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 
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  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 and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at scon40@aol.com.  For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  GEO7-07 
   
   
   
   
  The Great Game 
  A One Round D&D® LIVING GREYHAWKTM  
  Geoff Regional Adventure 
  Version.0.9 
   
  by Jose Ortiz and John Pieper 
  Reviewers: Nora Palmer 
  Circle Reviewer: Steven Conforti 
  Playtesters: Dave Hazlett, Tori Hazlett, Byron Roberts, Michael Meunier, Earl Shearin 
   
   
   
  The Old Faith receives a prophecy from their Oracle: Old roads must be trod and forgotten allies called 
  upon before the coming storm.  A Geoff Regional adventure for APLs 2-16. 
   
  Note: This adventure will be of particular interest to members of the Old Faith. 
   
  Resources: Magic Item Compendium [Andy Collins, Eytan Bernstein, Frank Brunner, Owen K.C. 
  Stephens, John Snead], Players’ Handbook II [David Noonan]. 
   
   
  
  GEO7-08 The Great Game 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. You’ll also find a LIVING GREYHAWK 
  Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  If you are running a table of six PCs, add one to 
  that average. 
  
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard 1 round Regional adventure, set 
  in Geoff.  Characters native to Geoff pay one Time 
  Unit per round, all others pay two Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
  The druids of the Old Faith ask only the most 
  pressing questions of their Oracle, Hen Wen (who 
  takes many forms, most recently that of an oak 
  tree). Sometimes Hen Wen answers, sometimes it 
  doesn’t, and sometimes Hen Wen simply gives 
  directives. The Old Faith druids have learned that 
  no matter how strange or cryptic the message, 
  Hen Wen’s words speak the will of the Land. 
   
  A few days ago, Hen Wen spoke and said that 
  the Land is being consumed by the shadow, and 
  that the shadow had recently grown stronger. To 
  mitigate this, Hen Wen prophesied that we must: 
  tread old paths, and call upon forgotten allies.  It 
  also prophesied the names of those who would 
  have to do this (the PCs). 
  ADVENTURE SUMMARY 
  Introduction: 
  The 
  PCs 
  are 
  approached 
  by 
  messengers of the Old Faith in the form of trained 
  horses delivering letters. The horses then take 
  them to the next step in their journey. 
  GEO7-08 The Great Game 
   
  Page 2 
  
  Encounter 1: The PCs are brought to Lake Avon 
  Ffyn, the home of the Old Faith in Gyruff and are 
  present for the Circle’s declaration. They are told 
  that they must travel to the Beastlands and 
  participate in the Great Game. 
  Encounter 2: The druid Dorindel shows them to 
  the vortex portal in the Javan that will take them to 
  the Beastlands. Assuming the PCs go to the 
  Beastlands, they end up on the layer of Krigala, 
  the Land of Eternal Day. They meet a celestial 
  animal, Miro the cat, who acts as a guide, and 
  leads them to where the Great Game is 
  happening. She explains about the tests of battle 
  and skill.  If the PCs show their ‘favor fetish’ given 
  to them by Dorindel, the PCs are allowed to 
  participate. 
  Encounter 3: The PCs fight the champion of the 
  Beastlands in the Test of Battle.  If they win, they 
  get a favor. 
  Encounter 4: The PCs compete in the Test of Skill. 
   If they win, they get a favor. 
  Encounter 5: As the post-Game celebration gets 
  underway, the PCs receive a sign in the sky. They 
  figure out, or are told, that it is a sign of 
  summoning from Stronmaus, god of good cloud 
  and storm giants, who happens to live in 
  Karasuthra, the Land of Eternal Night and the 
  most dangerous layer of the Beastlands. To follow 
  up on the sign, they need to convince the Owl 
  Lord to take them there. 
  Encounter 6: The PCs make it to the layer of 
  Karasuthra, and have to find their way to the realm 
  of Stormhold. On the way, they are attacked by a 
  one of the dangerous predators that lives on this 
  layer. 
  Encounter 7: The PCs make it back to Krigala only 
  to find that something is closing their only way 
  home from the other side. Arriving back in the 
  Prime Material Plane, the PCs must fight the 
  followers of Falazure (minions of the shadow 
  dragon) who have killed Dorindel and sacrificed 
  him in order to seal the portal. 
  PREPARATION FOR PLAY 
  Be sure to make note if any of the Player 
  Characters have, or participated in, any of the 
  following: 
  � Giant Eagle Feather (from Aeril in GEO1-
  09 “Expedition to the Barrier Peaks”). 
  � "The Doll's House" mini-adventure as part 
  of GEO4-IN4 "Castle of the Cloud Giant 
  Patriarch.” ** 
  � GEO4-05 “Vision of a Lighted Path” 
  � Favor of Elaar the Giant Eagle GEO4-07 
  “Return to the Barrier Peaks”. 
  � Esteem of the Cloud Giant Patriarchs from 
  GEO5-03 “Weight of Words”. ** 
  � The Golden Egg from GEO5-03 “Weight 
  of Words”. ** 
  � ‘Legacy’ player character AR from GEO5-
  09 “Citadel of the Storm King”. ** 
  � Favor of Heike from GEO6-IS2 “Child’s 
  Play”. ** 
   
  (** These things come into play during 
  Encounters 5 & 6). 
   
  If players would like to change characters 
  based on the above information, let them do so 
  before the Introduction begins. Also make note of 
  any PCs who are members of the Old Faith or the 
  College of Canaith (Old Lore Bard), and PCs who 
  have had animal companions die in service to 
  them. 
   
  Judges should be familiar with the feats in the 
  back of the module for the champion in the Test of 
  Battle, and should review the game mechanics the 
  Test of Battle and of the Test of Skill as well. 
  INTRODUCTION 
  It doesn’t matter where the PCs begin, as long as 
  they are somewhere in Geoff. The same thing 
  happens to each of the PCs. If PCs are together, 
  the Old Faith is aware of this and sends enough 
  horses for each PC. Modify text as necessary. 
   
  Brrr! 
   
  Wintertime in Geoff generally 
  involves a lot of snow, cold, wet weather, and 
  an occasional hot mug of seidr (cider) when 
  you can get it.  On this not quite fine day, 
  swirls of snow fall to the ground and gusts of 
  wind swirl the flakes into drifts that collect 
  against any impediment.   
   
  As you walk to wherever it is that you are 
  going to in this weather, you notice a shaggy 
  horse approaching you. It appears perfectly at 
  home in the cold, and it makes a beeline 
  straight for you. A scroll-case hangs from its 
  neck on a leather cord. 
   
  GEO7-08 The Great Game 
   
  Page 3 
  
   
  Any PC who makes a successful Knowledge 
  (local – Sheldomar) (DC 15), Knowledge (nature) 
  (DC 15) or a bardic knowledge check (DC 20), 
  knows that the horse is a Gyric Mountain Pony. 
  These horses are bred in the cantrev of Gwyrth 
  Bryn, ruled by Llwyr Ilan ap Dyved. Ilan also 
  happens to be an up and coming druid of the Old 
  Faith. 
  If the PCs do not take the scroll, the horse nudges 
  them until they do. If the PCs ignore the horse, it 
  follows them for a day before leaving. When the 
  PC opens the case, it reads: 
   
  "You have been summoned by the Druid's 
  Circle on the Isle of Rhun.  This mount will take 
  you to where you need to go.  I cannot stress 
  the importance of this summons enough, so I 
  would recommend you leave as soon as you 
  can, and prepare for a long journey. – Ilan ap 
  Dyved, Llwyr of Gwyrth Bryn.”    
   
  If the PC refuses to go, the module is over for 
  them. 
  These particular horses are well-trained Gyric 
  mountain ponies, raised by Old Faith druids. They 
  are enchanted, and move at great speed, without 
  tiring, to their predetermined destination. As soon 
  as they are mounted, they immediately take the 
  PCs to the Old Faith druid Dorindel’s grove, the 
  Gloaming Glade, inside the northwestern Dim 
  Forest. This is where Dorindel awaits them and 
  where Encounter 1 begins. 
  Development: If any PC is a Druid of the Old 
  Faith, or an Old Lore Bard, they can make their 
  own way to Lake Avon Ffyn via the Ways of the 
  World. If this is the case the message merely 
  states that they are to make haste to Avon Ffyn. 
  Any Old Faith Druid and Old Lore Bard PCs meet 
  the other PCs at the Isle of Sanctuary in the 
  subsection of Encounter 1 entitled Meeting with 
  the Circle. 
  ENCOUNTER 1: HEN WEN’S 
  PROPHECY 
   
  The white shaggy horses, sure-footed 
  Gyric mountain ponies, speed unnaturally fast 
  across the snow-covered land, and never seem 
  to tire. Eventually, the horses enter the 
  western road into the Dim Forest, one of the 
  few places it is still safe to travel in the Dim. 
  Before reaching the town of Hocholve, they 
  veer down a game trail and end at a circle of 
  standing stones in the middle of the forest. 
  Standing in the middle of the circle is a severe 
  looking half-elf clad in druidic robes. He seems 
  to be waiting for you. 
   
  Any PC who played GEO2-04 “Flower for a 
  Giant’s Grave”, or GEO4-05 “Vision of a Lighted 
  Path” recognizes Dorindel the Hawthorne. Any PC 
  with Knowledge (geography or (local) may make a 
  DC 10 check to know that they are in the 
  Gloaming Glade, a sacred Old Faith grove 
  overseen by the reclusive Dorindel. He is gruff, 
  even to other druids and Old Lore bards, and does 
  not speak much. If the PCs ask what this is all 
  about, he tells them to save their questions for the 
  Circle. If they insist on knowing more, Dorindel 
  ends any debate by telling reluctant PCs that they 
  made a commitment when they mounted the 
  horse. He says nothing more on the matter. 
   
  If PCs weren’t already together, the horses 
  bring them here within minutes of one another. 
  Make introductions at this time. 
   
  Once everyone is gathered, Dorindel leads the 
  PCs to a dolmen (two stones topped by another 
  stone) within the circle of standing stones located 
  in the Gloaming Glade.  He stands in front of the 
  stones of the dolmen and performs an ancient 
  ritual in the secret Druidic language.  This is an 
  Old Faith ritual that they do not share with anyone 
  outside of the Old Faith.  The PCs can overhear 
  what he is saying if they can speak Druidic and 
  make a Listen Check (DC 30).  Even then, all they 
  know is that he gave thanks to the Old Faith gods. 
   Spellcraft checks reveal nothing, as this is not a 
  spell effect.  Read the following. 
   
  In the space between the two massive 
  stones, a creature appears out of nothing as it 
  turns to face you.   The creature is about the 
  height of an elf but has light green skin, and 
  the antlers of a young buck sprout from its 
  head. 
   
  “Dorindel.  It has been,” it pauses as if 
  thinking, “some time,” the creature adds. 
   
  “Yes, and I am in haste.  I need you to open 
  the gateway.” 
   
  “Passage is a gift,” the creature responds. 
   
  “One paid centuries ago,” Dorindel says.  
  “In the name of Obad-hai, I insist that you open 
  the gateway.” 
   
  “No need to be rude,” the creature snorts.  
  “The Ways of the World are open to you.” 
  GEO7-08 The Great Game 
   
  Page 4 
  
   
  The creature reaches out and touches the 
  stones on each side.  Almost immediately, the 
  space between the upright stones fills with 
  swirling mists.  Dorindel directs you to enter.   
   
  Assuming that the PCs enter the Ways of the 
  World, they find themselves standing on an island 
  of stone that floats in a sea of mist.  The mist is so 
  thick that it is impossible to see more than 20 feet 
  off the island.  Behind them is the dolmen, and 
  between the stones they can still see the druid’s 
  grove, but it is distorted and out of focus.  There is 
  a single bridge of stone that leads off the island 
  away from the dolmen.  Dorindel leads the PCs 
  across this bridge that slowly arches up into the 
  mists.  The PCs seem to be traveling in a dream.  
  It is like time is simultaneously slowed down for 
  some senses and sped up for others.   
   
  Telling time is impossible in the Ways.  The 
  bridge reaches the top of its arch through the 
  mists and begins to angle down.  The bridge has 
  no railings or markings. 
   
  Eventually, the bridge comes to another 
  island.  This one has no dolmens on it.  Instead, 
  there is an obelisk covered in markings in the 
  center of the island.  There are four bridges 
  (including the one the PCs were on) that lead off 
  the island. 
   
  Dorindel looks at the obelisk in the center for a 
  moment.  He then goes to the bridge to the left of 
  the bridge the PCs were on first.  The writing on 
  the Obelisk is Ogham, the written form of Druidic.  
  It is also in code and impossible for the PCs to 
  understand unless they are instructed in it. 
   
  While the PCs are walking on the second 
  bridge, they hear screams far off in the mists.  The 
  screams are chilling and echo strangely through 
  the mists.  Dorindel pays the screams no mind.  If 
  asked what they are, he shakes his head and 
  doesn’t answer. 
   
  After a confusing journey through the 
  foggy Way, the final bridge ends on an island 
  with two standing stones on it. Mist swirls 
  between the two stones.  As soon as Dorindel 
  touches the mist between the standing stones, 
  they become clear and you can see a mountain 
  lake beyond.  The druid motions for you to 
  step through. 
  THE ISLE OF SANCTUARY 
  When the PCs step through, read the following: 
   
  You leave the Ways of the World and find 
  yourself on a low, white hill overlooking a mist-
  shrouded lake. Through the mist you can just 
  make out two islands.  Mountains, tall and 
  majestic, rise from the far side of the lake, their 
  feet lost in the fog.  But you can see their 
  snow-covered peaks well and the sight is 
  breathtaking. 
   
   
  Dorindel leads you to the shore where 
  there is a hazel tree.  A ram's horn hangs from 
  one of the branches.   
   
  “Take that down and blows two long blasts. 
  Then wait.” Says the half-elf druid curtly. 
  Without another word, he transforms into a 
  falcon and speeds off towards the bigger of 
  the two islands. 
   
   
  Some time later, a boat appears from 
  across the lake.  It is an enormous canoe, 
  made of wood and stretched hide.  Four bare-
  chested men paddle the boat silently and 
  swiftly through the water.  Their skin is 
  covered in swirling tattoos and ritual markings. 
   Their heads have been shaved, leaving only a 
  strip down the center front to back.  This strip 
  of hair has been hardened and spiked with 
  lime. 
   
   
  At the front of the boat stands a young 
  woman, dressed in simple wool, decorated 
  with beads and knotwork embroidery.  She 
  never takes her eyes off of you as the boat 
  approaches. 
   
   
  The boat is crewed by four Guardians of the 
  Old Faith, who are monks sworn to defend the Old 
  Faith Druids.  The woman is Cailin merch Darra, a 
  druidic initiate of the Old Faith. 
   
  When the boat reaches the shore, the 
  young 
  woman 
  speaks, 
  "Prynhawn 
  da 
  (pronounced preen-hown da; tr. good afternoon). 
  Welcome to Lake Avon Ffyn.  Please climb 
  aboard, for the Druid's Circle awaits you." 
   
   
  When the PCs board, read the following: 
   
  The Guardians push the boat off and start 
  paddling the canoe toward the island in the 
  center of the lake.  The boat glides silently 
  along as the paddles of the Guardians of the 
  Old Faith slip into the water. 
   
  GEO7-08 The Great Game 
   
  Page 5 
  
   
  In the distance you can hear the sound of 
  singing.  It's a wordless melody of deep, rich 
  voices that hint at ancient mysteries and the 
  timelessness of the land. 
   
   
  Far to your left, a large serpentine form 
  crests through the surface of the chill lake.  
  The sunlight glints off of its bronze scales and 
  the massive wings folded tightly against the 
  body of the creature.  The serpent drives back 
  under the water.  Its tail is the last to disappear 
  beneath the deep waters. 
   
   
  A few minutes later, you notice that your 
  destination is not the large island, but a small 
  one next to it. 
   
   
  The PCs may wish to ask Cailin or Pwyll what 
  the smaller island is.  If they do so, either one tells 
  them that the smaller island is the Isle of 
  Sanctuary (aka Kindler’s Isle).  The larger island is 
  the Isle of Rhun.  Only those who are members of 
  the Old Faith are permitted on the Isle of Rhun, so 
  guests are taken to the Isle of Sanctuary. 
   
   
  The boat rapidly closes with the smaller 
  island and the Guardians beach the boat on 
  the shore. 
   
   
  Several buildings sit on this pine-covered 
  island forming a small village, and a bridge 
  leads across the lake to the larger island.  Four 
  tattooed Guardians wearing deerhide trews, fur 
  cloaks and mocassins stand silently in the 
  cold, guarding this end of the bridge.   
   
   
  “Welcome to the Isle of Sanctuary, please, 
  follow me.” Says Cailin as she heads towards 
  the bridge. 
   
   
   The small village is the home of the bardic 
  College of Canaith.  The college was forced to 
  retreat to the Isle of Sanctuary when the giants 
  overran Geoff in CY 581.  The College has 
  occupied the village and continues to persist at the 
  doorstep of the Old Faith Druids. 
   
  There is little opportunity for the PCs to visit 
  the rest of the village until this evening. Exploring 
  the village is optional, and more information can 
  be found on it in the subsection called The 
  College of Canaith. 
  MEETING WITH THE CIRCLE 
   
  Cailin leads the PCs almost to the bridge, to 
  see the druids as they cross. If there is not an Old 
  Faith druid, or an Old Lore Bard in the party, and 
  PCs cannot make a Knowledge (local), DC 10, 
  Cailin whispers the names of the first three druids 
  as per the boxed text below: 
   
  Cailin leads you to the bridge just as the 
  druids are emerging from the trees on the 
  other island.  Dozens of green-clad druids 
  cross the bridge in a single file.  Among their 
  number you see Llwyr Ilan ap Dyved, druidic 
  ruler of the cantrev of Gwyrth Bryn; Briallen 
  the Heatherdown, druidic advisor to Owen the 
  Brenin; and Dorindel the Hawthorne, the druid 
  who brought you here.  Guardians of the Old 
  Faith escort them as they walk. 
   
   
  The final four druids draw your eye.  The 
  first is an elderly woman who bears the symbol 
  of Beory.  The second is a handsome, mature 
  man with a strong and powerful build, who 
  bears the symbol of Obad-hai.  Third is a waif-
  thin woman with large limpid eyes, who bears 
  the symbol of Ehlonna.  The last is a bald 
  middle-aged man with a fierce look about him. 
   He bears the symbol of Nerull. 
   
   
  The druids pass through the village and 
  enter the serencolvi (ser-en-kol-vee) grove on 
  the far side.  Cailin urges you to follow after 
  them. 
   
   
  Assuming the PCs follow, continue below. 
   
  You follow the procession into the grove.  
  The druids gather in a ring around the large 
  star tree in the center.  The white-trunked tree 
  has a face carved into that is disturbingly alive. 
   The eyes are painted red and glare out from 
  the bark.  No matter where you stand in 
  relation to the tree, you get the unsettling 
  feeling that they are looking right at you. 
   
   
  The last four druids take positions in the 
  center of the ring.  The druids all then sink to 
  their knees in reverence before the tree.  
  Minutes pass and the druids make no 
  movement or noise.  Finally, the bald man 
  speaks. 
   
   
  "The Balance is kept."  The other druids 
  repeat the words in unison.  "The Wheel 
  turns." Again, the other druids repeat his 
  GEO7-08 The Great Game 
   
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  words.  "The Circle continues."  The druids 
  repeat a third time and rise as one to their feet. 
   The four druids in the center turn to face you.  
  The bald man speaks again. 
   
   
  "I am Maelor, Keeper of Winter, the season 
  of death and change.  Therefore, in this time of 
  transition and tumult I lead the Circle." 
   
   
  "The Oracle has spoken, and has revealed 
  to us the will of the Greenman." 
   
   
  The thin young woman speaks.  "I am 
  Rhianeth, Keeper of Spring, the season of 
  planting and expectations.  The Land is in 
  danger 
  from 
  forces, 
  both 
  Oerthly 
  and 
  otherworldly, which are aligning and threaten 
  to forever taint the Land.” 
   
   
  The elderly woman speaks  "I am Ceinlys 
  (pronounced kine-lees), Keeper of Autumn, the 
  season of plenty and fruition.  The Oracle has 
  revealed that you must tread old paths, and 
  call upon forgotten allies if the Land is to 
  survive the coming battle. You are the ones 
  who must do this. We have brought you here 
  to send you on again.” 
   
   
  Finally, the handsome muscular man 
  speaks.  "I am Tavan, Keeper of Summer, the 
  season of growth and strength.  You must 
  journey to the Beastlands, look to the sky and 
  partake in the Great Game.” 
   
   
  Maelor speaks again.  "You must have 
  questions before you begin your quest.  Ask 
  them of us, and we shall answer as we see fit." 
   
  Q. What is endangering the Land? 
   
  "The shadow. It is the unnatural shadow 
  that 
  even 
  now 
  slowly 
  encroaches 
  and 
  consumes the Land. The Oracle alludes to 
  more, to forces ‘aligning’ against the Land, but 
  the meaning of this is something that is yet to 
  be discovered on the path the Oracle has 
  provided." 
   
  Q. What is the Great Game? 
   
  "The Great Game is held by the Beast 
  Lords once every 144,000 rains, or nearly 400 
  cycles. Long ago, six champions of the Old 
  Faith participated in the game and won the 
  favor of the Beast Lords. These favors were 
  used in a time of need for the Land and if they 
  can be won again, they will aid in retaining the 
  balance that is now threatened.” 
   
  Q. What do you mean, ‘look to the sky’? 
   
  “Just that. Do as the Oracle instructs, and 
  the meaning will become clear.” 
   
  Q. Who are the Beast Lords of the Beastlands? 
   
  "The Lords of the Beastlands are Balador, 
  the Father Bear; and his sister Ferrix, the 
  Mother Tiger; as well as Taur, Lord of Bulls; 
  Coru, King of Foxes; Golwen the Owl Lord; 
  and Remnis, the Father of Giant Eagles.  
   
  Q. What can you tell us about the victory by the 
  six champions of the Old Faith? 
   
  "That is the role of the bards, though 
  nothing in the stories will aid you in the 
  challenges.” 
   
  Q. How does one win the Great Game? 
   
  “The Lords hold a series of challenges that 
  test strength and skill.” 
  Q. How do we get to the Beastlands? 
   
  "Dorindel the Hawthorne, protector of the 
  Gloaming Glade, will be your guide." 
   
  Q. What do we do once we’re there? 
   
  "As the Oracle says, you must seek out the 
  Beast Lords, partake in the Great Game, and 
  look to the sky for more answers.” 
   
  Q. What do we get out of this? 
   
  "Our gratitude.  Knowledge that the Circle 
  continues.  A place in song.  If you desire 
  trinkets, we can find something suitable for 
  you." 
   
  Q.  Is time an issue? 
   
  "Yes, the Game has already begun. There 
  is yet time to join, but you must journey there 
  with all haste.”  
   
  Q. What if we refuse to go on this quest? 
   
  “You endanger the Balance.  You threaten 
  the Circle.  We did not bring you here on a 
  GEO7-08 The Great Game 
   
  Page 7 
  
  whim.  But we are not slavers.  We will not 
  force you to accept his quest.” 
  Q. Where is Gwenllian? Where is your Archdruid? 
   
  “She is not here.” 
   
  Note: The druids do not answer this question 
  further. However, they believe that the absence of 
  an Archdruid is one of the reasons the Land seeks 
  aid from outside of the of Old Faith. 
   
  When 
  the 
  PCs 
  have 
  exhausted 
  their 
  questions, the druids ask them if they accept the 
  quest.  If the PCs refuse the quest, the module is 
  over for them.  Otherwise, read the following: 
   
  Maelor speaks.  "Make what preparations 
  you need today and tonight.  You leave 
  tomorrow 
  morning 
  with 
  Dorindel 
  the 
  Hawthorne, he says, looking towards the 
  severe looking druid who brought you here.  
  May the Circle bring fortune to your journeys.  
  May the Balance weigh in your favor."  The 
  druids then depart the grove and return to the 
  Isle of Rhun. 
   
   
  If the PCs refuse, Maelor accepts their 
  decision and returns them to where they were in 
  Geoff.  The module is over for them. 
  The College of Canaith 
   
  The PCs are free to explore the small village 
  on Kindler’s Isle in the time that remains. Other 
  than the bardic residences and library, there is a 
  smithy that is also a weaponsmith and armorer, as 
  well as a blacksmith.  The largest of the handful of 
  cottages houses the highest-level bards and the 
  library of the College of Canaith. PCs can 
  purchase standard adventuring gear (from the 
  Player’s Handbook) here. 
  They will be given lodging for the night inside 
  the largest cottage. The circular village hall is the 
  public gathering place. It is filled with the smell of 
  food and the noise of dozens of conversations. 
  The PCs can find a meal and conversation there if 
  they so choose. 
   
  If the players go over and join the bards, 
  continue below.   
   
  You sit down at long tables and are given 
  generous portions of traditional Flan food.  
  There is venison and rabbit mixed with 
  generous helpings of leeks.  They also have 
  something called rarebit, which seems to be 
  melted cheese on toasted bread.  All of this is 
  washed down with seidr. There is constant 
  entertainment 
  and 
  the 
  resident 
  college 
  members readily engage you in conversation. 
   
   
  The bards of the College of Canaith engage in 
  light conversation with the PCs. If the PCs ask 
  about the games, even the bards know little about 
  them. They can relate that the six Old Faith 
  champions of old faced a series of challenges, 
  individually and as a group. In victory they were 
  given ‘favor fetishes’ by the Beastlords, which 
  contained a part of their essences. The fetishes 
  were used long ago in defense of the land during 
  the rule of the first Brenin, Iowerth the Farsighted 
  (while repelling the Keoish invaders in CY 254). 
  Bridge to the Isle of Rhun 
   
  If a PC leaves the village hall and tries to 
  cross over to the Isle of Rhun, they best way to do 
  so is by the bridge.  At the point where the Isle of 
  Sanctuary comes closest to the Isle of Rhun is a 
  bridge linking the two.  The arched bridge is 
  completely made of wood is about 100 feet long.  
  The bridge does not appear so much built as 
  grown, as it is solid wood and there is no evidence 
  of nails or other human handiwork. 
  Druids who are members of the Old Faith 
  metaorganization are permitted to cross the bridge 
  and go to the Isle of Rhun.  At the moment, 
  nothing is happening, so there isn’t much to see.  
  If a druid PC knows an Old Faith NPC druid, that 
  NPC is there.  That NPC will have no additional 
  information about the current events in the 
  module.  In addition, they don’t know the current 
  status of Gwenllian. 
   
  If anyone who is not an Old Faith druid tries to 
  cross the bridge, or starts trouble, a group of four 
  13th level Old Faith monks immediately move to 
  subdue the PCs. If this does not suffice, and the 
  PCs try to cross to the bridge, two Elder water 
  elementals rise out of the water and block their 
  path.  They are assisted by two Elder Earth 
  elementals, if the PCs make it to the far shore. 
   
  If the PCs attempt to swim or fly over to the 
  Isle of Rhun, they are attacked by the elder water 
  elementals (if swimming) or by two elder air 
  elementals (if flying). 
  All APLs (EL 15) 
  Elder Air Elementals (2), See Monster Manual p. 
  82. 
  Elder Earth Elementals (2), See Monster Manual 
  p. 82. 
  GEO7-08 The Great Game 
   
  Page 8 
  
  Elder Water Elementals (2), See Monster Manual 
  p. 84. 
   
  If the PCs persist, more help arrives in two 
  rounds in the form of two 17th level monks and four 
  15th level druids with a variety of animal 
  companions, as well as the old brass dragon that 
  lives in the lake.  This encounter is not statted, but 
  if things get to this point, the module is over.  This 
  is the center of the Old Faith’s power and any PCs 
  who persist will be annihilated. 
   
   
  If any PC who is not of the Old Faith places a 
  single foot on the Isle of Rhun, their lives are 
  forfeit, and the druids will take the PC for sacrifice 
  to cleanse the island.  The druids have sufficient 
  strength to overwhelm any resistance from the 
  PCs and take the offending PC. 
   
  The next day, after a hearty breakfast, 
  Dorindel arrives and casts transport via plants. 
  This spell takes the PCs to the Vortex in the 
  Javan. 
    
  Go to Encounter 2. 
  ENCOUNTER 2: WORKING 
  VACATION 
   
  Dorindel can only carry five passengers and 
  their equipment through the spell transport via 
  plants. He owns a portable hole that can be used 
  to carry a sixth person and up to one mount, 
  though a Handle Animal check (DC 20) is required 
  to get the animal inside the hole.  
   
  Soon, you find yourself stepping out of a 
  tree next to a cove in the Javan River. The Dim 
  Forest stretches into shadowy darkness on 
  both shores. The cove itself however is 
  dominated by a swirling vortex of water and 
  energy that sparkles and gleams, and a short 
  pier still stands, leading out to the hole 
  between worlds. 
   
  “Here we are then,” Dorindel says. 
   
  From a pouch, the half-elf druid pulls out a 
  fetish. It consists of a leather thong holding 
  what appears to be a few animal teeth, a claw, 
  two feathers and a lock of red fur. 
   
  “When you arrive in the Beastlands, 
  present this to the Lords overseeing the Great 
  Game. It is the fetish won by one of our former 
  champions long ago. It should grant you 
  entry.” 
    
  “I will keep watch over this side of the 
  portal, and await your return. Go with 
  haste….go.” 
   
  Any PC with ranks in Knowledge (nature) can 
  make a check (DC10) to recognize the items 
  which make up the fetish include a bear’s claw, a 
  tiger’s tooth, a lock of fox fur, the feather of both 
  an eagle and an owl, and the tip of a bull’s horn. 
  This is one of the ‘favor fetishes’ won by the Old 
  Faith champions hundreds of years ago. It is long 
  drained of it’s magic. 
   
  Any PC who has played GEO1-07 “Shadows 
  of a Fallen Star” and /or GEO4-05 “Vision of a 
  Lighted Path” have been to this cove before. 
  Those who’ve played “Vision” know that the vortex 
  leads to the Beastlands, specifically to a land near 
  Ehlonna’s realm, the Grove of the Unicorn. It was 
  created by an arrow shot from Ehlonna’s bow to 
  aid the denizens of the Dim Forest against the 
  encroaching shadow. 
   
  Any PC that makes a successful Knowledge 
  (local - Sheldomar) (DC 15) or bardic knowledge 
  (DC 20) knows that this vortex in the Javan River 
  was created years ago by a ‘falling star’, and is 
  rumored to lead to the Beastlands. Followers of 
  the Spring Maiden claim that the falling star was 
  an arrow shot by Ehlonna. 
   
  The PCs can take any precautions they wish 
  before entering the vortex. The pier extends 20 
  feet into the water.  The water is just above waist 
  deep for a human.  The PCs can walk through the 
  water and any animal companions should be able 
  to walk or paddle through the water to get to the 
  vortex. Once near it, the PCs are sucked through 
  to the other side.  Wearing heavy armor or 
  carrying heavy loads only speeds the process. 
   
  When the PCs enter the vortex they leave 
  Oerth and enter the Beastlands.  Read the 
  following: 
   
  You wade through the river into the 
  swirling mass of water and light.  The ground 
  seems to slip away beneath you and you are 
  pulled down.  The sky is a rapidly dwindling 
  spot of light blue above you, which disappears 
  as the foaming water envelops you. 
   
  You are falling through the water, which is 
  too light and aerated to slow your plummet.  
  The fall is making you dizzy and your vision 
  blurs until all you see is light. 
   
  It takes a moment to realize that you are no 
  longer falling, and packed earth is beneath 
  GEO7-08 The Great Game 
   
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  your feet.  Amazingly, you are dry and 
  unharmed.   
   
  As the world slowly comes into focus, you 
  see that you are on a path in a forest, between 
  a fallen tree and a giant oak.  Gigantic 
  hardwood trees of all kinds spread out as far 
  as the eye can see.  Some trees seem to be at 
  the height of budding, while others are already 
  at full foliage.  Mushrooms grow at the base of 
  many of the trees.  Lush green ferns line the 
  path that winds ahead of you. 
   
  Squirrels chitter above you in the trees and 
  you spot a small herd of deer off in the 
  distance.  The sunlight streams through the 
  canopy of branches, making beautiful patterns 
  on the rich soil beneath your feet. 
   
  Off in the distance, you hear cheering and 
  singing.  The sound seems to float down the 
  path as if beckoning you further into the 
  woods. 
  THE BEASTLANDS 
  Conditions: 
  The 
  temperature 
  is 
  mild 
  and 
  pleasant, and the sun shines high in the sky. 
  Please see DM Aid “The Beastlands” for more 
  information on conditions while in the Beastlands. 
   
  With a Knowledge (the planes) check (DC 20) 
  the PCs realize they have entered the Beastlands, 
  which is an outer plane devoted to neutral and 
  chaotic good.  It is also one of the homes of 
  Ehlonna.  The PCs are currently on Krigala – the 
  first layer of the Beastlands.  They are near the 
  Grove of the Unicorn to be exact. 
   
  Time is measured in the Beastlands by the 
  coming of the daily rain.   
   
  The PCs cannot tell which direction is north, 
  no matter how high they have the Survival skill.  
  Because of the magic of the Beastlands, they 
  have no sense of direction.  It appears to be mid-
  day. 
   
  Any PC who has lost an animal companion 
  may find them at this time or at any other time in 
  the adventure.  Also, dead mounts can be found 
  here as well.  The animals search out the PCs, but 
  do not join them in their quest, nor do they give 
  them information of any sort other than their own 
  well-being and happiness. 
  Judge’s Note: The call of the wild lures 
  natural creatures away from the PCs while they 
  are in the Beastlands.  Any animal companions, 
  animals or mounts currently with the PCs buck the 
  control of the PCs, and wander away.  Magical 
  creatures (i.e. magical beasts, dragons, etc.) are 
  not affected. All sorts of natural animals can be 
  found here so the animal companions and mounts 
  find a group of their own kind with which to spend 
  time. Animals DO NOT adventure with the PCs 
  during their time in the Beastlands, however, they 
  do intuitively rejoin the PCs when the characters 
  are ready to leave the Beastlands, (although the 
  PCs do not necessarily know this at the moment.) 
  The Great Game 
  The Great Game is currently taking place (and has 
  been for many days), and is the reason behind the 
  cheering and singing. The PCs can wander any 
  way they wish into the great woods, but they won’t 
  find the Great Game unless they follow the noise. 
  If they do, read the following: 
   
  You follow the noise, and soon come upon 
  a game trail that leads you to a large clearing 
  in the woods. Before you, hundreds of 
  animals, beasts and humanoids are gathered 
  and seem to be watching something, likely a 
  competition of some kind given the cheering, 
  and snorting, and howling and baying. 
   
  As you take this in, a white cat slinks away 
  from the crowd nearest you and approaches.  
   
  PCs who played GEO4-05 “Vision of a Lighted 
  Path” immediately recognize the cat as Miro, the 
  celestial cat companion to “The Shepherd”, whom 
  they met in that adventure. If any PC does know 
  Miro, the cat has approached to say hello and 
  inquire as to what has brought them back to the 
  Beastlands 
  (modify 
  the 
  boxed 
  text 
  below 
  accordingly). If the PCs have never been here 
  before, Miro is merely curious, as cats are wont to 
  be. Her attitude is Friendly, as are the attitudes of 
  most anyone the PCs talk to: 
   
  The white cat looks at you curiously. 
   
  “Here to watch the Great Game are you?” 
   
  If the PCs respond that they are here to 
  participate in the Great Game, Miro continues: 
   
  “Well, you’re late, you’re late. You need to 
  present yourselves to the Beast Lords. C’mon, 
  I’ll take you to them.” 
   
  The talking cat leads you through the 
  crowd. You make your way past giant bears, 
  tigers, eagles, owls, as well as beings that look 
  like humans or elves that have taken on feral 
  qualities such as mane-like hair, tusks, or cat’s 
  eyes. 
  GEO7-08 The Great Game 
   
  Page 10 
  
   
  Anyone who makes a Knowledge (the planes) 
  (DC 5) or Knowledge (religion) (DC 12) knows that 
  these 
  humanoids 
  are 
  petitioners. 
  Souls 
  of 
  deceased humans, elves, and others who made 
  their way to this Outer Plane and have taken on 
  celestial aspects associated with the gods or 
  powers they revered in life. Most of the human 
  petitioners here revere Ehlonna, and have stars 
  on their foreheads (the beginnings of a unicorn 
  horn). 
   
  Soon, you arrive at the inside edge of the 
  throng, and can see what the crowd is 
  watching.  
   
  Two large animals, a bear and a tiger, fight 
  in the circular clearing. As you watch, they 
  circle one another, and then attack in a flurry 
  of claws and teeth. Suddenly, a crushing blow 
  by one of the beasts fells its opponent and the 
  crowd cheers and howls and screeches. In 
  moments, the body of the slain opponent fades 
  away while the other combatant circles in 
  triumph. A second later, one of the beast-like 
  humans runs over and drapes a cloak over the 
  winner. It looks as if he is about to make an 
  announcement… 
   
  Judge’s Note: At APL 2-4, the bear or dire 
  bear is the victor, at APLs 6-16, the dire tiger is the 
  winner. If the winner was the bear, the PCs see an 
  immense 
  (gargantuan-sized) 
  bear 
  (Balador) 
  proudly looking towards an equally large tigress. If 
  the winner was the dire tiger, the PCs see the 
  immense tigress (Ferrix) looking regally towards 
  her brother Balador. 
   
  In this moment, the celestial cat turns 
  towards you, “That was the last challenger, if 
  you’d like to make a challenge, you had best 
  speak up before they announce the champion 
  for this game!” 
   
  At this point, the PCs must immediately make 
  their presence known, and state that they are here 
  to participate in the challenge. If they do so, read 
  the following: 
   
  All eyes turn to look at you, and the proctor 
  of this match looks to you, and then looks to 
  the Beast Lords, a group of immense and 
  utterly magnificent specimens of their species, 
  who sit at the edge of the clearing. A heartbeat 
  later, the gargantuan bear waves your group 
  over. 
   
  At this point, the PCs must present the ‘favor 
  fetish’ that Dorindel gave them, and tell the Beast 
  Lords that they are here to participate on behalf of 
  the Old Faith. Upon seeing the fetish, and hearing 
  the beseeching of the PCs, the Beast Lords take 
  council with one another to decide if they will allow 
  these outlander newcomers to participate.  
   
  The Lords of the Beastlands are Balador, the 
  Father Bear; and his sister Ferrix, the Mother 
  Tiger; as well as Taur, Lord of Bulls; Coru, King of 
  Foxes; Golwen the Owl Lord; and Remnis, the 
  Father of Giant Eagles. They have come here 
  from their respective realms throughout the 
  Beastlands for the Great Game.  
   
  Each Beast Lord has had a champion 
  participate in this particular challenge, and with 
  every defeat, their essence (via a favor fetish, like 
  the expended one the PCs carry) has passed to 
  the winner. Currently, the bear or dire bear (APLs 
  2-4) or the dire tiger (APLs 6-16) holds the 
  essences of the other Beast Lords whose 
  champion it has defeated. The ‘favor fetish’ is a 
  physical representation of this, and is awarded to 
  the final champion of this challenge. 
   
  While the Beast Lords take council, Miro 
  approaches the PCs again: 
   
  “This is the Test of Battle.  There’s also a 
  Test of Skill.  You pick a skill you’re good at 
  and one of our champions will try to beat you.  
  Simple, right?”  
   
  Decision of the Beast Lords 
  Normally, only residents of the Beastlands can 
  participate in the Great Game. However, because 
  of the exceptional precedent set by the six Old 
  Faith warriors nearly 400 years ago (or 144,000 
  rains by Beastlands reckoning), and due to the 
  fact that the PCs have brought a ‘favor fetish’ of 
  one of these former champions, the Beast Lords 
  allow them to participate. Either Balador or Ferrix 
  (whoever’s champion won the last fight) speaks 
  for the Lords. 
   
  After some discussion, the Beast Lords 
  come to a decision, and turn to address you 
  and the hundreds of spectators.  
   
  “You may participate mortals…though you 
  must follow the same conditions the first 
  mortal champions followed. Six of them were 
  allowed onto the field then, and so up to six of 
  you are allowed onto the field today. Secondly, 
  you may bring only two items onto the field of 
  battle: one weapon, and one other item of your 
  choosing. If these conditions are agreeable to 
  GEO7-08 The Great Game 
   
  Page 11 
  
  you, then you may challenge our champions in 
  the Great Game.” 
   
  Judge’s Note: For the purpose of this fight, 
  the Lords explain that an “item” includes: spell 
  components or foci that cost more than one gold 
  piece, as well as things the PCs may take for 
  granted such as holy symbols, and armor. Also, a 
  quiver of 50 arrows or bolts counts as ‘one’ 
  weapon or item. Allow the players to be creative if 
  they like, for example if a wizard can convincingly 
  argue that a rod is a weapon, allow it.  
   
  If they ask about dying, they are told that 
  because they are mortal, they risk more than any 
  of the competitors here. While the petitioners 
  (human, elf and animal alike) only fade away to 
  return another day, mortals or “primes” (such as 
  the PCs) risk death during the Test of Battle. 
  If the PCs are agreeable, go to Encounter 3, 
  The Test of Battle. If they want to skip this 
  encounter, or instead start with the Test of Skill, go 
  to Encounter 4. 
  Development: If the PCs don’t want to try either 
  one, skip to Encounter 5.  If the PCs do not want 
  to participate in the Test of Battle, read the 
  following: 
   
  “I understand, mortals,” says the Beast 
  Lord, no fighting means no dying.  Maybe the 
  Test of Skill is more to your liking.” 
  ENCOUNTER 3: THE TEST 
  OF BATTLE 
  The proctor for the Test of Battle is an older 
  human petitioner named Desmond. His gray 
  peppered hair frames the almost fully formed 
  unicorn horn on his forehead. He is the elder of 
  the human-petioner village of Ekon (a village of 
  Ehlonna’s petitioners), which is ostensibly hosting 
  the Great Game. PCs who played GEO4-05 
  “Vision of a Lighted Path” would have met him 
  before. 
   
  If the PCs indicate that they are willing, the 
  proctor replies:  
   
  Small stones outline the field of battle, and 
  the grass inside the perimeter has been worn 
  away, leaving hard packed earth.  Hundreds of 
  animals, 
  bariaurs, 
  centaurs 
  and 
  other 
  petitioners drift around and stand or sit just 
  outside the clearing.   
   
  “This is the field of battle.  The object is 
  simple: you must be victorious over the 
  champion of battle by either slaying him or 
  forcing him out of the ring…he prefers to slay 
  his opponents.”   
   
  “Once you have stripped down to your 
  weapon and your one other item, you may step 
  onto the field. Once on the field, you have 30 
  breaths (seconds) to prepare. Those who do 
  not step into the ring may not aid the 
  combatants in any way, nor may anyone cast 
  magics while still outside the ring, or your 
  challenge is forfeit.” 
   
  “The rules of the test of battle are as 
  follows: First, if you voluntarily leave the field, 
  you are out of the fight, and may no longer 
  assist your companions in any way.  Second, 
  during the fight, a physical weapon must, at 
  least once, injure the champion.  A purely 
  magical victory means the victory is forfeit.  
  And last, in this test, you fight as a group.  
  Because of the extra danger you face as 
  mortals, the Lords have decreed that as long 
  as one of you wins, any who fought will win 
  the favor…that is, assuming you’re not dead.” 
    
  Any spell the PCs have cast on them outside 
  the field of battle is automatically dispelled when 
  the PC enters the field (a divinely morphic trait of 
  this particular field makes this so). Spells may only 
  be cast once inside the ring, and the PCs only 
  have 30 seconds (5 rounds) to prepare once 
  inside.  
  The field is about 120 feet in diameter (roughly 
  the size of a standard battlemat), and the 
  champion starts 80 feet away (charging distance) 
  from the party at all APLs. 
  If a PC either voluntarily leaves the fight or 
  starts the fight outside the ring, then they cannot 
  do anything to influence the fight.  That means that 
  any spell or action they take forfeits the fight for 
  the rest of the PCs. The only thing they can do to 
  help is stabilize dying party members who have 
  been thrown outside the field. 
  If a PC leaves the field involuntarily, they must 
  reenter as soon as they are able (or conscious).  
  Failure to do so means they are out of the fight. 
  Creature: Varies by APL, see below. 
   At APL 2, read the following: 
  As you prepare, a fierce looking grizzly 
  bear enters the field from the other side.  It 
  growls menacingly.  It wears the champion’s 
  cloak. 
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  At APL 4, read the following: 
  As you prepare, a large dire bear enters the 
  field from the other side.  It growls menacingly. 
   It wears the champion’s cloak. 
  At APLs 6-10, read the following: 
  As you prepare, a massive tiger enters the 
  field from the other side.  It licks its chops and 
  stares at you silently.  It wears the champion’s 
  cloak. 
  At APLs 12-16, read the following: 
  As you prepare, an enormous tiger enters 
  the field from the other side.  It licks its chops 
  and stares at you silently.  It wears the 
  champion’s cloak and what appears to be…a 
  hand on a leather cord around its neck. 
  APL 2 (EL 4) 
  Brown Bear: hp 51; cloak of resistance +1; 
  see Monster Manual, page 63 
  APL 4 (EL 7) 
  Dire Bear: hp 125; cloak of resistance +2; see 
  Monster Manual, page 63 
  APL 6 (EL 9) 
  Advanced Dire Tiger: hp 173; see Appendix 
  3. 
  APL 8 (EL 11) 
  Advanced Dire Tiger: hp 252; see Appendix 
  4. 
  APL 10 (EL 13) 
  Advanced Dire Tiger: hp 312; see Appendix 
  5. 
  APL 12 (EL 15) 
  Advanced Dire Tiger: hp 412; see Appendix 
  6. 
  APL 14 (EL 17) 
  Advanced Dire Tiger: hp 562; see Appendix 
  7. 
  APL 16 (EL 19) 
  Advanced Dire Tiger: hp 738; see Appendix 
  8. 
   
  Tactics: All APLs: The champion, especially 
  the dire tiger, charges the closest PC, and uses its 
  abilities and feats to full advantage.  It works to 
  defeat enemies as efficiently as possible, whether 
  that means killing them or bull rushing them out of 
  the ring.  At APL 6 and up, the tiger is hungry, and 
  if it manages to kill or drive off the entire party, it 
  eats any dead PCs remaining on the field. If the 
  PCs voluntarily leave the field, Miro, the celestial 
  cat, sympathizes with them.  The PCs may not re-
  fight this encounter. 
   
  Treasure: If the PCs defeat the Test of Battle, 
  they receive the ‘favor fetish’ - the physical 
  representation of the Favor of the Champion of 
  Battle, as well as: 
  APL 2: L: 0 gp, C: 0 gp, M: cloak of resistance 
  +1 (83 gp) 
  APL 4: L: 0 gp, C: 0 gp, M: cloak of resistance 
  +2 (333 gp) 
  APL 6: L: 0 gp, C: 0 gp, M: cloak of resistance 
  +2 (333 gp) 
  APL 8: L: 0 gp, C: 0 gp, M: cloak of resistance 
  +2 (333 gp) 
  APL 10: L: 0 gp, C: 0 gp, M: cloak of 
  resistance +4 (1333 gp) 
  APL 12: L: 0 gp, C: 0 gp, M: cloak of 
  resistance +4 (1333 gp), hand of glory (667 
  gp), ring of evasion (2083 gp) 
  APL 14: L: 0 gp, C: 0 gp, M: cloak of 
  resistance +5 (2083 gp), hand of glory (667 
  gp), ring of freedom of movement (3333 gp) 
  APL 16: L: 0 gp, C: 0 gp, M: cloak of 
  resistance +5 (2083 gp), hand of glory (667 
  gp), ring of freedom of movement (3333 gp) 
   
  Development: 
  If 
  any 
  PC 
  dies 
  in 
  the 
  Beastlands during the Great Game, they have the 
  option of remaining there as a petitioner if they 
  revere any power that makes its home there (like 
  Ehlonna). Otherwise, the remaining PCs must 
  make arrangements. No NPCs present at the 
  Great Game will revivify a dead PC, and if the PCs 
  leave the Beastlands early, they miss Encounter 5. 
  ENCOUNTER 4: THE TEST 
  OF SKILL 
  Whereas the Test of Battle was fought as a group, 
  the Test of Skill is an individual contest. The 
  proctor for this encounter is a squirrel named 
  Chikchuk.  If the PCs opt to participate in the Test 
  of Skill, they are instructed to follow the squirrel. 
   
  A squirrel leads you to a vast meadow, and 
  the hundreds of participants and spectators 
  follow.   Several archery targets and stickmen, 
  GEO7-08 The Great Game 
   
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  as well as obstacle courses made of logs and 
  boulders have been already set up.   
   
  “This is where the test of skill will take 
  place.  Name a skill, any skill, and the 
  Beastlands champion will step forward.  You 
  must out perform the champion at the skill you 
  wish to try.  For those of you that are, ahem, 
  skill challenged, you can simply attempt a 
  martial skill challenge, he says nodding in the 
  direction of the wooden dummies and archery 
  targets.   
   
  You may assist your compatriots by 
  encouraging them, but you may not cast any 
  spells. Are there any other questions?  Let’s 
  begin.  Who wants to go first?” 
  The skill test champions are all celestials.  The 
  champions are a physical representation of the 
  ability utilized by the skill the PCs select (based on 
  ability increasing spells like bull’s strength, bear’s 
  endurance, eagle’s splendor,etc.). For example, if 
  an 
  Intelligence-based 
  skill 
  is 
  chosen, 
  the 
  champion is a celestial fox (or humanoid petitioner 
  with fox-like features). If the skill involves Strength, 
  a celestial bull is the opponent (or humanoid 
  petitioner with bull-like features). If it involves 
  Dexterity, a cat will be the champion (or humanoid 
  petitioner with cat-like features), etc. There is a 
  Beastlands 
  champion 
  for 
  every 
  skill-check 
  imaginable (remember, the Great Game has been 
  going on for many days now). 
  The PCs should choose their skill-check 
  wisely, and should avoid skills at which an animal 
  would have an inherent advantage. For example, if 
  the PC chooses the Climb skill, a celestial monkey 
  steps forward. This is an example of a skill check 
  a PC would likely not win, as monkeys have a 
  climb speed (and PCs do not). Tests where the 
  Beastlands champion would have an inherent 
  advantage (i.e. climbing and swimming) should be 
  apparent to the PCs with a DC 5 Intelligence 
  check. 
  RUNNING THE TESTS OF SKILL  
  The Test of Skill 
  � The PC must roll 3 skill checks and do 
  better than the Beastlands champion (see 
  the 
  champion’s 
  skill 
  check 
  modifier 
  below).  
  � The same ‘items’ rule applies here that 
  applies during the Test of Battle. That is, 
  PCs are allowed one weapon and one 
  other item (or two items if their skill does 
  not involve a weapon). 
  � Bards and marshals may assist the efforts 
  of their companions, but no one may cast 
  spells on the contestants before or during 
  the contest. Pre-cast spells are dispelled 
  before the contest begins. 
  � If the skill requires materials or objects 
  (like a craft skill or disable device), they 
  are provided.   
   
  The celestial champion’s skill check is equal to 
  the APL plus 6 plus the d20 roll.  The winner is 
  determined by either a best 2 out of 3, OR by 
  whoever has the highest sum after their skill 
  checks 
  are 
  added 
  together 
  (whatever 
  is 
  appropriate to the chosen skill test).  
  Be creative when describing the tests of skill. 
  For example, if a PC chooses Concentration, (a 
  Constitution-based skill) then they have a staring 
  contest with a bear; if they choose Ride (Dexterity-
  based), they must ride through an obstacle course 
  against a catfolk riding a dire lion, etc. 
  Or the Test of Martial Skill 
  Some combat-optimized PCs may have no 
  “skill” to speak of other than martial prowess. If 
  this is the case, they can attempt a “Test of Martial 
  Skill” challenge in one of two ways (the above 
  rules apply to the martial skill challenge):  
  � Shoot or throw ranged weapons at a 
  target. 
  � Challenge a champion to a sparring match 
  with a melee weapon of choice. 
   
  The archery champion is a celestial elf 
  petitioner with cat-like traits named Beregalion. He 
  uses a greatbow that does 1d10 plus APL/2 
  damage, and has all of the same archery feats as 
  the best PC archer present.  The target has an AC 
  0. One attack roll is allowed every round for three 
  rounds, but it is assumed that each participant 
  always hits. The exception to this is as follows: A 
  roll of 1 always misses, and if an opponent 
  threatens a critical hit with their weapon, they can 
  confirm it as per usual. The more damage is done, 
  the closer to the center of the target the arrow 
  lands. The winner is determined by whoever has 
  done the most damage after three shots. 
   
  The melee weapon champion is a celestial 
  bear-like human named Nestor (describe him as a 
  hybrid-form werebear at APLs 6-16). He uses a 
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  greatsword that does 2d6 plus APL*1.5 damage 
  (i.e. +3 at APL 2, +6 at APL 4, +8 at APL 6, etc.); 
  has hit points equal to the APL*12, and has the 
  same feats as the best PC fighter present. No 
  armor is allowed in this contest, and contestants 
  are instructed to deal nonlethal damage.  
   
  One attack roll is allowed every round for 
  three rounds, but it is assumed that each 
  opponent always hits. The exception to this is as 
  follows: A roll of 1 always misses, and if an 
  opponent threatens a critical hit with their weapon, 
  they can only confirm the critical by rolling within 
  their critical range again. Otherwise, they deal 
  standard nonlethal damage.  
   
  Because this is a test of martial skill against a 
  finite variable (hit points), it may be important to 
  know on what initiative things happen. Nestor’s 
  initiative modifier is APL/3 rounded down (i.e. +0 
  at APL2, +1 at APL4, +2 at APL 6, +2 at APL 8, 
  etc.). The contest goes for three rounds (or until 
  someone falls unconscious). Each contestant only 
  gets one attack per round (no full round actions). 
  Whoever has done the most damage (or is still 
  conscious) at the end of three rounds, wins the 
  challenge.  
  When a PC selects a skill (or melee sparring 
  match), the squirrel intones, “Welcome to the 
  ultimate test of… <insert skill or archery or melee 
  test>!”  Announce this in an overly dramatic 
  manner.  Include play by play commentary 
  describing the action if you want. 
   
  Treasure: Each PC that defeats the Test of 
  Skill receives the Favor of the Champion of 
  Skill. 
   
  Development: Once the PCs are finished with 
  their challenges, Balador announces the official 
  end of the Great Game, and the great celebration 
  (consisting of a lot of drinking and eating) 
  commences. This will go one for many weeks, but 
  the PCs are likely going to miss most of it as 
  events unfold. 
   
  Go to Encounter 5. 
  ENCOUNTER 5: FRIENDS IN 
  HIGH PLACES 
  All of the challenges take place beneath a sunny 
  sky, and Stronmaus, the good storm and cloud 
  giant god of the sun, sky, weather and joy is 
  watching the PCs. His realm of Stormhold is 
  located 
  in 
  lower 
  layer 
  of 
  the 
  Beastlands 
  (Karasuthra), 
  and 
  he 
  knows 
  pretty 
  much 
  everything that goes on under the sky in the 
  Beastlands.  
   
  His attention is drawn to the PCs because of 
  the portal they used to get here. Stronmaus knows 
  that particular planar portal goes to Gyruff (Geoff), 
  and has been keeping on eye on happenings 
  there since the invasion by the Sakhut (the evil 
  eldritch giants who banned his worship amongst 
  their cloud giant vassals calling him Stromnaus the 
  Forbidden).  
   
  If the PCs participated in any of the 
  adventures marked with a ** listed in the 
  Preparation for Play section at the beginning of 
  this module, they have most likely had friendly 
  dealings with the cloud giants of the Sheldomar 
  Valley. Stromnaus (being a greater deity and all) 
  knows about it. If they were one of the ‘little 
  people’ who helped the cloud giants break away 
  from the Sakhut (any PC with a ** to their name), 
  then Stronmaus is interested in getting some 
  important information to them. 
   
  However, if not even one PC had friendly 
  contact with cloud giants; then Stronmaus 
  observes their participation in the Great Game 
  because of the fact of where they came from and 
  the fact that they were sent here by the Old Faith. 
  If they seem like good-hearted challengers, 
  Stronmaus sends them a sign.  
  Sign in the Sky 
  As the PCs celebrate their victories with mead and 
  honeybread (or lick their wounds), they receive a 
  sign from Stronmaus. 
   
  The mead flows in celebration, and you 
  don’t think you’ve ever seen honey made from 
  so many different blossoms, when your 
  attention is drawn to the sky by a loud peal of 
  thunder, and muting of the light as happens 
  when a cloud passes over the sun. As you 
  glance upwards, it is immediately apparent 
  that this is more than a simple cloud passing 
  over the sun. This silver-lined cloud partially 
  obscures the sun, and unlike the other clouds, 
  this cloud does not move with the light breeze. 
  As you watch, a soundless forked lighting bolt 
  flashes from it. There is no other sign of rain or 
  even another storm cloud in the sky.  
   
  Any PC with Knowledge (religion) that makes 
  a DC 20 check knows that this cloud and lighting 
  bolt partially obscuring the sun is the symbol of 
  Stronmaus, the god of good cloud and storm 
  giants of the sun, sky, weather and joy. This 
  check, or alternatively a Knowledge (the planes) 
  GEO7-08 The Great Game 
   
  Page 15 
  
  (DC 15) also tells the PC that Stronmaus’ realm of 
  Stormhold is located in the layer of the Beastlands 
  called Karasuthra. The PCs are currently in the 
  layer called Krigala. 
   
  If no PC is able to make the checks, there are 
  plenty of NPCs at the celebration that recognize 
  the symbol. Furthermore, as the PCs ponder this, 
  Balador (the Father Bear), makes it a point to seek 
  out the PCs and relate to them that this is a 
  ‘summoning sign’, a sign or omen that a god 
  sends to summon a particular person. He then 
  asks the PCs if they are supposed to visit 
  Stronmaus for some reason, as no one else 
  present knows anything about the sign.  
   
  Judge’s Note: This is what the cryptic “look to 
  the sky” part of Hen Wen’s prophecy referred to. If 
  the players don’t recall that they were to “look to 
  the sky” for more answers, have them make a DC 
  10 Intelligence check at this point to jog their 
  memory. 
  Anyone Know the Way to Stormhold? 
  Once the PCs have determined that they are the 
  ones whom Stronmaus has summoned, they may 
  be curious as to how to get to Stormhold. Any PC 
  with Knowledge (the planes) can attempt a DC 20 
  check to know information about the layer of 
  Karasuthra, the Realm of Eternal Night (use DM 
  Aid: The Beastlands). If no PC can make the 
  check, the information is shared by one of the 
  resident NPCs. Play up the fact that most of the 
  Beastlands denizens here are not from that layer, 
  not do they like (or recommend) visiting that layer 
  as the Forests of Eternal Night are a very 
  dangerous place.  Some of the most dangerous 
  creatures of the night prowl those dark woods. 
   
  If the PCs ask if there is anyone who could 
  guide 
  them 
  to 
  Karasuthra 
  (or 
  Stormhold 
  specifically), or show them the way, they are told 
  that the one of the Beast Lords, the Owl Lord 
  Golwen, makes his home in Karasuthra and 
  knows the fastest way there. Golwen can be 
  convinced to guide them to the proper portal with a 
  little bit of fawning on the part of the PCs. 
   
  A successful Diplomacy check (DC 15+ 
  APL) is necessary to convince the Owl Lord to 
  guide the PCs to the fastest route to Stormhold. 
  Add roleplaying modifiers as you see fit (i.e. the 
  Owl Lord is more willing to take champions of the 
  Great Game). Miro the celestial cat tells the PCs 
  that the Owl Lord responds well to shiny gifts and 
  offerings. If the PCs offer Golwen something shiny 
  (and more importantly from the Material Plane) 
  worth APL x 10 in gold pieces, he agrees to guide 
  them to the most direct route to Karasuthra. 
   
   If they are not successful at the Diplomacy 
  check, they must ask around for some time before 
  they find a guide willing to take them to a gateway 
  to Karasuthra (the guide is Kort, a bariaur ranger, 
  whom PCs met if they played GEO4-05 “Vision of 
  a Lighted Path”). This takes them via a longer 
  route, and adds many hours to their trip. 
   
  Assuming the PCs convince the Owl Lord, 
  read the following: 
   
  Golwen the Owl Lord leads the way down a 
  path taken off of the field. It is a different path 
  than the one that brought you here.  He keeps 
  a fast pace; though he stops on giant boughs 
  from time to time and looks over his shoulder 
  to be sure everyone is following.  “Whooo. 
  Keep up.  We have got a long way to go.” 
   
  After what seems like quite a long time, the 
  giant owl stops.  He turns to the group and 
  says; “Whooo. Now we go to Karasuthra.  Be 
  sure to follow me and only go where I go.”  He 
  circles and flies between two trees, one of 
  which has fallen against the other and now 
  forms a natural arch, before he shimmers 
  momentarily and disappears. 
   
  If the PCs follow him through the trees, they 
  find themselves walking down the same path, but 
  instead of daylight, it is nighttime.  Those who do 
  not follow find an empty path in daylight and are 
  left behind until they pass between the trees. 
   
  If the PCs decide not to follow, they may 
  remain here and may join the rest of the party 
  when they return.  
  THE LAND OF ETERNAL NIGHT 
   
  Conditions: Luckily, the full moon is out and 
  provides shadowy illumination (as opposed to the 
  usual pitch black under the trees). If the PCs rely 
  on the moonlight to see, they suffer a 20% miss 
  chance here unless they have darkvision. PCs 
  with low-light vision see at their normal range, but 
  still suffer the miss chance. Also, the terrain is 
  typical of a dense forest with undergrowth all 
  around. Every other square is considered difficult 
  terrain 
  (movement 
  costs 
  double) 
  due 
  to 
  undergrowth, except on the game trail the PCs 
  have been instructed to follow. Characters with the 
  woodland stride special ability can move at their 
  normal speed through the undergrowth. 
  GEO7-08 The Great Game 
   
  Page 16 
  
    
  This is a good time to get the PCs into a 
  marching order if they are not already in one. The 
  game trail accommodates a single file formation 
  only. 
  When the group is finally together in Karasuthra, 
  read the following: 
   
  The path does not seem to change, but it is 
  suddenly the middle of the night here in the 
  forest. The midnight sky is filled with stars, 
  and a full moon is the only source of 
  illumination in this realm. A breeze flows 
  through the trees and rustles the leaves above. 
    
   
  A stick snaps to your left, but you do not 
  see anything. The voice of the Owl Lord comes 
  from out of the night. 
   
  “Whooo. Stormhold is straight down the 
  game trail. Follow the lightning and you will 
  know when you’ve entered the Sky Lord’s 
  realm.” 
   
  The PCs cannot detect the Owl Lord by any 
  means. If the PCs had a guide other than the Owl 
  Lord, that guide does not enter Karasuthra. The 
  Owl Lord has entered because it is his home 
  layer, and he is on his way back to his own Realm. 
   
  The Owl Lord extends champions of the Great 
  Game the courtesy of his protection, though it only 
  extends to giant owls, while they remain in 
  Karasuthra. If the PCs are Great Game champions 
  (if they won at least half of the challenges), read 
  the following: 
   
  “Whooo. Tread carefully in the land of 
  Eternal Night mortal champions. My children 
  will not eat you, but I cannot speak for the 
  other predators of these lands.” 
  Otherwise, just read this: 
   
  The sound of a tree bough creaking 
  slightly, and the absence of his voice, is the 
  only sign that the Owl Lord has flown off and 
  left you to your own devices. 
   
  Go to Encounter 6. 
  ENCOUNTER 6: REALM OF 
  THE SKY LORD 
   
  The Owl Lord has left the PCs at the edge of 
  Stromnaus’ realm within Karasuthra. Stormhold 
  extends for many miles around a mountain topped 
  by a silver-lined cloud. At a normal overland pace, 
  it takes the PCs about one day to arrive at the foot 
  of the mountain. Stormhold is a land of perpetual 
  thunderstorms. As the PCs get closer, the wind 
  picks up, and it begins to rain. The environment at 
  ground level begins to turn more swamp-like. 
  Before they get to Stormhold, the PCs are (of 
  course) attacked by one (or two) of the many 
  dangerous 
  residents 
  of 
  this 
  layer 
  of 
  the 
  Beastlands.  
   
  Assuming the PCs follow the Owl Lord’s 
  advice and stick to the game trail, read the 
  following: 
   
  Not more than an hour into your travel 
  along the game trail, it begins to rain lightly, 
  and 
  thunder 
  peals 
  in 
  the 
  distance. 
  Occasionally, when the land comes to a rise 
  and the trees clear a bit you can see a lone 
  mountain silhouetted by the night sky in the 
  distance. Just above the mountain the stars 
  are blotted out by an immense silver-lined 
  storm cloud that constantly flashes with 
  lightning.  
   
  Any 
  PC 
  with 
  Survival 
  or 
  Knowledge 
  (geography) that succeeds at a check (DC 15) can 
  tell that that the center of the storm is about 20 
  miles away.  
   
  Any PC that played GEO5-9 “Citadel of the 
  Storm King” recalls that the former keep of the 
  defeated leader of the Sakhut, located in the 
  Barrier Peaks and called Thunderhead, looked 
  eerily similar to that cloud-topped mountain. 
   
  Judge’s Note: PCs that try to fly through the 
  realm of Stormhold find that the winds pick up 
  once they get above the tree canopy (100 feet 
  high) to the point that that anything smaller than a 
  gargantuan flying creature is blown away. The 
  winds at altitude are a constant and divinely 
  morphic trait of Stronmaus’ realm, and are not 
  countered by any magics that would allow the PCs 
  to fly freely (such as freedom of movement). 
   
  Assuming the PCs continue on land, read the 
  following: 
   
  As you move ever closer to the mountain 
  after a few more hours of travel, the land has 
  become more bog-like. Gigantic trees still 
  dominate, but now swaths of standing water 
  mingle with the patches of now soggy land. 
  Above you, the branches of the trees rustle in 
  the wind, and the dark water around you 
  ripples with the constant rain.  
   
  Pay close attention to the environmental 
  conditions stated below, because they affect the 
  GEO7-08 The Great Game 
   
  Page 17 
  
  combat in the encounters at most APLs (especially 
  APLs 14-16). 
   
  Conditions: It is perpetual night, though the 
  moon still provides shadowy illumination (20% 
  miss chance unless the PCs have darkvision or a 
  light source). The terrain has now turned into more 
  of a bog-like forest.  Every third square (1 in 3 
  squares) is considered difficult terrain due to 
  light undergrowth and about 1 foot of standing 
  water. Because of the terrain and environmental 
  conditions, PCs cannot make Spot checks for 
  anything beyond 100 feet. 
   
  The PCs are attacked during a thunderstorm, 
  the effects of which are listed below by APL. For 
  more information on these effects, see pages 94-
  95 of the Dungeon Master’s Guide.  
  Dangerous Predators of Karasuthra  
   
  Giant predatory reptiles and carnivorous 
  dinosaurs are common in Karasuthra. The animals 
  are not evil, but they are dangerous and 
  aggressive predators. 
   
  Once the PCs are a few miles into Stormhold 
  (about 6 hours since they entered Karasuthra), 
  have the PCs make Spot and Listen checks with 
  the associated environmental penalties listed 
  below. Any PC who notices the creature(s) may 
  act in the surprise round (one standard action). 
  The creature(s) use their surprise round to close in 
  on the party. 
   
  APLs 2-4:  The PCs enter the territory of a 
  crocodile (or giant cocodile), which is hiding in the 
  bog and waiting for prey to happen by. The 
  crocodile receives a +10 cover bonus to its Hide 
  check as it sits in the water with only its nostrils 
  and eyes exposed. The crocodile begins combat 
  about 20 feet away from the game trail the PCs 
  are following.  
   
  The crocodile attack occurs during a lull in the 
  storm. Winds are moderate (20 mph), the rain is 
  just a drizzle, and the lightning and thunder crack 
  in the distance. There are no circumstantial 
  penalties due to the storm. 
   
  Read the following: 
   
  Your senses strain to see or hear anything 
  other your own movement through the bog. 
  The rain has fallen off to a drizzle, but thunder 
  still peals in the distance. Suddenly, the water 
  nearby splashes and a giant reptilian form 
  moves lightning quick along the mud towards 
  you. 
   
  APLs 6-12:  The dinosaur(s) catches the 
  scent (or sees the light, or hears the armor) of the 
  PCs at around 100 feet, and closes to attack. 
  While the PCs may hear it, it is likely the PCs 
  won’t see it until they are fairly close (60-80 feet 
  away).  
   
  The dinosaur attack occurs in the middle of 
  the thunderstorm. Strong (30 mph) winds (-2 
  ranged weapon attacks and Listen checks), light 
  rain (-2 Spot and Search checks) affects the 
  encounter. Lighting and thunder crack in the 
  distance. 
   
  Read the following: 
   
  Your senses strain to see or hear anything 
  other your own movement through the bog. 
  The rain falls in sheets and the wind whips 
  around you. Through the thunder peals, you 
  suddenly 
  hear 
  the 
  loud 
  thudding 
  and 
  splashing steps of something large moving 
  through the darkness and in your direction! 
   
  APLs 14-16:  The spinosaurus catches the 
  scent (or sees the light or hears the armor) of the 
  PCs at around 100 feet, and closes to attack. It is 
  unlikely that PCs will see it until it is fairly close 
  (60-80 feet away).  
   
  The spinosaurus attack occurs during a 
  particularly bad bout of thunderstorm. Windstorm 
  force (70 mph) winds make ranged weapon 
  attacks impossible. Listen checks suffer a –8 
  penalty. The force of the wind extinguishes all 
  flames (save for magical instantaneous effects) 
  and the rain (-4 Spot and Search checks) affects 
  the encounter as well.  
   
  Furthermore, 
  lightning 
  (preceded 
  by 
  a 
  thunderclap one round earlier) strikes a random 
  target on the field (or the one wearing the most 
  metal) once every 1d4 rounds for 10d8 points of 
  damage.  
   
  Lastly, the windstorm strength winds have an 
  effect on creatures based on their size. Any 
  creature of Huge size or smaller must make a 
  Fortitude save (DC 18) or suffer the “Wind Effects 
  on Creatures” listed on Table 3-24 on page 95 of 
  the Dungeon Master’s Guide. The spinosaurus is 
  Gargantuan-sized and therefore not affected by 
  the wind. 
   
  Read the following: 
   
  Your senses strain to see or hear anything 
  other your own movement through the bog. 
  The rain and wind has picked to the point that 
  it makes just staying on your feet an effort. 
  GEO7-08 The Great Game 
   
  Page 18 
  
  Then you hear the loud thudding and muted 
  splashing steps of something very, very large 
  moving through the darkness and in your 
  direction! 
   
  Judge’s Note: The above thunderstorm 
  conditions at APLs 14-16 add +1 to the EL of the 
  encounter, which has already been factored in. 
  While in the realm of Stormhold, any weather-
  controlling magic simply does not work. This is a 
  divinely morphic trait imposed by the will of 
  Stronmaus. 
  APL 2 (EL 2) 
  Crocodile: hp 22; see Monster Manual, page 
  271. 
  APL 4 (EL 4) 
  Giant Crocodile: hp 59; see Monster Manual, 
  page 271. 
  APL 6 (EL 6) 
  Megaraptor: hp 79; see Monster Manual, 
  page 60. 
  APL 8 (EL 8) 
  Tyrannosaurus Rex: hp 180; see Monster 
  Manual, page 61. 
  APL 10 (EL 10) 
  Tyrannosaurus Rex (2): hp 180 each; see 
  Monster Manual, page 61. 
  APL 12 (EL 12) 
  Advanced Tyrannosaurus Rex of Legend: 
  hp 342; see Appendix 6. 
  APL 14 (EL 14) 
  Spinosaurus: hp 262; see Appendix 7. 
  APL 16 (EL 16) 
  Spinosaurus of Legend: hp 362; see 
  Appendix 8. 
   
  Tactics: All APLs: The reptiles are hungry and 
  attack until either their prey is dead, or they are. 
  They know the area well, and use the terrain to 
  their advantage.  
   
  APLs 14-16: The spinosaurus is not affected 
  by the high winds and it uses this to its advantage. 
  If any PC is knocked prone by the wind, it tries to 
  eat that PC first. It avoids PCs with a lot of metal 
  armor at first, because it knows that the lightning 
  will strike them (and because they are harder to 
  digest). 
   
  Treasure: These natural predators have no 
  treasure. 
   
  Development: At APLs 14-16, the windstorm 
  dies down after the encounter though the winds 
  remain strong, and thunder and lighting continually 
  crack in the background. By the time the PCs 
  reach the mountain under the silver-lined cloud 
  they noticed in the distance, the winds are only 
  moderate. They are in the ‘eye’ of the storm. 
  STORMHOLD PALACE 
   
  While the realm of Stronmaus is called 
  Stormhold, it shares this name with the cloud 
  palace that is the home of the good giant god. This 
  cloud castle of Stormhold is located in the silver-
  lined cloud that sits above a mountain (which the 
  PCs noticed miles away). 
   
  The PCs reach the mountain. There is a 
  winding path they can take to reach the top. This 
  takes many hours, but it is safe enough. Once at 
  the top of the mountain, the PCs must still reach 
  the cloud castle itself, which floats on the silver-
  lined 
  cloud 
  about 
  1,000 
  feet 
  above 
  the 
  mountaintop.  
   
  If PCs don’t have the means of reaching the 
  palace, all they need do is ask. If any PC simply 
  asks politely for help in getting up to the cloud, a 
  mighty wind blows them off the mountaintop and 
  lifts them up onto the cloud. Even if the PCs don’t 
  figure out that they need to ask, Stronmaus lifts 
  them onto the cloud if the PCs look to be at a loss. 
  Once they are there, read the following: 
   
  You find yourself standing on a cloud, or 
  rather, inside a cloud. To all sides of you as 
  well as under your feet, the silver mist seems 
  to glow and flashes white with lightning from 
  within. An enormous silver palace sits before 
  you, made of a marble that looks more like 
  solid 
  cloud, 
  and 
  thunderclaps 
  seem 
  to 
  emanate from the very walls. A pair of gold and 
  platinum doors, inlaid with gems and nearly 
  100 feet tall, stands invitingly open. Quiet 
  music filters out of the palace, and the 
  rhythmic thunder acts as percussion that 
  blends seamlessly with the melody. 
   
  The PCs are welcome to enter the palace. It is 
  easily a hundredfold larger than the largest palace 
  on the Prime Material plane. A large foyer beyond 
  the doors leads to a grand staircase. The 
  staircase (and the music) leads upwards for 
  twenty giant-sized flights, and as many landings, 
  before ending at one end of a great hall. 
  GEO7-08 The Great Game 
   
  Page 19 
  
   
  Judge’s Note: If at any time the PCs try to 
  steal something from the palace, are purposefully 
  rude or insulting to Stronmaus, or show violence 
  toward him, they are expelled immediately by an 
  irresistible wind that deposits them roughly near 
  the portal through which they entered Karasuthra. 
   
  Once the PCs reach the Great Hall of the 
  palace, read the following: 
   
  Before you stretches the largest single hall 
  you have ever seen. It is easily a quarter of a 
  mile long by half as wide, and the ceiling, if 
  there is one, is lost in white mist after about 
  300 feet. The center of the enormous room is 
  dominated by an opal-colored pool, divided by 
  a pathway that leads to a throne on the other 
  side of the room. You can just make out a 
  figure on the throne, when you hear a 
  booming, yet friendly, voice echo clearly 
  through the room. 
   
  “Approach mortals.” 
   
  Any PC who can make a successful 
  Knowledge (the planes) check (DC 30) or a 
  successful Knowledge (religion) (DC 40), knows 
  that the Opal Pool of Stormhold is endless, and is 
  rumored to be able to heal any creature that 
  swims in it of any injury or ailment. 
   
  Once the PCs cross the room, read the 
  following. 
   
  You stand before a gigantic throne, in 
  which sits a giant of epic proportions. He is a 
  vibrant, dramatic, and muscular giant with 
  milky blue skin, laughing blue eyes, and 
  flowing red hair. He wears a gold-trimmed robe 
  of pure white, and a magnificent hammer as 
  tall as a house leans against his throne. He 
  greets you with an earnest smile. 
   
  If any of the PCs have played any of the 
  adventures marked with a ** (listed in the 
  Preparation for Play section at the beginning of 
  this adventure) Stronmaus looks to them and 
  gives them a knowing nod. 
   
  Stronmaus’ reason for summoning the PCs to 
  him is given at the beginning of Encounter 5. Feel 
  free 
  to 
  roleplay 
  this 
  encounter 
  out 
  with 
  introductions and the like. Stronmaus is polite to 
  all, but tends to speak to those of good alignment, 
  those with the highest Charisma, or those who he 
  knows to have helped his children (the cloud 
  giants) in the past. Before he gets to business, he 
  tends to any injured PCs (healing them at will), 
  and offers them food and drink (which appears in 
  front of them). 
   
  When they are comfortable, he continues: 
   
  I have summoned you here because you 
  come from the land recently plagued by the so-
  called Storm King and his sons, mightily evil 
  and 
  oppressive 
  giants 
  who 
  banned 
  my 
  children from worshiping me, and forbade my 
  name spoken upon pain of death. They 
  desecrated 
  my 
  altars, 
  and 
  called 
  me 
  Stronmaus the Forbidden.  
   
  You and your kind banished this Storm 
  King, and helped my children restore their 
  freedom. As thanks to you, Champions of the 
  Great Game, I will share with you this: The 
  Sakhut is not defeated. Three sons of the 
  Storm King yet survive and even now ally with 
  the darkness that threatens your lands. They 
  seek the soul of their father in order to aid the 
  wyrm of shadow. They are more of a danger 
  now to both your kind and to my children, for 
  they have everything to gain and little to lose. 
   
  Take what I have told you and do 
  something of worth with it good mortals. The 
  best of fortune to you….. 
   
  His voice trails off as you are whisked 
  away by an irresistible wind that hurls you 
  faster and faster out of the palace and through 
  the realm of Stormhold. Before you can think, 
  you find yourself touching down softly in front 
  of two familiar looking trees, one of which has 
  fallen against the other and now forms a 
  natural arch. 
   
  The PCs are on the Karasuthra side of the 
  portal through which the Owl Lord brought them. 
  All they need do is step through and they’ll be 
  back in Krigala, the Land of Eternal Day. Once 
  there, it is a short walk back to the field where the 
  post-game celebration is still taking place. 
  ENCOUNTER 7: WELCOME 
  BACK HOME 
   
  It has been more than a day since the PCs left 
  Krigala. If the PCs did not rest in Karasuthra (and 
  it is most likely that they did not), then the 
  beginning of this encounter happens only after 
  they’ve had a chance to rest in Krigala for one 
  day. 
   
  If the PCs did somehow manage to rest in 
  Karasuthra between fighting giant reptiles in 
  GEO7-08 The Great Game 
   
  Page 20 
  
  thunderstorms and climbing mountains, OR if the 
  PCs decide to go home immediately (despite 
  being fatigued and unrested), then this encounter 
  begins as they approach the path that leads them 
  back to the portal home. 
   
  Assuming the PCs are returning to the 
  celebration unrested (which is most likely) they are 
  fed well and asked a million questions by the 
  celebrants about what the Sky Lord wanted. 
  Remind them that they have not rested, and are 
  fatigued (unless they have magics to prevent that 
  condition). The nearby Ehlonna-petitioner village 
  of Ekon offers them beds ‘until the next rain’. The 
  following commotion happens the next morning 
  just as the PCs prepare to eat breakfast.  
  Danger! 
   
  Kort, a bariaur ranger (whom some of the PCs 
  may already know from GEO4-05), was walking in 
  the vicinity and noticed the plants between a fallen 
  tree and another large oak tree (the way to the 
  vortex-portal) turning black and withering, and 
  knows this has to be a very, very bad thing. He 
  knows that the area here is the gateway created 
  by Ehlonna years ago, and that it is the way 
  through which the “primes” (PCs) came. He is 
  running back with all haste to warn the PCs. 
   
  Read the following: 
   
  “Danger! There is danger! Where are the 
  primes!” comes the yell from the woods. All 
  eyes turn, and the form of Kort the bariaur 
  comes galloping towards you. 
   
  “My 
  friends! 
  Your 
  way 
  back 
  home, 
  Ehlonna’s portal, is in danger! The plants in 
  the area are withering and turning black at this 
  very moment! Come!” 
   
  With that Kort gallops off towards the 
  wooded path that brought you here originally. 
   
  Assuming the PCs get there with all haste, 
  read the following: 
   
  It is as Kort described. The plants on either 
  side of the trail between the fallen tree and the 
  old oak tree are black, and withering. As you 
  watch, the shimmering air over the path begins 
  turning ever darker as streaks of darkness 
  swirl around and around in mid-air. 
   
  The vortex-portal in the Javan River is being 
  corrupted.  The passing of the PCs into the vortex 
  did not go unnoticed and formidable minions of the 
  shadow dragon (followers of Falazure) were 
  dispatched to ambush the PCs upon their return. 
  However, they ran into Dorindel the Hawthorne, 
  and a mighty battle ensued. Dorindel managed to 
  kill more than half of the ambush party, before he 
  was himself subdued.  
   
  All Dooms of Falazure know a vile blood ritual 
  that can be used to seal the portal. They have 
  twice been foiled from doing this in the past when 
  heroes of Geoff rescued their victim. Now, 
  however, with an unconscious Dorindel (a devoted 
  and powerful protector of the Dim) at his mercy, 
  the remaining priest of Falazure wasted no time in 
  sacrificing the druid in an attempt to finish the 
  blood ritual and corrupt the portal, thus closing it 
  forever and stranding the PCs in the Beastlands. 
  The streaks of darkness the PCs see in the 
  Beastlands is Dorindel’s fouled blood seeping into 
  the vortex. 
   
  When the PCs arrive on the scene on the 
  Beastlands side of the portal, they have only 2 
  rounds before the portal is sealed forever (the 
  portal closes at the beginning of the 3rd round). 
  They must step through that spot within 2 rounds 
  or be stranded in the Beastlands.  
   
  Any PC with Knowledge (the planes) who 
  succeeds at a DC 15+APL check, knows exactly 
  what’s happening to the portal and how much time 
  they have left before it closes. 
   
  If they fail to step through in time, the portal is 
  sealed, the PCs are left in the Beastlands, the 
  followers of Falazure escape, and Dorindel’s body 
  is irrecoverable. The adventure is over for the 
  PCs. Go to Conclusion B. 
  AVENGING DORINDEL 
  See DM Aid: Encounter 7 for a map of this 
  encounter. 
   
  If the PCs step through the planar portal within 
  2 rounds, they are not stuck in the Beastlands, 
  and get the opportunity to avenge Dorindel.  
  However, the down side if that the Doom of 
  Falazure (the priest) on the other side can tell 
  there is someone coming through.  
   
  The forces of Falazure have 1 round to pre-
  cast spells (aside from the few they cast before 
  and during the fight with Dorindel) and get into 
  position before the PCs come through. The PCs 
  come through on the 2nd round (after the priest 
  notices), and initiative is rolled as normal. 
   
  Read the following: 
   
  You step through the swirling, shimmering 
  air and suddenly find yourselves sloshing 
  GEO7-08 The Great Game 
   
  Page 21 
  
  nearly chest deep in bitterly cold water. A man 
  in black, spiked metal armor stands on the pier 
  overlooking your position, a dragon-skull holy 
  symbol grasped in his gauntlet. Before him, 
  lying ominously still at the end of the pier, 
  drops of blood trickle off the end of Dorindel’s 
  fingers, forming a thin crimson line that swirls 
  into the vortex in the middle of the river. 
  A heal check (DC 15), reveals that Dorindel is 
  dead. 
   
  Conditions: It is an overcast winter day, and 
  the PCs can see just fine. Medium or larger sized 
  PCs emerging from the vortex in the river are 
  almost chest (4’) deep in cold water, and therefore 
  have cover from land-based opponents. Smaller 
  PCs have improved cover (+8 to AC, +4 to Reflex 
  saves). Medium-sized creatures can take a move 
  action to crouch down in the water to gain 
  improved cover.  
   
  However, anyone attacking from improved 
  cover takes a –10 penalty to attacks against 
  opponents outside of the water. Furthermore, it 
  costs 4 squares of movement to wade through 1 
  square of water, or PCs can opt to swim instead. 
  The embankment is fairly steep, so the water is 4 
  feet deep all the way up to the land. Anyone on 
  the pier has cover from river-based attackers. 
  Judge’s Note: As part of the ritual to seal the 
  vortex, the entire diameter of the vortex (40 feet) 
  was desecrated. The secondary function is in 
  effect (see desecrate; Player’s Handbook pg. 218) 
  and any followers of Ehlonna (or Ehlennestra) find 
  that their divine magic DOES NOT function within 
  this area. 
   
  Creatures: The followers of Falazure are 
  fanatical in their devotion to the shadow dragon of 
  the Dim Forest, whom they call “The Dragon” or 
  “The Chosen of Falazure”. They attempt to die in 
  her service rather than be captured by doing 
  things like imbibing elixirs of reckoning and 
  attacking ruthlessly even when outnumbered.  The 
  followers of Falazure have had a chance to loot 
  Dorindel’s body, and their treasure includes items 
  they have taken from him. 
  APL 2 (EL 4) 
  Doom of Falazure, Male Human Clr3: hp 23; 
  see Appendix 1. 
  Minion of Falazure, Male Human Ftr1: hp 
  12; see Appendix 1. 
  Human Warrior Skeleton, hp 6; see Monster 
  Manual, page 226. 
  APL 4 (EL 7) 
  Doom of Falazure, Male Human Clr5: hp 37; 
  see Appendix 2. 
  Sword of Falazure, Male Human Ftr5: hp 47; 
  see Appendix 2. 
  Heavy Warhorse: hp 36; MW full plate 
  barding; see Appendix 2. 
  Wolf Skeleton, hp 13; see Monster Manual, 
  page 226. 
  APL 6 (EL 9) 
  Doom of Falazure, Male Human Clr7: hp 51; 
  see Appendix 3. 
  Sword of Falazure, Male Human Ftr5: hp 47; 
  see Appendix 3. 
  Nightmare: hp 51; mithral chain shirt barding 
  (AC 28); see Monster Manual, page 194. 
  Owlbear Skeleton, hp 32; see Monster 
  Manual, page 226. 
  APL 8 (EL 11) 
  Doom of Falazure, Male Human Clr9: hp 66; 
  see Appendix 4. 
  Sword of Falazure, Male Human Ftr8/Cav 1: 
  hp 92; see Appendix 4. 
  Nightmare: hp 51; full plate barding, potion of 
  barkskin +3 (Spd 30 ft., AC 34); see Monster 
  Manual, page 194. 
  Troll Skeleton, hp 39; see Monster Manual, 
  page 227. 
  APL 10 (EL 13) 
  Doom of Falazure, Male Human Clr11: hp 
  80; see Appendix 5. 
  Sword of Falazure, Male Human Ftr9: hp 92; 
  see Appendix 5. 
  Nightmare: hp 51; +1 full plate barding, potion 
  of barkskin +3, potion of shield of faith +3 
  (Spd. 30 ft., AC 38, touch 14; hp 51); see 
  Monster Manual, page 194. 
  Voice 
  of 
  Falazure, 
  Male 
  Half-dragon 
  Brd5/Mrshl1: hp 46; see Appendix 5. 
  Troll Skeleton, hp 39; see Monster Manual, 
  page 227. 
  APL 12 (EL 15) 
  Doom of Falazure, Male Human Clr13: hp 
  93; see Appendix 6. 
  GEO7-08 The Great Game 
   
  Page 22 
  
  Sword of Falazure, Male Human Ftr8/Cav3: 
  hp 120; see Appendix 6. 
  Nightmare: hp 57; +1 full plate barding, potion 
  of barkskin +5, potion of shield of faith +3, 
  periapt of health +2 (Spd. 30 ft., AC 40, touch 
  14); see Monster Manual, page 194. 
  Voice 
  of 
  Falazure, 
  Male 
  Half-dragon 
  Brd7/Mrshl1: hp 60; see Appendix 6. 
  Ettin Skeleton, hp 65; see Monster Manual, 
  page 226. 
  APL 14 (EL 17) 
  Doom 
  of 
  Falazure, 
  Male 
  Human 
  Clr5/DO6/Con4: hp 130; see Appendix 7. 
  Sword of Falazure, Male Human Ftr8/Cav5: 
  hp 138; see Appendix 7. 
  Cauchemar Nightmare: hp 202; +1 full plate 
  barding, potion of barkskin +5, potion of shield 
  of faith +3, periapt of health +2 (Spd. 30 ft., AC 
  43, touch 13); see Monster Manual, page 194. 
  Voice 
  of 
  Falazure, 
  Male 
  Half-dragon 
  Brd9/Mrshl1: hp 72; see Appendix 7. 
  Ettin Skeleton, hp 65; see Monster Manual, 
  page 226. 
  APL 16 (EL 19) 
  Doom 
  of 
  Falazure, 
  Male 
  Human 
  Clr5/DO6/Con5/Hei1: hp 141; see Appendix 
  8. 
  Sword of Falazure, Male Human Ftr8/Cav7: 
  hp 178; see Appendix 8. 
  Cauchemar Nightmare: hp 232; +1 mithral 
  full plate barding (and magic vestment +5), 
  potion of barkskin +5, periapt of health +6, 
  shield of faith +5 cast (Spd. 30 ft., AC 49, 
  touch 15); see Monster Manual, page 194. 
  Voice 
  of 
  Falazure, 
  Male 
  Half-dragon 
  Brd11/Mrshl1: hp 99; see Appendix 8. 
  Cloud Giant Skeleton, hp 110; see Monster 
  Manual, page 226. 
   
  Tactics:  This force was held in reserve and 
  only participated in the final rounds of the fight 
  against Dorindel. Therefore, any minutes-per-level 
  spells (i.e. shield of faith), effects, or items are still 
  up. The area around the pier has been desecrated 
  by Dooms of Falazure well before the PCs arrive, 
  and the remaining Doom may take advantage of 
  this.  
   
  In general, the Sword of Falazure uses the 
  terrain to his advantage. At APLs 6-16, he uses 
  his nightmare mount to fly over the PCs, using his 
  Spirited Charge and Ride-By Attack feats to great 
  effect. 
   
  The Doom of Falazure uses his highest level 
  (or most effective) offensive spell in the first round 
  if possible, especially those augmented by feats 
  (such as Fell Weaken). He is intelligent, and his 
  tactics reflect this. If he is going to die, he will take 
  out as many PCs along with him. 
  At all APLs, the Doom of Falazure has brought 
  along an undead assistant.  The Falazurians enjoy 
  animating their fallen enemies. 
  During the one round of preparation, the 
  Doom may cast Visage of the Diety (Adds 20 
  resist to cold and fire effects) if he has the spell 
  ready.  
   
  APL 2: The Doom directs the Minions to shoot 
  the PCs until they come into melee range.  The 
  Doom tries to touch the strongest looking PC with 
  a fell weakened inflict minor wounds, and then 
  assists his followers. 
   
  APL 4: The Doom casts spells while the 
  Sword makes Ride-by attacks on the PCs.  The 
  Sword’s heavy warhorse has Horseshoes of a 
  Zephyr, so the Sword can go onto the river if 
  necessary. 
   
  APL 6-8: The Doom casts area effect spells 
  until the PCs close to within melee range, and 
  then he switches to his stunning scimitar.  The 
  Sword spirited charges PCs and helps keep the 
  Doom on his feet as long as possible. 
   
   APL 10-12: The Doom casts area effect 
  spells until the PCs close to within melee range, 
  and then he switches to his stunning scimitar.  The 
  Sword spirited charges PCs and helps keep the 
  Doom on his feet as long as possible.  The Voice 
  gives his allies a boost to their initiative rolls and 
  stays ready to counterspell sonic effects.  If 
  possible, the Voice breathes on a group of PCs. 
   APL 14-16: The Doom casts area effect 
  spells and battlefield control spells. He casts two 
  spells a round for as long as his rod of quicken 
  spell lasts.  The Sword spirited charges PCs and 
  helps keep the Doom on his feet as long as 
  possible.  If he can, he tries to place himself so 
  that a PC will use a targeted spell against him, so 
  that his ring of spell turning will activate.  The 
  Voice gives his allies a boost to their initiative rolls 
  and stays ready to counterspell sonic effects.  If 
  possible, the Voice breathes on a group of PCs. 
  GEO7-08 The Great Game 
   
  Page 23 
  
   
   Treasure: If the PCs defeat the minions of 
  Falazure, they receive the following: 
  APL 2: L: 248 gp, C: 75 gp, M: +1 Spiked half 
  plate (142 gp), Cloak of Resistance +1 (83 
  gp), Infinite Scroll Case (233 gp), Pearl of 
  Power (1st) (83 gp). 
  APL 4: L: 605 gp, C: 0 gp, M:  +1 Spiked half 
  plate (142 gp), Scimitar +1 (193 gp), Cloak of 
  Resistance +1 (2) (186 gp), Wand of Cure 
  Light Wounds (63 gp), Talisman of Undead 
  Mastery (250 gp), Full Plate +1 (221 gp), 
  Horseshoes of a Zephyr (500 gp), Hand of the 
  Mage (75 gp), Pearl of Power (2nd) (333 gp), 
  Potion of Cure Moderate Wounds (25 gp). 
  APL 6: L: 422 gp, C: 0 gp, M: +1 Spiked half 
  plate (142 gp), Stunning Surge Scimitar +1 
  (693 gp), Cloak of Resistance +1 (2) (186 gp), 
  Wand of Cure Light Wounds (63 gp), Talisman 
  of Undead Mastery (250 gp), Full Plate +1 
  (221 gp), Periapt of Wisdom +2 (333 gp), 
  Pearl of Power (3rd) (750 gp), Potion of Cure 
  Moderate Wounds (25 gp). 
  APL 8: L: 380 gp, C: 0 gp, M: +1 Spiked half 
  plate (142 gp), Stunning Surge Scimitar +1 
  (693 gp), Ring of Greater Counterspells (1333 
  gp), Cloak of Resistance +1 (2) (186 gp), 
  Wand of Cure Light Wounds (63 gp), Talisman 
  of Undead Mastery (250 gp), Full Plate +1 
  (221 gp), Bastard Sword +1 (195 gp), Heavy 
  Steel Shield +1 (98 gp), Periapt of Wisdom +2 
  (333 gp), Pearl of Power (4th) (1333 gp), 
  Potion of Cure Moderate Wounds (25 gp). 
  APL 10: L: 58 gp, C: 0 gp, M: +2 spiked half 
  plate (400 gp), +1 unholy stunning surge 
  scimitar (2693 gp), wand of cure light wounds 
  (63 gp), periapt of wisdom +2 (333 gp), +1 
  bastard sword (195 gp), cloak of resistance +2 
  (333 gp), +1 full plate (221 gp), +1 heavy steel 
  shield (98 gp), +1 lance (193 gp), potion of 
  cure moderate wounds (25 gp), talisman of 
  undead mastery (250 gp), pearl of power 5th 
  level (2083 gp), cloak of resistance +1 (83 gp), 
  rod 
  of 
  soul 
  anchor 
  (833 
  gp), 
  mithral 
  breastplate +1 (433 gp), scimitar +1 (193 gp), 
  vest of resistance +1 (83 gp), cloak of 
  charisma +2 (333 gp), portable hole (1667 gp), 
  potion of cure serious wounds (63 gp), 
  momento magica 1st level (125 gp), full plate 
  barding +1 (608 gp) 
  APL 12: L: 58 gp, C: 0 gp, M: +2 spiked half 
  plate (400 gp), +1 unholy stunning surge 
  scimitar (2693 gp), wand of cure light wounds 
  (63 gp), periapt of wisdom +2 (333 gp), +1 
  bastard sword (195 gp), rod of soul anchor 
  (833 gp), mithral breastplate +1 (433 gp), 
  scimitar +1 (193 gp), potion of cure serious 
  wounds (63 gp), full plate barding +1 (608 gp), 
  heavy steel shield +1 (98 gp), +1 lance (193 
  gp), potion of cure moderate wounds (25 gp), 
  vest of resistance +1 (83 gp), cloak of 
  charisma +2 (333 gp), ring of avoidance (833 
  gp), pearl of power 6th level (3000 gp), cloak of 
  resistance +3 (750 gp), strand of prayer beads 
  (3817 gp), cloak of resistance +2 (333 gp), 
  mithral full plate +1 (958 gp), momento magica 
  1st level (125 gp), momento magica 2nd level 
  (500 gp) 
  APL 14: L: 0 gp, C: 0 gp, M: spiked mithral full 
  plate +1 (963 gp), momento magica 1st level 
  (125 gp), momento magica 2nd level (500 gp), 
  momento magica 3rd level (1125 gp), strand of 
  prayer beads (3817 gp), heavy steel shield +1 
  (2) (98 gp), mithral full plate +1 (958 gp), 
  potion of cure serious wounds (63 gp), full 
  plate barding +1 (608 gp), +1 lance (193 gp), 
  light crossbow +1 (195 gp), orange ioun stone 
  (2500 gp), lesser rod of quicken (2917 gp), 
  lesser rod of maximize (1167 gp), vest of 
  resistance +5 (2083 gp), cloak of resistance 
  +2 (333 gp), +1 bastard sword (195 gp), cloak 
  of charisma +6 (3000 gp), vest of resistance 
  +3 (750 gp), mighty (+3) composite longbow 
  +1 (225 gp), spiked gauntlet +1 (192 gp) 
  APL 16: L: 0 gp, C: 0 gp, M: spiked mithral full 
  plate +1 (963 gp), momento magica 1st level 
  (125 gp), momento magica 2nd level (500 gp), 
  momento magica 3rd level (1125 gp), strand of 
  prayer beads (3817 gp), heavy steel shield +1 
  (2) (98 gp), mithral full plate +1 (958 gp), 
  potion of cure serious wounds (2) (63 gp), 
  mithral full plate barding +1 (1333 gp), +1 
  adamantine lance (418 gp), light crossbow +1 
  (195 gp), orange ioun stone (2500 gp), rod of 
  quicken (6292 gp), lesser rod of maximize 
  (1167 gp), vest of resistance +5 (2083 gp), 
  cloak of resistance +5 (2083 gp), +1 bastard 
  sword (195 gp), cloak of charisma +6 (3000 
  gp), momento magica 1st level (125 gp), 
  momento magica 2nd level (500 gp), momento 
  magica 3rd level (1125 gp), vest of resistance 
  +3 (750 gp), mighty (+3) composite longbow 
  +1 (225 gp), spiked gauntlet +1 (192 gp), 
  boots of speed (1000 gp), amulet of health +4 
  (1333 gp), ring of spell turning (8190 gp) 
   
  Development: Though they got through in 
  time, the PCs can do nothing to keep the portal 
  GEO7-08 The Great Game 
   
  Page 24 
  
  from closing. The vortex stops swirling a few 
  rounds after the PCs exit the water. 
   
  The PCs can make it out of the Dim safely if 
  they leave as soon as they are able (following the 
  flow of the Javan River is the safest overland 
  route). They can return the Lake Avon Ffyn, but 
  they will have to do so the hard way as 
  teleportation and other astral and ethereal magics 
  do not work within a mile of the lake.  
  CONCLUSION 
   
  With 
  the 
  sacrifice 
  of 
  Dorindel, 
  the 
  Falazurians have managed to close the portal 
  to the Beastlands.  But at least they paid a 
  great cost for doing so.  
  The PCs will likely want to get back to the Old 
  Faith druids to tell them what has transpired. 
  Depending on their loyalties, they may also want 
  to inform others of what they discovered. 
  Assuming the PCs return to Lake Avon Ffyn (likely 
  the hard way), and share their story with the 
  druids, they respond: 
  “I see. It would appear that Hen Wen has 
  chosen you to benefit from the prophecy, and 
  through your actions, the Land will benefit.  
  We can only trust this will be so.” 
   
  The PCs receive the Favor of the Old Faith if 
  they return with the ‘favor fetishes’ given to those 
  who win a competition in the Great Game. 
  If the PCs did not try either Test, they do not 
  receive the Favor of the Old Faith or any of the 
  other Favors. 
  CONCLUSION B: MISSED THE 
  WINDOW OF OPPORTUNITY 
   
  As you watch the air, the dark streaks 
  increase, and when you try to enter, you go 
  nowhere but further down the trail. In a dark 
  flash, the streaks vanish. The portal is no 
  more.  The plants in a 30-foot radius turn black 
  and wither away. You’ve failed to make it back 
  through the vortex portal in time, and are now 
  stuck in the Beastlands. 
   
  If this happens, see the Geoff Triad for further 
  information.  
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter 3 
  Defeat the champion in the Test of Battle 
   
  APL 2: 150 xp. 
  APL 4: 210 xp. 
  APL 6: 270 xp. 
  APL 8: 330 xp. 
  APL 10: 390 xp. 
  APL 12: 450 xp. 
  APL 14: 510 xp. 
  APL 16: 570 xp. 
  Encounter 6 
  Defeat the dangerous predators of Karasuthra. 
   
  APL 2: 60 xp. 
  APL 4: 120 xp. 
  APL 6: 180 xp. 
  APL 8: 240 xp. 
  APL 10: 300 xp. 
  APL 12: 360 xp. 
  APL 14: 420 xp. 
  APL 16: 480 xp. 
  Encounter 7 
  Defeat the servants of Falazure (i.e minions of the 
  shadow dragon). 
   
  APL 2: 150 xp. 
  APL 4: 210 xp. 
  APL 6: 270 xp. 
  APL 8: 330 xp. 
  APL 10: 390 xp. 
  APL 12: 450 xp. 
  APL 14: 510 xp. 
  APL 16: 570 xp. 
  GEO7-08 The Great Game 
   
  Page 25 
  
  Discretionary Roleplaying Award 
   
  APL 2: 90 xp. 
  APL 4: 135 xp. 
  APL 6: 180 xp. 
  APL 8: 225 xp. 
  APL 10: 270 xp. 
  APL 12: 315 xp. 
  APL 14: 360 xp. 
  APL 16: 405 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
   
  APL 14: 1,800 xp. 
   
  APL 16: 2,025 xp. 
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional 
  adventure, 
  characters 
  may 
  spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so this 
  total may be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
   
  Encounter 3: The Test of Battle 
  APL 2: L: 0 gp, C: 0 gp, M: cloak of resistance 
  +1 (83 gp) 
  APL 4: L: 0 gp, C: 0 gp, M: cloak of resistance 
  +2 (333 gp) 
  APL 6: L: 0 gp, C: 0 gp, M: cloak of resistance 
  +2 (333 gp) 
  APL 8: L: 0 gp, C: 0 gp, M: cloak of resistance 
  +2 (333 gp) 
  APL 10: L: 0 gp, C: 0 gp, M: cloak of 
  resistance +4 (1333 gp) 
  APL 12: L: 0 gp, C: 0 gp, M: cloak of 
  resistance +4 (1333 gp), hand of glory (667 
  gp), ring of evasion (2083 gp) 
  APL 14: L: 0 gp, C: 0 gp, M: cloak of 
  resistance +5 (2083 gp), hand of glory (667 
  gp), ring of freedom of movement (3333 gp) 
  APL 16: L: 0 gp, C: 0 gp, M: cloak of 
  resistance +5 (2083 gp), hand of glory (667 
  gp), ring of freedom of movement (3333 gp) 
  Encounter 7: Welcome Back Home 
  APL 2: L: 248 gp, C: 75 gp, M: +1 spiked half 
  plate (142 gp), Cloak of Resistance +1 (83 
  GEO7-08 The Great Game 
   
  Page 26 
  
  gp), Infinite Scroll Case (233 gp), Pearl of 
  Power (1st) (83 gp). 
  APL 4: L: 605 gp, C: 0 gp, M:  +1 Spiked half 
  plate (142 gp), Scimitar +1 (193 gp), Cloak of 
  Resistance +1 (2) (186 gp), Wand of Cure 
  Light Wounds (63 gp), Talisman of Undead 
  Mastery (250 gp), Full Plate +1 (221 gp), 
  Horseshoes of a Zephyr (500 gp), Hand of the 
  Mage (75 gp), Pearl of Power (2nd) (333 gp), 
  Potion of Cure Moderate Wounds (25 gp). 
  APL 6: L: 422 gp, C: 0 gp, M: +1 Spiked half 
  plate (142 gp), Stunning Surge Scimitar +1 
  (693 gp), Cloak of Resistance +1 (2) (186 gp), 
  Wand of Cure Light Wounds (63 gp), Talisman 
  of Undead Mastery (250 gp), Full Plate +1 
  (221 gp), Periapt of Wisdom +2 (333 gp), 
  Pearl of Power (3rd) (750 gp), Potion of Cure 
  Moderate Wounds (25 gp). 
  APL 8: L: 380 gp, C: 0 gp, M: +1 Spiked half 
  plate (142 gp), Stunning Surge Scimitar +1 
  (693 gp), Ring of Greater Counterspells (1333 
  gp), Cloak of Resistance +1 (2) (186 gp), 
  Wand of Cure Light Wounds (63 gp), Ghost 
  Shroud (417 gp), Figurine of Wondrous 
  Power: Obsidian Steed (2375 gp), Rod of Soul 
  Anchor (833 gp), Talisman of Undead Mastery 
  (250 gp), Full Plate +1 (221 gp), Bastard 
  Sword +1 (195 gp), Heavy Steel Shield +1 (98 
  gp), Periapt of Wisdom +2 (333 gp), Pearl of 
  Power (4th) (1333 gp), Potion of Cure 
  Moderate Wounds (25 gp). 
  APL 10: L: 58 gp, C: 0 gp, M: +2 spiked half 
  plate (400 gp), +1 unholy stunning surge 
  scimitar (2693 gp), wand of cure light wounds 
  (63 gp), periapt of wisdom +2 (333 gp), +1 
  bastard sword (195 gp), cloak of resistance +2 
  (333 gp), +1 full plate (221 gp), +1 heavy steel 
  shield (98 gp), +1 lance (193 gp), potion of 
  cure moderate wounds (25 gp), talisman of 
  undead mastery (250 gp), pearl of power 5th 
  level (2083 gp), cloak of resistance +1 (83 gp), 
  rod 
  of 
  soul 
  anchor 
  (833 
  gp), 
  mithral 
  breastplate +1 (433 gp), scimitar +1 (193 gp), 
  vest of resistance +1 (83 gp), cloak of 
  charisma +2 (333 gp), portable hole (1667 gp), 
  potion of cure serious wounds (63 gp), full 
  plate barding +1 (608 gp) 
  APL 12: L: 58 gp, C: 0 gp, M: +2 spiked half 
  plate (400 gp), +1 unholy stunning surge 
  scimitar (2693 gp), wand of cure light wounds 
  (63 gp), periapt of wisdom +2 (333 gp), +1 
  bastard sword (195 gp), rod of soul anchor 
  (833 gp), mithral breastplate +1 (433 gp), 
  scimitar +1 (193 gp), potion of cure serious 
  wounds (63 gp), full plate barding +1 (608 gp), 
  heavy steel shield +1 (98 gp), +1 lance (193 
  gp), potion of cure moderate wounds (25 gp), 
  vest of resistance +1 (83 gp), cloak of 
  charisma +2 (333 gp), ring of avoidance (833 
  gp), pearl of power 6th level (3000 gp), cloak of 
  resistance +3 (750 gp), strand of prayer beads 
  (3817 gp), cloak of resistance +2 (333 gp), 
  mithral full plate +1 (958 gp), momento magica 
  1st level (125 gp), momento magica 2nd level 
  (500 gp) 
  APL 14: L: 0 gp, C: 0 gp, M: spiked mithral full 
  plate +1 (963 gp), momento magica 1st level 
  (125 gp), momento magica 2nd level (500 gp), 
  momento magica 3rd level (1125 gp), strand of 
  prayer beads (3817 gp), heavy steel shield +1 
  (2) (98 gp), mithral full plate +1 (958 gp), 
  potion of cure serious wounds (63 gp), full 
  plate barding +1 (608 gp), +1 lance (193 gp), 
  light crossbow +1 (195 gp), orange ioun stone 
  (2500 gp), lesser rod of quicken (2917 gp), 
  lesser rod of maximize (1167 gp), vest of 
  resistance +5 (2083 gp), cloak of resistance 
  +2 (333 gp), +1 bastard sword (195 gp), cloak 
  of charisma +6 (3000 gp), vest of resistance 
  +3 (750 gp), mighty (+3) composite longbow 
  +1 (225 gp), spiked gauntlet +1 (192 gp) 
  APL 16: L: 0 gp, C: 0 gp, M: spiked mithral full 
  plate +1 (963 gp), momento magica 1st level 
  (125 gp), momento magica 2nd level (500 gp), 
  momento magica 3rd level (1125 gp), strand of 
  prayer beads (3817 gp), heavy steel shield +1 
  (2) (98 gp), mithral full plate +1 (958 gp), 
  potion of cure serious wounds (2) (63 gp), 
  mithral full plate barding +1 (1333 gp), +1 
  adamantine lance (418 gp), light crossbow +1 
  (195 gp), orange ioun stone (2500 gp), rod of 
  quicken (6292 gp), lesser rod of maximize 
  (1167 gp), vest of resistance +5 (2083 gp), 
  cloak of resistance +5 (2083 gp), +1 bastard 
  sword (195 gp), cloak of charisma +6 (3000 
  gp), momento magica 1st level (125 gp), 
  momento magica 2nd level (500 gp), momento 
  magica 3rd level (1125 gp), vest of resistance 
  +3 (750 gp), mighty (+3) composite longbow 
  +1 (225 gp), spiked gauntlet +1 (192 gp), 
  boots of speed (1000 gp), amulet of health +4 
  (1333 gp), ring of spell turning (8190 gp) 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 248 gp, C: 75 gp, M: 541 gp – Total: 
  864 gp (450 gp). 
  GEO7-08 The Great Game 
   
  Page 27 
  
  APL 4: L: 605 gp, C: 0 gp, M: 2,309 gp – Total: 
  2,914 gp (650 gp). 
  APL 6: L: 422 gp, C: 0 gp, M: 2,984 gp – Total: 
  3,406 gp (900 gp). 
  APL 8: L: 380 gp, C: 0 gp, M: 9,011 gp – Total: 
  9,391 gp (1,300 gp). 
  APL 10: L: 58 gp, C: 0 gp, M: 12,574 gp – 
  Total: 12,574 gp (2,300 gp). 
  APL 12: L: 58 gp, C: 0 gp, M: 21,003 gp – 
  Total: 21,003 gp (3,300 gp). 
  APL 14: L: 0 gp, C: 0 gp, M: 28,248 gp – Total: 
  28,248 gp (6,600 gp). 
  APL 16: L: 0 gp, C: 0 gp, M: 44,846 gp – Total: 
  44,846 gp (9,900 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Favor of the Champion of Battle For defeating 
  the Champion of Battle, this PC has won the 
  ‘Favor Fetish’ representing aspects of the Beast 
  Lords. By calling upon the essences stored in the 
  fetish (swift action) this PC may add a +4 to a 
  single ability for the duration of a combat or 
  encounter, during which time he takes on an 
  animalistic trait associated with the ability (i.e. 
  Dexterity = cat trait, etc.). This is a sacred bonus. 
  This ability may be used twice, at which time the 
  fetish is rendered inert.  Have your judge initial the 
  first use of this favor, and cross it out the second 
  time.     
  Favor of the Champion of Skill For defeating the 
  Champion of Skill, the PC may add +10 to any two 
  different skill checks or a +5 to any two attack rolls 
  or any combination of the two.  This favor may 
  only be used once per round.  This is a sacred 
  bonus.  Have your judge initial the first use of this 
  favor, and cross it out the second time. 
  Aspect of Remnis If you possesses either Aeril’s 
  giant eagle feather (from GEO1-09 “Expedition to 
  the Barrier Peaks”), or the Favor of Elaar (from 
  GEO4-07 “Return to the Barrier Peaks”), the 
  Father of Giant Eagles rewards you. You may 
  expend the feather or the favor to fly as per the 
  spell for one encounter, or add a +2 sacred bonus 
  to Charisma for one encounter. The aspect of 
  Remnis can only be used once. 
  Blessing of Stronmaus If you possess a favor 
  from a good-aligned cloud or storm giant (such as 
  the ones marked ** at the beginning of this 
  adventure), you may spend that favor to gain the 
  granted power from one of Stronmaus’ domains: 
  Air, Good, Protection, Sky (RotW), Sun, War, or 
  Weather (CD). This blessing lasts for one 
  adventure. This blessing becomes permanent if all 
  favors are used (minimum of 2 must be 
  expended). 
  Favor of the Old Faith For journeying to the 
  Beastlands at the behest of their Oracle, the Old 
  Faith rewards you with access (regional) to any 
  two of the following: Horseshoes of a Zephyr 
  (DMG), Iridescent Spindle Ioun Stone (DMG), 
  Necklace of Adaptation (DMG), Orb of Storms 
  (DMG), and Freedom armor upgrade (MIC).  
  Circle the two you pick.   
   
  Alternatively, you may have access: regional 
  to a trained Gyric Mountain Pony. This highland 
  horse has the same statistics as a War Pony with 
  the following changes: +2 Str, +4 Con.; and the 
  following special ability: 
   
  Surefooted (Ex): Gyric Mountain Ponies do 
  not suffer penalties due to difficult terrain caused 
  by scree, dense rubble, or light undergrowth. 
   
  A Gyric Mountain Pony costs 1,000gp. 
   
  APL 2: 
  Infinite Scroll Case (Adventure; MIC) 
  Planar Fork: Beastlands (Adventure; Planar 
  Handbook) 
  Pearl of Power 1st level (Adventure; DMG) 
   APL 4: 
  Hand of the Mage (Adventure; MIC) 
  Talisman of Undead Mastery (Adventure; MIC) 
  Pearl of Power 2nd level (Adventure; DMG) 
  APL 6: 
  Cloak of Predatory Vigor (Adventure; MIC) 
  Mithral Chain Shirt Barding (Adventure; PHB, 
  DMG) 
  Pearl of Power (3rd) (Adventure; DMG) 
  APL 8: 
  Ghost Shroud (Adventure; MIC) 
  Ring of Greater Counterspells (Adventure; MIC) 
  Figurine of Wondrous Power: Obsidian Steed 
  (Adventure; DMG) 
  GEO7-08 The Great Game 
   
  Page 28 
  
  GEO7-08 The Great Game 
   
  Page 29 
  Rod of Soul Anchor (Adventure; MIC) 
  Pearl of Power (4th) (Adventure; DMG) 
  +1 Stunning Surge Scimitar (Adventure; MIC) 
  APL 10: 
  Portable Hole (Adventure; DMG) 
  +1 Unholy Stunning Surge Scimitar (Adventure; 
  MIC) 
  Momento Magica (1st) (Adventure; MIC) 
  Pearl of Power (5th) (Adventure; DMG) 
  APL 12: 
  Ring of Evasion (Adventure; DMG) 
  Hand of Glory (Adventure; DMG) 
  Ring of Adamantine Touch (Adventure; MIC) 
  Momento Magica (2nd) (Adventure; MIC) 
  Pearl of Power (6th) (Adventure; DMG) 
  Strand of Prayer Beads (Adventure; DMG) 
  APL 14: 
  Ring of Freedom of Movement (Adventure; DMG) 
  Orange Ioun Stone (Adventure; DMG) 
  Momento Magica (3rd) (Adventure; MIC) 
  Spiked Mithral Full Plate +1 (Adventure; DMG) 
  Lesser Rod of Quicken (Adventure; DMG) 
  Lesser Rod of Maximize (Adventure; DMG) 
  APL 16: 
  Ring of Spell Turning (Adventure; DMG) 
  Mithral Full Plate Barding +1 (Adventure; DMG) 
  Rod of Quicken (Adventure; DMG) 
   
  Old Faith Metaorganization 
  Orb of Storms (Regional; DMG) 
  Bowl 
  of 
  Commanding 
  Water 
  Elementals 
  (Regional; DMG) 
  Wild armor upgrade (Regional; MIC) 
  Darkwood Buckler (Regional; DMG) 
  Darkwood Shield (Regional; DMG) 
  Wilding Clasp (Regional; MIC) 
   
  
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 7  
   
   
   
  DOOM OF FALAZURE 
  CR 3 
  Male Human Cleric 3 
  NE Medium Humanoid (human) 
  Init -1; Senses Listen +3, Spot +3 
  Aura Strong Evil 
  Languages Common, Draconic  
  AC 18, touch 9, flat-footed 18 
   (-1 Dex, +8 half plate, +1 light steel shield) 
  hp 23 (3 HD)  
  Fort +4, Ref +1, Will +6 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft. 
  Melee scimitar +5 (1d6+2/18-20x2) 
  Ranged masterwork light crossbow +2 (1d8/19-20x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options  
  Special Actions  
  Combat Gear +1 spiked half plate, MW scimitar, MW 
  light steel shield, MW light crossbow, 3 wooden holy 
  symbols 
  Cleric Spells Prepared (CL 3rd): 
  2nd— desecrateD, cure moderate wounds, spiritual 
  weapon (DC 15) 
  1st— bless, fell weaken inflict minor wounds, 
  protection from goodD, sanctuary (DC 14) 
  0— create water, cure minor wounds, resistance, 
  virtue 
  D: Domain spell. Deity: Falazure. Domains: Death, Evil  
  �Already cast 
  Abilities Str 14, Dex 8, Con 12, Int 10, Wis 16, Cha 14  
  SQ  
  Feats divine vigor, extra turning, fell weaken  
  Skills Concentration +7, Heal +4, Knowledge (arcana) 
  +1, Knowledge (religion) +5, Knowledge (the planes) 
  +1, Spellcraft +1 
  Possessions combat gear plus Cloak of Resistance +1, 
  Infinite Scroll Case, Pearl of Power (1st) 
  Sources: PHB2, CW, DMG2, Mortis 
   
  MINION OF FALAZURE 
  CR 1 
  Male Human Fighter 1 
  NE Medium Humanoid (human) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Common, Draconic  
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +4 chain shirt, +2 heavy steel shield) 
  hp 12 (1 HD)  
  Fort +4, Ref +2, Will +1 
  Speed 30 ft. in chain shirt (4 squares) 
  Melee masterwork scimitar +5 (1d6+2/18-20) 
  Ranged masterwork composite longbow +4 (1d8/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Atk Options  
  Special Actions  
  Combat Gear MW chain shirt, MW scimitar, MW heavy 
  steel shield, MW composite longbow, potion of cure 
  light wounds 
  Abilities Str 14, Dex 14, Con 14, Int 8, Wis 12, Cha 8  
  Feats Improved Initiative, Power Attack, Weapon Focus 
  (scimitar)  
  Skills Jump +2, Climb +2 
  Possessions combat gear plus 25 gp each 
  Sources: PHB 
   
   
   
  GEO7-08 The Great Game 
   
  Page 30 
  
  APPENDIX 2 – APL 4 
   
  ENCOUNTER 7  
   
   
   
  DOOM OF FALAZURE 
  CR  5 
  Male Human Cleric 5 
  NE Medium Humanoid (human) 
  Init -1; Senses Listen +3, Spot +3 
  Aura Strong Evil 
  Languages Common, Draconic  
  AC 18, touch 9, flat-footed 18 
   (-1 Dex, +8 half plate, +1 light steel shield) 
  hp 37 (5 HD)  
  Fort +7, Ref +1, Will +7 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft.; 
  Melee scimitar +6 (1d6+3/18-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options  
  Special Actions  
  Combat Gear +1 spiked half plate, +1 scimitar, wand of 
  cure light wounds, MW light steel shield 
  Cleric Spells Prepared (CL 5th): 
  3rd— Animate deadD, deeper darkness, fell weakened 
  sound blast (DC 16) 
  2nd— desecrateD, cure moderate wounds, eagle’s 
  splendor, spiritual weapon (DC 15) 
  1st— 
  bless, 
  cause 
  fear, 
  entropic 
  shield, 
  protection from goodD, sanctuary (DC 14) 
  0— create water, cure minor wounds (2), 
  resistance, virtue 
  D: Domain spell. Deity: Falazure. Domains: Death, Evil  
  �Already cast 
  Abilities Str 14, Dex 8, Con 12, Int 10, Wis 17, Cha 14  
  SQ Explode for 5d6 damage upon death (Elixir) 
  Feats divine vigor, extra turning, fell weaken  
  Skills Concentration +9, Heal +6, Knowledge (arcana) 
  +1, Knowledge (religion) +5, Knowledge (the planes) 
  +1, Spellcraft +5 
  Possessions combat gear plus Pearl of Power (2nd), 
  Talisman of Undead Mastery, Hand of the Mage, 
  Cloak of Resistance +1, Elixir of Reckoning 
  Sources: PHB, CW 
   
  SWORD OF FALAZURE 
  CR 5 
  Male Human Fighter 5 
  NE Medium Humanoid (human) 
  Init +1; Senses Listen +1, Spot +2 
  Languages Common, Draconic  
  AC 22, touch 11, flat-footed 21 
   (+1 Dex, +9 full plate +1, +2 MW heavy steel shield ) 
  hp 47 (5 HD)  
  Fort +7, Ref +3, Will +3 
  Speed 20 ft. in +1 full plate (4 squares) 
  Melee masterwork bastard sword +10 (1d10+5/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8 
  Atk Options  
  Combat Gear MW bastard sword, cloak of resistance 
  +1, full plate +1, MW heavy steel shield, potion of 
  cure moderate wounds 
  Abilities Str 17, Dex 12, Con 14, Int 10, Wis 12, Cha 10  
  Feats Exotic Weapon Proficiency (bastard sword), 
  Mounted Attack, Ride-by Attack, Spirited Charge, 
  Weapon 
  Focus 
  (bastard 
  sword), 
  Weapon 
  Specialization (bastard sword)  
  Skills Handle Animal +5, Knowledge (nobility and 
  royalty) +4, Ride +11, Spot +2 
  Possessions combat gear 
  Sources: PHB 
   
  H E AV Y  W AR H O R S E 
  CR  2 
  N Large animal 
  Init +1; Senses Low-light vision, scent; Listen +5, Spot 
  +4 
  Languages none  
  AC 22, touch 10, flat-footed 21 
   (-1 size, +1 Dex, +8 armor, +4 natural) 
  hp 36 (4 HD) 
  Fort +7, Ref +5, Will +2 
  Speed 35 ft. in masterwork full plate barding (7 
  squares), base movement 50 ft. 
  Melee 2 hooves +6 (1d6+4/x2) and 
  bite +1 (1d4+2/x2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +11 
  Combat Gear MW full plate barding, horseshoes of a 
  zephyr 
  Abilities Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6 
  SQ  
  Feats Endurance, Run  
  Skills Listen +5, Spot +4 
  Possessions combat gear  
  Description  
  MM 
   
  GEO7-08 The Great Game 
   
  Page 31 
  
  APPENDIX 3 – APL 6 
   
  ENCOUNTER 3  
   
   
  AD V AN C E D  D I RE  T I G E R 
  CR  9 
  N Large animal  
  Init +2; Senses low-light vision, scent; Listen +6, Spot 
  +10 
  Languages - 
  AC 23, touch 14, flat-footed 21 
   (-1 size, +2 Dex, +3 deflection, +9 natural) 
  hp 173 (19 HD) 
  Fort +16, Ref +15, Will +16 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +22 (2d4+8/x2) and  
  bite +16 (2d6+8/x2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +14; Grp +26 
  Atk Options Improved grab, pounce, rake (2d4+4) 
  Special Actions run 
  Combat Gear none 
  Abilities Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10 
  Feats Alertness, Endurance, Improved Natural Attack 
  (claw), improved Natural Attack (bite), Run, Steadfast 
  Determination, Weapon Focus (claw)  
  Skills Hide +5, Jump +14, Listen +6, Move Silently +9, 
  Spot +10, Swim +10 
  Possessions combat gear plus potion of shield of faith 
  +3 (used), potion of barkskin +3 (used), cloak of 
  resistance +2 
  Improved Grab (Ex) To use this ability, a dire tiger must 
  hit with its bite attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity.  If it wins the grapple check, it 
  establishes a hold and can rake. 
  Pounce (Ex) If a dire tiger charges, it can make a full 
  attack, including two rake attacks. 
  Rake (Ex) Attack bonus +20 melee, damage 2d4+4. 
  Skills Dire tigers have a +4 racial bonus on Hide and 
  Move Silently checks.  In areas of tall grass or heavy 
  undergrowth, the Hide bonus improves to +8. 
  Description  
  Monster Manual p. 65 
   
  ENCOUNTER 7  
   
   
   
  DOOM OF FALAZURE 
  CR  7 
  Male Human Cleric 7 
  NE Medium Humanoid (human) 
  Init -1; Senses Listen +4, Spot +4 
  Aura Strong Evil 
  Languages Common, Draconic  
  AC 18, touch 9, flat-footed 18 
   (-1 Dex, +8 half plate, +1 light steel shield) 
  hp 51 (7 HD)  
  Fort +7, Ref +2, Will +10 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft.; 
  Melee scimitar +8 (1d6+3/18-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7 
  Atk Options Stun with scimitar 
  Special Actions  
  Combat Gear +1 spiked half plate, +1 stunning surge 
  scimitar, wand of cure light wounds, periapt of 
  wisdom (+2), MW light steel shield 
  Cleric Spells Prepared (CL 7th): 
  4th— 
  cure 
  critical 
  wounds, 
  heightened 
  deeper 
  darkness, unholy blightD (DC 18) 
  3rd— Animate deadD, Dispel magic, fell weakened 
  sound burst, lesser visage of the deity (DC 17) 
  2nd— desecrateD, cure moderate wounds, eagle’s 
  splendor, resist energy, spiritual weapon (DC 16) 
  1st— bless, cause fear, divine favor, entropic 
  shield, protection from goodD, shield of faith 
  (DC 15) 
  0— create water, cure minor wounds (2), 
  resistance, virtue 
  D: Domain spell. Deity: Falazure. Domains: Death, Evil  
  �Already cast 
  Abilities Str 14, Dex 8, Con 12, Int 10, Wis 19, Cha 14  
  SQ Explode for 5d6 damage upon death 
  Feats divine vigor, extra turning, fell weaken, heighten 
  spell  
  Skills Concentration +10, Heal +7, Knowledge (arcana) 
  +3, Knowledge (religion) +5, Knowledge (the planes) 
  +3, Spellcraft +5; 
  Possessions combat gear plus Talisman of Undead 
  Mastery, Pearl of Power (3rd), Cloak of Predatory 
  Vigor (not used), Cloak of Resistance +1, Elixir of 
  Reckoning 
  Sources: PHB, CW 
   
  SWORD OF FALAZURE 
  CR 5 
  Male Human Fighter 5 
  NE Medium Humanoid (human) 
  Init +1; Senses Listen +1, Spot +2 
  Languages Common, Draconic  
  AC 22, touch 11, flat-footed 21 
   (+1 Dex, +9 armor, +2 shield) 
  hp 47 (5 HD)  
  Fort +4, Ref +2, Will +1 
  Speed 20 ft. in +1 full plate (4 squares) 
  Melee masterwork bastard sword +10 (1d10+5/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8 
  Atk Options  
  Combat Gear masterwork bastard sword, cloak of 
  resistance +1, full plate +1, MW heavy steel shield, 
  potion of cure moderate wounds 
  GEO7-08 The Great Game 
   
  Page 32 
  
  Abilities Str 17, Dex 12, Con 14, Int 10, Wis 12, Cha 10  
  Feats Exotic Weapon Proficiency (bastard sword), 
  Mounted Attack, Ride-by Attack, Spirited Charge, 
  Weapon 
  Focus 
  (bastard 
  sword), 
  Weapon 
  Specialization (bastard sword)  
  Skills Handle Animal +5, Knowledge (nobility and 
  royalty) +4, Ride +11, Spot +2 
  Possessions combat gear 
  Mount Nightmare with mithral chain shirt barding (CR 5) 
  Sources: PHB 
   
   
  GEO7-08 The Great Game 
   
  Page 33 
  
  APPENDIX 4 – APL 8 
   
  ENCOUNTER 3  
   
   
  AD V AN C E D  D I RE  T I G E R 
  CR  11 
  N Large animal  
  Init +3; Senses low-light vision, scent; Listen +10, Spot 
  +12 
  Languages - 
  AC 25, touch 15, flat-footed 22 
   (-1 size, +3 Dex, +3 deflection, +10 natural) 
  hp 252 (25 HD) 
  Fort +22, Ref +19, Will +22 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +26 (2d4+8/x2) and  
  bite +23 (2d6+8/x2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +18; Grp +30 
  Atk Options improved grab, pounce, Power Attack, 
  rake (2d4+4) 
  Special Actions run 
  Combat Gear none 
  Abilities Str 27, Dex 16, Con 18, Int 2, Wis 12, Cha 10 
  Feats Alertness, Endurance, Improved Natural Attack 
  (claw), improved Natural Attack (bite), Multiattack, 
  Power 
  Attack, 
  Run, 
  Steadfast 
  Determination, 
  Weapon Focus (claw)  
  Skills Hide +5, Jump +14, Listen +10, Move Silently +9, 
  Spot +12, Swim +10 
  Possessions combat gear plus potion of shield of faith 
  +3 (used), potion of barkskin +4 (used), cloak of 
  resistance +2 
  Improved Grab (Ex) To use this ability, a dire tiger must 
  hit with its bite attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity.  If it wins the grapple check, it 
  establishes a hold and can rake. 
  Pounce (Ex) If a dire tiger charges, it can make a full 
  attack, including two rake attacks. 
  Rake (Ex) Attack bonus +26 melee, damage 2d4+4. 
  Skills Dire tigers have a +4 racial bonus on Hide and 
  Move Silently checks.  In areas of tall grass or heavy 
  undergrowth, the Hide bonus improves to +8. 
  Description  
  Monster Manual p. 65 
   
  ENCOUNTER 7  
   
   
   
  DOOM OF FALAZURE 
  CR  9 
  Male Human Cleric 9 
  NE Medium Humanoid (human) 
  Init -1; Senses Listen +5, Spot +5 
  Aura Strong Evil 
  Languages Common, Draconic  
  AC 18, touch 9, flat-footed 18 
   (-1 Dex, +8 half plate, +1 light steel shield) 
  hp 66 (9 HD)  
  Fort +8 , Ref +3, Will +12 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft.; 
  Melee scimitar +9 (1d6+3/18-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6/+1; Grp +8 
  Atk Options  
  Special Actions  
  Combat Gear +1 spiked half plate, +1 stunning surge 
  scimitar, wand of cure light wounds, periapt of 
  wisdom (+2), 
  Cleric Spells Prepared (CL 9th): 
  5th— heightened deeper darkness, slay livingD, spell 
  resistance (DC 20) 
  4th— cure critical wounds, divine power, greater magic 
  weapon, unholy blightD (DC 19) 
  3rd— Animate deadD, Dispel magic, lesser visage of 
  the deity, fell weakened sound blast (x2) (DC 18) 
  2nd— 
  aid, 
  eagle’s 
  splendor, 
  desecrateD, 
  cure 
  moderate wounds, resist energy, spiritual weapon 
  (DC 17) 
  1st— bless, cause fear, divine favor, entropic shield, 
  protection from goodD, sanctuary, shield of faith (DC 
  16) 
  0— create water, cure minor wounds (2), resistance, 
  virtue 
  D: Domain spell. Deity: Falazure. Domains: Death, Evil  
  �Already cast 
  Abilities Str 14, Dex 8, Con 12, Int 10, Wis 20, Cha 14  
  SQ explode for 5d6 damage upon death (Elixir) 
  Feats divine vigor, extra turning, fell weaken, heighten 
  spell, reach spell  
  Skills Concentration +12, Heal +8, Knowledge (arcana) 
  +5, Knowledge (religion) +5, Knowledge (the planes) 
  +3, Spellcraft +9 
  Possessions combat gear plus Ring of Greater 
  Counterspells, 
  Figurine 
  of 
  Wondrous 
  Power: 
  Obsidian Steed, Rod of Soul Anchor, Pearl of Power 
  (4th), Ghost Shroud, Cloak of Resistance +1, Elixir of 
  Reckoning 
  Sources: PHB, CW 
   
  SWORD OF FALAZURE 
  CR 9 
  Male Human Fighter 8/Cavalier 1 
  NE Medium Humanoid (human) 
  Init +1; Senses Listen +1, Spot +4 
  Languages Common, Draconic  
  AC 23, touch 11, flat-footed 22 
   (+1 Dex, +9 armor, +3 shield) 
  hp 92 (9 HD)  
  Fort +12, Ref +4, Will +7 
  Speed 20 ft. in +1 full plate (4 squares) 
  GEO7-08 The Great Game 
   
  Page 34 
  
  Melee +1 bastard sword +15/+10 (1d10+7/17-20x2) or 
  +1 lance +16/+11 (1d8+5/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +13 
  Atk Options  
  Combat Gear bastard sword +1, cloak of resistance +2, 
  full plate +1, heavy steel shield +1, +1 lance, potion 
  of cure moderate wounds 
  Abilities Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 10  
  Feats Exotic Weapon Proficiency (Bastard Sword), 
  Improved Critical (Bastard Sword), Mounted Combat, 
  Power Attack, Ride-by Attack, Spirited Charge, 
  Weapon 
  Focus 
  (Bastard 
  Sword), 
  Weapon 
  Specialization (Bastard Sword), Weapon Focus 
  (Lance) 
  Skills Diplomacy +2, Handle Animal +5, Intimidate +2, 
  Knowledge (nobility and royalty) +5, Ride +17, Spot 
  +4, Swim -11 
  Possessions combat gear 
  Mount: Nightmare with full plate barding, potion of 
  barkskin +3  (AC 34). 
  Sources: PHB 
  GEO7-08 The Great Game 
   
  Page 35 
  
  APPENDIX 5 – APL 10 
   
  ENCOUNTER 3  
   
   
  AD V AN C E D  D I RE  T I G E R 
  CR  13 
  N Large animal  
  Init +3; Senses low-light vision, scent; Listen +14, Spot 
  +14 
  Languages - 
  AC 27, touch 16, flat-footed 24 
   (-1 size, +3 Dex, +4 deflection, +11 natural) 
  hp 312 (31 HD) 
  Fort +25, Ref +24, Will +25 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +32 (2d4+9/x2) and  
  bite +29 (2d6+9/x2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +23; Grp +36 
  Atk Options Improved Bull Rush, improved grab, 
  pounce, Power Attack, rake (2d4+4), Shock Trooper 
  Special Actions run 
  Combat Gear none 
  Abilities Str 28, Dex 16, Con 18, Int 2, Wis 12, Cha 10 
  Feats Alertness, Endurance, Improved Bull Rush, 
  Improved Natural Attack (claw), improved Natural 
  Attack (bite), Multiattack, Power Attack, Run, Shock 
  Trooper, Steadfast Determination, Weapon Focus 
  (claw)  
  Skills Hide +5, Jump +14, Listen +14, Move Silently +9, 
  Spot +14, Swim +10 
  Possessions combat gear plus potion of shield of faith 
  +4 (used), potion of barkskin +5 (used), cloak of 
  resistance +4 
  Improved Grab (Ex) To use this ability, a dire tiger must 
  hit with its bite attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity.  If it wins the grapple check, it 
  establishes a hold and can rake. 
  Pounce (Ex) If a dire tiger charges, it can make a full 
  attack, including two rake attacks. 
  Rake (Ex) Attack bonus +32 melee, damage 2d4+4. 
  Skills Dire tigers have a +4 racial bonus on Hide and 
  Move Silently checks.  In areas of tall grass or heavy 
  undergrowth, the Hide bonus improves to +8. 
  Description  
  Monster Manual p. 65 
   
  ENCOUNTER 7  
   
   
   
  DOOM OF FALAZURE 
  CR  11 
  Male Human Cleric 11 
  NE Medium Humanoid (human) 
  Init -1; Senses Listen +5, Spot +5 
  Aura Overwhelming Evil 
  Languages Common, Draconic  
  AC 20, touch 9, flat-footed 19 
   (-1 Dex, +9 half plate, +1 light steel shield) 
  hp 80 (11 HD)  
  Fort +9 , Ref +3, Will +13 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft.; 
  Melee scimitar +11 (1d6+3 plus stun plus 2d6 against 
  good)/18-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7/+2; Grp +9 
  Atk Options  
  Special Actions  
  Combat Gear +2 spiked half plate, +1 unholy stunning 
  surge scimitar, wand of cure light wounds, periapt of 
  wisdom +2 
  Cleric Spells Prepared (CL 11th): 
  6th— fell weakened Flame Strike, Create UndeadD,  
  5th— heightened deeper darkness, slay livingD, spell 
  resistance (DC 20) 
  4th— cure critical wounds, divine power, greater magic 
  weapon, unholy blightD (DC 19) 
  3rd— Magic Circle against GoodD, Dispel magic, 
  lesser visage of the deity, magic vestment, fell 
  weakened sound burst (x2)(DC 18) 
  2nd— 
  aid, 
  eagle’s 
  splendor, 
  desecrateD, 
  cure 
  moderate wounds, resist energy, spiritual weapon 
  (DC 17) 
  1st— bless, cause fear (2), divine favor, entropic 
  shield, protection from goodD, sanctuary, shield of 
  faith (DC 16) 
  0— create water, cure minor wounds (2), resistance, 
  virtue 
  D: Domain spell. Deity: Falazure. Domains: Death, Evil  
  �Already cast 
  Abilities Str 14, Dex 8, Con 12, Int 10, Wis 20, Cha 14  
  SQ Explode for 5d6 damage upon death (Elixir) 
  Feats divine vigor, extra turning, fell weaken, heighten 
  spell, reach spell  
  Skills Concentration +15, Heal +8, Knowledge (arcana) 
  +5, Knowledge (religion) +5, Knowledge (the planes) 
  +5, Spellcraft +9 
  Possessions combat gear plus Pearl of Power (5th), 
  Rod of Soul Anchor, Talisman of Undead Mastery, 
  Portable Hole, Cloak of Resistance +1, Elixir of 
  Reckoning 
  Sources: PHB2, CW 
   
  SWORD OF FALAZURE 
  CR 9 
  Male Human Fighter 8/Cavalier 1 
  NE Medium Humanoid (human) 
  Init +1; Senses Listen +1, Spot +4 
  Languages Common, Draconic  
  AC 23, touch 11, flat-footed 22 
   (+1 Dex, +9 armor, +3 shield) 
  hp 92 (9 HD)  
  GEO7-08 The Great Game 
   
  Page 36 
  
  Fort +12, Ref +4, Will +7 
  Speed 20 ft. in +1 full plate (4 squares) 
  Melee +1 bastard sword +15/+10 (1d10+7/17-20x2) or 
  +1 lance +16/+11 (1d8+5/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +13 
  Atk Options  
  Combat Gear +1 bastard sword, cloak of resistance +2, 
  +1 full plate, +1 heavy steel shield, +1 lance, potion 
  of cure moderate wounds 
  Abilities Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 10  
  Feats Exotic Weapon Proficiency (Bastard Sword), 
  Improved Critical (Bastard Sword), Mounted Combat, 
  Power Attack, Ride-by Attack, Spirited Charge, 
  Weapon 
  Focus 
  (Bastard 
  Sword), 
  Weapon 
  Specialization (Bastard Sword), Weapon Focus 
  (Lance) 
  Skills Diplomacy +2, Handle Animal +5, Intimidate +2, 
  Knowledge (nobility and royalty) +5, Ride +17, Spot 
  +4, Swim -11 
  Possessions combat gear 
  Mounted Weapon Bonus (Ex) A cavalier gains a 
  competence bonus on his attack roll when using the 
  indicated weapon while mounted.  For the lance, this 
  bonus starts out at +1 at 1st level and increases by 
  +1 every four levels thereafter.  For the sword, this 
  bonus starts out at +1 at 2nd level and increases by 
  +1 every four levels there after. 
  Ride Bonus (Ex) A cavalier gains a competence bonus 
  on Ride checks.  This bonus starts out at +2 and 
  improves to +2 at 4th level, +6 at 7th level, and +8 at 
  9th level. 
  Courtly Knowledge (Ex) A cavalier adds his class level 
  to his Knowledge (nobility and royalty) checks as a 
  competence bonus. 
  Mount: Nightmare with +1 full plate barding, potion of 
  barkskin +3, potion of shield of faith +3, periapt of 
  health +2 (AC 38; hp 51). 
  Sources: PHB 
   
  VOICE OF FALAZURE 
  CR  9 
  Male half-shadow dragon bard 5/marshal 1 
  NE Medium dragon 
  Init +1; Senses Darkvision 60 ft., Low-light vision; Listen 
  -1, Spot +3 
  Languages Common, Draconic, Elven, Giant 
  AC 23, touch 11, flat-footed 22 
   (+0 size, +1 Dex, +6 armor, +2 shield, +4 natural) 
  hp 46 (6 HD) 
  Immune energy drain 
  Fort +7, Ref +6, Will +10 
  Speed 30 ft. in +1 mithral breastplate (6 squares) 
  Melee +1 scimitar +8 (1d6+4/18-20x2) or claw +6 
  (1d4+3/x2) and bite +6 (1d6+1/x2) 
  Ranged MW composite longbow (mighty +3) +5 
  (1d8+3/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6 
  Atk Options breath weapon, Combat Expertise, 
  countersong 
  Special Actions fascinate 
  Combat Gear +1 mithral breastplate, +1 scimitar, MW 
  composite longbow (+3), vest of resistance +1, cloak 
  of charisma +2, momento magica (1st level), potion of 
  cure serious wounds 
  Bard Spells Known (CL 5th): 
   2nd (2/day)—blur, glitterdust, sound burst 
   1st (4/day)—cure light wounds, expeditious retreat, 
  grease, tasha’s hideous laughter 
   0 (3/day)—ghost sound, know direction, lullaby, mage 
  hand, message, prestidigitation 
  �Already cast 
  Abilities Str 16, Dex 12, Con 16, Int 15, Wis 8, Cha 21  
  Feats 
  Combat 
  Expertise, 
  Force 
  of 
  Personality, 
  Requiem, Skill Focus (diplomacy), Weapon Focus 
  (scimitar)  
  Skills Bluff +14, Diplomacy +21, Disguise +14, Gather 
  Information +10, Knowledge (nobility) +7, Perform 
  (oratory) +14, Spot +3, Tumble +10, Use Magic 
  Device +14 
  Possessions combat gear  
  Bardic Knowledge (Ex) You possess a special 
  knowledge skill for stray bits of trivia.  This knowledge 
  check is 1d20+7 
  Bardic Music Performances can create various magical 
  effects 5/day 
  Countersong (Su) You can counter any sonic or 
  language dependent magic effect.  Anyone within 30 
  feet of you can use your Perform check in place of 
  their saving throw.  You can maintain a countersong 
  for 10 rounds. 
  Fascinate (Sp) You can fascinate 2 creatures within 90 
  feet.  If you beat their Will save with a Perform check, 
  they will listen quietly for 5 rounds. 
  Inspire Courage (Su) While singing, all allies who can 
  hear you gain a +1 morale bonus to saving throws 
  against charm and fear effects, and a +1 morale 
  bonus to attack and weapon damage rolls.  The effect 
  lasts as long as you sing plus 5 rounds. 
  Inspire Competence (Su) You can help an ally 
  succeed at a task.  They get a +2 competence bonus 
  to all skill checks as long as they able to see and 
  hear you and are within 30 ft.  This can be maintained 
  for 2 minutes.  
  Auras (Ex) Minor aura – motivate dexterity: +5 bonus 
  on Dexterity checks, Dexterity-based skill checks, 
  and initiative checks (this bonus has not been 
  factored into any stat block) 
  Breath Weapon (Su) 30 foot cone inflicts 1 negative 
  level.  Reflex save for half (DC 16), Fortitude save to 
  get rid of the negative level (DC 16) 
  Skills  
  Description  
  Draconomicon, PHB, MM, Miniatures Handbook 
   
  GEO7-08 The Great Game 
   
  Page 37 
  
  APPENDIX 6 – APL 12 
   
  ENCOUNTER 3  
   
   
  AD V AN C E D  D I RE  T I G E R 
  CR  15 
  N Huge animal  
  Init +2; Senses low-light vision, scent; Listen +14, Spot 
  +17 
  Languages - 
  AC 28, touch 14, flat-footed 26 
   (-2 size, +2 Dex, +4 deflection, +14 natural) 
  hp 412 (34 HD) 
  Fort +29, Ref +25, Will +29 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +37 (2d6+13/x2) and  
  bite +34 (3d6+13/x2) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +25; Grp +46 
  Atk Options Awesome Blow, Improved Bull Rush, 
  improved grab, pounce, Power Attack, rake (2d4+4), 
  Shock Trooper 
  Special Actions run 
  Combat Gear none 
  Abilities Str 36, Dex 14, Con 23, Int 2, Wis 12, Cha 10 
  Feats Alertness, Awesome Blow, Endurance, Improved 
  Bull Rush, Improved Natural Attack (claw), improved 
  Natural Attack (bite), Multiattack, Power Attack, Run, 
  Shock Trooper, Steadfast Determination, Weapon 
  Focus (claw)  
  Skills Hide +0, Jump +18, Listen +14, Move Silently +8, 
  Spot +17, Swim +14 
  Possessions combat gear plus potion of shield of faith 
  +4 (used), potion of barkskin +5 (used), cloak of 
  resistance +4, hand of glory, ring of evasion 
  Improved Grab (Ex) To use this ability, a dire tiger must 
  hit with its bite attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity.  If it wins the grapple check, it 
  establishes a hold and can rake. 
  Pounce (Ex) If a dire tiger charges, it can make a full 
  attack, including two rake attacks. 
  Rake (Ex) Attack bonus +36 melee, damage 2d6+6. 
  Skills Dire tigers have a +4 racial bonus on Hide and 
  Move Silently checks.  In areas of tall grass or heavy 
  undergrowth, the Hide bonus improves to +8. 
  Description  
  Monster Manual p. 65 
   
  ENCOUNTER 6  
   
   
  AD V AN C E D  T-R E X  O F  L E G E N D 
  CR  12 
  N Huge animal  
  Init +8; Senses low-light vision; scent; Listen +16, Spot 
  +16 
  Languages None  
  AC 22, touch 7, flat-footed 15 
   (-2 size, +4 Dex, +10 natural) 
  hp 342 (24 HD) 
  Fort +28, Ref +21, Will +14 
  Speed 40 ft. (8 squares) 
  Melee bite +33 (3d8+22)  
  Space 15 ft.; Reach 10 ft. 
  Base Atk +18; Grp +41 
  Atk Options improved grab, power attack, swallow 
  whole 
  Special Actions frightful presence, Run 
  Combat Gear none 
  Abilities Str 40, Dex 18, Con 31, Int 4, Wis 17, Cha 14 
  SQ low light vision, scent 
  Feats Ability Focus (frightful presence), Alertness, 
  Improved InitiativeB, Improved Natural Attack (bite), 
  Improved Toughness, Power Attack, Run, Track 
  Skills Listen +17, Spot +17 
  Possessions none  
  Frightful Presence (Ex) When a t-rex of legend 
  bellows, it inspires terror in all creatures within 20 feet 
  that have fewer Hit Dice or levels than it has.  Each 
  potentially affected opponent must succeed at a Will 
  save (DC 26) or become shaken – a condition that 
  lasts until the opponent is out of range.  A successful 
  save 
  leaves 
  that 
  opponent 
  immune 
  to 
  that 
  tyrannosaurus’s frightful presence for 24 hours. 
  Improved Grab (Ex) To use this ability, a tyrannosaurus 
  must hit an opponent of up to one size smaller with its 
  bite attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of opportunity. 
  If it wins the grapple check, it establishes a hold and 
  can try to swallow the foe the following round. 
  Swallow Whole (Ex) A tyrannosaurus can try to 
  swallow a grabbed opponent of up to two sizes 
  smaller by making a successful grapple check. The 
  swallowed 
  creature 
  takes 
  2d8+8 
  points 
  of 
  bludgeoning damage and 8 points of acid damage 
  per round from the tyrannosaurus's gizzard. A 
  swallowed creature can cut its way out by using a 
  light slashing or piercing weapon to deal 25 points of 
  damage to the gizzard (AC 12). Once the creature 
  exits, muscular action closes the hole; another 
  swallowed opponent must cut its own way out.  
  A Huge tyrannosaurus's gizzard can hold 2 Medium, 8 
  Small, 32 Tiny, or 128 Diminutive or smaller 
  opponents.  
  Greater Damage (Ex) The bite of a tyrannosaurus of 
  legend does more damage than usual (1d8 vs.1d6). 
  Reflective Hide (Su) The creature has a silvery sheen 
  to its skin and is permanently protected by a spell 
  turning effect. 
   
  Skills A tyrannosaurus receives a +2 racial bonus on 
  Listen and Spot checks. 
  Description  
  MM2 
  GEO7-08 The Great Game 
   
  Page 38 
  
   
  ENCOUNTER 7  
   
   
   
  DOOM OF FALAZURE 
  CR  13 
  Male Human Cleric 13 
  NE Medium Humanoid (human) 
  Init -1; Senses Listen +5, Spot +5 
  Aura Strong Evil 
  Languages Common, Draconic  
  AC 20, touch 9, flat-footed 20 
   (-1 Dex, +9 half plate, +1 light steel shield) 
  hp 93 (13 HD)  
  Fort +12 , Ref +6, Will +16 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft.; 
  Melee scimitar +12 (1d6+3/18-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9/+4; Grp +11 
  Atk Options stun with scimitar 
  Special Actions  
  Combat Gear +2 spiked half plate, +1 unholy stunning 
  surge scimitar, wand of cure light wounds, periapt of 
  wisdom +2, Elixir of Reckoning 
  Cleric Spells Prepared (CL 13th/ 17th with Karma bead 
  active): 
  7th – Finger of DeathD, Fell Weakened Blade Barrier 
  (DC 22) 
  6th – Blade Barrier, Create UndeadD, visage of the 
  diety 
  5th – fell weakened unholy blight (DC 20), flame strike, 
  slay livingD, spell resistance (DC 20) 
  4th - cure critical wounds, divine power, freedom of 
  movement, greater magic weapon, unholy blightD 
  (DC 19) 
  3rd— Magic Circle against GoodD, energy vortex, 
  Dispel magic, magic vestment, fell weakened sound 
  burst (x2)(DC 18) 
  2nd— aid, eagle’s splendor, death knell, desecrateD, 
  cure moderate wounds, resist energy, spiritual 
  weapon (DC 17) 
  1st— bless, cause fear (2), divine favor, entropic 
  shield, protection from goodD, sanctuary, shield of 
  faith (DC 16) 
  0— create water, cure minor wounds (2), resistance, 
  virtue 
  D: Domain spell. Deity: Falazure. Domains: Death, Evil  
  �Already cast 
  Abilities Str 14, Dex 8, Con 12, Int 10, Wis 21, Cha 14  
  SQ necromantic presence, explode for 5d6 damage 
  upon death 
  Feats divine vigor, extra turning, fell weaken, heighten 
  spell, reach spell, necromantic presence  
  Skills Concentration +17, Heal +8, Knowledge (arcana) 
  +5, Knowledge (religion) +5, Knowledge (the planes) 
  +5, Spellcraft +12 
  Possessions combat gear plus Strand of Prayer Beads, 
  Pearl of Power (6th), Ring of Avoidance, Rod of Soul 
  Anchor, Cloak of Resistance +3 
  Sources: PHB2, CW, SPC 
   
   
  SWORD OF FALAZURE 
  CR 11 
  Male Human Fighter 8/Cavalier 3 
  LE Medium Humanoid (human) 
  Init +1; Senses Listen +1, Spot +5 
  Languages Common, Draconic  
  AC 27, touch 15, flat-footed 26 
   (+1 Dex, +9 armor, +3 shield, +4 deflection) 
  hp 120 (11 HD)  
  Fort +13, Ref +5, Will +8 
  Speed 20 ft. in +1 mithral full plate (4 squares) 
  Melee +1 bastard sword +18/+13/+8 (1d10+7/17-20x2) 
  or +1 lance +18/+13/+8 (1d8+5/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +15 
  Atk Options deadly charge 
  Combat Gear bastard sword +1, cloak of resistance +2, 
  mithral full plate +1, heavy steel shield +1, +1 lance, 
  potion of shield of faith +4, potion of cure serious 
  wounds 
  Abilities Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 10  
  Feats Exotic Weapon Proficiency (Bastard Sword), 
  Improved Critical (Bastard Sword), Mounted Combat, 
  Power Attack, Ride-by Attack, Spirited Charge, 
  Weapon 
  Focus 
  (Bastard 
  Sword), 
  Weapon 
  Specialization (Bastard Sword), Weapon Focus 
  (Lance) 
  Skills Diplomacy +2, Handle Animal +5, Intimidate +4, 
  Knowledge (nobility and royalty) +7, Ride +19, Spot 
  +5, Swim -9 
  Possessions combat gear 
  Mounted Weapon Bonus (Ex) A cavalier gains a 
  competence bonus on his attack roll when using the 
  indicated weapon while mounted.  For the lance, this 
  bonus starts out at +1 at 1st level and increases by 
  +1 every four levels thereafter.  For the sword, this 
  bonus starts out at +1 at 2nd level and increases by 
  +1 every four levels there after. 
  Ride Bonus (Ex) A cavalier gains a competence bonus 
  on Ride checks.  This bonus starts out at +2 and 
  improves to +4 at 4th level, +6 at 7th level, and +8 at 
  9th level. 
  Courtly Knowledge (Ex) A cavalier adds his class level 
  to his Knowledge (nobility and royalty) checks as a 
  competence bonus. 
  Deadly Charge (Ex):  When mounted and using the 
  charge action, a cavalier of 2nd level or higher may 
  declare a “deadly Charge” before making his attack 
  roll (thus, a failed attack ruins the attempt).  If he hits, 
  he deals triple damage with a melee weapon (or 
  quadruple damage with a lance).  This ability does 
  not stack with the benefit of the Spirited Charge feat. 
  Burst of Speed (Ex):  At 3rd level and higher, a cavalier 
  can urge his mount to greater than normal speed 
  when charging.  This ability doubles the maximum 
  distance the mount can travel when making a charge, 
  up to four times its speed.  This ability can be used 
  once per day without penalty to the mount.  Each 
  additional use of the ability in a single day requires 
  GEO7-08 The Great Game 
   
  Page 39 
  
  GEO7-08 The Great Game 
   
  Page 40 
  the mount to make a DC 20 Will save immediately 
  after the conclusion of the charge; failure results in 
  the mount taking 2d6 points of damage. 
  Mount Nightmare with +1 full plate barding, potion of 
  barkskin +5, potion of shield of faith +3, periapt of 
  health +2 
  Sources: PHB 
   
  VOICE OF FALAZURE 
  CR  11 
  Male half-shadow dragon bard 7/marshal 1 
  NE Medium dragon 
  Init +1; Senses Darkvision 60 ft., Low-light vision; Listen 
  -1, Spot +3 
  Languages Common, Draconic, Elven, Giant 
  AC 28, touch 16, flat-footed 27 
   (+1 Dex, +6 armor, +2 shield, +5 deflection, +4 
  natural) 
  hp 60 (8 HD) 
  Immune energy drain 
  Fort +8, Ref +7, Will +12 
  Speed 30 ft. in +1 mithral breastplate (6 squares) 
  Melee +1 scimitar +9 (1d6+4/18-20x2) and bite +3 
  (1d6+1/x2) or 2 claws +8 (1d4+3/x2) and bite +3 
  (1d6+1/x2) 
  Ranged MW mighty (+3) composite longbow +7 
  (1d8+3/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8 
  Atk Options breath weapon 1/day, Combat Expertise, 
  countersong 
  Special Actions fascinate 
  Combat Gear +1 mithral breastplate, +1 scimitar, MW 
  mighty (+3) composite longbow, vest of resistance 
  +1, cloak of charisma +2, potion of shield of faith +5, 
  potion of cure serious wounds, momento magica (1st 
  level), momento magica (2nd level) 
  Bard Spells Known (CL 7th): 
   3rd (1/day)—haste, fear (DC 19) 
   2nd (4/day)—blindness/deafness (DC 18), blur, 
  glitterdust (DC 18), sound burst (DC 18) 
   1st (5/day)—cure light wounds, expeditious retreat, 
  grease (DC 17), tasha’s hideous laughter (DC 17) 
   0 (3/day)—ghost sound, know direction, lullaby, mage 
  hand, message, prestidigitation 
  �Already cast 
  Abilities Str 16, Dex 12, Con 16, Int 15, Wis 8, Cha 22  
  Feats 
  Combat 
  Expertise, 
  Force 
  of 
  Personality, 
  Requiem, Skill Focus (diplomacy), Weapon Focus 
  (scimitar)  
  Skills Bluff +16, Diplomacy +24, Disguise +17, Gather 
  Information +10, Knowledge (nobility) +7, Perform 
  (oratory) +17, Spot +3, Tumble +12, Use Magic 
  Device +17 
  Possessions combat gear  
  Bardic Knowledge (Ex) You possess a special 
  knowledge skill for stray bits of trivia.  This knowledge 
  check is 1d20+9 
  Bardic Music Performances can create various magical 
  effects 7/day 
  Countersong (Su) You can counter any sonic or 
  language dependent magic effect.  Anyone within 30 
  feet of you can use your Perform check in place of 
  their saving throw.  You can maintain a countersong 
  for 10 rounds. 
  Fascinate (Sp) You can fascinate 3 creatures within 90 
  feet.  If you beat their Will save with a Perform check, 
  they will listen quietly for 5 rounds. 
  Inspire Courage (Su) While singing, all allies who can 
  hear you gain a +1 morale bonus to saving throws 
  against charm and fear effects, and a +1 morale 
  bonus to attack and weapon damage rolls.  The effect 
  lasts as long as you sing plus 5 rounds. 
  Inspire Competence (Su) You can help an ally 
  succeed at a task.  They get a +2 competence bonus 
  to all skill checks as long as they able to see and 
  hear you and are within 30 ft.  This can be maintained 
  for 2 minutes.  
  Suggestion (Sp) A bard of 6th level or higher with 9 or 
  more ranks in a Perform skill can make a suggestion 
  (as the spell) to a creature that he has already 
  fascinated (see Fascinate).  Using this ability does 
  not break the bard’s concentration on the fascinate 
  effect, nor does it allow a second saving throw 
  against the fascinate effect.  Making a suggestion 
  doesn’t count against a bard’s daily limit on bardic 
  music performances.   A Will saving throw (DC 19) 
  negates the effect.  This ability affects only a single 
  creature. 
   
  Suggestion 
  is 
  an 
  enchantment 
  (compulsion), mind-affecting, language dependent 
  ability. 
  Auras (Ex) Minor aura – motivate dexterity: +5 bonus 
  on Dexterity checks, Dexterity-based skill checks, 
  and initiative checks (this bonus has not been 
  factored into any stat block) 
  Breath Weapon (Su) 1/day - 30 foot cone inflicts 1 
  negative level.  Reflex save for half (DC 16), 
  Fortitude save to get rid of the negative level (DC 16) 
  Description  
  Draconomicon, PHB, MM, Miniatures Handbook 
   
   
   
  
   APPENDIX 7 – APL 14 
   
  ENCOUNTER 3  
   
   
  AD V AN C E D  D I RE  T I G E R 
  CR  17 
  N Huge animal  
  Init +4; Senses low-light vision, scent; Listen +18, Spot 
  +19 
  Languages - 
  AC 31, touch 17, flat-footed 27 
   (-2 size, +4 Dex, +5 deflection, +14 natural) 
  hp 562 (40 HD) 
  Fort +34, Ref +31, Will +34 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +42 each (2d6+13/19-20x2) and  
  bite +39 (3d6+13/x2) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +30; Grp +51 
  Atk Options Awesome Blow, Improved Bull Rush, 
  improved grab, pounce, Power Attack, rake (2d4+4), 
  Shock Trooper 
  Special Actions run 
  Combat Gear none 
  Abilities Str 36, Dex 18, Con 25, Int 2, Wis 12, Cha 10 
  Feats Alertness, Awesome Blow, Endurance, Improved 
  Bull Rush, Improved Critical (claw), Improved Natural 
  Attack 
  (claw), 
  improved 
  Natural 
  Attack (bite), 
  Improved Toughness, Multiattack, Power Attack, 
  Run, 
  Shock 
  Trooper, 
  Steadfast 
  Determination, 
  Weapon Focus (claw)  
  Skills Hide +2, Jump +18, Listen +18, Move Silently 
  +10, Spot +19, Swim +14 
  Possessions combat gear plus potion of cat’s grace 
  (used), potion of shield of faith +5 (used), potion of 
  barkskin +5 (used), cloak of resistance +5, hand of 
  glory, ring of freedom of movement 
  Improved Grab (Ex) To use this ability, a dire tiger must 
  hit with its bite attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity.  If it wins the grapple check, it 
  establishes a hold and can rake. 
  Pounce (Ex) If a dire tiger charges, it can make a full 
  attack, including two rake attacks. 
  Rake (Ex) Attack bonus +41 melee, damage 2d6+6. 
  Skills Dire tigers have a +4 racial bonus on Hide and 
  Move Silently checks.  In areas of tall grass or heavy 
  undergrowth, the Hide bonus improves to +8. 
  Description  
  Monster Manual p. 65 
   
  ENCOUNTER 6  
   
   
   
   
   
   
  S P I N O S AU R U S 
  CR  13 
  N Gargantuan animal  
  Init +1; Senses low-light vision; scent; Listen +17, Spot 
  +18 
  Languages None  
  AC 16, touch 7, flat-footed 15 
   (-4 size, +1 Dex, +9 natural) 
  hp 262 (20 HD) 
  Fort +18, Ref +13, Will +8 
  Speed 40 ft. (8 squares) 
  Melee bite +25 (3d6+13/x2) and 
  2 claws +22 (2d6+6/x2) 
  Space 20 ft.; Reach 20 ft. 
  Base Atk +15; Grp +40 
  Atk Options improved grab, swallow whole, trample 
  Special Actions frightful presence, Run 
  Combat Gear none 
  Abilities Str 36, Dex 13, Con 23, Int 2, Wis 15, Cha 10 
  SQ low light vision, scent 
  Feats Alertness, Improved Natural Attack (bite), 
  Improved 
  Toughness, 
  Multiattack, 
  Run, 
  Track, 
  Weapon Focus (bite)  
  Skills Listen +17, Spot +18 
  Possessions none  
  Frightful Presence (Ex) When a spinosaurus bellows 
  (a standard action), it inspires terror in all creatures 
  within 30 feet that have fewer Hit Dice or levels than it 
  has.  Each potentially affected opponent must 
  succeed at a Will save (DC 20) or become shaken for 
  5d6 rounds.  A successful save leaves that opponent 
  immune to that spinosaurus’s frightful presence for 
  24 hours. 
  Improved Grab (Ex) If spinosaurus hits an opponent 
  that is at least one size category smaller than itself 
  with a bite attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity.  If it gets a hold, it 
  can try to swallow the opponent in the next round.  
  Alternatively, spinosaurus has the option to conduct 
  the grapple normally, or simply use its jaws to hold 
  the opponent (-20 penalty on grapple check, but 
  spinosaurus is not considered grappled).  In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals bite damage. 
  Swallow Whole (Ex) Spinosaurus can swallow a 
  grabbed opponent that is at least two size categories 
  smaller than itself by making a successful grapple 
  check.  Once inside the gullet, the opponent takes 
  2d8+10 points of bludgeoning damage plus 1d8+4 
  points of acid damage per round from the dinosaur’s 
  digestive juices.  A successful grapple check allows 
  the swallowed creature to climb out of the gullet and 
  return to the mouth, where another successful 
  grapple check is needed to get free.  Alternately, a 
  swallowed creature can try to cut its way out with 
  either claws or a light piercing or slashing weapon.  
  Dealing at least 25 points of damage to the digestive 
  tract (AC 20) in this way creates an opening large 
  enough to permit escape.  Once a single swallowed 
  creature exits, muscular action closes the hole; thus, 
  GEO7-08 The Great Game 
   
  Page 41 
  
  another swallowed opponent must cut its own way 
  out.  A Gargantuan spinosaurus’s gullet can hold 2 
  Large, 8 Medium-size, 32 Small, or 128 Tiny or 
  smaller opponents. 
  Trample (Ex) As a standard action during its turn each 
  round, spinosaurus can trample opponents at least 
  one size category smaller than itself.  This attack 
  deals 2d8+19 points of bludgeoning damage.  A 
  trampled opponent can attempt either an attack of 
  opportunity at a -4 penalty or a Reflex save (DC 33) 
  for half damage. 
  Skills Spinosaurus receives a +2 racial bonus on Listen 
  and Spot checks. 
  Description  
  MM2 
  ENCOUNTER 7  
   
   
  D O O M  O F  F AL AZ U R E 
  CR  15 
  Male human cleric 5/divine oracle 6/contemplative 4  
  NE medium humanoid (human) 
  Init +2; Senses Listen +7, Spot +7 
  Aura overwhelming evil 
  Languages Common, Draconic 
  AC 29, touch 12, flat-footed 29 
   (+2 Dex, +9 armor, +3 shield, +5 natural (potion)) 
  hp 117 (15 HD) (130 with heroes’ feast) 
  Immune disease, fear, poison 
  Resist prescient sense 
  Fort +14, Ref +11, Will +25 
  Speed 20 ft. in +1 mithral full plate (4 squares), base 
  movement 30 ft. 
  Melee +1 spiked gauntlet +8 (1d4/x2)  
  Ranged +1 light crossbow +11 (1d8/19-20x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +7 
  Atk Options spells 
  Combat Gear +1 spiked mithral full plate, +1 heavy 
  steel shield, +1 spiked gauntlet, +1 light crossbow, 
  strand of prayer beads, 3 holy symbols (one riveted 
  onto armor), orange ioun stone, lesser rod of quicken 
  spell, lesser rod of maximize spell, potion of barkskin 
  +5, Elixir of Reckoning 
  Cleric Spells Prepared (CL 16th, 20th with Bead of 
  Karma active): 
   8th—enervated harm (DC 22), unholy auraD 
   7th—disintegrateD (DC 25), enervated flame strike 
  (DC 22), fell weakened blade barrier (DC 23), 
  transdimensional blade barrier (DC 23) 
   6th—create undeadD, heal, heroes’ feast, fell 
  weakened flame strike (DC 22), visage of the deity 
   5th—break enchantment, fell weakened unholy blight 
  (DC 21), flame strike (DC 22), slay livingD (DC 22), 
  true seeing 
   4th—cure critical wounds, death ward, divine power, 
  freedom of movement, greater magic weapon, 
  unholy blightD (DC 21) 
   3rd—bestow curse (DC 20), energy vortex, dispel 
  magic, fell weakened sound burst (x2) (DC 20), 
  magic vestment, magic circle against goodD,  
   2nd—aid, death knell, desecrateD, cure moderate 
  wounds, resist energy, spiritual weapon (DC 19) 
   1st—bless, cause fear (x2) (DC 18), divine favor, 
  entropic shield, protection from goodD, sanctuary, 
  shield of faith  
   0—create water, cure minor wounds (x2), guidance 
  (x2), read magic 
  D: Domain spell. Deity: Falazure. Domains: Death, 
  Destruction, Evil, Oracle  
  Abilities Str 8, Dex 14, Con 14, Int 12, Wis 25, Cha 20  
  SQ 
  Divine 
  Health, 
  Divine 
  Wholeness, 
  Improved 
  Uncanny Dodge, Rebuke Undead, Slippery Mind, 
  Trap Sense, Uncanny Dodge, SQ explode for 5d6 
  damage upon death (Elixir) 
  Feats Corpsecrafter, Empowered Spell, Enervate Spell, 
  Fell Weaken, Improved Toughness, Skill Focus 
  (Knowledge: religion), Transdimensional Spell  
  Skills Concentration +20, Intimidate +13, Knowledge 
  (religion) +22, Knowledge (planes) +9, Listen +7, 
  Spellcraft +19, Spot +7 
  Possessions combat gear plus vest of resistance +5 
  Uncanny Dodge (Ex) You retain your Dexterity bonus 
  even if flat-footed or struck by an invisible attacker. 
  Improved Uncanny Dodge (Ex) You can no longer be 
  flanked, except by a level 10 rogue or higher. 
  Trap Sense (Ex) +2 to Reflex saves and AC against 
  traps. 
  Rebuke Undead (Su) You can rebuke undead 8 times 
  per day.  A rebuking check is made on 1d20+7; 
  rebuking damage is equal to 2d6+10 on a successful 
  check. 
  Divine Health (Ex) You are immune to all diseases, 
  including magical diseases such as mummy rot and 
  lycanthropy. 
  Slippery Mind (Ex) If you fail your saving throw against 
  an enchantment, you can attempt another save one 
  round later.  You can only do this once per effect. 
  Divine Wholeness (Su) You can heal up to 16 hit 
  points each day, and you can spread this healing out 
  among several uses. 
  Scry Bonus (Su) You have a +1 sacred bonus to the 
  save DC of all your Divination (scrying) spells. 
  Prescient Sense (Ex) If you make a successful Reflex 
  saving throw against an attack that normally inflicts 
  half damage on a successful save, you instead suffer 
  no damage.  Armor has no impact on this ability. 
  Divination Enhancement (Ex) You may roll twice and 
  take the better result when using divination spells 
  such as augury or divination. 
  Description  
  PHB, CD 
   
  SWORD OF FALAZURE 
  CR 13 
  Male Human Fighter 8/Cavalier 5 
  LE Medium Humanoid (human) 
  Init +1; Senses Listen +1, Spot +8 
  Languages Common, Draconic  
  AC 27, touch 15, flat-footed 26 
   (+1 Dex, +9 armor, +3 shield, +4 deflection) 
  hp 138 (13 HD) 
  GEO7-08 The Great Game 
   
  Page 42 
  
  Immune fear, poison 
  Fort +14, Ref +5, Will +11 
  Speed 20 ft. in +1 mithral full plate (4 squares) 
  Melee +1 bastard sword +20/+15/+10 (1d10+7/17-20x2) 
  or +1 lance +20/+15/+10 (1d8+5/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +17 
  Atk Options deadly charge 
  Combat Gear bastard sword +1, cloak of resistance +2, 
  mithral full plate +1, heavy steel shield +1, +1 lance, 
  potion of shield of faith +4, potion of cure serious 
  wounds 
  Abilities Str 18, Dex 12, Con 14, Int 10, Wis 13, Cha 10  
  Feats Cleave, Exotic Weapon Proficiency (Bastard 
  Sword), Improved Critical (Bastard Sword), Mounted 
  Combat, Power Attack, Ride-by Attack, Spirited 
  Charge, Weapon Focus (Bastard Sword), Weapon 
  Specialization (Bastard Sword), Weapon Focus 
  (Lance) 
  Skills Diplomacy +3, Handle Animal +5, Intimidate +7, 
  Knowledge (nobility and royalty) +7, Ride +23, Spot 
  +8, Swim -2 
  Possessions combat gear 
  Mounted Weapon Bonus (Ex) A cavalier gains a 
  competence bonus on his attack roll when using the 
  indicated weapon while mounted.  For the lance, this 
  bonus starts out at +1 at 1st level and increases by 
  +1 every four levels thereafter.  For the sword, this 
  bonus starts out at +1 at 2nd level and increases by 
  +1 every four levels there after. 
  Ride Bonus (Ex) A cavalier gains a competence bonus 
  on Ride checks.  This bonus starts out at +2 and 
  improves to +4 at 4th level, +6 at 7th level, and +8 at 
  9th level. 
  Courtly Knowledge (Ex) A cavalier adds his class level 
  to his Knowledge (nobility and royalty) checks as a 
  competence bonus. 
  Deadly Charge (Ex):  When mounted and using the 
  charge action, a cavalier of 2nd level or higher may 
  declare a “deadly Charge” before making his attack 
  roll (thus, a failed attack ruins the attempt).  If he hits, 
  he deals triple damage with a melee weapon (or 
  quadruple damage with a lance).  This ability does 
  not stack with the benefit of the Spirited Charge feat. 
  Burst of Speed (Ex):  At 3rd level and higher, a cavalier 
  can urge his mount to greater than normal speed 
  when charging.  This ability doubles the maximum 
  distance the mount can travel when making a charge, 
  up to four times its speed.  This ability can be used 
  once per day without penalty to the mount.  Each 
  additional use of the ability in a single day requires 
  the mount to make a DC 20 Will save immediately 
  after the conclusion of the charge; failure results in 
  the mount taking 2d6 points of damage. 
  Mount Cauchemar nightmare with +1 full plate barding, 
  potion of barkskin +5, potion of shield of faith +3, 
  periapt of health +2 
  Sources: PHB 
   
  VOICE OF FALAZURE 
  CR  13 
  Male half-shadow dragon bard 9/marshal 1 
  NE Medium dragon 
  Init +1; Senses Darkvision 60 ft., Low-light vision; Listen 
  -1, Spot +5 
  Languages Common, Draconic, Elven, Giant 
  AC 28, touch 16, flat-footed 27 
   (+1 Dex, +6 armor, +2 shield, +5 deflection, +4 
  natural) 
  hp 72 (10 HD) 
  Immune energy drain, fear, poison 
  Fort +11, Ref +10, Will +19 
  Speed 30 ft. in +1 mithral breastplate (6 squares) 
  Melee +1 scimitar +11/+6 (1d6+4/18-20x2) and bite +4 
  (1d6+1/x2)or 2 claws +9 (1d4+3/x2) and bite +4 
  (1d6+1/x2) 
  Ranged +1 mighty (+3) composite longbow +8 
  (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options breath weapon 1/day, Combat Expertise, 
  countersong 
  Special Actions fascinate 
  Combat Gear +1 mithral breastplate, +1 scimitar, +1 
  mighty (+3) composite longbow, vest of resistance 
  +3, cloak of charisma +6, headband of intellect +2, 
  potion of shield of faith +5, potion of cure serious 
  wounds, momento magica (1st level), momento 
  magica (2nd level), momento magica (3rd level) 
  Bard Spells Known (CL 9th): 
   3rd (4/day)—confusion, haste, fear (DC 21) 
   2nd (5/day)—blindness/deafness (DC 20), blur, 
  glitterdust (DC 20), sound burst (DC 20) 
   1st (5/day)—cure light wounds, expeditious retreat, 
  grease (DC 19), tasha’s hideous laughter (DC 19) 
   0 (3/day)—ghost sound, know direction, lullaby, mage 
  hand, message, prestidigitation 
  �Already cast 
  Abilities Str 16, Dex 12, Con 16, Int 15, Wis 8, Cha 26  
  Feats 
  Combat 
  Expertise, 
  Force 
  of 
  Personality, 
  Requiem, Skill Focus (diplomacy), Skill Focus 
  (perform), Weapon Focus (scimitar)  
  Skills Bluff +20, Diplomacy +27, Disguise +17, Gather 
  Information +12, Knowledge (nobility) +7, Perform 
  (oratory) +24, Spot +5, Tumble +15, Use Magic 
  Device +21 
  Possessions combat gear  
  Bardic Knowledge (Ex) You possess a special 
  knowledge skill for stray bits of trivia.  This knowledge 
  check is 1d20+12 
  Bardic Music Performances can create various magical 
  effects 9/day 
  Countersong (Su) You can counter any sonic or 
  language dependent magic effect.  Anyone within 30 
  feet of you can use your Perform check in place of 
  their saving throw.  You can maintain a countersong 
  for 10 rounds. 
  Fascinate (Sp) You can fascinate 3 creatures within 90 
  feet.  If you beat their Will save with a Perform check, 
  they will listen quietly for 5 rounds. 
  Inspire Courage (Su) While singing, all allies who can 
  hear you gain a +2 morale bonus to saving throws 
  GEO7-08 The Great Game 
   
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  GEO7-08 The Great Game 
   
  Page 44 
  against charm and fear effects, and a +2 morale 
  bonus to attack and weapon damage rolls.  The effect 
  lasts as long as you sing plus 5 rounds. 
  Inspire Competence (Su) You can help an ally 
  succeed at a task.  They get a +2 competence bonus 
  to all skill checks as long as they able to see and 
  hear you and are within 30 ft.  This can be maintained 
  for 2 minutes.  
  Inspire Greatness (Su) A bard of 9th level or higher with 
  12 or more ranks in a Perform skill can use music or 
  poetics to inspire greatness in himself or a single 
  willing ally within 30 feet, granting him or her extra 
  fighting capability.  For every three levels a bard 
  attains beyond 9th, he can target one additional ally 
  with a single use of this ability (two at 12th level, three 
  at 15th level, four at 18th).  To inspire greatness, a 
  bard must sing and an ally must hear him sing.  The 
  effect lasts for as long as the ally hears the bard sing 
  and for 5 rounds thereafter.  A creature inspired with 
  greatness gains 2 bonus Hit Dice (d10s), the 
  commensurate number of temporary hit points (apply 
  the target’s Con modifier, if any, to these bonus Hit 
  Dice), a +2 competence bonus on attack rolls, and a 
  +1 competence bonus on Fortitude saves.  The 
  bonus Hit Dice count as regular Hit Dice for 
  determining the effect of spells such as sleep.  
  Inspire greatness is a mind-affecting ability. 
  Suggestion (Sp) A bard of 6th level or higher with 9 or 
  more ranks in a Perform skill can make a suggestion 
  (as the spell) to a creature that he has already 
  fascinated (see Fascinate).  Using this ability does 
  not break the bard’s concentration on the fascinate 
  effect, nor does it allow a second saving throw 
  against the fascinate effect.  Making a suggestion 
  doesn’t count against a bard’s daily limit on bardic 
  music performances.   A Will saving throw (DC 22) 
  negates the effect.  This ability affects only a single 
  creature. 
   
  Suggestion 
  is 
  an 
  enchantment 
  (compulsion), mind-affecting, language dependent 
  ability. 
  Auras (Ex) Minor aura – motivate dexterity: +5 bonus 
  on Dexterity checks, Dexterity-based skill checks, 
  and initiative checks (this bonus has not been 
  factored into any stat block) 
  Breath Weapon (Su) 1/day - 30 foot cone inflicts 1 
  negative level.  Reflex save for half (DC 16), 
  Fortitude save to get rid of the negative level (DC 16) 
  Description  
  Draconomicon, PHB, MM, Miniatures Handbook 
   
   
  
  APPENDIX 8 – APL 16 
   
  ENCOUNTER 4  
   
   
  AD V AN C E D  D I RE  T I G E R 
  CR  19 
  N Huge animal  
  Init +8; Senses low-light vision, scent; Listen +21, Spot 
  +22 
  Languages - 
  AC 32, touch 18, flat-footed 28 
   (-2 size, +4 Dex, +5 deflection, +14 natural, +1 haste) 
  hp 738 (46 HD) 
  Fort +39, Ref +33, Will +39 
  Speed 40 ft. (8 squares); 70 ft. with haste 
  Melee 2 claws +48 each (+49 with haste) (2d6+15/19-
  20x2) and  
  bite +45 (+46 with haste) (3d6+15/x2) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +34; Grp +57 
  Atk Options Awesome Blow, Improved Bull Rush, 
  improved grab, pounce, Power Attack, rake (2d4+4), 
  Shock Trooper 
  Special Actions run 
  Combat Gear none 
  Abilities Str 40, Dex 18, Con 30, Int 2, Wis 12, Cha 10 
  Feats Alertness, Awesome Blow, Endurance, Improved 
  Bull Rush, Improved Critical (claw), Improved 
  Initiative, Improved Natural Attack (claw), improved 
  Natural Attack (bite), Improved Overrun, Improved 
  Toughness, Multiattack, Power Attack, Run, Shock 
  Trooper, Steadfast Determination, Weapon Focus 
  (claw)  
  Skills Hide +2, Jump +18, Listen +21, Move Silently 
  +10, Spot +22, Swim +14 
  Possessions combat gear plus potion of cat’s grace 
  (used), potion of bear’s endurance (used), potion of 
  bull’s strength (used), potion of shield of faith +5 
  (used), potion of barkskin +5 (used), potion of haste 
  (5 rounds), cloak of resistance +5, hand of glory, ring 
  of freedom of movement 
  Improved Grab (Ex) To use this ability, a dire tiger must 
  hit with its bite attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity.  If it wins the grapple check, it 
  establishes a hold and can rake. 
  Pounce (Ex) If a dire tiger charges, it can make a full 
  attack, including two rake attacks. 
  Rake (Ex) Attack bonus +47 melee (+48 with haste), 
  damage 2d6+7. 
  Skills Dire tigers have a +4 racial bonus on Hide and 
  Move Silently checks.  In areas of tall grass or heavy 
  undergrowth, the Hide bonus improves to +8. 
  Description  
  Monster Manual p. 65 
   
  ENCOUNTER 6  
   
   
  S P I N O S AU R U S  O F  L E G E N D 
  CR  15 
  N Gargantuan outsider  
  Init +8; Senses low-light vision; scent; Listen +30, Spot 
  +30 
  Languages None  
  AC 24, touch 10, flat-footed 20 
   (-4 size, +4 Dex, +14 natural) 
  hp 362 (20 HD) 
  Immune acid, mind-affecting effects 
  Fort +26, Ref +19, Will +18 
  Speed 40 ft. (8 squares) 
  Melee bite +39 (3d6+18/x2) and 
  2 claws +38 (2d6+9/x2) 
  Space 20 ft.; Reach 20 ft. 
  Base Atk +20; Grp +50 
  Atk Options improved grab, raging blood, swallow 
  whole, trample 
  Special Actions frightful presence, Run 
  Combat Gear none 
  Abilities Str 46, Dex 19, Con 33, Int 4, Wis 17, Cha 14 
  SQ low light vision, reflective hide, scent 
  Feats 
  Alertness, 
  Improved 
  InitiativeB, 
  Improved 
  Multiattack, Improved Natural Attack (bite), Improved 
  Toughness, MultiattackB, Run, Track, Weapon Focus 
  (bite)  
  Skills Intimidate +25, Listen +30, Spot +30, Survival 
  +26, Tumble +27 
  Possessions none  
  Frightful Presence (Ex) When a spinosaurus bellows 
  (a standard action), it inspires terror in all creatures 
  within 30 feet that have fewer Hit Dice or levels than it 
  has.  Each potentially affected opponent must 
  succeed at a Will save (DC 25) or become shaken for 
  5d6 rounds.  A successful save leaves that opponent 
  immune to that spinosaurus’s frightful presence for 
  24 hours. 
  Improved Grab (Ex) If spinosaurus hits an opponent 
  that is at least one size category smaller than itself 
  with a bite attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity.  If it gets a hold, it 
  can try to swallow the opponent in the next round.  
  Alternatively, spinosaurus has the option to conduct 
  the grapple normally, or simply use its jaws to hold 
  the opponent (-20 penalty on grapple check, but 
  spinosaurus is not considered grappled).  In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals bite damage. 
  Swallow Whole (Ex) Spinosaurus can swallow a 
  grabbed opponent that is at least two size categories 
  smaller than itself by making a successful grapple 
  check.  Once inside the gullet, the opponent takes 
  2d8+10 points of bludgeoning damage plus 1d8+4 
  GEO7-08 The Great Game 
   
  Page 45 
  
  points of acid damage per round from the dinosaur’s 
  digestive juices.  A successful grapple check allows 
  the swallowed creature to climb out of the gullet and 
  return to the mouth, where another successful 
  grapple check is needed to get free.  Alternately, a 
  swallowed creature can try to cut its way out with 
  either claws or a light piercing or slashing weapon.  
  Dealing at least 25 points of damage to the digestive 
  tract (AC 20) in this way creates an opening large 
  enough to permit escape.  Once a single swallowed 
  creature exits, muscular action closes the hole; thus, 
  another swallowed opponent must cut its own way 
  out.  A Gargantuan spinosaurus’s gullet can hold 2 
  Large, 8 Medium-size, 32 Small, or 128 Tiny or 
  smaller opponents. 
  Trample (Ex) As a standard action during its turn each 
  round, spinosaurus can trample opponents at least 
  one size category smaller than itself.  This attack 
  deals 2d8+27 points of bludgeoning damage.  A 
  trampled opponent can attempt either an attack of 
  opportunity at a -4 penalty or a Reflex save (DC 38) 
  for half damage. 
  Raging Blood (Su) Choose whether the monster of 
  legend has acid, fire, or electricity in its blood.  Each 
  time damage is dealt to the creature with a piercing or 
  slashing attack, its blood sprays outward in a 5 foot 
  cone, dealing 1d4 points of damage of the selected 
  energy type (for this monster, acid) to all within range 
  (no saving throw).  A monster of legend is not harmed 
  by its own blood. 
  Reflective Hide (Su) The creature has a silvery sheen 
  to its skin and is permanently protected by a spell 
  turning effect. 
  Skills Spinosaurus receives a +2 racial bonus on Listen 
  and Spot checks. 
  Description  
  MM2 
  ENCOUNTER 7  
   
   
  D O O M  O F  F AL AZ U R E 
  CR  17 
  Male human cleric 5/divine oracle 6/contemplative 
  5/Heirophant 1  
  NE medium humanoid (human) 
  Init +3; Senses Listen +9, Spot +9 
  Aura overwhelming evil 
  Languages Common, Draconic 
  AC 44, touch 19, flat-footed 44 
   (+3 Dex, +13 armor (with magic vestment), +7 shield 
  (with magic vestment), +1 insight, +5 deflection (with 
  shield of faith), +5 natural (with potion)) 
  hp 128 (15 HD) (141 with heroes’ feast) 
  Immune critical hits, disease, fear, poison, sneak attack 
  Resist prescient sense 
  Fort +17, Ref +12, Will +29 
  Speed 20 ft. in +1 mithral full plate (4 squares) (40 feet 
  with boots of speed), base movement 30 ft. 
  Melee +1 spiked gauntlet +8/+3 (1d4/x2)  
  Ranged +1 light crossbow +12 (1d8/19-20x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +7 
  Atk Options spells 
  Combat Gear +1 spiked mithral full plate of heavy 
  fortification, +1 heavy steel shield, +1 spiked gauntlet, 
  +1 light crossbow, strand of prayer beads, 3 holy 
  symbols (one riveted onto armor), orange ioun stone, 
  boots of speed, rod of quicken spell, lesser rod of 
  maximize spell, potion of barkskin +5, Elixir of 
  Reckoning 
  Cleric Spells Prepared (CL 18th, 22nd with Bead of 
  Karma active): 
   8th—create greater undead, enervated harm (DC 
  24), fire storm (DC 27), unholy auraD 
   7th—disintegrateD (DC 26), chain magic vestment, 
  enervated flame strike (DC 24), fell weakened blade 
  barrier (DC 25), transdimensional blade barrier (DC 
  25) 
   6th—create undeadD, heal, heroes’ feast, visage of 
  the deity, transdimensional flame strike (DC 24) 
   5th—break enchantment, fell weakened unholy blight 
  (DC 24), flame strike (DC 24), slay livingD (DC 24), 
  true seeing, wall of stone 
   4th—chain shield of faith, cure critical wounds, delay 
  death, divine power, freedom of movement, greater 
  magic weapon, unholy blightD (DC 23) 
   3rd—bestow curse (DC 22), energy vortex, dispel 
  magic, fell weakened sound burst (x2) (DC 22), 
  magic vestment, magic circle against goodD, 
  summon monster III 
   2nd—aid, death knell, desecrateD, cure moderate 
  wounds (x2), resist energy, shatter (DC 21), 
  spiritual weapon 
   1st—bless, cause fear (x2) (DC 20), deathwatch, 
  divine favor, entropic shield, protection from goodD, 
  sanctuary, shield of faith  
   0—create water, cure minor wounds (x2), guidance 
  (x2), read magic 
  D: Domain spell. Deity: Falazure. Domains: Death, 
  Destruction, Evil, Oracle  
  Abilities Str 8, Dex 14, Con 14, Int 12, Wis 28, Cha 20  
  SQ 
  Divine 
  Health, 
  Divine 
  Wholeness, 
  Improved 
  Uncanny Dodge, Rebuke Undead, Slippery Mind, 
  Trap Sense, Uncanny Dodge, explode for 5d6 
  damage upon death (Elixir) 
  Feats Corpsecrafter, Empowered Spell, Enervate Spell, 
  Fell Weaken, Chain Spell, Skill Focus (Knowledge: 
  religion), Transdimensional Spell  
  Skills Concentration +23, Intimidate +16, Knowledge 
  (religion) +23, Knowledge (planes) +9, Listen +9, 
  Spellcraft +21, Spot +9 
  Possessions combat gear plus vest of resistance +5, 
  tome of understanding +2 
  Uncanny Dodge (Ex) You retain your Dexterity bonus 
  even if flat-footed or struck by an invisible attacker. 
  Improved Uncanny Dodge (Ex) You can no longer be 
  flanked, except by a level 10 rogue or higher. 
  Trap Sense (Ex) +2 to Reflex saves and AC against 
  traps. 
  Rebuke Undead (Su) You can rebuke undead 8 times 
  per day.  A rebuking check is made on 1d20+9; 
  rebuking damage is equal to 2d6+14 on a successful 
  check. 
  GEO7-08 The Great Game 
   
  Page 46 
  
  Divine Health (Ex) You are immune to all diseases, 
  including magical diseases such as mummy rot and 
  lycanthropy. 
  Slippery Mind (Ex) If you fail your saving throw against 
  an enchantment, you can attempt another save one 
  round later.  You can only do this once per effect. 
  Divine Wholeness (Su) You can heal up to 16 hit 
  points each day, and you can spread this healing out 
  among several uses. 
  Scry Bonus (Su) You have a +1 sacred bonus to the 
  save DC of all your Divination (scrying) spells. 
  Prescient Sense (Ex) If you make a successful Reflex 
  saving throw against an attack that normally inflicts 
  half damage on a successful save, you instead suffer 
  no damage.  Armor has no impact on this ability. 
  Divination Enhancement (Ex) You may roll twice and 
  take the better result when using divination spells 
  such as augury or divination. 
  Description  
  PHB, CD 
   
  SWORD OF FALAZURE 
  CR 15 
  Male Human Fighter 8/Cavalier 7 
  LE Medium Humanoid (human) 
  Init +1; Senses Listen +1, Spot +8 
  Languages Common, Draconic  
  AC 41, touch 16, flat-footed 40 
   (+1 Dex, +13 armor (with magic vestment), +7 shield 
  (with magic vestment), +5 deflection (with shield of 
  faith), +5 natural (with potion)) 
  hp 165 (15 HD) (178 with heroes’ feast) 
  Immune fear, poison 
  Fort +20, Ref +10, Will +13 
  Speed 20 ft. in +1 mithral full plate (4 squares) 
  Melee +1 bastard sword +22/+17/+12 (1d10+7/17-20x2) 
  or +1 lance +22/+17/+12 (1d8+5/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +15; Grp +19 
  Atk Options deadly charge 
  Combat Gear bastard sword +1, cloak of resistance +5, 
  mithral full plate +1, heavy steel shield +1, +1 
  adamantine lance, ring of spell turning, amulet of 
  health +4, potion of barkskin +5, potion of cure 
  serious wounds 
  Abilities Str 18, Dex 12, Con 18, Int 10, Wis 13, Cha 10  
  Feats Cleave, Exotic Weapon Proficiency (Bastard 
  Sword), Improved Critical (Bastard Sword), Mounted 
  Combat, Power Attack, Ride-by Attack, Spirited 
  Charge, Weapon Focus (Bastard Sword), Weapon 
  Specialization (Bastard Sword), Weapon Focus 
  (Lance) 
  Skills Diplomacy +3, Handle Animal +5, Intimidate +7, 
  Knowledge (nobility and royalty) +7, Ride +23, Spot 
  +8, Swim -2 
  Possessions combat gear 
  Mounted Weapon Bonus (Ex) A cavalier gains a 
  competence bonus on his attack roll when using the 
  indicated weapon while mounted.  For the lance, this 
  bonus starts out at +1 at 1st level and increases by 
  +1 every four levels thereafter.  For the sword, this 
  bonus starts out at +1 at 2nd level and increases by 
  +1 every four levels there after. 
  Ride Bonus (Ex) A cavalier gains a competence bonus 
  on Ride checks.  This bonus starts out at +2 and 
  improves to +4 at 4th level, +6 at 7th level, and +8 at 
  9th level. 
  Courtly Knowledge (Ex) A cavalier adds his class level 
  to his Knowledge (nobility and royalty) checks as a 
  competence bonus. 
  Full Mounted Attack (Ex) At 6th level and higher, a 
  cavalier can make a full attack when his mount 
  moves more than 5 feet but no further than a single 
  move action would carry it.  The cavalier cannot 
  combine this full attack with a charge. 
  Deadly Charge (Ex):  When mounted and using the 
  charge action, a cavalier of 2nd level or higher may 
  declare a “deadly Charge” before making his attack 
  roll (thus, a failed attack ruins the attempt).  If he hits, 
  he deals triple damage with a melee weapon (or 
  quadruple damage with a lance).  This ability does 
  not stack with the benefit of the Spirited Charge feat. 
  Burst of Speed (Ex):  At 3rd level and higher, a cavalier 
  can urge his mount to greater than normal speed 
  when charging.  This ability doubles the maximum 
  distance the mount can travel when making a charge, 
  up to four times its speed.  This ability can be used 
  once per day without penalty to the mount.  Each 
  additional use of the ability in a single day requires 
  the mount to make a DC 20 Will save immediately 
  after the conclusion of the charge; failure results in 
  the mount taking 2d6 points of damage. 
  Mount Cauchemar nightmare with +1 mithral full plate 
  barding (and magic vestment +5), potion of barkskin 
  +5, periapt of health +6, shield of faith +5 cast 
  Sources: PHB 
   
  VOICE OF FALAZURE 
  CR  15 
  Male half-shadow dragon bard 11/marshal 1 
  NE Medium dragon 
  Init +1; Senses Darkvision 60 ft., Low-light vision; Listen 
  -1, Spot +5 
  Languages Common, Draconic, Elven, Giant 
  AC 42, touch 16, flat-footed 41 
   (+1 Dex, +10 armor (with magic vestment), +7 shield 
  (with magic vestment), +5 deflection, +9 natural (with 
  potion)) 
  hp 86 (12 HD) (99 with heroes’ feast) 
  Immune energy drain, fear, poison 
  Fort +13, Ref +13, Will +22 
  Speed 30 ft. in +1 mithral breastplate (6 squares) 
  Melee +1 scimitar +13/+8 (1d6+4/18-20x2) and bite +6 
  (1d6+1/x2)or 2 claws +11 (1d4+3/x2) and bite +6 
  (1d6+1/x2) 
  Ranged +1 mighty (+3) composite longbow +8 
  (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +11 
  Atk Options breath weapon 1/day, Combat Expertise, 
  countersong 
  Special Actions fascinate 
  GEO7-08 The Great Game 
   
  Page 47 
  
  GEO7-08 The Great Game 
   
  Page 48 
  Combat Gear +1 mithral breastplate, +1 heavy steel 
  shield, +1 scimitar, +1 mighty (+3) composite 
  longbow, vest of resistance +5, cloak of charisma +6, 
  headband of intellect +2, potion of barkskin +5, potion 
  of cure serious wounds, momento magica (1st level) 
  x2, momento magica (2nd level), momento magica 
  (3rd level) 
  Bard Spells Known (CL 11th): 
   3rd (4/day)—confusion, haste, fear (DC 21) 
   2nd (5/day)—blindness/deafness (DC 20), blur, 
  glitterdust (DC 20), sound burst (DC 20) 
   1st (5/day)—cure light wounds, expeditious retreat, 
  grease (DC 19), tasha’s hideous laughter (DC 19) 
   0 (3/day)—ghost sound, know direction, lullaby, mage 
  hand, message, prestidigitation 
  �Already cast 
  Abilities Str 16, Dex 12, Con 16, Int 16, Wis 8, Cha 26  
  Feats 
  Combat 
  Expertise, 
  Force 
  of 
  Personality, 
  Requiem, Skill Focus (diplomacy), Skill Focus 
  (perform), Weapon Focus (scimitar)  
  Skills Bluff +20, Diplomacy +29, Disguise +17, Gather 
  Information +16, Knowledge (nobility) +10, Perform 
  (oratory) +26, Spot +5, Tumble +16, Use Magic 
  Device +23 
  Possessions combat gear  
  Bardic Knowledge (Ex) You possess a special 
  knowledge skill for stray bits of trivia.  This knowledge 
  check is 1d20+14 
  Bardic Music Performances can create various magical 
  effects 11/day 
  Countersong (Su) You can counter any sonic or 
  language dependent magic effect.  Anyone within 30 
  feet of you can use your Perform check in place of 
  their saving throw.  You can maintain a countersong 
  for 10 rounds. 
  Fascinate (Sp) You can fascinate 3 creatures within 90 
  feet.  If you beat their Will save with a Perform check, 
  they will listen quietly for 5 rounds. 
  Inspire Courage (Su) While singing, all allies who can 
  hear you gain a +2 morale bonus to saving throws 
  against charm and fear effects, and a +2 morale 
  bonus to attack and weapon damage rolls.  The effect 
  lasts as long as you sing plus 5 rounds. 
  Inspire Competence (Su) You can help an ally 
  succeed at a task.  They get a +2 competence bonus 
  to all skill checks as long as they able to see and 
  hear you and are within 30 ft.  This can be maintained 
  for 2 minutes.  
  Inspire Greatness (Su) A bard of 9th level or higher with 
  12 or more ranks in a Perform skill can use music or 
  poetics to inspire greatness in himself or a single 
  willing ally within 30 feet, granting him or her extra 
  fighting capability.  For every three levels a bard 
  attains beyond 9th, he can target one additional ally 
  with a single use of this ability (two at 12th level, three 
  at 15th level, four at 18th).  To inspire greatness, a 
  bard must sing and an ally must hear him sing.  The 
  effect lasts for as long as the ally hears the bard sing 
  and for 5 rounds thereafter.  A creature inspired with 
  greatness gains 2 bonus Hit Dice (d10s), the 
  commensurate number of temporary hit points (apply 
  the target’s Con modifier, if any, to these bonus Hit 
  Dice), a +2 competence bonus on attack rolls, and a 
  +1 competence bonus on Fortitude saves.  The 
  bonus Hit Dice count as regular Hit Dice for 
  determining the effect of spells such as sleep.  
  Inspire greatness is a mind-affecting ability. 
  Suggestion (Sp) A bard of 6th level or higher with 9 or 
  more ranks in a Perform skill can make a suggestion 
  (as the spell) to a creature that he has already 
  fascinated (see Fascinate).  Using this ability does 
  not break the bard’s concentration on the fascinate 
  effect, nor does it allow a second saving throw 
  against the fascinate effect.  Making a suggestion 
  doesn’t count against a bard’s daily limit on bardic 
  music performances.   A Will saving throw (DC 23) 
  negates the effect.  This ability affects only a single 
  creature. 
   
  Suggestion 
  is 
  an 
  enchantment 
  (compulsion), mind-affecting, language dependent 
  ability. 
  Auras (Ex) Minor aura – motivate dexterity: +5 bonus 
  on Dexterity checks, Dexterity-based skill checks, 
  and initiative checks (this bonus has not been 
  factored into any stat block) 
  Breath Weapon (Su) 1/day - 30 foot cone inflicts 1 
  negative level.  Reflex save for half (DC 16), 
  Fortitude save to get rid of the negative level (DC 16) 
  Description  
  Draconomicon, 
  PHB, 
  MM, 
  Miniatures 
  Handbook 
   
  
  DM AID: MAP #1 – ENCOUNTER 7 
   
   
   
  GEO7-08 The Great Game 
   
  Page 49 
  
  DM AID: MAP #2 – MAP OF GEOFF 
   
   
   
  GEO7-08 The Great Game 
   
  Page 50 
  
   DM AID: THE BEASTLANDS 
   
  WILDERNESS OF THE BEASTLANDS 
  It is a domain of natural savagery and plenty. 
  It is the forest eternal. 
  It is where the most loyal animal companions go when they die. 
  The Wilderness of the Beastlands is a plane of nature unbound. It is a plane of forests ranging from 
  mangroves hung heavy with moss to snowfall-laden pines to acres of sequoias 50 thick that no light 
  penetrates their canopy. Oak, birches, spruces, firs, and maples are common here, and explorers into the 
  plane's distant corners find great forests of giant fungi and mushrooms. There are vast deserts as well, 
  though they are hardly barren wastelands. Cactus, aloe, and other desert plants thrive in the arid parts of 
  the Beastlands. The air of the Beastlands is ideal for anything that grows. It is humid and warm in the 
  swampy regions, calm and cool beneath the sequoias, breezy and clear among the beeches, and arid 
  and hot in the more open lands. The Beastlands consists of three layers, each layer frozen at part of the 
  day. The top layer is a place of eternal daylight, its second layer a domain of perpetual twilight, and its 
  third layer a land of night illuminated only by a pale moon. The most important aspect of the Beastlands is 
  how it favors animals of all kinds. Like Arcadia, it is a plane heavily populated by animals, beasts, and 
  magical beasts. Traditional towns, cities, and strongholds are few and far between. Those who make their 
  homes here seek to live with the trees, not against them. 
  BEASTLANDS TRAITS 
  The Beastlands has the following traits. 
  o 
  Normal Gravity. 
  o 
  Normal Time. 
  o 
  Infinite Size: The part of the Beastlands known to most visitors is relatively small, but 
  there may be vast realms beyond it, and deities as yet undiscovered within. 
  o 
  Divinely Morphic: Deities can shape the plane's traits with a thought, but mortal creatures 
  must use spells or physical effort to affect a change in the plane. 
  o 
  No Elemental or Energy Traits. 
  o 
  Mildly Good-Aligned: Evil characters suffer a –2 penalty on all Charisma-based checks. 
  o 
  Altered Magic: Conjurations and summonings bring only the local animals, which are not 
  under control. No spell that controls animals will work here. (NOTE: This is a change 
  from the Manual of the Planes.) 
  BEASTLANDS LINKS 
  The Beastlands borders the neighboring Outer Planes of Arborea and Elysium. Natural portals between 
  these locations are common, and shifting borders can whisk travelers from one plane to another. Often 
  these natural portals take the form of hollow trees. Stepping within the rotted core of a lightning-blasted 
  oak takes the traveler to Arborea, and ducking within the hollow of a toppled sequoia connects to 
  Elysium. Portals between the layers are insubstantial and erratic, and many of them tend to be one-way. 
  By passing between two trees or ducking beneath a branch, the light changes from day to twilight (Krigala 
  to Brux) or from dusk to night (Brux to Karasuthra). Such portals are common, so a wanderer may find his 
  or her way back to the top layer of the Beastlands fairly easily. The River Oceanus flows through the 
  Beastlands on its way from Elysium to Arborea. The course of the river is straight and true across the 
  plane, but the border between the planes is a stretch of white-water rapids. Travelers should not risk 
  these planes with sturdy ships. 
  GEO7-08 The Great Game 
   
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  BEASTLANDS INHABITANTS 
  A variety of creatures live in the Beastlands. First and foremost are outsiders, often celestial versions of 
  wild creatures found on the Material Plane. These celestial animals, beasts, vermin, and magical beasts 
  inhabit every environmental niche in the Beastlands. Occasionally a nonevil aberration calls the 
  Beastlands home, but few intelligent creatures other than magical beasts such as unicorns stay in the 
  wilderness for long. Some sages contend the spirits of wild creatures drift after death to the Beastlands, 
  where they are reincarnated as celestial versions of their mortal selves. Whether this is true depends 
  upon your cosmology, but it does explain why such a huge number of celestial wild things live in the 
  Beastlands. Celestial creatures in the Beastlands, in addition to the other traits provided by the celestial 
  template, have their Intelligence raised to 3 and can speak Celestial. This increased Intelligence score 
  does little to dull their natural tendencies, and the deadly dance between predator and prey continues 
  even in this extraplanar arena. The increased Intelligence lets the prey try to bargain its way out of 
  danger, just as it enables more effective communication within a pack of predators. Celestials are 
  common in the Beastlands, especially the eladrin but also planetars and solars. Lillends may be found 
  here as well. The plane is the home of many beasts of legend—superior versions of powerful animals, 
  beasts, and magical beasts. Good-aligned lycanthropes (and their petitioner spirits after they die) can find 
  great joy with their animal kin in the Beastlands, though they lose their lycanthrope abilities in this plane. 
  Planar travelers are common on Krigala, Brux, and Karasuthra, mostly because there are so many 
  portals between the layers that spreading out over all three layers is easy. Some visitors to the 
  Beastlands are travelers moving between Elysium and Arborea. Others are sages and acolytes seeking 
  knowledge that can only be gleaned in the darkest woods. Some are hunters from other planes seeking 
  the beasts that populate this plane. Hunters often find themselves overmatched by the wild creatures of 
  the Beastlands and beat a hasty retreat. The Beastlands is not a place inhabited by many deities, though 
  it is as divinely morphic as the other planes of the Great Wheel. Deities that might establish a realm here 
  would share a love of creatures or the wilderness itself, and their kingdoms would fit neatly into the 
  surrounding forests. Two such deities are Ehlonna, Deity of the Woodlands, and Skerrit, the deity of the 
  centaurs. They both have their personal kingdoms in Krigala, the Beastlands' top layer. 
  Beastlands Petitioners 
  Because not many deities make this plane their home, mortal souls drawn to the Beastlands primarily 
  arrive based on their philosophy: good and just a bit on the side of freedom over order. They usually live 
  in small communities at the bases of great trees, leading simple lives in harmony with the other creatures 
  of the plane. These petitioners take on animal traits soon after they arrive. Their hair grows long in 
  lustrous pelts, short horns sprout from their foreheads, and they develop cats' eyes or fox ears. Over the 
  course of centuries, they become celestial beasts or animals. Beastlands petitioners have the following 
  special petitioner qualities: 
  Additional Immunities: Electricity, poison. 
  Resistances: Cold 20, fire 20. 
  Other Special Qualities: Fast healing 2. 
  MOVEMENT AND COMBAT 
  The Beastlands does not present any worse penalty to movement than any Material Plane forest or 
  woods. Creatures with the ability to climb or brachiate (swing among the branches) are able to move 
  through the Beastlands without touching the ground. The Beastlands does not present any inherent 
  benefit or penalty to combat, thought cover and concealment are plentiful. 
  FEATURES OF THE BEASTLANDS 
  The Beastlands is divided into three layers: a land of eternal day known as Krigala on the top, a territory 
  of dusk called Brux in the middle, and a moonlit place of fireflies and wandering stars, Karasuthra, on the 
  bottom. Each of these layers contains a number of ‘realms’, which are created and are home to lesser 
  deities, as well as a handful of greater deities. 
  GEO7-08 The Great Game 
   
  Page 52 
  
  Krigala 
  The Beastlands' top layer is Krigala, split in two by the River Oceanus. The river flows through the layer in 
  a strong torrent, flanked by verdant forests that often bridge the great river with intertwined branches 
  above. Small side channels depart from the river, and there are I numerous bayous and oxbow lakes 
  formed whenever this extraplanar river alters its banks. Krigala is a land of eternal afternoon. A warm sun 
  basks the land in its continual glow. It is just warm enough in Krigala for the plant life of the area, and 
  temperatures remain in a comfortable range unless manipulated by spells or divine will. Time passes 
  normally but is not tracked by the moving of the sun. Instead, gentle rains drift in on soft breezes once per 
  day. More rarely, occasional thunderstorms strike, sending many of Krigala's beasts to cover. The 
  centaur deity Skerrit lives in Krigala with his closest petitioners. Skerrit is a lesser deity, but he is greatly 
  venerated by the centaurs.  
  Deep within the Krigala is the realm of Ehlonna, deity of forests and woodlands. The Grove of the 
  Unicorns sits at the base of a cluster of great sequoias that form a natural cathedral for those beneath the 
  canopy. The lowest branches of the great redwoods are hundreds of feet in the air, such that those with 
  wings can fly through Ehlonna's cathedral without difficulty. Those who reside within the borders of 
  Ehlonna's realm live in peace with the trees and animals, and they are similarly left alone by the wild 
  creatures.  
  Brux 
  Brux is the second layer of the Beastlands and a land of eternal dusk. The sun is a red ball along the 
  horizon, casting long, ruddy shadows through the forest. Where it can be seen above the trees, a silvered 
  moon hovers low over the opposite horizon. Time passes normally on this layer, but newcomers often get 
  the eerie sense that the world is frozen at sunset. Brux is slightly cooler than Krigala, and fogs and mists 
  roil through the trees. The animal life on Brux is active in morning and evening, sleeping during the heat 
  of the day and getting food when the sun is low in the sky. Travelers who find themselves on Brux by 
  accident may find their way back to Krigala by following the creeks and streams. Many of them lead 
  eventually to Oceanus; others lead to boggy marshes and swamps. 
  Karasuthra 
  The lowest layer of the Beastlands, Karasuthra wears a cloak of continual night. A silver moon whose 
  phases change achingly slowly hangs in the open sky, surrounded by stars that lazily drift across the sky. 
  Only a few beacons of moonlight piece the thick canopy of the forest here, forming silver shafts that touch 
  the forest floor. Karasuthra is the home of the most dangerous night creatures, hunters relentless in the 
  pursuit of their quarry. Hunters from the Material Plane sometimes journey to Karasuthra looking for the 
  most dangerous of trophies. Some even survive to try a second time. Evil-aligned creatures would be 
  uncomfortable in the Beastlands and hunted mercilessly by the many celestial creatures that catch their 
  scent. But desperate evildoers could use Karasuthra as a hiding place from other, more foul creatures on 
  their home plane. 
  Stronmaus, the god of good cloud and storm giants makes his home on Krigala. His realm is called 
  Stormhold, and is a land of perpetual nighttime thunderstorms. Upon a silver-lined cloud within the realm 
  sits his cloud palace, also called Stormhold, which is crafted from gold, platinum, gems, and marble. An 
  enchanted opal pool within it, of apparently endless size, can heal any creature of any ailment. 
   
   
   
   
   
   
   
  GEO7-08 The Great Game 
   
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  DM AID: STRONMAUS 
   
  Stronmaus (male) 
  Greater Deity of Storm & Cloud Giants, Sun, Sky, Weather, Joy 
   
  Titles:  
  The Storm Lord, The Lord of the Sky, The Smiling God, The Thunderhead 
  Holy Symbol: Forked lightning bolt descending from a cloud obscuring the sun 
  Alignment: 
  NG 
  Worshippers: Storm and Cloud Giants 
  Favored Weapon(s): 
  Warhammer (m) 
  Weapon of the Deity spell: +1 shock warhammer 
  Domains: 
  Air, Good, Protection, Sky (RotW), Sun, War, Weather (CD) 
   
   
  Stronmaus is neutral good, and is worshipped by good cloud and storm giants. He governs the sun, 
  skies, and weather, and is a vibrant, dramatic, and muscular giant with laughing blue eyes and flowing 
  red hair. He wears a gold-trimmed white robe and a perpetual smile, and carries a magnificent 
  warhammer.  
   
  Stronmaus is the eldest son of Annam, father of the Giant pantheon; his mother is a sky goddess whose 
  name varies from tale to tale. He is the god of the sun, sky, weather, and joy, with power similar to his 
  father, but more good-natured and sunny in temperament. 
   
  With Annam ensconced in his Hidden Realm in the Outlands, Stronmaus is the default head of the Giant 
  pantheon. His realm in the third layer of the Beastlands (Karasuthra) is called Stormhold. It is a land of 
  perpetual nighttime thunderstorms. Upon a silver-lined cloud within the realm sits his cloud palace, which 
  is crafted from gold, platinum, gems, and marble. An enchanted opal pool within it, of apparently endless 
  size, can heal any creature of any ailment. 
   
  References: Living Greyhawk Official Deities, March 2003 
   
   
  GEO7-08 The Great Game 
   
  Page 54 
  
   
   DM AID: NEW RULES 
  NEW FEATS 
  Divine Vigor (Complete Warrior) 
   
  Prerequisite: Turn or rebuke undead ability. 
   
  Benefit: As a standard action, spend on of your turn or rebuke undead attempts to increase your 
  base speed by 10 feet and gains +2 temporary hit points per character level.  These effects last a number 
  of minutes equal to your Charisma modifier. 
   
  Fell Weaken (Libris Mortis) 
   
  Prerequisite: -- 
   
  Benefit: You can alter a spell that deals damage to foes so that any living creature that is dealt 
  damage also take a -4 penalty to Strength for 1 minute.  Strength penalties from multiple spells enhanced 
  by the Fell Weakening feat do not stack.  A fell weakening spell uses up a spell slot one level higher than 
  the spell’s actual level. 
   
  Necromantic Presence (Libris Mortis) 
   
  Prerequisite: -- 
   
  Benefit: Whenever undead you control are within 60 feet of you, they gain a +4 bonus to their turn 
  resistance. 
   
  Reach Spell (Complete Divine) 
   
  Benefit: You may cast a spell that normally has a range of touch at any distance up to 30 feet.  The 
  spell effectively becomes a ray, so you must succeed on a ranged touch attack to bestow the spell upon 
  the recipient.  A reach spell uses up a spell slot two levels higher than the spell’s actual level. 
   
  Shock Trooper [Tactical] (Complete Warrior) 
  Prerequisites: Improved Bull Rush, Power Attack, base attack bonus +6. 
  Benefit: The Shock Trooper feat enables the use of three tactical maneuvers. 
  Directed Bull Rush: To use this maneuver, you must make a successful bull rush attempt as part of a 
  charge. For every square you push your foe back, you may also push that foe one square to the left or 
  right. 
  Domino Rush: To use this maneuver, you must make a successful bull rush attempt that forces a foe 
  into the same square as another foe. You may make a free trip attempt against both foes at the same 
  time, and neither foe gets a chance to trip you if your attempt fails. 
  Heedless Charge: To use this maneuver, you must charge and make the attack at the end of the 
  charge using your Power Attack feat. The penalty you take on your attack roll must be –5 or worse. In 
  addition to normal charge modifiers (which give you a –2 AC penalty to AC and a +2 bonus on the attack 
  roll), you can assign any portion of the attack roll penalty from Power Attack to your Armor Class instead, 
  up to a maximum equal to your base attack bonus. 
  Special: A fighter may select Shock Trooper as one of his fighter bonus feats. 
   
  Steadfast Determination (Player’s Handbook II) 
   
  Prerequisite: Endurance 
   
  Benefit: You can use your Constitution modifier in place of your Wisdom modifier on Will saves.  You 
  do not automatically fail Fortitude saves on a roll of natural 1. 
  GEO7-08 The Great Game 
   
  Page 55 
  
  NEW ITEMS 
  Ring of Avoidance (Magic Item Compendium) 
  A ring of avoidance protects you with a nearly impassable shield of invisible force.  Three times 
  per day, upon activating the ring, you gain a +20 deflection bonus to Armor Class that lasts until the 
  beginning of your next turn. 
   
  Rod of Soul Anchor (Dungeon Master‘s Guide II) 
   
  When this rod is activated, each creature adjacent to the wielder must succeed on a DC 18 Will 
  saving throw or be unable to move from its current location.  Each affected creature can spend a 
  standard action every round to attempt a new saving throw at the same DC.  Success renders the 
  creature mobile again.  Usable 3 times per day. 
   
  Moderate enchantment; CL 9th; Craft rod, hold monster; Weight 3lb; Price 10,000gp. 
   
  Stunning Surge (Magic Item Compendium) 
   
  On a successful melee attack, the wielder causes this weapon to emit a surge of magical energy.  
  Unless the target succeeds on a Fortitude save (DC 10+½  wielder’s level + wielder’s Cha modifier), it is 
  stunned for 1 round.  This ability is usable a number of times per day equal to the wielder’s Cha bonus. 
   
  Moderate enchantment; CL 9th; Craft Magic Arms and Armor, hold monster, Price +1 bonus. 
   
  Elixir of Reckoning (Dungeon Master’s Guide II) 
   
  After consuming an elixir of reckoning, the imbiber’s body is filled with unstable magical energy.  If 
  she dies (that is, if her HP fall to -10 or lower) within 1 hour of imbibing the elixir, her body explodes in a 
  blast of eldritch energy that deals 5d6 points of damage to every creature and object within a 20-foot 
  radius.  Targets in this area can attempt a DC 14 Reflex save to halve the damage.  Remnants of the 
  imbiber’s body survive the blast but are distributed around the periphery of the blast radius. 
   
  Faint abjuration; CL5th; Craft Wondrous Item, glyph of warding, 413 gp, 33 XP, 1 day; Weight --, Price 
  825gp. 
   
  Infinite Scrollcase (Magic Item Compendium) 
  An infinite scrollcase holds up to fifty scrolls or other parchments, which can be placed within it or 
  removed as with any normal scrollcase.  When you activate an infinite scrollcase, the desired scroll 
  unfurls through the slit, ready to read or cast from.  When you cast a spell from a scroll unfurled from an 
  infinite scrollcase, you gain a +4 competence bonus on Concentration checks made to cast that spell 
  defensively.  If you have at least a +1 BAB, you can retrieve a scroll from an infinite scrollcase as part of a 
  move action, similar to drawing a weapon. 
  Moderate conjuration; CL 9th; Craft Wondrous Item, leomund’s secret chest, 1400 gp, 112 XP, 3 
  days; Weight 3 lb., Price 2800 gp. 
   
  Talisman of Undead Mastery (Magic Item Compendium) 
  A talisman of undead mastery benefits any character capable of either turning or rebuking undead.  
  The talisman has 3 charges, which are renewed each day at dawn.  Spending 1 or more charges 
  increases your effective cleric level for the purpose of a single turn or rebuke undead check, which must 
  be made before the end of your turn. 
  1 charge: Increase effective turning level by 2. 
  2 charges: Increase effective turning level by 3. 
  3 charges: Increase effective turning level by 4. 
  Faint necromancy; CL 3rd; Craft Wondrous Item, command undead, 1500 gp, 120 XP, 3 days; Weight 
  -, Price 3000 gp. 
   
  Cloak of Predatory Vigor (Magic Item Compendium) 
  A cloak of predatory vigor helps you channel the power of your combat frenzy into rejuvenating 
  energy.  While in a rage or frenzy, you can activate this cloak to heal damage to yourself equal to your Hit 
  Dice.  This effect functions two times per day. 
  GEO7-08 The Great Game 
   
  Page 56 
  
  Faint conjuration; CL 3rd; Craft Wondrous Item, cure moderate wounds, 700 gp, 56 XP, 2 days; 
  Weight 2 lb., Price 1400 gp. 
   
  Ghost Shroud (Magic Item Compendium) 
  While wearing a ghost shroud, you gain a +1 deflection bonus to AC.  In addition, all your melee 
  attacks can affect incorporeal creatures as if you were wielding a ghost touch weapon. 
  Strong necromancy; CL 12th; Craft Wondrous Item, create undead, Knowledge (religion) 5 ranks, 
  2500 gp, 200 XP, 5 days; Weight -, Price 5000 gp. 
   
   
  NEW SPELLS 
  Visage of the Deity (Spell Compendium) 
  Transmutation [Evil or Good] 
  Level: Clr 6, Mst 6 
  Components: V, S, DF 
  Casting Time:  1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
  This spell functions like lesser visage of the deity, except that you take on many qualities of a celestial or 
  fiendish creature: 
  � 
  You take on a shining, metallic appearance (for good clerics) or a more fearsome appearance (for 
  evil clerics) 
  � 
  You gain the ability to smite evil (for good clerics) or good (for evil) once a day.  Add your Charisma 
  modifier to your attack roll and your character level to your damage roll against a foe of the 
  appropriate alignment. 
  � 
  You gain dark vision out to 60 feet. 
  � 
  You gain resistance to acid 20, cold 20, and electricity 20 (for good clerics) or resistance to cold 20 
  and fire 20 (for evil clerics). 
  � 
  You gain damage reduction 10/magic. 
  � 
  You gain spell resistance 20 
   
  Your creature type does not change (you do not become an outsider) 
   
  Visage of the Deity, Lesser (Spell Compendium) 
  Transmutation [Evil or Good] 
  Level: Blk 4, Clr 3, Mst 6, Pal 4 
  Components: V, S, DF 
  Casting Time:  1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  You gain a +4 enhancement bonus to Charisma.  You also gain resistance to acid 10, cold 10, and 
  electricity 10 if good, and resistance to cold 10 and fire 10 if you are evil. 
   
   
   
   
   
  GEO7-08 The Great Game 
   
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  GEO7-08 The Great Game 
   
  Page 58 
   CRITICAL EVENT SUMMARY: GEO7-08 THE GREAT GAME 
  For use only at Confalon 
  1.   Did the PCs defeat the Champion of Battle?   
  Yes  
  No 
   
   
   
   
   
  2. Which PCs defeated the Champion of Skill? 
   
    
   
   
   
   
   
   
   
   
  3. Did the PCs defeat the demons?  
  Yes  
  No 
   
   
   
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences, 
  results that may not fit the above, etc): 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Geoff/597/Normal Scenarios/GEO7-07 - The Great Game (APL 2-16)/GEO7-07 - The Great Game.pdf