TEXT: GGGGiiiiffffttttssss    ooooffff    tttthhhheeee    FFFFeeeeyyyy
  AAAA    OOOOnnnneeee----RRRRoooouuuunnnndddd    DDDD&&&&DDDD    LLLLiiiivvvviiiinnnngggg    GGGGrrrreeeeyyyyhhhhaaaawwwwkkkk    AAAAddddvvvveeeennnnttttuuuurrrreeee
  RRRRoooouuuunnnndddd    2222::::    TTTThhhheeee    CCCCaaaavvvveeeessss    ooooffff    TTTTwwwwiiiilllliiiigggghhhhtttt
  RRRReeeesssspppplllleeeennnnddddeeeennnntttt
  bbbbyyyy    EEEErrrriiiicccc    M
  M
  M
  Meeeennnnggggeeee    aaaannnndddd    SSSShhhhoooolllloooom
  m
  m
  m    W
  W
  W
  Weeeesssstttt
  When a young boy is lost in the Fey Woods, the PCs must dare the capricious nature of the fey and
  journey to the Caves of Twilight Resplendent to negotiate with the Fey Queen. Are you willing to take
  on the faeries on their own terms? A regional adventures for characters level 1-6.
  DUN GEO NS & DR AGON S, D&D, G REYHAWK , and R PG A are register ed t radem ar k s o f
  Wizar ds o f t he Coast , Inc . LIVIN G G REYHAWK is a t radem ar k o f Wizar ds o f t he Coast ,
  Inc . S cenario d et ail co pyright 2000 b y Wizar ds o f t he Coast , Inc . ALL R IGHT S
  R ESER VED. T his scenar io is int en ded f or t ourn ament use o nly and m ay no t b e
  rep rod uced wit ho ut app ro val o f t he R PG A Net wor k.   
  
  Gift of the Fey
  Round 2
  Page 2
  Thi s is  a RP GA N e tw or k a dv e nt ure g a m e.  A 
  f our -hour  t im e bl ock ha s be e n a llo ca t e d f or 
  pl a yi ng t he g a m e (o r t his ro und of t he g a m e) , but 
  t he a ct ua l pl a yi ng t im e w ill be a bo ut t hre e hour s.
  It is  a g oo d id e a t o a sk e a ch pl a y e r t o put a 
  na m e t a g in f ro nt of him or  he r. The t a g sho uld
  ha v e t he pl a ye r 's  na m e a t t he bo t to m , a nd t he 
  cha r ac t er 's  na m e , ra c e,  a nd g e nde r a t t he t op . Thi s
  m a ke s it e a sie r  f or  t he pl a ye r s t o ke e p t ra ck of w ho
  is  pl a yi ng w hich cha r ac t er .
  Sc or ing t he g a m e f or  RP GA po int s: The RP GA
  ha s t hre e w a ys  t o sc ore t his g a m e.  C onsul t y our 
  co nv e nti on co or dina t or  t o de t e rm ine 
  w hich
  m e tho d t o use : 
  1. 
  N o- v ot e   sc ori ng : The pl a ye r s w rit e t he ir na m e s
  a nd num be rs  on t he sc ori ng pa c ke t g rid , y ou
  f ill in t he t op of t he g rid . Tha t is  a ll. N o one is 
  ra t e d. Thi s m e tho d is  use d f or  pe o ple w ho a re 
  j ust pl a yi ng f or  f un.
  2. 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e
  m a st e r a nd t he sc e nar io on t he ir pl a ye r  v ot ing 
  she e t , a nd pr ov id e pe r sona l  inf or m at io n, but 
  do n’t v ot e f or  ot he r pl a ye r s. The g a m e m a st e r
  ra t e s t he sc e nar io a nd co m ple t e s pe r sona l  a nd
  e v e nt inf or m at io n, but do e s not ra t e t he 
  pl a ye r s a s a t e a m or  v ot e f or  pl a ye r s. Thi s
  m e tho d is  use d w he n t he re is  no co m pe t it ion,
  but 
  t he 
  co nv e nti on 
  co or dina t or  
  w a nts 
  inf or m at io n a s t o how t he g a m e m a st e rs a re 
  pe r fo rm ing , or  t he g a m e 
  m a st e r w a nts 
  f e e dba c k on his  or  he r ow n pe r fo rm a nce .
  3. 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs co m ple t e 
  t he e nt ire pa c ke t , inc luding v ot ing f or  be s t
  pl a ye r . If t his m e tho d is  use d , be sur e t o a llo w
  a bo ut 1 5 -2 0 m inut e s f or  t he pla y e rs  t o br ie f ly 
  de s cri be t he ir cha r ac t er s t o t he ot he r pl a ye r s,
  a nd a bo ut 5 - 10 m inut e s f or  v ot ing . Thi s
  m e tho d is  use d w he n t he pl a ye r s w a nt t o kno w 
  w ho pl a ye d t he be s t a m ong st t he m,  or  w he n
  t he a dv e nt ure is  run in t our nam e nt f or ma t 
  w it h 
  w inne rs 
  a nd 
  pr iz e s. 
  Mul ti -r ound
  a dv e nt ure s usua ll y re q uire d a dv a nci ng a 
  sm a lle r  num be r of pl a ye r s t ha n pl a ye d t he 
  f irs t ro und, so v ot ing is  re q uire d f or  m ult i- 
  ro und a dv e nt ure s. 
  When using Voting, rank the players in order
  of your voting choice while they are completing
  their forms, so that you are not influenced by
  their comments on your abilities.
  The pl a ye r s a re f re e t o use t he g a m e rul es  t o le a rn
  a bo ut e qui pm e nt a nd w e ap ons  t he ir cha r ac t er s a re 
  ca r ry ing .
  So m e of  t he t e xt in t his sc e nar io is  w rit t e n so 
  t ha t y ou m a y pr e se nt it a s w rit t e n t o t he pl a ye r s,
  w hile ot he r t e xt is  f or  y our  e y e s onl y . Te x t f or  t he 
  pl a ye r s w ill be in bo ld it a lic s. It is  st ro ng ly 
  re c om m end e d t ha t y ou pa r a phra s e t he pl a ye r  t e xt ,
  ins te a d of re a d ing it a lo ud, a s so m e of t he t e xt is 
  g e ne ra l a nd m ust be a da p te d t o t he sp e cif ic 
  si tua t io n or  t o a ct io ns of t he pl a ye r  cha r ac t er s.
  LLLLIIIIVVVVIIIINNN
  NGGGG    GGGGRRRREEEEYYYYHHHHAAAAW
  W
  W
  WKKKK    TTTTiiiieeeerrrr
  SSSSttttrrrruuuuccccttttuuuurrrreeee
  To de t e rm ine t he t ie r, a dd t he cha r ac t er  le v e ls of 
  a ll t he cha r ac t er s. In a dd it ion,  a dd t he le v e ls of a ny 
  he nchm e n or  a nim a ls a cc ord ing t o t he v a lue s on
  t he ir ce r ti fi ca t es . C om pa re t he t ot a l t o t he cha r t
  be l ow t o f ind t he t ie r.
     4       players   
      5        players  
     6       players   
     7       players   
       Lvl       Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4nd
  T2:
  13-22
  14-24
  15-26
  16-28
  6th
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  The level cap indicated the highest level 
  of
  character 
  allowed 
  to 
  play 
  this 
  adventure.
  Characters of levels higher than the highest level
  shown for the highest tier cannot be played.
  LLLLiiiiffffeeeessssttttyyyylllleeee
  At the beginning of every scenario, each PC is
  required to pay upkeep costs matching the level
  of lifestyle they wish to maintain. The cost of
  each lifestyle will be indicated at the beginning of
  the scenario. The lifestyles, and the effects that
  each has on play, are:
  Destitute
  You have no living space, and must
  carry all your gear everywhere. You
  eat poor quality food. You wear a
  peasant outfit, your only change of
  clothes.
  Poor
  You sleep in poor accommodations,
  and eat poor quality food. You wear a
  peasant outfit, and have two sets of
  clothing.
  Common
  You have common lodgings, and eat
  common 
  quality 
  food. 
  You 
  have
  normal clothing for your profession
  (adventuring); 
  nothing 
  fancy. 
  You
  probably have two or three sets of
  clothing.
  High
  You stay in good quality lodgings, and
  eat 
  good 
  quality 
  food. 
  You 
  wear
  anything in value up to courtier’s
  outfits, and generally buy a new set of
  clothing every two weeks.
  Luxury
  You have luxurious accommodations
  (twice 
  the 
  cost 
  of 
  good
  accommodations), 
  and 
  you 
  eat
  excellent 
  foods. You can throw 
  a
  banquet for your friends every day,
  and frequently do. You wear clothing
  up to the value of noble’s outfit, and
  buy a new set of clothes every week.
  Lifestyles 
  come with bonuses or penalties 
  to
  Diplomacy, Intimidate, Disguise, and Bluff skill
  checks. These penalties, shown below, should be
  applied 
  at 
  the 
  DM’s 
  discretion, 
  and 
  can
  
  Gift of the Fey
  Round 2
  Page 3
  sometimes backfire—for example, a PC with a
  poor lifestyle would not have a penalty when
  talking to a beggar, but would when talking to a
  city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of
  street thugs, where a PC with a destitute lifestyle
  might not.
  DMs are encouraged to role-play these reactions
  whenever possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
   0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
  JJJJuuuuddddggggeeee’’’’ssss    IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  Gifts of the Fey is set in the Grand Duchy of
  Geoff in the LIVING GREYHAWK campaign setting.
  Most of the action takes place in a “fading land,”
  which 
  is 
  a 
  world 
  connected 
  to 
  mundane
  Greyhawk but very much different. This fading
  land is located in the southwestern Dim Forest
  and is the home to many fey spirits, including a
  powerful fey queen.
  At the beginning of this adventure the PCs
  are returning from deep inside the Dim Forest
  after delivering supplies and messages for the
  Army of Liberation. Elsewhere, while the PCs are
  on the road, a nanny who is supposed to be
  watching the youngest son of the outlawed lord
  Darlon Lea falls asleep beneath a tree. The boy
  wanders off into the woods and enters the fading
  land where the fey live. He meets a group of
  pixies who take him to Queen Lhiannon of the
  nearby Seelie Court at the Caves of Twilight
  Resplendent.
  The 
  Queen 
  assumes 
  that 
  the 
  boy 
  was
  abandoned and she therefore claims possession
  of him. However, Gaunt, the ambassador for King
  Liir from the Unseelie Court at the Glades of
  Shadows Lurking, recognizes the boy. He asks the
  Queen to give him the boy in settlement for a
  debt the Queen owes to King Liir. The Queen
  agrees. However, before Gaunt can take the boy
  back to the Unseelie Court and dream up some
  nefarious plot, the party arrives at the Caves of
  Twilight Resplendent.
  The PCs must get the boy back or Gaunt and
  his lord will use the lad to cause great mischief. If
  the party succeeds, they will gain the gratitude of
  a powerful leader who will play a large role in the
  upcoming campaign to retake the Grand Duchy of
  Geoff from the occupying giants.
  AAAAddddvvvveeeennnnttttuuuurrrreeee    SSSSyyyynnnnooooppppssssiiiissss
  Round One “The Fey Woods” precedes the action
  below. After the Ball, the PCs meet with Queen
  Lhiannon to plead their case. As a test of their
  sincerity, she gives them a stick that is masked in
  illusion to look like the boy. If the PCs see
  through the illusion, she accepts their request
  and summons Gaunt, the Unseelie Ambassador,
  and demands the boy back. Gaunt demands a
  favor of the Queen since she has taken the boy
  from him. As his favor, he challenges the PCs. He
  poses a puzzle to them—the Rings of Perception.
  If they can’t figure it out, he is awarded Dyvan. If
  the PCs figure it out, Gaunt refuses to accept the
  outcome and flees the court with Dyvan. Queen
  Lhiannon dubs the PCs her “hunters” and sends
  them after Gaunt. 
  The PCs catch up to the
  Ambassador and do battle with him. If they are
  victorious, the PCs return to the Queen and gains
  permission to return to the mortal world with
  the boy. When they return Dyvan, they gain a fine
  reward and some recognition with the outlaw
  lord.
  IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  (10 - 15 minutes)
  “That’s enough slumber, mortals. The Queen is
  expecting you, and you don’t want to keep her
  waiting,” a strange gargled voice says. You feel
  drops of cold water running down your face. You
  open your eyes and see a sea-green faerie looking
  at you. His hands are webbed, and he is flicking
  water on you. He smiles as you sit up. “Your
  clothes are on the bench, mortal. Lily Petal and
  Cottonseed are bringing you some watered wine
  and bread to break your fast.” You shake your
  head and try to remember all the details of last
  night. It is something of a blur—the stars, the
  fey, the music, there must have been wine but
  you can’t quite remember.
  There’s nothing for it now. You wake, dress,
  and eat. Soon enough you are dressed and outside
  the rooms set aside for you. The green-skinned
  fey is still there. “Good, you are ready. The
  Queen’s Grace is in her court. I would go there
  now, if I were you.” The faerie turns and starts
  padding down the hallway, leaving small puddles
  of water with every footstep.
  The green-skinned faerie is a nixie. He doesn’t
  like being out of his pool, and he doesn’t like
  mortals. If the PCs try to talk to him, his answers
  are direct and curt. If the PCs try to follow him,
  he asks them why they are following him when
  they should be going to the court. If the PCs ask
  him which way to go, he smiles at them in a
  pitying way and tells them that the Court is
  where it needs to be. If they do not understand,
  he explains that like attracts like in the fey lands.
  If you seek something, go to where you think it
  should be.
  If the PCs ask any other fey (like the pixies
  Lily Petal and Cottonseed) they will get the same
  answer—that the Court is where it needs to be.
  The nixie’s answer is true. Mapping the Caves
  is impossible, because the layout of the caves
  
  Gift of the Fey
  Round 2
  Page 4
  constantly shifts and moves. This is quite natural
  to the fey, and they navigate the caverns with
  ease.
  It really doesn’t matter which way the PCs go,
  because the PCs come across a grand hallway with
  the forest mosaic down the middle. The hallway
  is carved and decorated, and it takes them to the
  next encounter.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    OOOOnnnneeee::::    AAAA    HHHHuuuunnnnggggrrrryyyy
  LLLLiiiittttttttlllleeee    PPPPllllaaaannnntttt
  (15 - 30 minutes)
  The hall opens into a fairly large cavern. It is
  several hundred feet across and not as carved and
  decorated as the passage you were in. The floor is
  grassy, and an apple orchard fills the cavern. You
  can see the hall continuing on the other side.
  Music comes from the center of the orchard,
  and you see several dozen faeries holding hands
  and dancing while a grig, a tiny faerie that
  resembles a grasshopper, sits on a large stone
  playing his fiddle. You know this song; it’s called
  “Shoo Fly”.
  Suddenly, the ground in front of the grig
  erupts as a huge plant quickly grows to the height
  of a man. Leaves fold out from the stalk and the
  top of the stalk writhes at it splits open. The split
  continues to spread and twist in shape until it
  forms the mouth of giant Venus flytrap. The
  plant looks down at the grig. You would swear the
  plant is smiling.
  The grig swallows hard.
  The Venus flytrap attacks the poor grig and grabs
  his leg (roll the dice if you have to; but regardless
  of the roll, the flytrap catches his leg). The grig
  starts screaming for help. All the other fey have
  stopped where they were dancing and are looking
  at the fracas. Some of the fey are laughing; some
  are watching in fascination, but none are coming
  to the grig’s aid.
  If the PCs rush forward to save the poor grig,
  the plant turns its attention to them and ignores
  the grig. The watching fey will not interfere with
  the attack. If the PCs do nothing, the plant eats
  the grig.
  If the PCs are successful, the fey audience
  wanders off when the entertainment 
  is over.
  They seem utterly unconcerned about the state of
  events. The grig thanks them and says that he is
  in their debt. He introduces himself as Tweedle
  and volunteers to guide them through the caves.
  In addition, he says that each of the PCs can take
  one apple from the trees, saying
  “They will provide you strength when you are
  weak.”
  The apples act as potions 
  of cure light w o u n d s,
  but each PC can only pick one, and they will lose
  their potency after six months. If a PC tries to
  pick more than one, the apple just won’t come off
  the tree.
  Tweedle hops 
  onto 
  the shoulder 
  of the
  friendliest PC and directs the PCs down the
  hallway on the other side of the cavern. Tweedle
  likes to talk and is willing to impart 
  some
  information to them about the Court. Try to work
  it into the conversation naturally.
  • 
  The PCs are in the Seelie Court of the Caves
  of Twilight Resplendent
  • 
  The Court is ruled by Queen Lhiannon
  • 
  Tweedle says that the plant was probably a
  practical joke by Gaunt. Tweedle is mildly
  amused by Gaunt’s pun.
  • 
  Gaunt is the ambassador of the King Liir
  (LEE-ear) of the Unseelie Court at the Glades
  of Shadows Lurking
  • 
  Queen Lhiannon (Leh-AHN-on) dislikes the
  Ambassador, but has to accept him.
  • 
  The Queen’s power is without bound when
  she is within her own Court.
  • 
  However, she is bound by the rules of her
  Court.
  • 
  The Queen does not like to be crossed.
  • 
  Passage 
  is 
  a gift; 
  be 
  sure 
  to 
  request
  permission to return to the mortal world
  If the PCs do not rescue Tweedle and continues
  across the courtyard and down the hallway, they
  will find the Queen’s Court all the same. They
  just won’t have Tweedle’s advice to help them.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    3333))))
  Unseelie Venus Fly Trap: CR 3; Large Plant; HD
  4d8+12; hp 20; Init +0; Spd 0 ft.; AC 15 (-1 size, +6
  natural); 
  Atks 
  +4 
  melee 
  (1d6+4 
  slam); 
  SA
  Improved 
  grab, 
  swallow 
  whole; 
  SQ 
  Plant,
  blindsight; AL N; SV Fort +7, Ref +1, Will +2
   
  Str 14, Dex 10, Con 16, Int –, Wis 13, Chr 9
   
  SA: Improved Grab (Ex) – To use this ability
  the Flytrap 
  must 
  hit 
  with 
  its 
  slam 
  attack;
  Swallow Whole (Ex) – The Flytrap can try to
  swallow a grabbed opponent of medium-size or
  smaller 
  size by making a successful 
  grapple
  check. Once inside the plant’s mass, the opponent
  must succeed at a Fortitude save (DC 19) or be
  paralyzed 
  for 
  1d6 
  rounds 
  by 
  the 
  Flytrap’s
  digestive juices, taking 1d3 points of damage per
  round. A new save is required each round inside
  the plant. A swallowed 
  creature 
  that 
  avoids
  paralysis 
  can climb out of the mass 
  with a
  successful 
  grapple 
  check. 
  This 
  returns 
  the
  creature 
  to the plant’s 
  maw, 
  where 
  another
  successful grapple check is needed to get free. A
  swallowed creature can also cut its way out by
  using claws or a Small or Tiny slashing weapon to
  deal 10 points of damage to the Flytrap’s interior
  (AC 12).
   
  SQ: 
  Plant—Immune 
  to 
  mind-influencing
  effects, poison, sleep, paralysis, 
  stunning, and
  polymorphing. 
  Not 
  subject 
  to 
  critical 
  hits;
  Blindsight (Ex) – The Venus Flytrap has no visual
  
  Gift of the Fey
  Round 2
  Page 5
  organs but can ascertain all foes within 30 feet
  using sound, scent, and vibration.
   
   If killed, the Flytrap dissolves away into an ichor
  that quickly evaporates. Since it is a planted thing
  and not truly a faerie, it does not reform.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    3333))))
   Unseelie Venus Fly Trap: As above, but with hp
  30.
   
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    4444))))::::
   Unseelie Venus Fly Trap (2): As above, but with
  hp 30.
   
   If killed, the Flytrap dissolves away into an ichor
  that quickly evaporates. Since it is a planted thing
  and not truly a faerie, it does not reform.
   
   
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    TTTTwwwwoooo::::    W
  W
  W
  Whhhheeeennnn    aaaa    QQQQuuuueeeeeeeennnn
  SSSSiiiittttssss    iiiinnnn    JJJJuuuuddddggggm
  m
  m
  meeeennnntttt
  (15 - 20 minutes)
  The passageway ends in the grand hall where you
  met the Chamberlain, but it is no longer empty.
  Faeries line the balconies and fill the floor below.
  As you enter, the conversation quiets down, and
  all eyes are on you. You see the Chamberlain
  standing near the throne. He gestures 
  you
  forward.
  You approach the throne, and the fey move
  aside to let you through. The Queen sits on the
  throne and is every inch the monarch that you
  could imagine. She is tall and slender and has
  elven-like features, but the back edges of her ears
  resemble a fish’s fins. Her eyes are the black of
  the darkest night, and she has no pupils. Instead,
  multiple pinpoints of light shine like stars from
  her eyes. Her hair is like spun moonlight. She is
  dressed in the finest silk in a cut that clings to
  her curves and accentuates her beauty. It is dyed
  a deep and dark midnight blue. She wears a thin
  cord of silver around her head that holds an
  enormous star sapphire against her forehead.
  The Chamberlain motions for you to kneel.
  The PCs must make a Will save (DC 23) or stand
  gaping at her in awe fro 3d6 rounds (treat as
  stunned). 
  The Queen sits patiently 
  with her
  hands draped on the arms of the throne until the
  mortals recover. Tweedle will whisper to the PCs
  that they should praise the Queen and thank her
  for allowing them to speak with her. If Tweedle is
  not there, the Chamberlain tells them that it is
  wise to thank Her Fey Grace for the audience.
  After the PCs thank her, Queen Lhiannon
  asks them what it is that would cause them to
  journey so far from the mortal world to speak
  with her. She listens to the PCs as they make
  their case for the boy’s return.  She then states
  that the boy was abandoned and unwanted when
  her minions found him. She demands proof that
  the child was not abandoned. Allow the PCs to
  offer any reasons they can think of as to why the
  boy is wanted. 
  Queen 
  Lhiannon 
  reacts 
  very
  favorably to the fact that the PCs were sent after
  the boy and that shows the boy was wanted.
  Regardless of the reasons offered, once the PCs
  finish making their case, the Queen puts them to
  a test.
  The Queen’s Test
  Queen Lhiannon tells the PCs that she has heard
  enough and that they can take this boy. She pulls
  her skirts aside to allow Dyvan to crawl out from
  under the throne where he was hiding. She looks
  down at this boy and tells him that the PCs have
  come to take him home and he is to go with them.
  The boy nods in understanding. He then walks
  over to the PCs and take the closest PC’s hands.
  PCs can make an opposed Sense Motive check
  (the Queen isn’t trying very hard so she only has a
  +6 to her Bluff roll) to tell that the Queen is
  waiting or expecting the PCs to do something and
  that she will judge them because of it. The PCs
  can make a Spot check (DC 20) to notice that the
  boy walks a little funny. 
  In addition, 
  Dyvan
  cannot speak. He can nod his head for yes or
  shake it for no.
  This is not Dyvan. It is a glamered stick. If the
  PCs accepts the illusion, the Queen sighs and
  grants them permission to take this boy and leave
  the caves at this time. If the PCs leave, the
  glamered stick follows 
  them. While they are
  walking down the great hall inside the caves, they
  see a group of fey looking down at them laughing
  and singing a rhyme (it has the same rhythm as
  Hey Diddle Diddle):
  Hey silly mortal, we laugh and we chortle
  to see you so taken in.
  Your eyes you believe, but in truth they deceive
  as you will learn to your chagrin
  The fey then laugh some more. They refuse to
  answer questions of the PCs.
  If the PCs recognize Dyvan for what he is
  either at this point or before they cross the
  Laughing Brook, they can return to the Queen’s
  Court, and you can pick up with the Queen
  praising them for passing her test, as detailed
  below.
  Once across the Laughing Brook, the boy
  reverts to a normal stick. If the PCs return to the
  waterfall, they are not able to find the cave and
  the Gates. For them, the adventure is over, the
  boy is lost to the fey, and the PCs return home
  empty-handed.
  If the PCs recognize that this is not the boy or
  sees 
  through 
  the 
  illusion, 
  Queen Lhiannon
  smiles, dispels the illusion, and says they are
  indeed telling the truth that the boy is wanted.
  She tells them that she accepts their petition, and
  the boy belongs to them. She turns to the
  
  Gift of the Fey
  Round 2
  Page 6
  Chamberlain 
  and asks him 
  to summon 
  the
  Ambassador. The Chamberlain breaks into the
  individual birds and takes flight.
  You have been waiting for a few minutes when
  the birds of the Chamberlain fly back into the
  Court and reform. “The Ambassador will be here
  presently, Your Fey Grace,” he says. Less than a
  minute later, the Ambassador arrives. The Seelie
  fey edge away from him, as he strides into the
  room. He is tall and emaciated. All of his features
  seem to be sharp edges and points. His eyes are
  glittering rubies, and there is an aura of malice
  about him. His gaze sweeps past the Queen and
  onto you. You feel your blood run cold as he
  considers you the way a butcher looks at a side of
  meat.
  In a commanding tone, the Queen states that
  Gaunt must return the mortal boy that was given
  to him. Gaunt refuses, saying “it” was given to
  him as settlement for her debt to King Liir. The
  Queen replies that the boy was not hers to give
  and the boy must be returned. Gaunt starts to
  protest again, but then suddenly changes his
  mind.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    TTTThhhhrrrreeeeeeee::::    TTTThhhheeee    RRRRiiiinnnnggggssss    ooooffff
  PPPPeeeerrrrcccceeeeppppttttiiiioooonnnn
  (45 - 60 minutes)
  The Unseelie Ambassador 
  smiles—a 
  terrible
  wicked 
  smile 
  that 
  stretches 
  his 
  mouth
  grotesquely wide and shows far too many teeth. “
  By giving me a gift that was not yours to give, you
  have wronged me.  I demand a favor 
  in
  compensation.”  Queen Lhiannon slowly nods her
  head 
  “Your 
  understanding 
  of 
  our 
  Court’s
  etiquette is correct. You have that right.”
  “As my favor, I demand the right to challenge
  your guests. I challenge them for possession of
  the 
  boy.” 
  Queen 
  Lhiannon 
  stares 
  at 
  the
  Ambassador for several moments. “I can see no
  way around it. That is your right. However, they
  are my guests, and you may not harm them for
  they have received my gift of hospitality. To harm
  them is to harm me.”
  “A puzzle then,” the Ambassador says. “I will
  pose a puzzle.”
  The Queen agrees and tells the PCs they must
  stand ready to answer the challenge. If the PCs
  refuse to answer the challenge, then Gaunt wins
  by default. 
  Go to the 
  events 
  listed 
  under
  Resolution: 
  Failure. 
  Start 
  with 
  the sentence
  where Gaunt says, “You lose, mortal…”
  If some of the PCs wish to go, they are put
  through the challenge. The others sit out and
  receive no experience for this encounter.
  Gaunt announces that they must overcome
  the Rings of Perception. The Queen nods and asks
  the PCs to stand before her. She raises her hands
  and mist flows from the fingertips, 
  forming
  tendrils that snake toward the PCs. The tendrils
  swirl around them, but do not actually touch
  them. In a few moments, the PCs are completely
  surrounded by the mist and can’t see anything
  beyond them. The mist then dissipates, and the
  PCs find themselves in a curving hallway. The
  wall is solid stone and the floor is as well. Above
  them, there is no ceiling, and they see the faeries.
  Only now they are hundreds of feet tall and
  standing on top of the wall which is the floor of
  the Queen’s Chamber. The Fey are looking down
  on them, as if the PCs were tiny little ants in a
  crevice of the floor.
  Gaunt chuckles. “Now, you hapless mortals, find
  the center.” Tweedle hops up and down to attract
  your attention. Even he looks huge to you. He
  shouts down to them “your senses will deceive
  you, but one will always be true and show you the
  way.” Gaunt’s face twists in fury. He grabs the
  grig, shoves him into his mouth, and swallows
  him whole. “No more hints,” he says.
  The Queen produces a large hourglass from
  out of nowhere. She turns it over and sets it down
  on the lip of the crevice. “This is the time you
  have.” And the sands start to fall.
  If the PCs didn’t save Tweedle, exclude the hint.
  Don’t tell the PCs, but they have about a n
  hour’s time to solve the riddle. Since time is
  flexible in this fading land, it is not important
  that you keep exact track of time. It must be
  reasonably close, however. If the PCs use the
  Search skill often, they will eat up that hour in a
  hurry. 
  The PCs are transported 
  to the Rings of
  Perception. It is five concentric rings. In each of
  the five rings, four of the five senses will mislead
  the PCs, but one of the senses will let the PCs find
  their way to the next ring and finally to the
  center. See DM’s Map #1.
  If a PC climbs the wall, they will not be able
  to reach the inner rings. Instead, it is solid stone.
  A PC who climbs the wall can see the outer rings
  where he or she has already been.
  RRRRiiiinnnngggg    1111    ––––    HHHHeeeeaaaarrrriiiinnnngggg
  The curving hallway is featureless. The walls and
  floors are all the same gray stone. There is no
  door or other obvious means leading inward.
  Your footsteps echo loudly as your walk.
  One part of the wall is not real, and a PC can walk
  through it. The illusion of the wall is flawless
  (even to the touch) except that when struck it
  will make no sound. The PCs can find the passage
  by tapping on the wall (Will save to Disbelieve
  DC 10). PCs can cover 50 feet per minute by
  tapping on the walls.
  Once the PCs find the section of the wall that
  makes no noise, they can push their way through.
  
  Gift of the Fey
  Round 2
  Page 7
  The illusion won’t move or disappear, but the PCs
  can step through it. 
  If the PCs need a hint, (1) mention how loud
  their footsteps sound, and if they need another,
  (2) have one of the PCs bump into the wall and it
  echoes like a drum.
  RRRRiiiinnnngggg    2222    ––––    SSSSeeeeeeeeiiiinnnngggg
  You pass through the wall and find yourself in a
  place that is dark and cold. All you can see is a
  single glowing torch by a doorway some distance
  away. In the darkness you can hear the sounds of
  things moving in the dark, whispering, hissing,
  clicking their claws together. The stench of
  rotting garbage rises from the ground to fill your
  nose.
  The PCs never see anything in this room except
  for the stone floor or wall near them and the
  door by the torch. The door is the way out.
  If the PCs light a light source, they don’t see
  any creatures, just a bare stone floor. Those with
  darkvision will see the same thing. However, try
  to make the PCs believe that there is something
  in the room. Try to play it up as the creatures are
  too fast and lurking just out of sight or mention
  that the creatures might be invisible. Play up the
  sounds and start threatening the PCs in a hissing
  whisper. Talk about hunting them, stalking them,
  eating them, getting them in the dark.
  If the PCs advance while bringing a light
  source, the creatures seem to fall back. If the PCs
  leave the area of a light source, they can feel
  slimy tentacles wrapping around their feet. If the
  PCs attack the creatures while they are in the
  dark, the PCs feel their weapons connecting with
  something solid and hear squishy sounds of icky
  things being wounded. However, the PCs must
  make a Fortitude save (DC 16) every round or
  pass out from the terrible sensations of tentacles
  wrapping around their neck, stingers piercing
  their 
  flesh, 
  and 
  other 
  less-than-pleasant
  sensations. A PC who passes out can be rescued by
  other PC with a light, or they will reappear
  unharmed before the Queen when the time runs
  out.
  If the PCs ignore all of this, they can walk
  straight to the door and open it. All the way, the
  PCs can feel creatures in the darkness and hear
  them taunt them.
  If the PCs need a hint: (1) tell them they can’t
  see the creatures at all, and if they need another,
  (2) the torch burning fitfully by the door attracts
  their attention.
  RRRRiiiinnnngggg    3333    ––––    SSSSm
  m
  m
  meeeelllllllliiiinnnngggg
  You walk through the door and find yourself in
  what looks like a dusty wine cellar. There are
  racks upon racks of wine bottles lining the walls
  that curve away in each direction. This ring has a
  ceiling that is hard, packed earth. Roots hang
  through. The smell of mold and mildew is strong,
  and it is hard to breathe in here.
  The wine racks line the walls on both sides of the
  ring and there are thousands of bottles in total.
  There is no obvious way to the next ring. The PCs
  can start searching for a secret door, but it takes
  one minute to search a 5-foot section. A Search
  roll (DC 15) will reveal the secret door, when the
  PCs reach the appropriate location. 
  If the PCs stop and tries to smell the air, they
  can smell vinegar coming from one particular
  direction. The smell leads them to one section of
  the wall. One of the bottles on the wine rack
  covering the door is cracked and the smell of
  wine turned to vinegar is coming from it. The
  bottle will not move. If the PC’s pull the cork, the
  wine rack swings open to reveal the passage to
  the next ring.
  If the PCs need a hint, (1) comment on the
  thick smell of mold, earth, and mildew, and if
  they need another, (2) they catch a faint smell of
  vinegar from somewhere.
  RRRRiiiinnnngggg    4444    ––––    TTTTaaaassssttttiiiinnnngggg
  As soon as you are through, the door shuts
  behind you. You are in another curving stone
  hallway without a ceiling. You can see the faeries
  above you looking down. Most of the sand has
  run through the hourglass.
   
  Pools of water dot the hallway. Each one
  looks exactly the same.  They are filled to the
  brim with water and are large enough for you to
  swim down. Other than the pools, the hallway is
  featureless.
  There are dozens of identical pools that all go
  down about 10 feet and then curve toward the
  inner ring wall. In all but one pool, the tunnels
  then stop. The PCs are welcome to make Swim
  checks to explore the pools. It takes a minute to
  explore each well. Since the water in the wells is
  not real, there is no fear of truly drowning.
  Instead, if they “drown” they fall unconscious and
  reappear before the Queen when the Challenge is
  complete.
  In the pool that leads to the next ring, the
  water has no taste. The well in this one twists and
  turns and goes under the wall.  The water in this
  pool is breathable.
  If the PCs need hints, (1) comment on how
  the water looks cool and refreshing, and if they
  need another, (2) have a swimming PC get a gulp
  of water and comment on how delicious it is.
  RRRRiiiinnnngggg    5555    ––––    FFFFeeeeeeeelllliiiinnnngggg
  You emerge from a pool of water. Strangely, you
  are not wet, but you are immediately hit with
  waves of heat rolling over you. There is no inner
  wall separating this ring from the center. Instead,
  there is a trench of lava that is too wide to leap
  across it. There is no obvious way across, and the
  lava bubbles and spews forth flame.
  
  Gift of the Fey
  Round 2
  Page 8
  One part of the lava is really a narrow walkway.
  The PCs must find the path by “feeling” the heat.
  If they do so, they find a place where the heat is
  barely noticeable and seems to be coming from
  the sides of them instead of in front of them.
  The lava is far too hot to cross elsewhere. If
  the PCs try, warn them once about how hot it is.
  If they still persist, they fall unconscious from
  the heat. If they are pulled back, they recover
  shortly. If they far into the lava or are left to
  burn, they reappear before the Queen after the
  puzzle.
  The lava is wide. Even with a successful Jump
  skill check with the spell expeditious retreat cast,
  the PCs cannot make it across. If a PC tries to fly
  across, the heat rises like a curtain above the lava.
  No matter how far the PC goes up, they must try
  to make it through the heat wave, requiring saves
  as described above.
  If the PCs need a hint, (1) comment on how
  their skin is getting red from the intense heat
  radiating out from the lava, and if they need
  another, (2) comment that they can actually feel
  the heat pressing them back.
  TTTThhhheeee    CCCCeeeennnntttteeeerrrr
  The center is a plain stone circle. When the PCs
  reach 
  this 
  point, 
  skip down 
  to 
  Resolution:
  Success below to tell them what happens next.
  RRRReeeessssoooolllluuuuttttiiiioooonnnn::::    FFFFaaaaiiiilllluuuurrrreeee
  After one hour, the hourglass runs out. If the PCs
  has not reached the center, read the following. Be
  a little flexible with the time. The Queen is
  willing to adjust time a little for the PCs, but she
  can only do so much and stay within the rules of
  Court Etiquette.
  Queen Lhiannon stretches out her hands and
  again the tendrils of mist envelop the PCs. When
  it dissolves, you are normal size and before the
  Queen’s throne. Gaunt is laughing. “You lose,
  mortal,” he sneers. “You lose more than you can
  know.” 
  Gaunt 
  turns and walks away, 
  still
  chuckling at your failure.
  If the PCs attack Gaunt, he tells them that they
  are fools and he will punish them for their
  insolence, but not now. He then melts away into
  snow. After Gaunt leaves the throne room or
  melts into snow, Queen Lhiannon says that she
  had hoped for better. She then asks the PCs what
  else they wish of her. If the PCs are wise, they
  should ask for permission to head back to the
  mortal lands. If they do so, she grants it. She does
  not grant them any other boons.
  If the PCs do not ask for permission to leave,
  Queen Lhiannon then dismisses her court and
  retires. The PCs are not able to find the path back
  to the Gates. 
  They have to request 
  another
  audience 
  with Queen Lhiannon 
  and ask for
  permission to leave. If the PCs are particularly
  dense, a friendly fey tells them what to do. When
  the PCs go back, the Queen will state that passage
  is a gift and want to know what they can offer her
  in return. Give great latitude in what she will
  accept as a gift. Fey treasure items that are a “part
  of you.” Something that a PC makes, builds,
  creates, or a physical part of the PC (like a lock of
  hair) are all acceptable. The PCs’ equipment will
  return to normal (become unsilvered) when they
  pass back through the Gates.
  RRRReeeessssoooolllluuuuttttiiiioooonnnn::::    SSSSuuuucccccccceeeessssssss
  Queen Lhiannon stretches out her hands and
  again the tendrils of mist envelops you. When it
  dissolves, you are normal size and before the
  Queen’s throne. The Queen looks triumphant,
  while the Gaunt looks severely annoyed. “They
  have bested your challenge, Ambassador,” the
  Queen says. “My debt is paid. Now, you must
  relinquish the mortal boy to them.”
  Gaunt snarls. “The boy is a find without
  parallel. I will not give up my prize.”
  “You try my patience, Ambassador. Produce
  the boy or face my justice.”
  “The boy is too important to surrender and
  your justice might mean something if I was
  actually here.” Gaunt then collapses into a heap
  of dirty snow.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    FFFFoooouuuurrrr::::    HHHHuuuunnnntttteeeerrrrssss    ffffoooorrrr    aaaa
  FFFFeeeeyyyy    QQQQuuuueeeeeeeennnn
  (45 - 60 minutes)
  The Queen stands. Her face is dark and full of
  anger. “Gaunt has defied my will and broken our
  Court’s etiquette. For that, his life is forfeit.” He
  attention focuses on you. “He has wronged you as
  well. Will you be my hunters?”
  Make it painfully obvious that there is a correct
  answer to this question. If the PCs refuse, the
  Queen asks them if they are cowards. If they
  continue to refuse, she will curse them and turn
  their legs into those of a chicken (Fortitude save;
  DC 26 to resist). If they demand payment, she is
  downright insulted and curses them and turns
  their ears into those of a donkey (Fortitude save;
  DC 26 to resist). The curse can be removed or
  dispelled normally. If the PCs agree, the Queen
  lifts the curses.
  When the PCs agree to hunt Gaunt, read the
  following.
  She claps her hands and two hounds bound out
  from one of the archways. “My hounds will lead
  the way, but you will need to keep up with them.”
  The Queen gestures and casts a spell on you and
  then turns to the dogs. “Gaunt, the Unseelie
  Ambassador. Hunt him.” The hounds are off like
  arrows from a string.
  Queen Lhiannon has just cast expeditious retreat
  on the PCs so that they can keep up with the dogs.
  
  Gift of the Fey
  Round 2
  Page 9
  PCs can identify the spell with a successful
  Spellcraft check. She casts it as a 20 th level caster
  so it will last for 20 minutes. With the spell in
  effect, the PCs can easily keep up with the
  hounds. The hounds, also known as cooshee, run
  through the halls until the worked stone of the
  Court is left behind and the caverns are natural
  once again. The PCs catch up with Gaunt, who is
  fleeing with the boy, on a natural stone bridge
  that arcs through the center of the Cavern of
  Stars. About 10 minutes of spell has lapsed.
  The hounds of the Queen are leading you ever
  onward. Their sleek bodies are relentless motion.
  Running, ever running. If it were not for the
  Queen’s magic, you would have been left far
  behind. Occasionally, they howl at the air – a
  howl that fills you with fear. You are thankful
  that they are not hunting you.
  You leave the tunnel and enter an enormous
  cavern. The path is a narrow stone bridge that
  arcs across a chasm that drops away beneath you.
  Several 
  other bridges arc through the vast
  reaches of the cavern, stretching in different
  directions. Crystals twinkle in the walls and the
  ceiling, above you and below you, making it feel
  like you are running through a starry sky.
  Ahead of you, near the middle of the bridge,
  stands Gaunt. He has the boy by the hand. The
  hounds are racing toward him.
  See DM’s Map #2 for the Cavern of Stars. The
  bridges are lettered. Each lettered bridge is 10
  feet higher than the next letter. So bridge A is 10
  feet higher than bridge B. Note that there are two
  Cs and two Ds. PCs can jump down where the
  bridges cross. If they make a successful 
  Jump
  check (DC 15) or a successful Tumble check (DC
  15), they take no damage. Otherwise, they take
  1d6 points of subdual damage from the fall
  Also, there are several spots on the bridges
  that are enchanted with the Jump spell. A large
  carving of a frog in the floor marks each of these.
  These are marked on DM’s Map #2. Also, where
  the bridges crossover on another, PCs can leap
  down without damage (with a successful Jump
  check) or jump up (with a successful Jump Check
  magnified by the expeditious 
  retreat and the
  jump pads). Finally, the PCs can use the jump
  pads to jump across 
  to another 
  bridge. The
  possible jumps are marked on DM’s Map #2.
  The cave mouths at the end of the bridges
  lead to tunnels that twist about and then exit
  through another cave onto another bridge over
  the chasm. See DM’s Map #2 for which cave
  mouth leads to which other cave mouth. Cave
  mouths that have the same number lead to each
  other. One cave mouth leads away from the Caves
  of Twilight Resplendent and ends at the Glades of
  Shadows Lurking.
  The chasm below narrows to a smooth flume
  in the rock, which will turn into a shallow slide.
  The slide empties out onto the top bridge in the
  cavern. A PC who falls drops down the flume and
  banks into the slide. The PC then skids out
  unharmed from one the cave mouths at the end
  of the bridges two rounds after disappearing. To
  determine which cave mouth, roll a d12 and count
  clockwise from the cave mouth that leads back to
  the Queen’s throne room. Skip the cave mouth
  that leads to the Glades of Shadow’s Lurking. The
  slide only exists when the PC is sliding down. PCs
  cannot run back up the slide.
  Gaunt heard the cooshee before 
  the PCs
  caught up with him. He has glamered Dyvan to
  look like him, and he glamered himself to look
  like the boy. If the PCs are not careful, they will
  kill Dyvan. If so, Gaunt will do his best to act like
  the boy and come back with the PCs to the human
  lands. He will then have great fun with the
  hapless mortals around him.
  The cooshee are not be fooled 
  and 
  run
  forward 
  to point at Gaunt, regardless 
  of his
  shape. If the PCs are smart, they watch to see
  whom the dogs point at. The dogs do not attack
  Gaunt. That would ruin the sport for the hunters.
  While running toward Gaunt and Dyvan, have the
  PCs make a Spot check (DC 25). If successful, the
  PCs can also tell that something is strange about
  the way they are standing. If a PC slows down
  enough to make a Sense Motive check (DC 15), he
  or she notices that the boy is the one in charge of
  the two, not Gaunt.
  If Gaunt is uncovered but after the PCs kill
  Dyvan:
  Gaunt reforms into his normal gem-eyed fey
  shape. “I congratulate you for killing the son of
  Darlon Lea. You can record it with your other
  grand and noble deeds. His mortal father will
  thank you for it, I am sure. Now, get out of my
  way, or I will kill you all!”
  If the PCs let him go, Gaunt leaves the cavern and
  returns to the Glades of Shadows Lurking.  If the
  PCs give him the slightest excuse, Gaunt attacks
  them as described below.
  If Gaunt is uncovered and the PCs did not kill the
  boy:
  “I admire your persistence, but the son of Darlon
  Lea is coming with me. Now, get out of my way or
  I will kill you all!”
  If the PCs let him go, Gaunt leaves the cavern
  with Dyvan and returns to the Glades of Shadows
  Lurking. The PCs can’t follow.
  Assuming the PCs do not back off, Gaunt
  transforms into either a worg (Tier 1 and 2) or a
  manticore (Tier 3) and attacks. Gaunt makes use
  of the different bridges by jumping or flying from
  span to span, trying to break the PCs up. He casts
  grease and then bull rushes PCs standing in the
  grease. If a PC is standing in the grease and
  successfully bull rushed, they are knocked off the
  bridge and fall down to slide out of one of the
  
  Gift of the Fey
  Round 2
  Page 10
  cave mouth’s. Gaunt does this to break the PCs up
  and attack them individually.
  Gaunt makes full use of his ranged attacks
  (on Tier 3) and his spells. He will cast ray o f
  enfeeblement at very strong fighters and cast
  magic missile and shoot his tail spikes at wizards
  and sorcerers. Once he has successfully separated
  the PCs and weakened them, he lands and engages
  in melee. 
  If the PCs is doing extraordinary
  damage with ranged attacks, Gaunt will do his
  best to attack the ranged attackers. Gaunt does
  not (whenever possible) 
  allow himself 
  to be
  surrounded. He retreats to the air or a different
  bridge, even if doing so provokes attacks 
  of
  opportunity.
  The PCs still has the Queen’s expeditious
  retreat spell in effect. This doubles their jumping
  distance and, with the Jump pads, allows the PCs
  to leap after Gaunt.
  Should the PCs grab Dyvan and try to run
  back to the Court with him, the tunnel back
  curves around and leads back to the Cavern of
  Stars. The PCs have agreed to hunt Gaunt and
  they cannot leave until their task is done. Gaunt
  knows of this property of the Cavern and does
  not hunt down people leaving with the boy.
  If the PCs are victorious and saved Tweedle:
  As the final blow is struck, Gaunt begins to melt
  into a black steaming ichor. “I am not so easily
  destroyed mortals! I will return and pay you in
  spades for what you have done this day!” With his
  last statement Gaunt finishes melting and begins
  to evaporate. A small creature can be seen
  stirring within the ichor.
  It is Tweedle, who is a little disoriented, 
  but
  otherwise unharmed.
  If the PCs are victorious and did not save
  Tweedle:
  As the final blow is struck, Gaunt begins to melt
  into a black steaming ichor. “I am not so easily
  destroyed Mortals! I will return and pay you in
  spades for what you have done this day!” With his
  last statement Gaunt finishes melting and begins
  to evaporate.
  However, once the ichor is fully evaporated, they
  will find a very finely crafted rapier. It is a
  masterwork weapon. Currently, it is silvered, but
  it will revert back to steel when the PCs pass back
  through 
  the Gates. 
  This 
  rapier 
  is of elven
  construction. The thin blade is decorated with
  abstract 
  designs. 
  The hilt 
  and 
  pommel 
  are
  silvered and are decorated with similar designs.
  No piece of Gaunt 
  can be saved 
  as 
  he
  completely evaporates no matter what the ichor
  is placed into.
  If the PCs kill Gaunt, each PC receives the
  cert for Gaunt’s Vengeance.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))
  Gaunt’s Worg Form, Sor2: CR 4; Medium-size
  Magical Beast; HD 4d10+2d4+12; hp 39; Init +2
  (Dex), Speed 50 ft., AC 14 (+2 Dex, +2 natural) Atk
  +8 melee (1d6+4, bite); SA Trip; SQ Scent; AL NE;
  SV Fort +6, Ref +6, Will +6
  Str 17, Dex 15, Con 15, Int 15, Wis 12, Chr 16.
  SA: Trip (Ex)—A worg that hits with a bite
  attack can attmpt to trip the opponent as a free
  action (see page 139 in the Player’s Handbook)
  without making a touch attack or provoking a n
  attack of opportunity. If the attempt fails the
  opponent cannot react to trip the worg.
  Skills: Hide +7, Jump + 11, Listen +9, Move
  Silently +7, Spot +9, Wilderness Lore +2; Feats:
  Alertness, Dodge.
  Spells Known (6/5; Spell DC = 13 + spell level):
  0 lvl—daze, flare, mage hand, prestidigitation, 
  ray
  of frost; 1st-lvl—grease, magic missile.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
  Gaunt’s Advanced Worg Form, Sor3: CR 
  4;
  Medium-size Magical Beast; HD 6d10+3d4+16; hp
  53; Init +2 (Dex), Speed 50 ft., AC 14 (+2 Dex, +2
  natural) Atk +10 melee (1d6+4, bite); SA Trip; SQ
  Scent; AL NE; SV Fort +8, Ref +8, Will +6.
  Str 17, Dex 15, Con 15, Int 15, Wis 12, Chr 16.
  Skills: Hide +7, Jump +15, +Listen +9, Move
  Silently +7, Spot +9, Wilderness Lore +2; Feats:
  Alertness, Combat Reflexes, Dodge.
  SA: Trip (Ex)—A worg that hits with a bite
  attack can attmpt to trip the opponent as a free
  action (see page 139 in the Player’s Handbook)
  without making a touch attack or provoking a n
  attack of opportunity. If the attempt fails the
  opponent cannot react to trip the worg.
  Spells Known (6/6; Spell DC = 13 + spell level):
  0 lvl—daze, flare, mage hand, prestidigitation, 
  ray
  of 
  frost; 1st-lvl—enfeeblement, grease, 
  magic
  missile.
   
   If killed, Gaunt dissolves away into an ichor that
  quickly evaporates. He reforms 
  over the next
  year.
   
   Tier 3 (EL 8)
   Gaunt’s Manticore Form, Sor3: CR 8; Huge
  Magical Beast; HD 6d10+3d4+24; hp 78; Init +2
  (Dex); Spd 30 ft., fly 50 ft. (clumsy); AC 16 (-2 size,
  +6 natural); Atks +10 melee (1d6+7 2 claws), +8
  melee (1d8+2 bite), or + 7 ranged (1d8+2 spike); SA
  Spikes; SQ Scent, SR 18, Spell-like Abilities; AL
  NE; SV Fort +8, Ref +2, Will +5
   Str 20, Dex 15, Con 19, Int 15, Wis 12, Chr 16
   
  Skills: Listen +9, Spot +9; Feats: Combat
  Reflexes, Dodge, Multiattack.
   
  SA: Spikes 
  (Ex)—With a snap of its tail, a
  manticore can loose a volley of six spikes as a
  standard action. This attack has a range of 180
  feet with no range increment. A spike threatens a
  critical hit on a natural attack roll of 19 or 20. The
  creature can launch only 24 spikes in any one day.
  
  Gift of the Fey
  Round 2
  Page 11
  Spells Known (6/6; Spell DC = 13 + spell level):
  0 lvl—daze, flare, mage hand, prestidigitation, 
  ray
  of 
  frost; 1st-lvl—enfeeblement, grease, 
  magic
  missile.
  If killed, Gaunt dissolves away into an ichor that
  quickly evaporates. He reforms 
  over the next
  year.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    FFFFiiiivvvveeee::::    TTTToooo    LLLLooooooookkkk    UUUUppppoooonnnn
  M
  M
  M
  Moooorrrrttttaaaallll    LLLLaaaannnnddddssss    OOOOnnnncccceeee    M
  M
  M
  Moooorrrreeee
  (15 - 30 minutes)
  The hounds lead you back through the winding
  caves to Queen Lhiannon’s court. She smiles as
  you approach. Her smile fills you with joy and
  you feel like dancing on clouds.
  “Thank you for ridding me of the nuisance
  who we called ambassador and upholding the
  etiquette of my court.  For your service, you may
  request a gift.”
  Unless the PCs ask for passage, they are in big
  trouble. If the PCs ask for money and magic, the
  Queen smiles sadly and gives them whatever
  money and magic they ask for (even if it is
  ridiculous things – like a Staff of Power or a chest
  of 10,000 gold coins). Queen Lhiannon 
  then
  dismisses her Court and retires. The PCs are not
  able to find the path back to the Gates and are
  trapped in the Caves. They have to request
  another audience with Queen Lhiannon and ask
  for 
  permission 
  to 
  leave. 
  If 
  the 
  PCs 
  are
  particularly 
  dense, 
  a friendly 
  fey 
  (such 
  as
  Tweedle) tells them what to do.
  When the PCs go back, Queen Lhiannon says
  that passage is a gift and wants to know what
  they can offer her in return. If they offer the
  Queen’s own gifts back to her, she is deeply
  offended and considers the PCs very rude. She
  curses them and turns their ears into those of a
  donkey (Fortitude save; DC 26 to resist). The
  curse can be removed or dispelled normally.
  Give great latitude in what she will accept as
  a gift. Fey treasure items that are a part of a
  person 
  or 
  something 
  that 
  a person 
  made.
  Something that a PC makes, builds, created, or a
  physical part of the PC (like a lock of hair) are all
  acceptable. If the PCs do this, the Queen grants
  them passage, but all those fine magic items and
  gold she gave the PCs will turn to sticks and
  stones and leaves upon leaving the fey lands.
  If the PCs ask for passage to begin with,
  Queen Lhiannon 
  compliments 
  them for their
  wisdom. She then gives the speaker who asked for
  passage 
  a “token 
  of her esteem”—a 
  twilight
  faerie. The twilight faerie will follow the PC for a
  year and a day. It floats around the PC and is
  invisible to everyone else. It confers a variety of
  benefits upon the PC. The cert for the Twilight
  Faerie has a list of powers on it, which the player
  must chose from immediately. Once the player
  chooses a power, it cannot be changed.
  The Queen then grants permission for them
  to leave, and the PCs can depart the Caves of
  Twilight Resplendent without incident. Nothing
  attacks them on their way out, as they have the
  Queen’s permission. Their equipment returns to
  normal (becomes unsilvered) 
  when they pass
  back through the Gates.
  If any of the PCs are grievously wounded, the
  Queen tells the Chamberlain 
  to see to their
  wounds. The Chamberlain 
  reaches 
  inside his
  chest and pulls out an egg. He cracks it open and
  either pours it down the throat of an unconscious
  PC or feeds it to a wounded PC. The chamberlain
  repeats the process for each greatly wounded PCs.
  He does not do this for minor hurts and wounds.
  CCCCoooonnnncccclllluuuussssiiiioooonnnn
  (5 – 10 minutes)
  If the PCs succeed in rescuing Dyvan:
  Once you cross the Laughing Brook, you find Alys
  where she has been waiting nervously nearby.
  She becomes ecstatic when she sees young Dyvan
  with you.
  If asked and then pressed, she admits that the boy
  is the son of Darlon Lea. She is thankful for the
  PCs’ help, but she has nothing to offer them and
  cannot tell Darlon or she would be in serious
  trouble.
  If asked how long she has been waiting, she
  replies that they have only been gone a little over
  an hour.
  Alys discourages the PCs from following her.
  If they do so, after an hour’s worth of walking
  they come to a small wood elven village built on
  flets 
  (large platforms) 
  in the trees. Rangers,
  druids, and wood elves refuse to allow the PCs
  closer to the village.
  You return to Hochoch without further incident.
  A week later, a woodsman approaches each of
  you. He tells you that he has a package for you
  and gives you a small bundle. There is a folded
  note tucked in at the top. The note is written in a
  hand not used to writing often and says “My way
  of saying thank you.” It is unsigned. 
  The bundle holds several fox and beaver pelts
  that can be sold for 250 gp. Each PC also receives 1
  Influence Point with Darlon Lea.
  If the PCs do not succeed in rescuing Dyvan:
  Once you cross the Laughing Brook, you find Alys
  where she has been waiting nervously nearby.
  She becomes frantic when she does not see young
  Dyvan with you.
  If asked and then pressed, she admits that the boy
  is the son of Darlon Lea. She is thankful for all
  
  Gift of the Fey
  Round 2
  Page 12
  the PCs try to do to rescue the boy. She has
  nothing to offer them and must now return to
  tell Darlon what has befallen his son.
  If asked how long she has been waiting, she
  replies that they have only been gone a little over
  an hour.
  Alys discourages the PCs from following her.
  If they do so, after an hour’s worth of walking
  they come to a small wood elven village built on
  flets 
  (large platforms) 
  in the trees. Rangers,
  druids, and wood elves refuse to allow the PCs
  closer to the village.
  You return to Hochoch without further incident.
  A week later, a woodsman approaches you. He
  gives you a small note. The note is written in a
  hand not used to writing often and says “Thank
  you for your efforts to save my son.” It is
  unsigned.
  The End
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the discretionary roleplaying experience
  award. The roleplaying award should be given for
  consistent character portrayal and contribution
  to the fun of the game. You can award different
  roleplaying amounts to different characters.
  Award 
  the 
  total 
  value 
  (objectives 
  plus
  roleplaying) to each character.
  Encounter 1
  Defeating the venus flytraps 
  50 xp
  Encounter 2
  Seeing through the illusion and gaining
  the Queen’s favor. 
  50 xp
  Encounter 3
  Overcoming the Rings of Perception
  150 xp
  Encounter 4
  Defeating the Ambassador 
  200 xp
  Total experience for objectives
  450 xp
  Discretionary roleplaying award
  0-50 xp
  Total possible experience
  500 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  Player 
  characters 
  may keep items 
  from 
  the
  scenario that are listed on the treasure list below
  or which meet the following conditions:
  1. 
  The 
  item 
  must 
  be 
  non-magical 
  and
  specifically listed in the text of the adventure
  (e.g armor on foes). If it is not listed in the
  text, the characters cannot keep it. Items of
  this nature can be sold for 50% of book value,
  or recorded on a log sheet.
  2. 
  Animals, followers, monsters, henchmen, and
  so forth (any living being, basically) may not
  be kept from a scenario for any reason unless
  the 
  treasure 
  summary 
  lists 
  the 
  being
  specifically. 
  It 
  is 
  okay 
  for 
  the 
  player
  characters to form relationships with NPCs,
  but these will not be certed and cannot bring
  material benefit to the character. Contacts
  (sources 
  of extra 
  information) 
  must 
  be
  specifically certed.
  3. 
  Theft is against the law, but may be practiced
  by some player characters. Items which are
  worth more than [insert campaign value] that
  are of personal 
  significance 
  to the owner
  (including family heirlooms), and all magical
  items, will be discovered in the possession of
  the character by one means or another. The
  character must return the item and pay a fine
  equal to three times the value of the item
  stolen. In addition, the PC caught receives
  campaign-decided penalties for being known
  as a thief, such as Infamy. For other stolen
  items which meet the criteria in #1 above, use
  your judgment and the circumstances within
  the game to determine whether a PC thief
  gets away with the theft or not.
  Any item retained according to these rules, which
  does not have a certificate, will not ever have a
  certificate issued for it.
  The campaign staff reserves the right to take
  away any item or gold acquired for things which
  it later 
  finds 
  unreasonable 
  but 
  which 
  were
  allowed at the time.
  Encounter 1
  • 
  Up to 7 apples 
  of health (50 gp, *, fruit,
  common): Acts as a potion 
  of 
  cure 
  light
  w o u n d s(caster level 1). (350 gp)
  • 
   
   Encounter 1
  • 
  Masterwork 
  rapier 
  (320 gp, 3 lbs., 
  steel,
  common): 
  This 
  rapier 
  is 
  of 
  elven
  construction. 
  The thin blade 
  is decorated
  with abstract designs.  The hilt and pommel
  are silvered and are decorated with similar
  designs.
  • 
  Gaunt’s Vengeance (n/a, n/a, n/a, n/a): Gaunt,
  an Unseelie fey from the Glades of Shadows
  Lurking, has sworn vengeance against you for
  thwarting his scheme to kidnap the son of
  Darlon Lea. Although you slew his form once,
  you know deep in your bones that he will
  return.
  Game effects: Inform 
  the judge 
  at 
  the
  beginning of each Geoff regional adventure
  that you have this cert.
  
  Gift of the Fey
  Round 2
  Page 13
   Encounter 5
  • 
  Twilight 
  Faerie 
  (n/a, 
  weight, 
  a 
  faerie,
  uncommon, 
  not 
  tradeable): 
  The 
  Twilight
  Faerie is a blessing that manifests itself as a
  tiny sprite (about 1 inch tall).  It is invisible
  to all except the user, who will see the tiny
  faerie fluttering around him and sprinkling
  dust on him. The faerie cannot be hit in
  combat and has no hit points.  When he or
  she first receives the cert, the player must
  chose one power from the following: 
  __The Alertness feat (virtual),
  __The Great Fortitude feat (virtual)
  __The Iron Will feat (virtual)
  __The Lightning Reflexes feat (virtual)
  __ The Dodge feat (virtual)
  The twilight faerie stays with the character
  for a year and a day (52 Time Units), and
  which points it returns to the Seelie court,
  and the PC looses the power it once bestowed.
   Conclusion
  • 
  Influence Point (n/a, n/a, n/a, common – not
  tradeable): Each member of the party receives
  one influence point with Darlon Lea.
  
  Gift of the Fey
  Round 2
  Page 14
  DDDDM
  M
  M
  M    M
  M
  M
  Maaaapppp    ####1111
  
  Gift of the Fey
  Round 2
  Page 15
  DDDDM
  M
  M
  M    M
  M
  M
  Maaaapppp    ####2222
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Geoff/591/Normal Scenarios/GEO1-03 - Gifts of the Fey (APL 2-6)/GEO1-03b - Gifts of the Fey.pdf