, freedom of movement, mislead, 
  righteous might  
  • Neutralizing or Removing Powerful PCs: baleful 
  polymorph, dismissal (works on PCs since they are not 
  native to the Dreamscape), feeblemind, flesh to stone, 
  greater dispel magic, mass suggestion 
  • Other Possible Options: summon monster VI 
   
  Treasure 
  The bag of holding, which is revealed to be violet in color 
  when removed from the room, contains one veil of doors 
  per PC (plus one for Heian if still present), all of which 
  disappear if removed from the Dreamscape. Also, if 
  Heian is still with the party, he offers his shirt of wraith 
  stalking as a gift for helping him (after all, he will be in the 
  protection of the King and no longer be in need of it). 
  The shirt of wraith stalking is not listed in the New Rules 
  Items appendix, as the item’s effects are not relevant to 
  this adventure. 
   
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 208 gp bag of 
  holding type I (208 gp), shirt of wraith stalking (500 gp each), 
  veil of doors x4-7 (0 gp each); Total 708 gp. 
   
  Detect Magic Results: veil of doors (moderate 
  abjuration). 
   
  DEVELOPMENT 
  If the inevitable leaves with Heian, it leaves the bag of 
  veils with the PCs, as he has no need for it, and the 
  Dreamscape stabilizes with his exit. If the PCs defeat 
  the inevitable, it disappears from the Dreamscape, 
  which stabilizes, and Heian provides the PCs with the 
  bag. 
   
  Even after he has been rescued, If the PCs 
  magically compel Heian to tell them the information 
  he knows (and remind the players that this is highly 
  illegal in Furyondy if they do so), nothing short of 
  mind reading or domination will cause him to reveal 
  the information he knows; charming Heian will cause 
  him only to decline more politely. If the PCs do 
  magically obtain this information, they learn that 
  Thrommel is again planning to abduct and turn Jolene 
  of Samprastadar into a vampire (a plan that failed in 
  595 CY), is trying to claim Bronzeblood Haunt to tap 
  its power, and that Lady Marlene DeCrainte is a 
  supporter of Thrommel (although he doesn’t know 
  that this has already been discovered). They also learn 
  the location of several locations within a fifteen-
  minute journey of the city of Chendl; Thrommel 
  intends to use these as a staging ground of an invasion 
  of the city using vampires wearing an alchemical 
  substance known as liquid night (see Libris Mortis for 
  more details on the properties of liquid night). 
   
  Heian is wearing the orange, yellow, and green 
  veils. He tells the PCs that the solution to the puzzle in 
  the orange room is “that’s obvious; just walk around”, 
  that there is just “some guys researching in the yellow 
  room; they wanted help, but I was in a rush and 
  couldn’t stop”, and that he randomly guessed which 
  potion was the one needed in the green room.  
   
  
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  8: INTERVIEW (NO MAP) 
  After completing all seven rooms, the PCs have two 
  choices: leave the Dreamscape or pass through the 
  prismatic walls. If they do the former, the adventure ends. 
  If they do the latter, they are subject to all effects their 
  veils did not make them immune to. After passing 
  through, they get to talk to Schyzer. 
   
  If the PCs do not yet trust Heian, he is more than 
  willing to wait in the main room for the PCs. However, 
  there are not enough veils for everyone including him, so 
  he will be subject to the effects of the red, blue, indigo, 
  and violet effects of the prismatic walls. 
   
  After passing through the protective barriers, you 
  encounter a surprising sight. Slumped in a tall-
  backed wooden chair is an aged, haggard-looking 
  albino with long, stringy hair. While he is looking at 
  you, you get the distinct impression that his addled 
  pink eyes are looking through you rather than at 
  you. A scarred and worried-looking gnome hurriedly 
  greets you, and then walks over to the man. “Er, 
  Schyzer? Sir? There are adventurers here to see you. I 
  think the Mage Council might have sent them.” The 
  albino in the chair starts and peers at the gnome. 
  “Eh? Who are you and what are you doing in my 
  sanctum? Begone from this place!” 
   
  The gnome sighs, holds up a hand to you to 
  signal for patience, and starts to speak slowly. “Sir, 
  I’m Preak Osshius, remember? You offered me 
  sanctuary after my mentor’s tower in Libernen was 
  destroyed? By the same people who attacked you?” 
   
  The man identified as Schyzer relaxes at this, 
  but still seems somewhat confused by the situation. 
  “Ah yes… I remember. But what did you say of these 
  adventurers? They came from the Mage Council? 
  Surely not… the Council would not break our pact, 
  would they?” 
   
  All of this seems somewhat bizarre to you. 
  Could this addled old man truly be the wizard you 
  were asked to interview? 
   
  CREATURES 
   
  Schyzer: male human (Oeridian) wizard 9/initiate of 
  the sevenfold veils 7. The addled old man is indeed the 
  person the Mage Council wants the PCs to interview. 
  Schyzer is a very confused individual. He possesses no 
  use or understanding of figurative language, idiom, or 
  subtle language, and will answer every question as 
  though the words in the question were used as their 
  literal meaning. He always thinks hard before answering 
  any question, but once he answers, he speaks fluently, 
  intelligently, and with absolute conviction. Schyzer is 
  unaware of any events in the region since 570 CY unless 
  they directly relate to himself or Preak, and he fervently 
  denies disturbing news (such as the occurrence of the 
  Greyhawk Wars, the emergence of undead from 
  Bronzeblood, and ESPECIALLY anything that happened 
  to Thrommel starting with his disappearance). He 
  becomes visibly agitated if asked to discuss any such 
  news. It should be clear to the players that while this 
  wizard still possesses his brilliant intellect, his ability 
  to access his memories (or even remember what he was 
  told two minutes ago) is fading quickly. Also, if allowed 
  to talk at length, he has a difficult time staying on topic 
  and will frequently respond to questions as though the 
  last few words of the question were the only part of the 
  question asked (if those words make sense as a 
  question). NOTE: Spells that remove illnesses and 
  conditions, such as heal, have no effect on the 
  Schyzer’s illness. 
   
  Preak Osshius: male gnome wizard 5/maester 1. 
  PCs who played FUR5-04 A Mine. A Plan. A Canard. 
  Pandemonium 
  or 
  FUR6-07 
  Conjuring 
  Trouble 
  recognize Preak, the gnome who invented the Canard 
  and served as an assistant to Afronidious the Daft, the 
  first interviewee of the Mage Council. Preak now 
  sports scars across his face as a result of an attack on 
  Afronidious’s tower by Iuz’s forces. If the PCs ask him, 
  he is more than happy to tell his tale of woe (see 
  below). 
   
  Generally speaking, here are Schyzer’s feelings on a 
  number of issues. These feelings should be used to 
  guide his answers to most PC questions. 
  • Magic and the Government (including the Mage 
  Council and Chamber of Four): Magic should not 
  be restrained by government or used by the 
  Kingdom as a tool. The research and pursuit of 
  magic should be used to obtain information 
  useful to the people, not for the special projects 
  of a king – even if that king is as wise and 
  benevolent as Belvor. 
  • The Mage Council’s offer to consider Schyzer for the 
  Chamber of Four: The fools should have known 
  better. I told them I had no interest in joining 
  them due to their pandering to the government 
  and my condition, and I see no reason to start 
  doing so now, when I cannot trust even my own 
  abilities. Additionally, Schyzer gives the PCs magic 
  items if they agree to disqualify him from the 
  running for Chamber member (see Treasure for 
  details).  
  • Schyzer’s mental condition: As much as I try to 
  cover it up, I know that I’m losing my mental 
  faculties, slowly but surely. That is why I am 
  locked 
  in 
  this 
  Dreamscape, 
  guarded 
  by 
  monsters and cognitive challenges. Some of the 
  research 
  contained 
  here 
  could 
  be 
  quite 
  dangerous if placed into inexperienced hands. 
  Additionally, since I must leave and return to 
  refresh this plane every day, I can remain 
  confident that if I no longer possess the ability 
  to overcome my own challenges, I should no 
  longer be tampering with the arcane arts. 
  • Thrommel: He’s the one person in the nobility 
  who might be able to be trusted with arcane 
  powers at his disposal. When they announced 
  
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  his betrothal to the Lady Jolene not too long ago, I 
  began to have hope for the stability of our 
  kingdom. A DC 15 Knowledge (history), Knowledge 
  (local [Core]), Knowledge (local [VTF]), or Knowledge 
  (local [Iuz’s Border States]) check reveals that Schyzer 
  is at least 25 years behind current events in this regard. 
  • The Master of Bronzeblood: You know of him? I 
  must say that I’m impressed. Very few people 
  know of the lich that resides in the Negative 
  Energy plane connected to Bronzeblood Haunt. 
  However, I feel confident that the protections on 
  his castle will hold, barring some major seismic 
  event. I investigated those connections myself, 
  back when my mental faculties could be more 
  readily trusted. A DC 10 Knowledge (local [Iuz’s 
  Border States]) check recalls that the “seismic event” 
  Schyzer refers to happened in late 594 CY. PCs who 
  played in FUR4-08 Mysteries Below or FUR6-01 
  Master of Bronzeblood are automatically aware of this 
  information. 
  • Iuz: That one is far more dangerous than anybody 
  believes. He is no mere tyrant, trying to establish a 
  hold over an empire. He is a conqueror, and will 
  not stop until the entire Flanaess is under his 
  control. I suspect that even banishing him from 
  this plane will not stop him – nothing less than 
  his ineffable destruction will prevent him from 
  becoming a persistent threat to Furyondy and its 
  allies. 
  • Karzalin: Ah, the fire elementalist. That one is 
  ambitious. Be careful of him; he will stop at 
  nothing to get what he thinks is best, regardless of 
  who or what it is best for. 
  • Cupara: The name rings a bell, but no amount of 
  reminders can allow him to recall his former assistant. 
  • Other arcane casters in Furyondy: Schyzer has no 
  knowledge of other arcane casters in Furyondy (and 
  doesn’t even identify Preak as an arcane caster). 
  • Religion: Schyzer is respectful of all faiths, but believes 
  that faith should guide, rather than dictate, the actions 
  of its people. If pressed, he admits that he feels more in 
  tune with the ethos of “liberation” type deities such as 
  Trithereon rather than more Lawful deities like St. 
  Cuthbert or Hieroneous. 
  • Summoning Stones: Schyzer has abandoned his search 
  for the stones, as the monsters created by the stones 
  seemed less in control than he had thought. If a PC 
  reports that he or she has a Summoner’s Stone (from 
  FUR4-10 Set in Stone or FUR6-04 When First We 
  Practice), he advises the PC to get rid of the stone as 
  soon as he or she leaves the Dreamscape, as it is highly 
  volatile and may one day work against the PC’s best 
  interests. 
  • His research on de-aging potions: Schyzer is more than 
  happy to share his research, but warns the PCs that 
  copying the research may not be effective. The tome 
  containing the research is itself magical, and Schyzer 
  has not yet attempted to use a copy of the research to 
  brew a de-aging potion – this was a project that was 
  abandoned when he realized his mental status was 
  not related to his age. 
   
  Preak has little to add to Schyzer’s opinion, and if the 
  PCs ask his opinion of Schyzer, he simply responds, 
  “Schyzer helped me when I needed help, and I owe 
  him my life.” If the PCs ask Preak what Schyzer 
  thinks about something, he becomes annoyed and 
  replies, “He has ears and a voice. You should ask 
  him. He’s just a little addled, not deaf or mute.” 
   
  The only matter on which Preak is willing to 
  elaborate is what happened to him or Afronidious’s 
  tower. If he is provided a reasonable opportunity to 
  segue into what happened, he recounts a sad story (but 
  according to Preak, a fascinating and heroic one): 
   
  “On the night the demons came, I initially 
  thought nothing of the attack. After all, those 
  unappreciative louts in the nearby village had a 
  nasty habit of throwing rocks at the tower, or 
  threatening to burn it down if we didn’t stop our 
  experiments. It wasn’t until they stopped banging 
  on the tower wall and actually flew in the window 
  that I knew there was a threat. Thankfully, I was 
  up late, since Afronidious was helping me with 
  the Canard Mk. IX after the explosion of Mk. II, 
  the Mk. III gaining sentience and becoming evil, 
  the Mk. IV being two-dimensional, the Mk. V 
  being nine-dimensional, the Mk. VI opening a 
  gate to the Beastlands, the Mk. VII unpredictably 
  traveling exactly fifty-three seconds into the 
  future then immediately twenty-one seconds into 
  the past, and the Mk. VII being undescribably 
  hazardous. 
  Anyway, 
  when 
  they 
  flew 
  in, 
  Afronidious jumped between me and the demons, 
  trying to protect me. He told me to run and hide, 
  and tried to use  summoning magic to keep the 
  demons away. Then he ran past me really fast; I 
  think he was trying to get some kind of magic 
  item or something. Then the vrocks came, 
  dropping these nasty little things that looked like 
  dead gnomes into the tower (A DC 25 Knowledge 
  (planes) check identifies these creatures as jovocs, 
  demons that deal damage to nearby creatures when 
  they themselves are damaged). They landed about 
  thirty feet away from Afronidious, but when they 
  all landed, it looked like he got seriously hurt! At 
  this point… well, it was the most heroic thing I’d 
  ever seen. Afronidious ran, and I thought he was 
  fleeing, until he dove into the Mk. IX. He fumbled 
  around, and activated the alchemical canisters I 
  was planning to use to power the device. He then 
  screamed out in fury and the machine exploded, 
  throwing rocket canisters into the vrocks and 
  gnome-things, killing them all! I managed to only 
  get mildly burned, but poor Afronidious was not 
  that lucky. To think… he sacrificed himself to 
  save me and the secrets of the Canard… Anyway, I 
  
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  Page 16 
  contacted some friends of mine, and learned that 
  the demons had been attacking anyone who had 
  been doing planar research –a friend at Claw Gorge, 
  a minor mage doing research at Bronzeblood 
  Haunt… I had heard that Schyzer was doing similar 
  research and that he was here, and I came here to 
  warn him. After seeing his wonderful set of 
  challenges, I realized that I was probably safer here 
  than I was out there, and Schyzer agreed to let me 
  stay as his assistant. We haven’t started work on the 
  Mk. X yet, but I suspect we’ll get going soon. It’ll 
  revolutionize the mining industry, you know.” 
   
  DEVELOPMENT 
  After interviewing Schyzer, the PCs have nothing to do 
  here except to report back to Telmus and their 
  organizational contacts. 
   
  If the PCs allow Heian to speak with Schyzer, Heian 
  insists upon speaking to Schyzer alone to ensure security 
  of the information. Schyzer recommends that he conduct 
  this interview after the PCs leave. If the PCs insist, 
  Schyzer reminds them that they are in his domain, and 
  he would “greatly appreciate” their cooperation. 
  However, he does not force the issue. In this 
  circumstance, Heian does not share his information with 
  anyone (unless magically compelled as described in 
  Encounter Seven). 
   
  TROUBLESHOOTING 
  If the PCs attack Schyzer, the contingent condition of the 
  Dreamscape goes off, and the PC who makes the attack is 
  removed from the Dreamscape. See DM Aid 1 for more 
  detail on this effect. 
   
  Treasure 
  Schyzer offers the PCs magic items if they agree not to 
  recommend him to the Mage Council. 
   
   
  APL 6-10: Loot 0 gp, Coin 0 gp; Magic 416 gp circlet 
  of mages (416 gp); Total 416 gp. 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 1,664 gp bracers 
  of retaliation (416 gp), circlet of mages (416 gp), greater crystal 
  of revelation (416 gp), orb of blinding (416 gp); Total 1,664 
  gp 
   
  APL 14: Loot 0 gp; Coin 0 gp; Magic 2,496 gp bracers 
  of retaliation (416 gp), circlet of mages (416 gp), greater crystal 
  of glancing blows (416 gp), greater crystal of revelation (416 
  gp), orb of blinding (416 gp), portable foxhole (416 gp); Total 
  2,496 gp 
  CONCLUSION 
  If this adventure is being run at Pandemonium 
  Frost 2008, please fill out the Critical Events 
  Summary at the end of this adventure and return 
  it to HQ (Chris Hoffman) or the Plots Triad 
  Member (John du Bois). 
   
  At this point, it is likely that the party has two loose 
  ends to wrap up. The first is deciding whether or not to 
  recommend Schyzer; the second is deciding which 
  group(s) will receive a copy of Schyzer’s research to 
  (and which will receive the original). Note that which 
  group gets the original is not important for favors, but 
  is important for the Critical Events Summary. 
   
  There are a number of possible conclusions addressing 
  various loose ends in the adventure, and the PCs may 
  obtain multiple conclusions: 
  • Schyzer: If the PCs do not recommend Schyzer as a 
  Chamber member, proceed to Conclusion A. If 
  they do, proceed to Conclusion B. If they refuse to 
  make a recommendation, proceed to Conclusion 
  C. 
  • Schyzer’s Research: PCs that give research to the 
  Church of Rao get Conclusion D. If the War 
  College gets research, the PCs get Conclusion E. If 
  the Viscounty of the March gets research, the PCs 
  get Conclusion F. If the Sharpshooters get 
  research, the PCs get Conclusion G. If the PCs 
  choose to give the ORIGINAL research to another 
  group within Furyondy (any other meta-
  organization or province), they get Conclusion H. 
   
  Conclusion A: The PCs recommend that Schyzer 
  not be considered for the Chamber of Four. 
  After hearing your report, Telmus sighs heavily, 
  clearly frustrated. “I appreciate your candor in 
  reporting things. However, I begin to wonder if 
  we will ever find a suitable candidate… Thank you 
  again for your assistance. Can we call on you again 
  if we find more candidates to interview?” 
   
  A few days later, you receive a message and a 
  package from an unidentified sender. After taking 
  the normal precautions when receiving such 
  packages, you open it to find a small leather-
  bound tome and a note. “After your visit, I had 
  Preak enlighten me of some of the local lore since 
  my cognitive deficiencies began. I have included 
  some information that may be of use in your 
  coming trials, as well as some research of a 
  more… ironic nature. Feel free to use it as you 
  wish.” The tome contains details on how to cast 
  some rare spells, as well as means on obtaining a 
  rather unusual familiar. 
   
  
  FUR8-01 Alliances and Abjuration 
   
  Page 17 
  Conclusion B: The PCs recommend that Schyzer 
  be considered for the CHamber of Four. 
  After hearing your report, Telmus sighs heavily, 
  clearly relieved. “Praise the Uncaring One that we 
  can add Schyzer to our list of candidates. I was 
  beginning to worry that all the suitable mages had 
  fled the kingdom for some reason. Thank you for 
  your assistance. Can we call on you again to 
  interview other candidates? 
   
  A few days later, you receive a sending from 
  Schyzer. “I thought we had an agreement! The 
  impudence of recommending me! I had planned to 
  send you a token of my appreciation, but no more!” 
  You are left to wonder whether you made the right 
  choice and what the “token of appreciation” from 
  such a person would have been… 
   
  Conclusion C: The PCs refuse to recommend 
  Schyzer one way or another. 
  Telmus sighs heavily, clearly exasperated with you. 
  “You know, it really is quite a simple question. I find 
  it difficult to believe that you’re so indecisive as to 
  not even recommend whether we should continue 
  to consider someone. Very well. I see that in the 
  future, I should get the services of real adventurers 
  rather than spineless dretches.” He then departs, 
  leaving you to wonder whether a recommendation 
  one way or another would have been a wiser 
  choice… 
   
  Conclusion D: The PCs provide a copy of 
  Schyzer’s research to the Church of Rao. 
  Upon arriving at the church in Pantarn, you are 
  immediately escorted to the canon’s office. He 
  stands and welcomes you warmly with greetings of 
  peace, reason, and serenity. When you show him the 
  research, his smile grows wider. “Ah, the secrets of a 
  madman. I thank you heartily for this. The 
  knowledge contained in this tome will do much to 
  bring the principles of the Mediator to this troubled 
  kingdom. You have done us all a great service. Take 
  this writ to our weaponsmith in town. He will be 
  capable of providing you with improvements to 
  your weapons that will aid you greatly in future 
  adventures against agents of evil.” He then notes 
  those of you carrying weapons made of mithral, and 
  adds, “Our weaponsmith is exceptionally skilled in 
  working with that metal. He may be able to aid you 
  even more.” He then grants you farewell. 
   
  Conclusion E: The PCs provide a copy of Schyzer’s 
  research to the War College. 
  Once reaching the college’s complex in Chendl, you 
  are quickly escorted to Sir Lanistor’s office. He 
  greets you warmly, and gets right to business, asking 
  you for the research. Once it is in his hands, he 
  smiles. “In reward for obtaining the essential 
  research for our kingdom, I would like to extend an 
  invitation to train at our college. Those of you in 
  the military can will be able to join our highest 
  ranks, and those of you who are not can still be 
  trained in the manner of our foot soldiers. Thank 
  you again for your service.” He salutes, then bids 
  you to leave. 
   
  Conclusion F: The PCs provide a copy of 
  Schyzer’s Research to the viscounty of the 
  march. 
  Once at the Derwent estate, you are escorted to the 
  Viscount’s private den. He greets you, and asks for 
  the research. Once it is in his hands, he smiles. 
  “You have done this province and your kingdom a 
  great service, and I would like to reward you. I 
  know that for adventurers such as yourselves, the 
  services of spellcasters are frequently important. 
  This writ allows you to obtain such services in 
  Furyondy through my credit. I hope to be able to 
  help you further if my aspirations for my daughter 
  become fulfilled.” He hands each of you a similar 
  writ and asks you to depart, but to return if you 
  have need of his services. 
   
  Conclusion G: The PCs provide a copy of 
  Schyzer’s research to the sharpshooters. 
  After you leave the Dreamscape, you visit Ozman 
  in at his “members only” clubhouse in Claw Gorge. 
  Upon seeing Schyzer’s research, he smiles widely. 
  “Thanks a lot for bringing this by, folks. I’ll make 
  sure it goes where it needs to go. The King’s legacy 
  is safe with me. Those of you who want to try out 
  for the club should stop by sometime. We’ll see if 
  you shoot straight enough to be a Sharpshooter.” 
  With that, he asks you to depart while he takes 
  care of other business. 
   
  Conclusion H: The PCs give the original 
  research to another group. 
  The group receiving Schyzer’s research seems 
  somewhat confused at first, but after you explain 
  the nature of the tome, they thank you for your 
  efforts on their behalf, although they are at this 
  time unable to provide more patronage than “a 
  favor to be called in later”. 
  
  FUR8-01 Alliances and Abjuration 
   
  Page 18 
  GUIDELINES FOR DISTRIBUTING ADVENTURE 
  RECORD ITEMS 
  Favor of the Mage Council: PCs receive this favor if 
  they either vote for or against Schyzer (e.g. they do not 
  abstain). 
   
  Favor of Schyzer: PCs receive this favor only if they 
  AND the majority of PCs at the table recommend that 
  Schyzer not become a member of the Chamber of Four. 
   
  Influence Point with the Church of Rao: PCs receive 
  this influence point if they give Schyzer’s research or a 
  copy to the Church of Rao. 
   
  Influence Point with the War College: PCs receive 
  this influence point if they give Schyzer’s research or a 
  copy to the War College. 
   
  Influence Point with the Sharpshooters: PCs receive 
  this influence point if they give Schyzer’s research or a 
  copy to the Sharpshooters. 
   
  Influence Point with the Viscounty of the March: 
  PCs receive this influence point if they give Schyzer’s 
  research or a copy to the Viscounty of the March. 
   
  Dreams Come True: PCs receive this access if they 
  acquired four or more of the seven veils while on the 
  Dreamscape. 
   
  Influence Point with (blank): If the PCs give the 
  ORIGINAL research (not a copy) to a meta-organization 
  or province not listed in the adventure, they receive this 
  influence point. List the appropriate group on the blank. 
   
  guidelines for handing out item access 
  Cube of Force: PCs who own Darkvision Dice (from 
  FUR4-02) gain access to this item. 
   
  Ring of Mind Shielding: PCs who possess the Lady 
  DeCrainte’s Ring AR item (from FUR6-08) receive this 
  item. 
   
  Shirt of Wraith Stalking: PCs receive access to this 
  item only if they successfully rescue Heian from the 
  inevitable in Encounter 7. 
  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. 
   
  1: RED ROOM 
  Defeat or bypass the pyrohyrda(s) 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
  APL 14 
  480 XP 
   
  2: Orange Room 
  Solve the crumbling tile puzzle 
  APL 6  
  45 XP 
  APL 8  
  56 XP 
  APL 10 
  67 XP 
  APL 12 
  78 XP 
  APL 14 
  90 XP 
   
  4: Green Room 
  Solve the potion-brewing puzzle 
  APL 6  
  45 XP 
  APL 8  
  56 XP 
  APL 10 
  67 XP 
  APL 12 
  78 XP 
  APL 14 
  90 XP 
   
  5: Blue Room 
  Solve the forcecage puzzle 
  APL 6  
  45 XP 
  APL 8  
  56 XP 
  APL 10 
  67 XP 
  APL 12 
  78 XP 
  APL 14 
  90 XP 
   
  6: Indigo Room 
  Defeat or bypass the monsters 
  APL 6 
  210 XP 
  APL 8 
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  390 XP 
  APL 14 
  450 XP 
   
  7: Violet Room 
  Defeat the inevitable(s) 
  APL 6 
  270 XP 
  APL 8 
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  510 XP 
   
  OR 
   
  
  FUR8-01 Alliances and Abjuration 
   
  Page 19 
  Allow the inevitable to take Heian (only if PC is Lawful 
  Neutral in alignment) 
  APL 6 
  135 XP 
  APL 8 
  165 XP 
  APL 10 
  195 XP 
  APL 12 
  225 XP 
  APL 14 
  255 XP 
   
  STORY AWARD 
  Make a recommendation for or against Schyzer 
  APL 6  
  45 XP 
  APL 8  
  60 XP 
  APL 10 
  71 XP 
  APL 12 
  82 XP 
  APL 14 
  90 XP 
   
  TOTAL POSSIBLE EXPERIENCE: 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10 
  1,350 XP 
  APL 12 
  1,575 XP 
  APL 14 
  1,800 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. 
  1: RED ROOM 
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 208 gp – bag 
  of holding, type I (208 gp); Total 208 gp. 
   
  2: ORANGE ROOM 
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 208 gp – bag 
  of holding, type I (208 gp); Total 208 gp. 
   
  3: YELLOW ROOM 
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 208 gp – bag 
  of holding, type I (208 gp), scroll of gate (735 gp); Total 943 
  gp. 
   
  4: GREEN ROOM 
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 208 gp – bag 
  of holding, type I (208 gp); Total 208 gp. 
   
  5: BLUE ROOM 
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 208 gp – bag 
  of holding, type I (208 gp); Total 208 gp. 
   
  6: INDIGO ROOM 
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 208 gp – bag 
  of holding, type I (208 gp); Total 208 gp. 
   
  7: BLUE ROOM 
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 708 gp – bag 
  of holding, type I (208 gp), shirt of wraith stalking (500 gp); 
  Total 708 gp. 
   
  8: INTERVIEW 
   
  APL 6-10: Loot 0 gp, Coin 0 gp; Magic 416 gp 
  circlet of mages (416 gp); Total 416 gp. 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 1,664 gp 
  bracers of retaliation (416 gp), circlet of mages (416 gp), 
  greater crystal of revelation (416 gp), orb of blinding (416 
  gp); Total 1,664 gp 
   
  APL 14: Loot 0 gp; Coin 0 gp; Magic 2,496 gp 
  bracers of retaliation (416 gp), circlet of mages (416 gp), 
  greater crystal of glancing blows (416 gp), greater crystal of 
  revelation (416 gp), orb of blinding (416 gp), portable 
  foxhole (416 gp) robe of scintillating colors (2250 gp); Total 
  4,746 gp 
   
  TOTAL POSSIBLE TREASURE 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 3107 gp; Total 
  3107 gp (max 900 gp). 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 3107 gp; Total 
  3107 gp (max 1,300 gp). 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 3107 gp; Total 
  3107 gp. 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 4355 gp; Total 
  4355 gp. 
   
  APL 14: Loot 0 gp; Coin 0 gp; Magic 7437 gp; Total 
  7437 gp. 
  
  FUR8-01 Alliances and Abjuration 
   
  Page 20 
  ADVENTURE RECORD ITEMS 
  Influence Point with the Mage Council: If you have 
  the ring of the arcane, you may spend this influence point 
  and 15,000 gp to upgrade it with the powers of a ring of 
  avoidance (MIC). Alternately, you may spend an influence 
  point with the Mage Council to upgrade any lesser 
  metamagic rod to a metamagic rod or greater metamagic rod by 
  paying the difference in price between the items. 
   
  Favor of Schyzer: This PC may take a raccoon (weasel 
  stats) as a familiar or non-combative pet, or take a dire 
  raccoon (dire weasel stats) as an animal companion. A 
  raccoon familiar provides its master with a +3 bonus to 
  Spot checks in shadows. This PC also gains access to 
  ONE of the following spells: antimagic ray (SpC), chain 
  dispel (PHBII), condemnation (PHBII), field of resistance 
  (PHBII). 
   
  Influence Point with the Church of Rao: This 
  influence point can be spent to gain one-time access to 
  the defending, divine wrath, holy, or sacred enhancement; 
  members of the Furyondy Church of Rao also gain access 
  to the holy surge, defensive surge, or heavenly burst 
  enhancement. 
   
  Influence Point with the War College: This influence 
  point may be spent to join the War College or to gain 
  access to the Tactical Soldier prestige class. 
   
  Influence Point with the Sharpshooters: You may try 
  out for the Sharpshooters; doing so does not expend this 
  influence point.  
   
  Influence Point with the Viscounty of the March: 
  This influence point may be invoked to obtain free NPC 
  spellcasting once in an adventure set in Furyondy. 
  Material components must still be paid by the PC, but at a 
  20% discount. 
   
  Influence Point with ____________________. 
   
  Dreams Come True: Circle one of the following items 
  from the seven veils set: burning veil, caustic veil, veil of 
  storms, veil of whispers, veil of doors, serpent veil, turquoise veil. 
  For each influence point with a Furyondy organization 
  that you immediately spend, you may circle an additional 
  item; you may not expend more than one point from a 
  single organization in this way. You gain Regional access 
  to all circled items. 
  ITEM ACCESS 
  APL 6-10: 
  • Bag of holding type I (Adventure; DMG; may be only 
  red, orange, yellow, green, blue, indigo, or violet) 
  • Circlet of mages (Adventure; MIC; limit 1) 
  • Cube of force (Regional; DMG) 
  • Ring of mind shielding (Regional; DMG) 
  • Scroll of gate (Adventure; DMG; limit 1) 
   
  APL 12 (all of APL 6-10 plus): 
  • Bracers of retaliation (Adventure; MIC) 
  • Orb of blinding (Adventure; MIC; limit 1) 
  • Revelation crystal (weapon), greater (Adventure; MIC, 
  limit 1) 
   
  APL 14 (all of APL 6-12 plus): 
  • Crystal of glancing blows (armor/shield), greater 
  (Adventure; MIC, limit 1) 
  • Portable foxhole (Adventure; MIC) 
  • Robe of scintillating colors (Adventure; DMG) 
   
  
  FUR8-01 Alliances and Abjuration 
   
  Page 21 
  APL 6
  6: INDIGO ROOM 
   
   
   
  G I B B E R I N G  M O U T H E R  (2) 
  CR  5 
  N Medium aberration 
  Init +1; Senses Listen +4, Spot +9, darkvision 60 ft. 
  Languages Common  
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 natural) 
  hp 42 (4 HD); DR 5/bludgeoning 
  Immune critical hits, flanking 
  Fort +7, Ref +4, Will +5 
  Speed 10 ft. (2 squares), swim 20 ft. 
  Melee 6 bites +4 (1) 
  Ranged spittle +4 touch (1d4 acid plus blindness) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Atk Options Weapon Finesse, blood drain, improved 
  grab 
  Special Actions gibbering, ground manipulation, 
  spittle, swallow whole 
  Abilities Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 
  13  
  Feats Lightning Reflexes, Weapon Finesse 
  Skills Listen +4, Spot +9, Swim +8 
  Possessions none  
  Blood 
  Drain 
  (Ex) 
  A 
  swallowed 
  opponent 
  automatically takes 1d4 points of Constitution 
  damage each round. 
  Improved Grab (Ex) To use this ability, a gibbering 
  mouther must hit a Medium or smaller foe with a 
  bite attack. It can then attempt to start a grapple as 
  a free action without provoking attacks of 
  opportunity. 
  Gibbering (Su) As soon as a mouther spots 
  something edible, it begins a constant gibbering as 
  a free action. All creatures other than mouthers 
  within a 60-foot spread must succeed on a DC 13 
  Will save or be affected as though by a confusion 
  spell for 1d2 rounds. This is a sonic mind-affecting 
  compulsion effect. A creature that successfully 
  saves cannot be affected by the same gibbering 
  mouther’s gibbering for 24 hours. The save DC is 
  Charisma-based. 
  Ground Manipulation (Su) At will, as a standard 
  action, a gibbering mouther can cause stone and 
  earth in all adjacent squares to become a morass 
  akin to quicksand. Softening earth, sand, or the like 
  takes 1 round, while stone takes 2 rounds. Anyone 
  other than the mouther in that area must take a 
  move-equivalent action to avoid becoming mired 
  (treat as pinned). 
  Spittle (Ex) As a free action every round, a gibbering 
  mouther can fire a stream of spittle at one 
  opponent within 30 feet. The mouther makes a 
  ranged touch attack; if it hits, it deals 1d4 points of 
  acid damage, and the target must succeed on a 
  DC 18 Fortitude save or be blinded for 1d4 rounds. 
  Eyeless creatures are immune to the blinding effect 
  but are still subject to the acid damage. The save 
  DC is Constitution-based. 
  Swallow Whole (Ex) A gibbering mouther can 
  attempt to swallow a grappled opponent of medium 
  or smaller size by making a successful grapple 
  check. (The gibbering mouther doesn’t actually 
  “swallow” the opponent – it engulfs the victim within 
  its amorphous form – but the effect is essentially 
  the same.) Once the victim is inside, the gibbering 
  mouther can use its blood drain ability. A 
  swallowed creature can cut its way out by dealing 5 
  points of damage to the gibbering mouther (AC 
  19). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must 
  cut its own way out. A gibbering mouther’s body 
  can hold 1 Medium, 2 Small, 8 Tiny, 32 Diminutive, 
  or 128 Fine creatures. 
  Skills A gibbering mouther can always choose to take 
  10 on a Swim check, even if distracted or 
  endangered. It can use the run action while 
  swimming, provided it swims in a straight line. 
  
  FUR8-01 Alliances and Abjuration 
   
  Page 22 
  APL 8 
  6: INDIGO ROOM 
   
   
   
  AD V AN C E D  G I B B E R I N G  M O U T H E R  (2) 
  CR  7 
  N Large aberration 
  Init +0; Senses Listen +6, Spot +11, darkvision 60 ft. 
  Languages Common  
  AC 19, touch 9, flat-footed 19 
   (+10 natural, -1 size) 
  hp 100 (8 HD); DR 5/bludgeoning 
  Immune critical hits, flanking 
  Fort +10, Ref +4, Will +7 
  Speed 10 ft. (2 squares), swim 20 ft. 
  Melee 6 bites +9 (1d2+4) 
  Ranged spittle +5 touch (1d6 acid plus blindness) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +18 
  Atk Options Power Attack, Weapon Finesse, blood 
  drain, improved grab 
  Special Actions gibbering, ground manipulation, 
  spittle, swallow whole 
  Abilities Str 18, Dex 11, Con 26, Int 4, Wis 13, Cha 
  14  
  Feats Lightning Reflexes, Power Attack, Weapon 
  Finesse 
  Skills Listen +6, Spot +11, Swim +12 
  Possessions none  
  Blood 
  Drain 
  (Ex) 
  A 
  swallowed 
  opponent 
  automatically takes 1d4 points of Constitution 
  damage each round. 
  Improved Grab (Ex) To use this ability, a gibbering 
  mouther must hit a Large or smaller foe with a bite 
  attack. It can then attempt to start a grapple as a 
  free action without provoking attacks of opportunity. 
  Gibbering (Su) As soon as a mouther spots 
  something edible, it begins a constant gibbering as 
  a free action. All creatures other than mouthers 
  within a 60-foot spread must succeed on a DC 16 
  Will save or be affected as though by a confusion 
  spell for 1d2 rounds. This is a sonic mind-affecting 
  compulsion effect. A creature that successfully 
  saves cannot be affected by the same gibbering 
  mouther’s gibbering for 24 hours. The save DC is 
  Charisma-based. 
  Ground Manipulation (Su) At will, as a standard 
  action, a gibbering mouther can cause stone and 
  earth in all adjacent squares to become a morass 
  akin to quicksand. Softening earth, sand, or the like 
  takes 1 round, while stone takes 2 rounds. Anyone 
  other than the mouther in that area must take a 
  move-equivalent action to avoid becoming mired 
  (treat as pinned). 
  Spittle (Ex) As a free action every round, a gibbering 
  mouther can fire a stream of spittle at one 
  opponent within 30 feet. The mouther makes a 
  ranged touch attack; if it hits, it deals 1d6 points of 
  acid damage, and the target must succeed on a 
  DC 22 Fortitude save or be blinded for 1d4 rounds. 
  Eyeless creatures are immune to the blinding effect 
  but are still subject to the acid damage. The save 
  DC is Constitution-based. 
  Swallow Whole (Ex) A gibbering mouther can 
  attempt to swallow a grappled opponent of Large or 
  smaller size by making a successful grapple check. 
  (The gibbering mouther doesn’t actually “swallow” 
  the opponent – it engulfs the victim within its 
  amorphous form – but the effect is essentially the 
  same.) Once the victim is inside, the gibbering 
  mouther can use its blood drain ability. A 
  swallowed creature can cut its way out by dealing 5 
  points of damage to the gibbering mouther (AC 
  19). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must 
  cut its own way out. A gibbering mouther’s body 
  can hold 1 Large, 2 Medium, 8 Small, 32 Tiny, or 
  128 Diminutive creatures. 
  Skills A gibbering mouther can always choose to take 
  10 on a Swim check, even if distracted or 
  endangered. It can use the run action while 
  swimming, provided it swims in a straight line. 
  
  FUR8-01 Alliances and Abjuration 
   
  Page 23 
  APL 10 
  6: INDIGO ROOM 
   
   
   
  G R E ATE R  G I B B E R I N G  M O U T H E R  (3) 
  CR  8 
  N Large aberration 
  Init +1; Senses Listen +8, Spot +13, darkvision 60 ft. 
  Languages Common  
  AC 20, touch 10, flat-footed 19 
   (+10 natural, -1 size, +1 Dex) 
  hp 150 (12 HD); DR 5/bludgeoning 
  Immune critical hits, flanking 
  Fort +12, Ref +7, Will +9 
  Speed 10 ft. (2 squares), swim 20 ft. 
  Melee 6 bites +12 (1d2+4) 
  Ranged spittle +9 touch (1d6 acid plus blindness) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +21 
  Atk Options Brutal Strike, Power Attack, Weapon 
  Finesse, blood drain, improved grab 
  Special Actions gibbering, ground manipulation, 
  spittle, swallow whole 
  Abilities Str 18, Dex 12, Con 26, Int 4, Wis 13, Cha 
  14  
  Feats Brutal Strike, Improved Grapple, Lightning 
  Reflexes, Power Attack, Weapon Finesse 
  Skills Listen +8, Spot +13, Swim +12 
  Possessions none  
  Blood 
  Drain 
  (Ex) 
  A 
  swallowed 
  opponent 
  automatically takes 1d4 points of Constitution 
  damage each round. 
  Improved Grab (Ex) To use this ability, a gibbering 
  mouther must hit a Large or smaller foe with a bite 
  attack. It can then attempt to start a grapple as a 
  free action without provoking attacks of opportunity. 
  Gibbering (Su) As soon as a mouther spots 
  something edible, it begins a constant gibbering as 
  a free action. All creatures other than mouthers 
  within a 60-foot spread must succeed on a DC 18 
  Will save or be affected as though by a confusion 
  spell for 1d2 rounds. This is a sonic mind-affecting 
  compulsion effect. A creature that successfully 
  saves cannot be affected by the same gibbering 
  mouther’s gibbering for 24 hours. The save DC is 
  Charisma-based. 
  Ground Manipulation (Su) At will, as a standard 
  action, a gibbering mouther can cause stone and 
  earth in all adjacent squares to become a morass 
  akin to quicksand. Softening earth, sand, or the like 
  takes 1 round, while stone takes 2 rounds. Anyone 
  other than the mouther in that area must take a 
  move-equivalent action to avoid becoming mired 
  (treat as pinned). 
  Spittle (Ex) As a free action every round, a gibbering 
  mouther can fire a stream of spittle at one 
  opponent within 30 feet. The mouther makes a 
  ranged touch attack; if it hits, it deals 1d6 points of 
  acid damage, and the target must succeed on a 
  DC 24 Fortitude save or be blinded for 1d4 rounds. 
  Eyeless creatures are immune to the blinding effect 
  but are still subject to the acid damage. The save 
  DC is Constitution-based. 
  Swallow Whole (Ex) A gibbering mouther can 
  attempt to swallow a grappled opponent of Large or 
  smaller size by making a successful grapple check. 
  (The gibbering mouther doesn’t actually “swallow” 
  the opponent – it engulfs the victim within its 
  amorphous form – but the effect is essentially the 
  same.) Once the victim is inside, the gibbering 
  mouther can use its blood drain ability. A 
  swallowed creature can cut its way out by dealing 5 
  points of damage to the gibbering mouther (AC 
  20). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must 
  cut its own way out. A gibbering mouther’s body 
  can hold 1 Large, 2 Medium, 8 Small, 32 Tiny, or 
  128 Diminutive creatures. 
  Skills A gibbering mouther can always choose to take 
  10 on a Swim check, even if distracted or 
  endangered. It can use the run action while 
  swimming, provided it swims in a straight line. 
  
  FUR8-01 Alliances and Abjuration 
   
  Page 24 
  APL 12 
  6: INDIGO ROOM 
   
   
   
  P S E U D O N AT U R AL  G I B B E R I N G  M O U T H E R  (3) CR  10 
  N Large outsider 
  Init +1; Senses Listen +8, Spot +13, darkvision 60 ft. 
  Languages Common  
  AC 20, touch 10, flat-footed 19 
   (+10 natural, -1 size, +1 Dex) 
  hp 150 (12 HD); DR 5/bludgeoning, DR 10/magic 
  Immune critical hits, flanking 
  Resist acid 15, electricity 15; SR 22 
  Fort +12, Ref +7, Will +9 
  Speed 10 ft. (2 squares), swim 20 ft. 
  Melee 6 bites +12 (1d2+4) 
  Ranged spittle +9 touch (1d6 acid plus blindness) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +21 
  Atk Options Brutal Strike, Power Attack, Weapon 
  Finesse, blood drain, improved grab, true strike 
  Special Actions alternate form, gibbering, ground 
  manipulation, spittle, swallow whole 
  Abilities Str 18, Dex 12, Con 26, Int 4, Wis 13, Cha 
  14  
  Feats Brutal Strike, Improved Grapple, Lightning 
  Reflexes, Power Attack, Weapon Finesse 
  Skills Listen +8, Spot +13, Swim +12 
  Possessions none  
  Blood 
  Drain 
  (Ex) 
  A 
  swallowed 
  opponent 
  automatically takes 1d4 points of Constitution 
  damage each round. 
  Improved Grab (Ex) To use this ability, a gibbering 
  mouther must hit a Large or smaller foe with a bite 
  attack. It can then attempt to start a grapple as a 
  free action without provoking attacks of opportunity. 
  True Strike (Su) Once per day, a pseudonatural 
  creature can gain a +20 insight bonus on a single 
  attack roll. In addition, the creature suffers no miss 
  chance against a target that has concealment or 
  total concealment when making this attack. (Note: 
  whether or not this ability is usable as part of the 
  attack or as a separate standard action is subject 
  to table variation; it is the author’s belief and intent 
  that the use of this ability is as a part of a single 
  melee attack.) 
  Alternate Form (Su) As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass. Despite the alien 
  appearance, its abilities remain unchanged. Other 
  creatures receive a -1 morale penalty on their 
  attack rolls against a pseudonatural creature when 
  it is in this alternate form. 
  Gibbering (Su) As soon as a mouther spots 
  something edible, it begins a constant gibbering as 
  a free action. All creatures other than mouthers 
  within a 60-foot spread must succeed on a DC 18 
  Will save or be affected as though by a confusion 
  spell for 1d2 rounds. This is a sonic mind-affecting 
  compulsion effect. A creature that successfully 
  saves cannot be affected by the same gibbering 
  mouther’s gibbering for 24 hours. The save DC is 
  Charisma-based. 
  Ground Manipulation (Su) At will, as a standard 
  action, a gibbering mouther can cause stone and 
  earth in all adjacent squares to become a morass 
  akin to quicksand. Softening earth, sand, or the like 
  takes 1 round, while stone takes 2 rounds. Anyone 
  other than the mouther in that area must take a 
  move-equivalent action to avoid becoming mired 
  (treat as pinned). 
  Spittle (Ex) As a free action every round, a gibbering 
  mouther can fire a stream of spittle at one 
  opponent within 30 feet. The mouther makes a 
  ranged touch attack; if it hits, it deals 1d6 points of 
  acid damage, and the target must succeed on a 
  DC 24 Fortitude save or be blinded for 1d4 rounds. 
  Eyeless creatures are immune to the blinding effect 
  but are still subject to the acid damage. The save 
  DC is Constitution-based. 
  Swallow Whole (Ex) A gibbering mouther can 
  attempt to swallow a grappled opponent of Large or 
  smaller size by making a successful grapple check. 
  (The gibbering mouther doesn’t actually “swallow” 
  the opponent – it engulfs the victim within its 
  amorphous form – but the effect is essentially the 
  same.) Once the victim is inside, the gibbering 
  mouther can use its blood drain ability. A 
  swallowed creature can cut its way out by dealing 5 
  points of damage to the gibbering mouther (AC 
  20). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must 
  cut its own way out. A gibbering mouther’s body 
  can hold 1 Large, 2 Medium, 8 Small, 32 Tiny, or 
  128 Diminutive creatures. 
  Skills A gibbering mouther can always choose to take 
  10 on a Swim check, even if distracted or 
  endangered. It can use the run action while 
  swimming, provided it swims in a straight line. 
  
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  APL 14 
  6: INDIGO ROOM 
   
   
   
  P S E U D O N AT U R AL  G I B B E R I N G  M O U T H E R  (3) CR  10 
  N Large outsider 
  Init +1; Senses Listen +8, Spot +13, darkvision 60 ft. 
  Languages Common  
  AC 20, touch 10, flat-footed 19 
   (+10 natural, -1 size, +1 Dex) 
  hp 150 (12 HD); DR 5/bludgeoning, DR 10/magic 
  Immune critical hits, flanking 
  Resist acid 15, electricity 15; SR 22 
  Fort +12, Ref +7, Will +9 
  Speed 10 ft. (2 squares), swim 20 ft. 
  Melee 6 bites +12 (1d2+4) 
  Ranged spittle +9 touch (1d6 acid plus blindness) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +21 
  Atk Options Brutal Strike, Power Attack, Weapon 
  Finesse, blood drain, improved grab, true strike 
  Special Actions alternate form, gibbering, ground 
  manipulation, spittle, swallow whole 
  Abilities Str 18, Dex 12, Con 26, Int 4, Wis 13, Cha 
  14  
  Feats Brutal Strike, Improved Grapple, Lightning 
  Reflexes, Power Attack, Weapon Finesse 
  Skills Listen +8, Spot +13, Swim +12 
  Possessions none  
  Blood 
  Drain 
  (Ex) 
  A 
  swallowed 
  opponent 
  automatically takes 1d4 points of Constitution 
  damage each round. 
  Improved Grab (Ex) To use this ability, a gibbering 
  mouther must hit a Large or smaller foe with a bite 
  attack. It can then attempt to start a grapple as a 
  free action without provoking attacks of opportunity. 
  True Strike (Su) Once per day, a pseudonatural 
  creature can gain a +20 insight bonus on a single 
  attack roll. In addition, the creature suffers no miss 
  chance against a target that has concealment or 
  total concealment when making this attack. (Note: 
  whether or not this ability is usable as part of the 
  attack or as a separate standard action is subject 
  to table variation; it is the author’s belief and intent 
  that the use of this ability is as a part of a single 
  melee attack.) 
  Alternate Form (Su) As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass. Despite the alien 
  appearance, its abilities remain unchanged. Other 
  creatures receive a -1 morale penalty on their 
  attack rolls against a pseudonatural creature when 
  it is in this alternate form. 
  Gibbering (Su) As soon as a mouther spots 
  something edible, it begins a constant gibbering as 
  a free action. All creatures other than mouthers 
  within a 60-foot spread must succeed on a DC 18 
  Will save or be affected as though by a confusion 
  spell for 1d2 rounds. This is a sonic mind-affecting 
  compulsion effect. A creature that successfully 
  saves cannot be affected by the same gibbering 
  mouther’s gibbering for 24 hours. The save DC is 
  Charisma-based. 
  Ground Manipulation (Su) At will, as a standard 
  action, a gibbering mouther can cause stone and 
  earth in all adjacent squares to become a morass 
  akin to quicksand. Softening earth, sand, or the like 
  takes 1 round, while stone takes 2 rounds. Anyone 
  other than the mouther in that area must take a 
  move-equivalent action to avoid becoming mired 
  (treat as pinned). 
  Spittle (Ex) As a free action every round, a gibbering 
  mouther can fire a stream of spittle at one 
  opponent within 30 feet. The mouther makes a 
  ranged touch attack; if it hits, it deals 1d6 points of 
  acid damage, and the target must succeed on a 
  DC 24 Fortitude save or be blinded for 1d4 rounds. 
  Eyeless creatures are immune to the blinding effect 
  but are still subject to the acid damage. The save 
  DC is Constitution-based. 
  Swallow Whole (Ex) A gibbering mouther can 
  attempt to swallow a grappled opponent of Large or 
  smaller size by making a successful grapple check. 
  (The gibbering mouther doesn’t actually “swallow” 
  the opponent – it engulfs the victim within its 
  amorphous form – but the effect is essentially the 
  same.) Once the victim is inside, the gibbering 
  mouther can use its blood drain ability. A 
  swallowed creature can cut its way out by dealing 5 
  points of damage to the gibbering mouther (AC 
  20). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must 
  cut its own way out. A gibbering mouther’s body 
  can hold 1 Large, 2 Medium, 8 Small, 32 Tiny, or 
  128 Diminutive creatures. 
  Skills A gibbering mouther can always choose to take 
  10 on a Swim check, even if distracted or 
  endangered. It can use the run action while 
  swimming, provided it swims in a straight line. 
  
  FUR8-01 Alliances and Abjuration 
   
  Page 26 
  E L D E R  E I D O L O N  G ARG AN T U AN  M O N S T R O U S  
  S C O R P I O N 
  CR  13 
  N Gargantuan construct 
  Init +0; Senses darkvision 60 ft., low-light vision, 
  Listen +0, Spot +4 
  Aura insanity aura 
  Languages None  
  AC 34, touch 12, flat-footed 32 
   (-4 size, +22 natural, +4 deflection, Dex +2) 
  hp 170 (20 HD); fast repair 5; DR 10/adamantine 
  Immune construct immunities (mind-affecting effects, 
  poison, sleep, paralysis, stunning, disease, death 
  effects, necromancy effects, critical hits, nonlethal 
  damage, ability damage, ability drain, fatigue, 
  exhaustion, energy drain, effects requiring a 
  Fortitude save unless it also works on objects or is 
  harmless, death from massive damage); immunity 
  to magic 
  Fort +6, Ref +8, Will +6 
  Weakness immunity to magic 
  Speed 50 ft. (10 squares) 
  Melee 2 claws +25 (2d6+14) and 
   
  Sting +20 (2d6+7 plus poison) 
  Space 20 ft.; Reach 15 ft. 
  Base Atk +15; Grp +41 
  Atk Options constrict 2d6+14, improved grab  
  Abilities Str 39, Dex 14, Con -, Int -, Wis 11, Cha 1  
  Skills Climb +18, Hide -6, Spot +4  
  Insanity Aura (Su) The elemental forces that power an elder 
  eidolon warp time and space and cause horrible 
  hallucinations in those nearby. Any living creature within 
  10 feet of an elder eidolon must make a successful Will 
  saving throw (DC 20) each round or become confused for 
  1 round. (Note: the gibbering mouthers are subject to this 
  ability as well as PCs.) 
  Fast Repair (Ex) An elder eidolon repairs damage to itself at 
  a rate of 5 hit points per round as long as it is above 0 hit 
  points. 
  Immunity to Magic (Ex) An eidolon is immune to any spell 
  or spell-like ability that allows spell resistance. In addition, 
  certain 
  spells 
  and 
  effects 
  (alphabetized) 
  function 
  differently against the creature: 
   
  Dimensional anchor causes an eidolon to cease 
  functioning for 1 round (treat as if dazed). 
   
  Dimensional lock does not interfere with an eidolon’s 
  operation, but an eidolon that enters the area of a 
  dimensional lock or similar effect loses the benefits of its 
  otherworldly geometry and its insanity aura. 
   
  Etherealness immediately repairs damage to an eidolon 
  equal to the spell’s caster level. 
   
  Stone to flesh negates an elder eidolon’s damage 
  reduction and immunity to magic for 1 round. 
   
  Transmute mud to rock heals all an elder eidolon’s lost 
  hit points. 
   
  Transmute rock to mud slows an eidolon (as the slow 
  spell) for 2d6 rounds with no save. 
  Constrict (Ex) A monstrous scorpion does automatic claw 
  damage on a successful grapple check. 
  Improved Grab (Ex) To use this ability, a monstrous 
  scorpion must hit with a claw attack. A monstrous 
  scorpion can use either its Strength modifier or its 
  Dexterity modifier for grapple checks, whichever is better. 
  7: VIOLET ROOM  
   
   
  Q UARUT 
  CR  17 
  LN Medium construct (extraplanar, lawful) 
  Init +5; Senses low-light vision, darkvision 60 ft., 
  Listen +26, Spot +26 
  Languages Abyssal, Celestial, Common, Infernal 
  AC 31, touch 11, flat-footed 30 
   (+1 Dex, +7 armor, +13 natural) 
  hp 119 (18 HD); fast healing 15; DR 15/chaotic and 
  adamantine 
  Immune construct immunities (mind-affecting effects, 
  poison, sleep, paralysis, stunning, disease, death 
  effects, necromancy effects, critical hits, nonlethal 
  damage, ability damage, ability drain, fatigue, 
  exhaustion, energy drain, effects requiring a 
  Fortitude save unless it also works on objects or is 
  harmless, death from massive damage); 
  SR 28 
  Fort +6, Ref +7, Will +9 
  Speed 50 ft. in half-plate (10 squares); 
  Melee 2 slams +18 (3d6+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +18 
  Atk Options Combat Casting, Combat Reflexes 
  Spell-Like Abilities (CL 18th): 
   At will—dimension door, dominate person (DC 20), 
  greater dispel magic, haste, hold monster (DC 
  20), locate person, true seeing 
   3/day—temporal stasis (DC 23) 
   1/day—circle of death (DC 21), forcecage, limited 
  wish (DC 22), mark of justice, greater teleport 
  (self plus maximum load of objects), time stop 
   1/week—geas/quest (DC 21), plane shift� 
  �Already cast 
  Abilities Str 20, Dex 13, Con -, Int 14, Wis 17, Cha 20  
  SQ construct traits 
  Feats 
  Alertness, 
  Blind-Fight, 
  Combat 
  Casting, 
  Combat Reflexes, Improved Initiative, Skill Focus 
  (Knowledge [arcana]), Skill Focus (Spellcraft) 
  Skills Concentration +26, Listen +26, Spellcraft +28, 
  Spot +26 
  Physical Description: You see before you a clockwork 
  creature that appears humanoid in form, with 
  numerous small timepieces and hourglasses 
  throughout its body. Its half-plate armor is etched 
  with various symbols involving time, and in place of 
  a head, it has a continually flowing hourglass. 
   
  
  FUR8-01 Alliances and Abjuration 
   
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  BRUTAL STRIKE 
  You can batter foes senseless with your mace, 
  Morningstar, quarterstaff, or flail. Few victims are 
  wiling to stand toe-to-toe with a warrior known for 
  knocking his foes witless with a single strike. 
   
  Prerequisites: Str 13, Power Attack, base attack 
  bonus +6. 
   
  Benefit: If you use your Power Attack feat to 
  increase your damage with a bludgeoning weapon, you 
  can attempt a brutal strike. You must declare your 
  intention before making your attack. If the attack hits 
  and your opponent takes damage, he must make a 
  Fortitude save (DC 10 + your extra damage from the 
  Power Attack feat on the attack) or be sickened for 1 
  round. 
   
  You can use this feat once per round during your 
  attack action. 
   
  Special: This feat cannot be used against a 
  creature that is not subject to extra damage from 
  critical hits. 
   
  A fighter can select Brutal Strike as one of his 
  fighter bonus feats. 
   
  Source: Player’s Handbook II 76 
   
  MAGIC ITEMS 
  BURNING VEIL  
   
  Price (Item Level): 1,000 gp (4th) 
   
  Body Slot: Head 
   
  Caster Level: 3rd 
   
  Aura: Faint; (DC 16) evocation 
   
  Activation: - and swift (mental) 
   
  Weight: - 
   
  This silky red veil is laced with garnets. It is meant to be 
  pinned to the hair above the ears or tied about the head like a 
  bandana. 
   
  Wearing a burning veil gives you immunity to the 
  red effect of any prismatic spell. This is a continuous 
  effect and requires no activation. 
   
  When you activate a burning veil, it deals 1d6 
  points of fire damage to a single creature that has 
  already taken fire damage from an arcane spell you cast 
  in this round. This ability functions three times per 
  day. 
   
  Prerequisites: Craft Wondrous Item, burning hands, 
  possession of a piece of the set. 
   
  Cost to Create: 500 gp, 40 XP, 1 day. 
   
  Source: Magic Item Compendium 211. 
  CAUSTIC VEIL  
   
  Price (Item Level): 2,000 gp (6th) 
   
  Body Slot: Waist 
   
  Caster Level: 3rd 
   
  Aura: Faint; (DC 16) conjuration 
   
  Activation: - and swift (mental) 
   
  Weight: - 
   
  This orange silk veil can be worn as a sash, a belt, or a short 
  skirt knotted at one hip. 
   
  Wearing a caustic veil gives you immunity to the orange 
  effect of any prismatic spell. This is a continuous effect and 
  requires no activation. 
   
  When you activate a caustic veil, it deals 2d6 points of 
  acid damage to a single creature that has already taken acid 
  damage from an arcane spell you cast in this round. This 
  ability functions three times per day. 
   
  Prerequisites: Craft Wondrous Item, Melf’s acid arrow, 
  possession of a piece of the set. 
   
  Cost to Create: 1,000 gp, 80 XP, 2 days. 
   
  Source: Magic Item Compendium 212. 
   
  SERPENT VEIL  
   
  Price (Item Level): 16,000 gp (14th) 
   
  Body Slot: Throat 
   
  Caster Level: 11th 
   
  Aura: Moderate; (DC 20) necromancy 
   
  Activation: - and swift (mental) 
   
  Weight: - 
   
  Green reticulation covers this veil, and emerald serpent heads 
  weight the corners. 
   
  Wearing a serpent veil gives you immunity to the green 
  effect of any prismatic spell. This is a continuous effect and 
  requires no activation. 
   
  When you activate a serpent veil, it poisons a single 
  creature affected by an arcane melee touch spell you cast 
  previously in this round. The initial and secondary damage of 
  the poison is 5d10 points of damage (Fortitude DC 20 
  negates). This ability functions three times per day. 
   
  Prerequisites: Craft Wondrous Item, circle of death, 
  possession of a piece of the set. 
   
  Cost to Create: 8,000 gp, 460 XP, 16 days. 
   
  Source: Magic Item Compendium 212. 
   
  SHIRT OF WRAITH STALKING  
   
  Price (Item Level): 6,000 gp (10th) 
   
  Body Slot: Torso 
   
  Caster Level: 3rd 
   
  Aura: Faint; (DC 16) abjuration 
   
  Activation: standard (mental) 
   
  Weight: 1 lb. 
   
  This shiny black leather shirt bears small golden sun and skull 
  emblems around its collar, shoulders, and cuffs. 
   
  When you activate a shirt of wraith stalking, you gain the 
  benefit of a hide from undead spell at will, except that undead 
  are not allowed a saving throw regardless of their 
  Intelligence. 
   
  Prerequisites: Craft Wondrous Item, hide from undead, 
  possession of a piece of the set. 
   
  Cost to Create: 3,000 gp, 240 XP, 6 days. 
   
  Source: Magic Item Compendium 216. 
   
  
  FUR8-01 Alliances and Abjuration 
   
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  TURQUOISE VEIL  
   
  Price (Item Level): 22,000 gp (15th) 
   
  Body Slot: Face 
   
  Caster Level: 11th 
   
  Aura: Moderate; (DC 20) transmutation 
   
  Activation: - and swift (mental) 
   
  Weight: - 
   
  Waves of aquamarine and turquoise ripple in the gauzy fabric 
  of this finely crafted veil meant to be worn over the eyes. 
   
  Wearing a turquoise veil gives you immunity to the blue 
  effect of any prismatic spell. This is a continuous effect and 
  requires no activation. 
   
  When you activate a turquoise veil, it turns to stone (as 
  the flesh to stone spell) a single creature within 30 feet that 
  failed a save against an arcane transmutation spell you cast in 
  this round (Fortitude DC 20 negates). This ability functions 
  once per day. 
   
  Prerequisites: Craft Wondrous Item, flesh to stone, 
  possession of a piece of the set. 
   
  Cost to Create: 11,000 gp, 880 XP, 22 days. 
   
  Source: Magic Item Compendium 212. 
   
  VEIL OF DOORS  
   
  Price (Item Level): 11,000 gp (13th) 
   
  Body Slot: Shoulders 
   
  Caster Level: 9rd 
   
  Aura: Moderate; (DC 19) abjuration 
   
  Activation: - and swift (mental) 
   
  Weight: - 
   
  Dark purple like a day-old bruise, this veil is far heavier than 
  any gauze of silk should be. 
   
  Wearing a veil of doors gives you immunity to the violet 
  effect of any prismatic spell. This is a continuous effect and 
  requires no activation. 
   
  When you activate a veil of doors, it magically dismisses 
  (as the dismissal spell; Will DC 27 minus creature’s HD 
  negates) a single extraplanar creature within 30 feet of you 
  that was damaged in this round by a creature you summoned 
  or called with an arcane conjuration spell. This ability 
  functions two times per day. 
   
  Prerequisites: Craft Wondrous Item, dismissal, possession 
  of a piece of the set. 
   
  Cost to Create: 5,500 gp, 440 XP, 11 days. 
   
  Source: Magic Item Compendium 212. 
   
  VEIL OF STORMS 
   
  Price (Item Level): 4,000 gp (8th) 
   
  Body Slot: Torso 
   
  Caster Level: 5th 
   
  Aura: Faint; (DC 17) evocation 
   
  Activation: - and swift (mental) 
   
  Weight: - 
   
  This tapestrylike veil is the color of a pastoral sunrise. 
   
  Wearing a veil of storms gives you immunity to the yellow 
  effect of any prismatic spell. This is a continuous effect and 
  requires no activation. 
   
  When you activate a veil of storms, it darkens in color to 
  that of an angry storm with leaden clouds marked by white-
  gold lightning. It deals 4d6 points of electricity damage to a 
  single creature that has already taken electricity damage from 
  an arcane spell you cast in this round. This ability functions 
  three times per day. 
   
  Prerequisites: Craft Wondrous Item, lightning bolt, 
  possession of a piece of the set. 
   
  Cost to Create: 2,000 gp, 160 XP, 4 days. 
   
  Source: Magic Item Compendium 213. 
  VEIL OF WHISPERS 
   
  Price (Item Level): 7,000 gp (11th) 
   
  Body Slot: Face 
   
  Caster Level: 7th 
   
  Aura: Moderate; (DC 18) enchantment 
   
  Activation: - and swift (mental) 
   
  Weight: - 
   
  This thin mesh veil is scarcely more than a cloud of 
  indigo mist. 
   
  Wearing a veil of whispers gives you immunity to 
  the indigo effect of any prismatic spell. This is a 
  continuous effect and requires no activation. 
   
  When you activate a veil of whispers, it renders 
  confused a single creature within 30 feet that failed its 
  save against an arcane enchantment spell you cast in 
  this round (Will DC 20 negates). This effect lasts for 2 
  rounds and functions three times per day. 
   
  A veil of whispers can be worn concurrently with a 
  turquoise veil, but not with any other item for the face 
  slot. 
   
  Prerequisites: Craft Wondrous Item, confusion, 
  possession of a piece of the set. 
   
  Cost to Create: 3,500 gp, 280 XP, 7 days. 
   
  Source: Magic Item Compendium 213. 
   
  SPELLS 
  WALL OF DISPEL MAGIC 
   
  Abjuration 
   
  Level: Cleric 5, sorcerer/wizard 5 
   
  Components: V, S, DF 
   
  Casting Time: 1 standard action 
   
  Range: Close (25 ft. + 5 ft./2 levels) 
   
  Effect: A straight wall whose area is up to one 10-
  ft. square/level 
   
  Duration: 1 minute/level 
   
  Saving Throw: None 
   
  Spell Resistance: No 
   
  You cast the spell and a translucent wall springs up, a 
  shimmering field of faded colors that swirls and merges with 
  itself like the surface of a soap bubble. 
   
  This spell creates a transparent, permeable barrier. 
  Anyone passing through it becomes the target of a 
  dispel magic effect (PH 223) at your caster level. A 
  summoned creature targeted in this was can be 
  dispelled by the effect. 
   
  A wall of dispel magic cannot be seen or felt by 
  ordinary means, or even with a see invisibility spell. 
  Detect magic indicates the presence of the effect, and 
  true seeing reveals its presence. 
  
  FUR8-01 Alliances and Abjuration 
   
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  DM MAP 1: RED ROOM 
  The trapdoor tile in the far northeast of the room represents the pedestal upon which the bag rests. The PCs appear near 
  the far southwest corner of the room, and the PCs may flee by stepping on the far southwest tile, which glows faintly. At 
  APL 6-10, the pyrohydra is in the center of the room. At APL 12, the second pyrohydra sits in the southeast corner of 
  the room, and a APL 14, the third pyrohydra sits in the northwest corner of the room. 
   
   
   
  
  FUR8-01 Alliances and Abjuration 
   
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  DM MAP 2: ORANGE ROOM 
  All but one PC is suspended in a forcecage during this encounter and are not placed on this map. The one PC who is 
  participating in the puzzle begins in square 1. The numbers indicate one possible path through the puzzle. The pillars 
  and the altar are considered hard corners, and a DC 15 Balance check is required to move diagonally without 
  accidentally triggering one of the adjacent tiles (select randomly with a failure). 
   
   
   
   
  15 
  14 
  11 
  10 
  7 
  6 
  16 
  13 
  12 
  9 
  8 
  5 
  17 
   
   
  32 
   
  4 
  18 
  23 
  24 
  31 
  30 
  3 
  19 
  22 
  25 
   
  29 
  2 
  20 
  21 
  26 
  27 
  28 
  1 
  
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  DM MAP 3: BLUE ROOM 
  The “trap door” in the center of the room indicates the pedestal, which is elevated twenty-five feet above the ground. 
  The black lines in a 20-foot radius around the pedestal indicate the location of the forcecage. 
   
  
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  DM MAP 4: INDIGO ROOM 
  The PCs appear in the southwest corner of the room. Monsters and the statue are positioned as shown on the map. 
   
   
   
   
  
  FUR8-01 Alliances and Abjuration 
   
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  DM MAP 5: VIOLET ROOM 
  On this map, the players may have their conversation with Heian anywhere they wish. The inevitables enter at the far 
  corner of the room from the PCs. 
   
   
   
  
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  DM AID 1: PROPERTIES OF THE DREAMSCAPE 
  A Dreamscape (initially presented in Heroes of Horror) is used by Schyzer to protect himself from enemies, people who 
  might threaten him… basically everybody. The Dreamscape is, in effect, an alternate demiplane which Schyzer 
  controls. He has established a number of effects that serve to protect both him and his tests. While on the Dreamscape 
  (e.g. the entire adventure), the following mechanics are in effect unless stated otherwise in an encounter: 
   
  Alterations to the laws of physics: 
  1. 
  1. Upon entering the Dreamscape (e.g. at the start of the adventure), all creatures are treated as though they are 
  fully rested and may prepare spells as though it was the appropriate time of day for them to do so and they had not 
  cast any spells in the last 8 hours. Creatures are aware of this effect. 
  2. 
  2. Creatures cannot rest while on the Dreamscape. If the PCs discuss resting for the night, they notice that 
  they feel as refreshed as they did when the first started the day (although they still cannot prepare new spells) 
  3. 
  3. Creatures cannot die on the Dreamscape. If they would die, they are instead instantly transported to the 
  Material Plane and cannot re-enter the Dreamscape unless and until Schyzer leaves. 
  4. 
  4. While the ground is solid enough to support any PC’s weight (unless described as otherwise, like in 
  Encounter Two), it is not made of any material in particular. Thus, abilities that allow PCs to move through solid 
  surfaces (such as earth glide) do not function unless they allow transportation through any solid substance. 
  5. 
  5. Once a creature leaves a side room, he or she cannot re-enter the room until Schyzer leaves and re-creates 
  the Dreamscape. 
   
  Spell effects and effects on spells while on the Dreamscape: 
  6. 
  1. The coloring effect in the side rooms is created by a mirage arcana spell at caster level 16 (DC 23 Will save to 
  pierce the illusion if interacted with). 
  7. 
  2. Creatures who leave the Dreamscape through means of complete extradimensional travel (e.g. plane shift, but 
  not blink), may not re-enter unless Schyzer leaves (they are removed from the adventure). 
  8. 
  3. Divination spells that allow direct contact with gods (such as commune or divination) do not function; the 
  casters are aware that the casting has failed. 
  9. 
  4. At APL 10-14, the entire plane is affected as though by invisibility purge. 
   
  Other protections created by Schyzer: 
  10. 
  1. Those designated as “protected” by Schyzer (only Schyzer and Preak) may not take weapon or spell damage, 
  may not be targeted by spells, and receive a +25 insight bonus to all saving throws. 
  11. 
  2. Any creature who makes an attack against Schyzer (an attack defined in this case as any action that would 
  end an invisibility spell) is instantly removed from the Dreamscape to a pocket dimension. A PC placed in this 
  pocket dimension who does not have the means for planar travel is trapped in this pocket dimension with no need 
  for food or rest until Schyzer remembers to get them out. This costs the PC 26 Time Units. 
   
   
  
  FUR8-01 Alliances and Abjuration 
   
  Page 35 
  PLAYER’S HANDOUT 0: PRE−ADVENTURE INFORMATION 
  12. 
  1. Do you or any items you possess detect as evil? If so, which? (Also, be aware that owning evil items and any 
  evidence of dealing with undead or demons in highly illegal in the land of Furyondy). 
  13. 
   
  14. 
   
  15. 
  2. Are you currently wanted for any crimes in Furyondy? 
  16. 
   
  17. 
   
  18. 
  3. Do you have the Lielenna’s Foretelling AR item from FUR6-06 Invocation and Intrigue? If so, which card 
  did you draw? 
  19. 
   
  20. 
   
  21. 
  4. Are you a member of the Furyondy Church of Rao, Furyondy War College, Furyondy Military, or 
  Sharpshooters meta-organizations, or do you have an Affiliation Score of 5 or more with the Viscounty of the 
  March (if so, indicate which? 
  22. 
   
  23. 
   
  24. 
  5. Do you own Darkvision Dice obtained from FUR4-02 Death of a Knight (if so, confirm purchase with DM)? 
  25. 
   
  26. 
   
  27. 
  6. Do you possess the Lady DeCrainte’s Ring AR item from FUR6-08 The Dread Witch Project (if so, confirm 
  with DM)? 
  28. 
   
  29. 
   
  30. 
  7. Do you own the Summoner’s Stone from FUR4-10 Set in Stone (if so, confirm purchase with DM)? 
  31. 
   
  32. 
   
  33. 
  8. How many times has this PC been raised, resurrected, and/or reincarnated from the dead? 
  34. 
   
  35. 
   
  36. 
  9. Are you (the player) unfamiliar with the general Furyondy storyline and/or the process for selecting a new 
  Chamber of Four member? 
  37. 
   
  38. 
   
  39. 
  10. What pre-cast spells do you typically use while adventuring? 
  
  FUR8-01 Alliances and Abjuration 
   
  Page 36 
  PLAYER’S HANDOUT 0: PRE−ADVENTURE INFORMATION 
  40. 
  1. Do you or any items you possess detect as evil? If so, which? (Also, be aware that owning evil items and any 
  evidence of dealing with undead or demons in highly illegal in the land of Furyondy). 
  41. 
   
  42. 
   
  43. 
  2. Are you currently wanted for any crimes in Furyondy? 
  44. 
   
  45. 
   
  46. 
  3. Do you have the Lielenna’s Foretelling AR item from FUR6-06 Invocation and Intrigue? If so, which card 
  did you draw? 
  47. 
   
  48. 
   
  49. 
  4. Are you a member of the Furyondy Church of Rao, Furyondy War College, Furyondy Military, or 
  Sharpshooters meta-organizations, or do you have an Affiliation Score of 5 or more with the Viscounty of the 
  March (if so, indicate which? 
  50. 
   
  51. 
   
  52. 
  5. Do you own Darkvision Dice obtained from FUR4-02 Death of a Knight (if so, confirm purchase with DM)? 
  53. 
   
  54. 
   
  55. 
  6. Do you possess the Lady DeCrainte’s Ring AR item from FUR6-08 The Dread Witch Project (if so, confirm 
  with DM)? 
  56. 
   
  57. 
   
  58. 
  7. Do you own the Summoner’s Stone from FUR4-10 Set in Stone (if so, confirm purchase with DM)? 
  59. 
   
  60. 
   
  61. 
  8. How many times has this PC been raised, resurrected, and/or reincarnated from the dead? 
  62. 
   
  63. 
   
  64. 
  9. Are you (the player) unfamiliar with the general Furyondy storyline and/or the process for selecting a new 
  Chamber of Four member? 
  65. 
   
  66. 
   
  67. 
  10. What pre-cast spells do you typically use while adventuring? 
   
   
   
  68. 
   
  
  FUR8-01 Alliances and Abjuration 
   
  Page 37 
  PLAYER’S HANDOUT 0: PRE−ADVENTURE INFORMATION 
  69. 
  1. Do you or any items you possess detect as evil? If so, which? (Also, be aware that owning evil items and any 
  evidence of dealing with undead or demons in highly illegal in the land of Furyondy). 
  70. 
   
  71. 
   
  72. 
  2. Are you currently wanted for any crimes in Furyondy? 
  73. 
   
  74. 
   
  75. 
  3. Do you have the Lielenna’s Foretelling AR item from FUR6-06 Invocation and Intrigue? If so, which card 
  did you draw? 
  76. 
   
  77. 
   
  78. 
  4. Are you a member of the Furyondy Church of Rao, Furyondy War College, Furyondy Military, or 
  Sharpshooters meta-organizations, or do you have an Affiliation Score of 5 or more with the Viscounty of the 
  March (if so, indicate which? 
  79. 
   
  80. 
   
  81. 
  5. Do you own Darkvision Dice obtained from FUR4-02 Death of a Knight (if so, confirm purchase with DM)? 
  82. 
   
  83. 
   
  84. 
  6. Do you possess the Lady DeCrainte’s Ring AR item from FUR6-08 The Dread Witch Project (if so, confirm 
  with DM)? 
  85. 
   
  86. 
   
  87. 
  7. Do you own the Summoner’s Stone from FUR4-10 Set in Stone (if so, confirm purchase with DM)? 
  88. 
   
  89. 
   
  90. 
  8. How many times has this PC been raised, resurrected, and/or reincarnated from the dead? 
  91. 
   
  92. 
   
  93. 
  9. Are you (the player) unfamiliar with the general Furyondy storyline and/or the process for selecting a new 
  Chamber of Four member? 
  94. 
   
  95. 
   
  96. 
  10. What pre-cast spells do you typically use while adventuring? 
  
  FUR8-01 Alliances and Abjuration 
   
  Page 38 
  PLAYER’S HANDOUT 0: PRE−ADVENTURE INFORMATION 
  97. 
  1. Do you or any items you possess detect as evil? If so, which? (Also, be aware that owning evil items and any 
  evidence of dealing with undead or demons in highly illegal in the land of Furyondy). 
  98. 
   
  99. 
   
  100. 
  2. Are you currently wanted for any crimes in Furyondy? 
  101. 
   
  102. 
   
  103. 
  3. Do you have the Lielenna’s Foretelling AR item from FUR6-06 Invocation and Intrigue? If so, which card 
  did you draw? 
  104. 
   
  105. 
   
  106. 
  4. Are you a member of the Furyondy Church of Rao, Furyondy War College, Furyondy Military, or 
  Sharpshooters meta-organizations, or do you have an Affiliation Score of 5 or more with the Viscounty of the 
  March (if so, indicate which? 
  107. 
   
  108. 
   
  109. 
  5. Do you own Darkvision Dice obtained from FUR4-02 Death of a Knight (if so, confirm purchase with DM)? 
  110. 
   
  111. 
   
  112. 
  6. Do you possess the Lady DeCrainte’s Ring AR item from FUR6-08 The Dread Witch Project (if so, confirm 
  with DM)? 
  113. 
   
  114. 
   
  115. 
  7. Do you own the Summoner’s Stone from FUR4-10 Set in Stone (if so, confirm purchase with DM)? 
  116. 
   
  117. 
   
  118. 
  8. How many times has this PC been raised, resurrected, and/or reincarnated from the dead? 
  119. 
   
  120. 
   
  121. 
  9. Are you (the player) unfamiliar with the general Furyondy storyline and/or the process for selecting a new 
  Chamber of Four member? 
  122. 
   
  123. 
   
  124. 
  10. What pre-cast spells do you typically use while adventuring? 
  
  FUR8-01 Alliances and Abjuration 
   
  Page 39 
  PLAYER’S HANDOUT 0: PRE−ADVENTURE INFORMATION 
  125. 
  1. Do you or any items you possess detect as evil? If so, which? (Also, be aware that owning evil items and any 
  evidence of dealing with undead or demons in highly illegal in the land of Furyondy). 
  126. 
   
  127. 
   
  128. 
  2. Are you currently wanted for any crimes in Furyondy? 
  129. 
   
  130. 
   
  131. 
  3. Do you have the Lielenna’s Foretelling AR item from FUR6-06 Invocation and Intrigue? If so, which card 
  did you draw? 
  132. 
   
  133. 
   
  134. 
  4. Are you a member of the Furyondy Church of Rao, Furyondy War College, Furyondy Military, or 
  Sharpshooters meta-organizations, or do you have an Affiliation Score of 5 or more with the Viscounty of the 
  March (if so, indicate which? 
  135. 
   
  136. 
   
  137. 
  5. Do you own Darkvision Dice obtained from FUR4-02 Death of a Knight (if so, confirm purchase with DM)? 
  138. 
   
  139. 
   
  140. 
  6. Do you possess the Lady DeCrainte’s Ring AR item from FUR6-08 The Dread Witch Project (if so, confirm 
  with DM)? 
  141. 
   
  142. 
   
  143. 
  7. Do you own the Summoner’s Stone from FUR4-10 Set in Stone (if so, confirm purchase with DM)? 
  144. 
   
  145. 
   
  146. 
  8. How many times has this PC been raised, resurrected, and/or reincarnated from the dead? 
  147. 
   
  148. 
   
  149. 
  9. Are you (the player) unfamiliar with the general Furyondy storyline and/or the process for selecting a new 
  Chamber of Four member? 
  150. 
   
  151. 
   
  152. 
  10. What pre-cast spells do you typically use while adventuring? 
  
  FUR8-01 Alliances and Abjuration 
   
  Page 40 
  PLAYER’S HANDOUT 0: PRE−ADVENTURE INFORMATION 
  153. 
  1. Do you or any items you possess detect as evil? If so, which? (Also, be aware that owning evil items and any 
  evidence of dealing with undead or demons in highly illegal in the land of Furyondy). 
  154. 
   
  155. 
   
  156. 
  2. Are you currently wanted for any crimes in Furyondy? 
  157. 
   
  158. 
   
  159. 
  3. Do you have the Lielenna’s Foretelling AR item from FUR6-06 Invocation and Intrigue? If so, which card 
  did you draw? 
  160. 
   
  161. 
   
  162. 
  4. Are you a member of the Furyondy Church of Rao, Furyondy War College, Furyondy Military, or 
  Sharpshooters meta-organizations, or do you have an Affiliation Score of 5 or more with the Viscounty of the 
  March (if so, indicate which? 
  163. 
   
  164. 
   
  165. 
  5. Do you own Darkvision Dice obtained from FUR4-02 Death of a Knight (if so, confirm purchase with DM)? 
  166. 
   
  167. 
   
  168. 
  6. Do you possess the Lady DeCrainte’s Ring AR item from FUR6-08 The Dread Witch Project (if so, confirm 
  with DM)? 
  169. 
   
  170. 
   
  171. 
  7. Do you own the Summoner’s Stone from FUR4-10 Set in Stone (if so, confirm purchase with DM)? 
  172. 
   
  173. 
   
  174. 
  8. How many times has this PC been raised, resurrected, and/or reincarnated from the dead? 
  175. 
   
  176. 
   
  177. 
  9. Are you (the player) unfamiliar with the general Furyondy storyline and/or the process for selecting a new 
  Chamber of Four member? 
  178. 
   
  179. 
   
  180. 
  10. What pre-cast spells do you typically use while adventuring? 
  
  FUR8-01 Alliances and Abjuration 
   
  Page 41 
  PLAYERS’ HANDOUT 1: WHAT HAS COME BEFORE… 
  This information is intended to catch players up on current events in Furyondy. All this information is considered 
  relatively public knowledge, and the Gather Information DC is low enough that it would be overheard by someone 
  travelling to the region. 
   
  Plots by and against Thrommel the Undying: 
  • Prince Thrommel, once the heir to the throne in Furyondy, has died and risen as a vampire. He has spent the last few 
  years trying to gather support among nobles to gain the throne of Furyondy despite laws specifically forbidding 
  anyone who has ever died (including those who are raised or resurrected) from holding noble titles or property. 
  • Thrommel’s claim to the throne will hold legitimacy once King Belvor IV is dead, as he has no heir apparent. As King 
  Belvor is both very old and widowed, he is likely unable to produce an heir anytime soon. 
  • About two months ago, Geklon the Sage, a researcher in the employ of the Crown, announced that the king does 
  intend to get married soon (although he did not announce the bride) and that adventurers were needed to obtain 
  components for a potion that would increase King Belvor’s vitality and virility. This would provide Furyondy with 
  a living heir, and remove much of Thrommel’s claimed legitimacy to rule when Belvor passes. While many 
  adventurers asked quite pointedly about the morality and propriety of extending the king’s lifespan (perhaps 
  indefinitely), they did obtain the component requested and secured some new allies for the kingdom. 
  • Rumor has since provided that four more components for the potion have been procured, but it is unclear what these 
  components were or how many remain to be sought. 
  • Recently, the kingdom has convicted some agents of Thrommel of sedition, the most notable being a noble close to 
  the king by the name of Lady Marlene DeCrainte, who was able to magically hide herself until her cousin, another 
  noble close to Belvor, gave her up to the authorities. 
   
  The Chamber of Four: 
  • The Chamber of Four is a group of four powerful arcane spellcasters, each associated with a different element. 
  Currently, the positions of Air Elementalist, Earth Elementalist, and Water Elementalist are filled by Dramaynen, 
  Gorn Gydresol, and Lady Pisenten, respectively. 
  • The position of Fire Elementalist has been vacant ever since Karzalin, the previous holder of the position and the 
  most powerful of the four, vanished without a trace in 595 CY. After his flight, he came under suspicion of having 
  tainted a ritual designed to create a defensive shield over Furyondy’s capital city of Chendl. The shield was created, 
  but also covered the city in darkness for three years. Much of the suspicion placed on Karzalin’s shoulders was due 
  to his fanatical defense of the ritual, to the point where he assassinated, rather than apprehending, a minor cleric of 
  Pholtus who attempted to disrupt the ritual. In 597 CY, the King proclaimed Karzalin to be a traitor to the Crown 
  and a supporter of Thrommel, offering a reward of land in Furyondy to any who could bring him to the King alive 
  or identifiably dead. 
  • Since Karzalin vacated his post, the Mage Council has been interviewing candidates, hoping to fill the position with a 
  powerful spellcaster who would be more loyal to Furyondy. In addition to accepting feedback from the nobility of 
  Furyondy, they have been sending groups of adventurers, who have experience with both threatening and non-
  threatening spellcasters, to conduct interviews and make recommendations. Ultimately, however, while the 
  adventurers may influence the choice, the ultimate decision lies with the king. 
  • A number of candidates have already been interviewed, some more successfully than others. Mostly everyone agreed 
  that the gnome Afronidious the Daft was, in fact, daft. Other candidates, including Satiana, the court wizard of the 
  Duchy of the Reach, Ereland Manneth, a garrison commander in the County of Crystalreach, and Thimme de 
  Levine, the court wizard in the Barony of Kalinstren and dean at the War College, have been far more hotly 
  contended. Even a couple previously unknown arcane casters, such as the wandering Baklunish sorcerer Adar and 
  the enigmatic adventurer known as Darryl, have stirred up some debate. 
  
  FUR8-01 Alliances and Abjuration 
   
  Page 42 
  PLAYER HANDOUT 2: SELECTING A CHAMBER MEMBER 
  1. 
  Furyondy is a monarchy. The ultimate decision is being made by King Belvor. However it is likely that the 
  opinions of the Chamber of Four and other selected delegations will weigh heavily on his decision. 
  2. 
  When the first Chamber members were selected, King Belvor heard input from two delegations: a 
  delegation of churches (made up of a representative of each major church in the land plus FASTC) and a 
  delegation of nobles (with one representative selected by the leader of each province). This time around, 
  Belvor has defined a third delegation: a delegation of adventurers selected and managed by the newly 
  coined Furyondy Mage Council. His intent is that the adventurers in question be dominated by wizards 
  but he's graciously left the delegation member selection up to the Council.  
  3. 
  The size of the adventurers' delegation is determined by the Mage Council but can not exceed seven 
  members. 
  4. 
  Each of these delegations interviews each candidate. Each delegate registers an opinion on each candidate 
  and these opinions are passed to the sponsoring organization (noble, church or mage council) which may 
  alter the opinions, add to them, censor them or simply pass them on as they see fit. 
  5. 
  The sponsoring organization weighs the advice of the delegation and provides a written opinion to King 
  Belvor and the Chamber of Four. This opinion outlines the delegation's opinions of the candidate and 
  makes a preliminary recommendation. 
  6. 
  Once all the candidates have been interviewed, each sponsoring organization collects a final 
  recommendation from their delegation. They, in turn, form their own final recommendation to the King 
  (also forwarded to the Chamber of Four). The sponsoring organization has the option to completely 
  ignore the input from the delegation. However, this is ultimately a poor political move since word of such 
  actions tends to get out and discredit the sponsor. 
   
  
  FUR8-01 Alliances and Abjuration 
   
  Page 43 
  PLAYER HANDOUT 3: LETTER FROM TELMUS 
  You find the following letter in your backpack: 
   
  Adventurer, 
   
  Your assistance is needed to provide insight into whether or not the reclusive wizard known as Schyzer would be an 
  appropriate choice to take the traitor Karzalin’s place on the Chamber of Four. Directions to his tower in the Viscounty of 
  the March are enclosed. As usual, you are welcome to use your own criteria to determine his worthiness. If you have any 
  questions, I may be contacted at the Mage Council office in Chendl. 
   
  Telmus 
  Secretary for Chamber Selection 
  Mage Council 
   
  P.S. I’m sure that THIS time, the interview will go smoothly. Nothing ever happens in the March. 
   
  You also find a map marked with a location in the Viscounty of the March. 
   
   
  PLAYER HANDOUT 3: LETTER FROM TELMUS 
  You find the following letter in your backpack: 
   
  Adventurer, 
   
  Your assistance is needed to provide insight into whether or not the reclusive wizard known as Schyzer would be an 
  appropriate choice to take the traitor Karzalin’s place on the Chamber of Four. Directions to his tower in the Viscounty of 
  the March are enclosed. As usual, you are welcome to use your own criteria to determine his worthiness. If you have any 
  questions, I may be contacted at the Mage Council office in Chendl. 
   
  Telmus 
  Secretary for Chamber Selection 
  Mage Council 
   
  P.S. I’m sure that THIS time, the interview will go smoothly. Nothing ever happens in the March. 
   
  You also find a map marked with a location in the Viscounty of the March. 
   
   
  PLAYER HANDOUT 3: LETTER FROM TELMUS 
  You find the following letter in your backpack: 
   
  Adventurer, 
   
  Your assistance is needed to provide insight into whether or not the reclusive wizard known as Schyzer would be an 
  appropriate choice to take the traitor Karzalin’s place on the Chamber of Four. Directions to his tower in the Viscounty of 
  the March are enclosed. As usual, you are welcome to use your own criteria to determine his worthiness. If you have any 
  questions, I may be contacted at the Mage Council office in Chendl. 
   
  Telmus 
  Secretary for Chamber Selection 
  Mage Council 
   
  P.S. I’m sure that THIS time, the interview will go smoothly. Nothing ever happens in the March. 
   
  You also find a map marked with a location in the Viscounty of the March. 
  
  FUR8-01 Alliances and Abjuration 
   
  Page 44 
  PLAYER HANDOUT 3: LETTER FROM TELMUS 
  You find the following letter in your backpack: 
   
  Adventurer, 
   
  Your assistance is needed to provide insight into whether or not the reclusive wizard known as Schyzer would be an 
  appropriate choice to take the traitor Karzalin’s place on the Chamber of Four. Directions to his tower in the Viscounty of 
  the March are enclosed. As usual, you are welcome to use your own criteria to determine his worthiness. If you have any 
  questions, I may be contacted at the Mage Council office in Chendl. 
   
  Telmus 
  Secretary for Chamber Selection 
  Mage Council 
   
  P.S. I’m sure that THIS time, the interview will go smoothly. Nothing ever happens in the March. 
   
  You also find a map marked with a location in the Viscounty of the March. 
   
   
  PLAYER HANDOUT 3: LETTER FROM TELMUS 
  You find the following letter in your backpack: 
   
  Adventurer, 
   
  Your assistance is needed to provide insight into whether or not the reclusive wizard known as Schyzer would be an 
  appropriate choice to take the traitor Karzalin’s place on the Chamber of Four. Directions to his tower in the Viscounty of 
  the March are enclosed. As usual, you are welcome to use your own criteria to determine his worthiness. If you have any 
  questions, I may be contacted at the Mage Council office in Chendl. 
   
  Telmus 
  Secretary for Chamber Selection 
  Mage Council 
   
  P.S. I’m sure that THIS time, the interview will go smoothly. Nothing ever happens in the March. 
   
  You also find a map marked with a location in the Viscounty of the March. 
   
   
  PLAYER HANDOUT 3: LETTER FROM TELMUS 
  You find the following letter in your backpack: 
   
  Adventurer, 
   
  Your assistance is needed to provide insight into whether or not the reclusive wizard known as Schyzer would be an 
  appropriate choice to take the traitor Karzalin’s place on the Chamber of Four. Directions to his tower in the Viscounty of 
  the March are enclosed. As usual, you are welcome to use your own criteria to determine his worthiness. If you have any 
  questions, I may be contacted at the Mage Council office in Chendl. 
   
  Telmus 
  Secretary for Chamber Selection 
  Mage Council 
   
  P.S. I’m sure that THIS time, the interview will go smoothly. Nothing ever happens in the March. 
   
  You also find a map marked with a location in the Viscounty of the March. 
  
  FUR8-01 Alliances and Abjuration 
   
  Page 45 
  PLAYER HANDOUT 4: VOID 
  As you take in your surroundings, you recall the strange dream you had immediately before waking up. You 
  were travelling in the Viscounty of the March, toward a location you can’t quite place at this time, and 
  suddenly, the normal sounds of outdoors ceased, to be replaced by the portentous tones of Lielenna, the 
  bizarre Rhenee fortune teller you met in Chendl over a year ago. Her voice is quiet, but still exudes the same 
  tone of authority as before: "Many challenges are present in your quest to unlock the truth.  Fear not dreams, 
  for only in these can seven unlock eight." 
   
   
  PLAYER HANDOUT 5: KEY 
  As you take in your surroundings, you recall the strange dream you had immediately before waking up. You 
  were travelling in the Viscounty of the March, toward a location you can’t quite place at this time, and 
  suddenly, the normal sounds of outdoors ceased, to be replaced by the portentous tones of Lielenna, the 
  bizarre Rhenee fortune teller you met in Chendl over a year ago. Her voice is quiet, but still exudes the same 
  tone of authority as before: "Many challenges are present in your quest to unlock the truth.  Fear not dreams, 
  for only in these can seven unlock eight." 
   
   
  PLAYER HANDOUT 6: BALANCE 
  As you take in your surroundings, you recall the strange dream you had immediately before waking up. You 
  were travelling in the Viscounty of the March, toward a location you can’t quite place at this time, and 
  suddenly, the normal sounds of outdoors ceased, to be replaced by the portentous tones of Lielenna, the 
  bizarre Rhenee fortune teller you met in Chendl over a year ago. Her voice is quiet, but still exudes the same 
  tone of authority as before: "Ah, justice is a powerful force in this Kingdom!  Ware ye adventurer for today 
  you may either find yourself the bearer of the sword of justice or you may find yourself its scabbard." As you 
  hear this voice, the face of an attractive Oeridian woman comes to mind. 
   
  You may make a Knowledge (nobility) or Knowledge (local [Iuz’s Border States]) check. Tell your DM the result. 
   
   
  PLAYER HANDOUT 7: EURYALE 
  As you take in your surroundings, you recall the strange dream you had immediately before waking up. You 
  were travelling in the Viscounty of the March, toward a location you can’t quite place at this time, and 
  suddenly, the normal sounds of outdoors ceased, to be replaced by the portentous tones of Lielenna, the 
  bizarre Rhenee fortune teller you met in Chendl over a year ago. Her voice is quiet, but still exudes the same 
  tone of authority as before: "Cursed are you when discord wears a comely face.  Cursed are you when danger 
  hides behind a mask of integrity." As you hear this voice, the face of a stunningly beautiful red-haired 
  Oeridian woman comes to mind. 
   
  If you played FUR6-08 The Dread Witch Project with this PC, you may make a Knowledge (nobility) or Knowledge 
  (local [Iuz’s Border States]) check. Tell your DM the result. 
   
  
  FUR8-01 Alliances and Abjuration 
   
  Page 46 
  PLAYER HANDOUT 8: ROGUE 
  As you take in your surroundings, you recall the strange dream you had immediately before waking up. You 
  were travelling in the Viscounty of the March, toward a location you can’t quite place at this time, and 
  suddenly, the normal sounds of outdoors ceased, to be replaced by the portentous tones of Lielenna, the 
  bizarre Rhenee fortune teller you met in Chendl over a year ago. Her voice is quiet, but still exudes the same 
  tone of authority as before: "For the brave task you face, you have both unseen enemies and unseen allies. 
  Know then that it is not only the innocent that walk in the brightness of dawn and it is not only the evil that 
  lurk in the twilight." As you hear this voice, the face of a moderately attractive Oeridian female, seemingly 
  hardened by battle, comes to mind. 
   
  You may make a Knowledge (nobility) or Knowledge (local [Iuz’s Border States]) check. Tell your DM the result and 
  whether or not you played FUR7-04 Gullkeep Ruins with this PC. 
   
   
  PLAYER HANDOUT 9: SUN 
  As you take in your surroundings, you recall the strange dream you had immediately before waking up. You 
  were travelling in the Viscounty of the March, toward a location you can’t quite place at this time, and 
  suddenly, the normal sounds of outdoors ceased, to be replaced by the portentous tones of Lielenna, the 
  bizarre Rhenee fortune teller you met in Chendl over a year ago. Her voice is quiet, but still exudes the same 
  tone of authority as before: "The cards do not lie.  You have the good will of Furyondy herself!  Perhaps even 
  Belvor smiles upon you.  Be prepared for a summons from a powerful organization in the kingdom. You have 
  a task to perform for good of this country." As you hear this voice, the face of a beautiful Oeridian female 
  enters your mind. 
   
  You may roll either a Knowledge (nobility) or a Knowledge (local [VTF]) check. Tell your DM the result of this check 
  and if you have played VEL6-08 Heart’s Lament with this PC. 
   
   
  PLAYER HANDOUT 10: DARKVISION DICE 
  As you look through your possessions, you notice something glowing, deep in your pack. As you dig in to 
  discover the item, you notice that the dice you took from a trio of bugbears over three years ago is starting to 
  glow. What on Oerth is going on in this crazy place? 
   
   
  PLAYER HANDOUT 11: LADY DECRAINTE’S RING 
  As you awaken, you notice that a ring on your finger has begun to glow. After a minute, you recall that this is 
  the same ring you removed from a traitorous noble over a year ago. Why, though, would it be glowing now, 
  and what does this mean? Does it have something to do with the ring’s inscription, “Blood is thicker than 
  water”? What on Oerth is going on in this crazy place? 
   
  
  FUR8-01 Alliances and Abjuration 
   
  Page 47 
  CRITICAL EVENT SUMMARY 
  FUR8−01 ALLIANCES AND ABJURATION 
  (Return to John du Bois or the convention coordinator if this is the premiere. 
  Please be sure to answer all questions.  Thanks.) 
   
  DM’s Name: ________________________________________ 
  Day/Time of slot: _____________________________________ 
   
  1. 
  Did any PCs have the darkvision dice or Lady DeCrainte’s Ring? If so, how many of each? 
   
  2. 
  How many veils did the PCs obtain (and which did they not obtain)? 
   
  3. 
  Did the party recommend for or against Schyzer as a Chamber of Four candidate? 
   
   
  For 
   
   
  Against  
   
  Tie 
  4. 
  Which group received the ORIGINAL copy of Schyzer’s research? 
   
   
  Church of Rao 
   
   
   
  Viscounty of the March 
   
   
  Sharpshooters 
   
   
   
  War College 
   
   
  Other group (Please state)  
  Nobody 
   
  5. 
  Which groups (if any) received non-original copies of Schyzer’s research? 
   
   
  Church of Rao 
   
   
   
  Viscounty of the March 
   
   
   
  Sharpshooters 
   
   
   
  War College 
   
   
  Other Group(s) (Please list) 
   
  6. 
  What is the final status of Heian? 
   
   
  Returned to Thrommel 
   
   
  Dead 
   
   
  Free (spoke with Schyzer privately) 
   
   
  Free (did not speak with Schyzer privately) 
   
   
  Free (compelled to reveal information to PCs – if so, did the PCs tell anyone?) 
   
  7. 
  On a scale of 1-10, with 1 being the lowest and 10 being the highest, how much did the players enjoy the 
  adventure? 
   
  8. 
  Please note any other noteworthy circumstances. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/598/Normal Scenarios/FUR8-01 - Alliances and Abjuration (APL 6-14)/FUR8-01 - Alliances and Abjuration.pdf